By Mike Ashley

This 3rd quantity in Mike Ashley's four-volume examine of the science-fiction magazines makes a speciality of the turbulent years of the Nineteen Seventies, while the U.S. emerged from the Vietnam warfare into an fiscal trouble. It observed the top of the Apollo moon programme and the beginning of the ecology move. This proved to be the most complex sessions for the science-fiction magazines. not just have been they suffering to outlive in the economy, in addition they needed to take care of the dying of the daddy of recent technological know-how fiction, John W. Campbell, Jr., whereas dealing with new and possibly threatening competition. the marketplace for technological know-how fiction different as by no means earlier than, with the expansion in new anthologies, the emergence of semi-professional magazines, the explosion of technological know-how fiction in university, the beginning of role-playing gaming magazines, underground and grownup comics and, with the good fortune of megastar Wars, media magazines. This quantity explores how the normal science-fiction magazines coped with this, from the

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Extra info for Gateways to Forever: The Story of the Science-Fiction Magazines from 1970 to 1980

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Wargaming was starting to be a big industry by 1977 and would have an impact on the sf magazines, as I shall explore later. The story was a promising start but most of Asprin's later work was in the fantasy field and he sold nothing else to the sf magazines. Orson Scott Card, though, was another matter. 'Ender's Game' also features war games - virtual-reality games in zero-gee involving genetically enhanced children w h o eventually fight a real battle against alien invaders. The story was controversial from the start, not simply because it depicted children at war, but because it blurred the distinction between game-playing and real conflict, yet it was a sign of a maturing attitude amongst Analog's readers that they were generally supportive of the story.

From 1963 he compiled an annual anthology of the best stories from Analog, entitled simply Analog 1, Analog 2, and so on, issued in hardcover by Doubleday, but only the first three of these appeared in paperback in the United States. Bova had similarly compiled Analog 9 in 1973, but this again did not make it into paperback. Analog was not penetrating the pocketbook market. Following a suggestion by Sam Moskowitz, Bova issued an Analog Annual, released in April 1976 in standard pocketbook form by Pyramid Books.

The same was true of George R. R. Martin, w h o had also debuted in Galaxy. Martin's first appearance in Analog was with an article. A computer devotee and chess fan, Martin wrote about the increased ability of computers to play and win at chess in 'The Computer was a Fish' (August 1972). Thereafter, although Martin sold to other magazines and anthologies, his major stories nominated for awards all appeared in Analog, and he was also nominated for the Campbell Best New Writer Award primarily on the strength of his Analog appearances.

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