Brian Aldiss

NON-STOP

Science Fiction Masterworks Volume 33

“To travel hopefully is a better thing than to arrive…”

R. L. Stephenson

Enter the SF Gateway

In the last years of the twentieth century (as Wells might have put it), Gollancz, Britain’s oldest and most distinguished science fiction imprint, created the SF and Fantasy Masterworks series. Dedicated to re-publishing the English language’s finest works of SF and Fantasy, most of which were languishing out of print at the time, they were — and remain — landmark lists, consummately fulfilling the original mission statement:

‘SF MASTERWORKS is a library of the greatest SF ever written, chosen with the help of today’s leading SF writers and editors. These books show that genuinely innovative SF is as exciting today as when it was first written.’

Now, as we move inexorably into the twenty-first century, we are delighted to be widening our remit even more. The realities of commercial publishing are such that vast troves of classic SF & Fantasy are almost certainly destined never again to see print. Until very recently, this meant that anyone interested in reading any of these books would have been confined to scouring second-hand bookshops. The advent of digital publishing has changed that paradigm for ever.

The technology now exists to enable us to make available, for the first time, the entire backlists of an incredibly wide range of classic and modern SF and fantasy authors. Our plan is, at its simplest, to use this technology to build on the success of the SF and Fantasy Masterworks series and to go even further.

Welcome to the new home of Science Fiction & Fantasy. Welcome to the most comprehensive electronic library of classic SFF titles ever assembled.

Welcome to the SF Gateway.

In affectionate memory of

TED CARNELL

Editor of New Worlds and Science Fantasy and starter of Non-Stop

It is safer for a novelist to choose as his subject something he feels about than something he knows about.

L. P. HARTLEY

Author’s Note

For this new edition of an old favourite, I have made some alterations here and there. These occur on forty- eight pages. The adventure remains the same; the characters remain the same; the theme of an idea gobbling up real life remains the same. Only a few words have been changed.

But of course words make all the difference.

B.W.A.

A community which cannot or will not realise how insignificant a part of the universe it occupies is not truly civilised. That is to say, it contains a fatal ingredient which renders it, to whatever extent, unbalanced. This is the story of one such community.

An idea, which is man-conceived, unlike most of the myriad effects which comprise our universe, is seldom perfectly balanced. Inevitably, it bears the imprint of man’s own frailty; it may fluctuate from the meagre to the grandiose. This is the story of a grandiose idea.

To the community it was more than an idea: it became existence itself. For the idea, as ideas will, had gone wrong and gobbled up their real lives.

PART I

QUARTERS

I

Like a radar echo bounding from a distant object and returning to its source, the sound of Roy Complain’s beating heart seemed to him to fill the clearing. He stood with one hand on the threshold of his compartment, listening to the rage hammering through his arteries.

‘Well, go on out then if you’re going! You said you were going!’

The shrill sarcasm of the voice behind him, Gwenny’s voice, propelled him into the clearing. He slammed the door without looking back, a low growl rasping the back of his throat, and then rubbed his hands together painfully in an attempt to regain control of himself. This was what living with Gwenny meant, the quarrels arising out of nothing and these insane bursts of anger tearing like illness through his being. Nor could it ever be clean anger; it was muddy stuff, and even at its full flood the knowledge was not hidden from him that he would soon be back again, apologizing to her, humiliating himself. Complain needed his woman.

This early in the waking period, several men were about; later, they would be dispersed about their business. A group of them sat on the deck, playing Travel-Up. Complain walked over to them, hands in pockets, and stared moodily down between their ragged heads. The board, painted on the deck, stretched twice as far as the span of a man’s outstretched arms. It was scattered with counters and symbols. One of the players leant forward and moved a pair of his blocks.

‘An outflank on Five,’ he said, with grim triumph, looking up and winking at Complain conspiratorially.

Complain turned away indifferently. For long periods of his life, this game had exerted an almost uncanny attraction on him. He had played it till his adolescent limbs cracked from squatting and his eyes could hardly focus on the silver tokens. On others too, on nearly all the Greene tribe, Travel-Up cast its spell; it gave them a sense of spaciousness and power lacking in their lives. Now Complain was free of the spell, and missed its touch. To be absorbed in anything again would be good.

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