Introduction

What does 10, 20, 30 or 40 years do to a reader’s recollection of a novel read during one of those distant times?

My first novel about General Semantics, “The World of Null-A”, was originally published in Astounding Stories (now called “Analog”) in 1945 as a three-part serial.

In those days, editors of magazines that published novels in serial form, either had a low opinion, or a correct opinion, of the ability of the majority of their readers to recall the early installments. And so, I, as author, was expected to provide a summary of the first part as a preliminary to Part Two, and summaries of both parts One and Two when Part Three was published a month later.

In what follows I have combined the “best” parts of these original magazine summaries of the first two installments and then added a summary of Part Three.

In the year 2560 A.D., the semantic philosophy of Null-A dominated human existence. Annually, in the games of the Machine, hundreds of thousands of young men and women competed during the policeless month and tried to become “worthy of Venus”. The lesser winners were awarded all the good jobs on Earth. The top winners were sent to glorious Venus, there to become citizens in an all Null-A civilization.

Gilbert Gosseyn received his first shock on the eve of the first day of the Games. He was barred from the mutual protective group of the hotel in which he was staying—because a lie detector stated that he was not Gilbert Gosseyn. The hotel security forces promptly expelled him from his room.

Out in the night he rescues a young woman from marauders of the policeless period. He quickly suspects that she is not, as she has stated, a poor working girl, because she flashes a twenty-five thousand dollar bejewelled cigarette case. He begins to realize that he has become involved in some tremendous intrigue when he discovers she is Patricia Hardie, daughter of Michael Hardie, President of Earth.

The Games Machine also tells him, when he arrives for his first test, that he is not Gilbert Gosseyn. But it informs him that he will be allowed to compete under the name of Gilbert Gosseyn for fifteen days, by which time he must have discovered who he really is.

That night Gosseyn is kidnapped, and taken to the palace-home of President Hardie. He is interviewed by Hardie, by a cripple with a strong personality whose name is “X”, and by a sardonic giant named Thorson.

He learns that the President of Earth is involved in a plot to destroy Null-A, and seize control of the Solar System.

The three plotters become very excited when they discover something in a photograph of Gosseyn’s brain. And, when after being driven almost insane by torture, he succeeds in escaping from a steel-walled room, he is pursued and mowed down by machine gun bullets and flame guns. Thus death comes to Gilbert Gosseyn I.

Gosseyn awakens in a mountain hospital on Venus. He has the full memory of having been killed, and he realizes that somehow, someway, his personality has been preserved in another body that looks exactly like the first.

He swiftly discovers that he is illegally on Venus, and accordingly is subject to death, automatically. He overpowers John and Amelia Prescott, the doctors in charge of the hospital, half-convinces them of a plot to overthrow Null-A, and then sets out into the Venusian wilderness to escape the detectives they had previously called to arrest him.

Venus turns out to be a fantastic land with trees three thousand feet tall and hundreds of feet in diameter. It abounds with natural fruits and vegetables, and the climate is perpetually, marvellously mild. It is a land of dreams, the heaven of the Solar System.

On the sixteenth day a roboplane agent of the Games Machine rescues him, informs him that there is no chance of his escaping capture, and advises him to surrender to the pursuing detectives with a carefully prepared story. It tells him that fully half the detectives on Venus are agents of the gang, and that it is taking him to a forest of one of the reliable detectives.

At the last minute, as he is getting out of the roboplane, it explains that there is a factor in the affair about which it knows nothing, an alien factor. But that whatever evidence is available, he will find it here.

Gosseyn finds the tree house furnished but unoccupied. He discovers a curious tunnel at the back of the apartment. The tunnel leads into the depths of the tree, and, after some strange dreams about beings and ships that have come from remote interstellar space, he decides reluctantly to explore the tunnel.

But it turns out to be very long, intertwining through the roots of the colossal trees, so he returns to the tree house for food. He is captured and taken back to earth.

There he sees the body of Gosseyn I, and realizes that he is in a second duplicate body. He is invited to join the gang, and he has just refused when John Prescott, the Venusian, kills President Hardie and “X” and drugs the other men in the room.

Gosseyn and Prescott escape, and Gosseyn seeks out a psychologist to find out what it is in his brain that has made him the center of an intrigue, which actually held up the gang’s plan to invade Venus.

The psychologist, Dr. Kair, examines his extra-brain, and for the first time he learns the difficulties that stand in the way of training that part of his mind. In the midst of the investigation, they discover that Prescott is really an agent of the inner group of the gang; and that he killed Hardie and “X” with the double purpose of convincing Gosseyn of his bona fides, and of using the hunt for the assassins as a means of using Earth against the Games Machine and Venus.

Kair and Gosseyn escape in a plane, after learning from Prescott that the Distorter is in the wall of Patricia Hardie’s bedroom. Kair plans to take Gosseyn to a lakeshore cabin which he owns, but after the psychologist falls asleep, Gosseyn realizes there is no time to waste.

So he carefully turns the plane around, and jumps in an anti-gravity parachute down onto the palace balcony that leads into Patricia Hardie’s apartment.

He is captured by Eldred Crang, Venusian detective—and turned loose. After what Prescott overheard Kair discover about Gosseyn’s brain, they no longer fear him. Indeed, the gang realizes they are expected to kill Gosseyn. They refuse.

Free, Gosseyn doesn’t know what to do about himself. He goes to the Games Machine. And it tells him that Crang was right. He has served his purpose. He was used, first to startle the gang leaders, then to show them that their secret hiding place in Venus was known. It was all part of an immense political maneuvering, and it is up to him now to make way for Gosseyn Three, whose extra-brain is already trained.

The Machine also tells him that Venus has been invaded and all its cities captured, and that therefore he must waste no time in killing himself. Gosseyn refuses to do so, but later after boldly entering the palace, and sending the Distorter to the Games Machine, he realizes that he has no alternative.

He rents a room in a hotel, drugs himself with Coue hypnotic drug, sets a phonograph to repeating endlessly that he must kill himself; and he is lying there half-unconscious when he hears heavy gunfire. He drags himself out of bed, turns on the radio, and hears the Game Machine tell him not to kill himself because the body of Gosseyn Three has been accidentally destroyed, and so it’s up to him to escape and train his extra-brain.

Vaguely, Gosseyn hears the announcer say finally that the Game Machine has been destroyed. He returns to the bed, and slowly forgets what he has been told by the Machine. There is only the whining voice of the record repeating, “Kill yourself, kill yourself!—” This time he is rescued by Dan Lyttle, hotel clerk.

In the final third of “World”, Gosseyn’s “double” brain is trained, but he discovers it controls energy flows on a 20-decimal level of refinement, thus transcending the time-space phenomenon.

The violent conspirators are confronted in the Semantics Institute on Earth, and suffer the fate they deserve.

In the final chapter Gosseyn, still seeking clues to his own identity, finds himself looking down at a newly dead body, the face of which is a duplicate of his own. As his own mind probes the few, still living cells of the duplicate brain, vague clues come through. But he realizes that he has arrived too late.

He has won the battle; but he still does not know who he is…

The 1940s were easily the busiest years of my writing career; so, after it became apparent that “World” had made a big hit with most of the readers of Astounding Stories (about this time called Astounding Science Fiction), I wrote an even longer sequel: “The Players of Null-A.”

“Players” was published in the October, November, December, 1948, and January, 1949, issues of Astounding; and it also had summaries of the earlier installments, beginning in the November issue.

“The Players of Null-A” opens with the introduction of a sinister new character, a shadowy being, called The Follower; and presently a stranger history of human beings in our Milky Way galaxy emerges, and it tells how they (we) got here.

Two million years ago, in another galaxy far away, the human race there discovers that a vast, deadly cloud of gas is enveloping all its planets. Not everybody can escape, but tens of thousands of small spaceships are sent out, with potential survivors aboard each little craft in a state of suspended animation. After the million-plus year voyage, the little ships reach our Milky Way galaxy, and begin to land at random on habitable planets thousands of light-years apart.

Gilbert Gosseyn, a clone descendant of one of the survivors, has finally (in “The World of Null-A”) discovered clues to his origin, and his special abilities. Here on earth of 2560 A.D. he has received Null-A training, and is accordingly entitled to live on Null-A Venus. He is, at first, unaware that, as a result of his newly discovered self-knowledge, he has become the target of the machinations of The Follower, a shadow-like being, who comes to earth from a far-distant star system of the Greatest Empire—a vast interstellar civilization.

The Follower’s purpose is to prevent Gosseyn from leaving the solar system. Which means he wants to stop him, first of all, from going to Venus, where there is a hidden—hidden underground—interstellar space-time distorter system for transmitting huge spaceships across light-years of distance instantaneously. The principal reason for trying to delay Gosseyn is that, if he reached Venus in time, he might accompany the sister of Enro, head of the Greatest Empire; accompany her and her Null-A detective companion, Eldred Crang, to the Capital Planet of the Empire.

The delaying action is successfully achieved by The Follower’s human agent, Janasen. And, when Gosseyn later confronts Janasen, the latter produces an energized flat object, which has the appearance of being a glowing calling-card. When Gosseyn finally, deliberately, takes the card, he is instantaneously transported to a prison cell on the planet of the Predictors, a race of people who can predict the future. There, he meets, among others, a beautiful young woman, Leej, in whose presence—and with whose help—he has his first confrontation with The Followers.

Gosseyn has escaped from the prison cell by using his special abilities; and The Follower watched him escape with the intention of learning his methods.

As a result of this observation, the shadow being decides that Gosseyn is dangerous, and offers him a partnership arrangement—the purpose of which, apparently, is to take over the Greatest Empire from Enro and his sister, Reesha (on earth she used the name “Patricia”).

Gosseyn has the unhappy task of telling the schemer that Null-A people do not wish to conquer anyone except by reason. Whereupon, The Follower tries to destroy him. The resultant battle between the two tells us a great deal about the special abilities of both.

They seem to be equally matched; for both escape.

Gosseyn, with the help of Leej, thereupon makes it to the Capital Planet, where we discover that Reesha and Crang are trying to influence Enro toward peace; and

The Follower, who is revealed to be Enro’s chief advisor when in human form, is urging Enro to destroy Non-Aristotelian Venus.

Enro is alarmed by Gosseyn’s special abilities; and, after a confrontation, he lets The Follower influence him in the direction of destroying the solar system.

However, Gosseyn, with the help of Leej, Reesha and Crang, aided by the special Null-A defenses of Venus, defeats the vast fleets that are launched against Earth and Venus.

But Leej, and even villainous Enro—it turns out—are also descendants of the survivors of the distant galaxy; and their special abilities will be useful, as part of a team effort, that has the goal of returning to their galaxy of origin to find out what happened there.

“Players” ends with the destruction of The Follower.

And so, now that the reader has become aware of what went on in the previous “installments” (“The World of Null-A” and “The Players of Null-A”) the stage is set for “Null-A Three”.

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