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'''''Elite''''' is a seminal [[space trading and combat simulator|space trading]] [[video game]], written and developed by [[David Braben]] and [[Ian Bell (programmer)|Ian Bell]] and originally published by [[Acornsoft]] for the [[BBC Micro]] and [[Acorn Electron]] computers in 1984.<ref name="mobygames">{{cite web | url=http://www.mobygames.com/game/elite | title=Elite | publisher=mobygames.com | accessdate=2015-01-19 }}</ref> ''Elite's'' [[Open-ended (gameplay)|open-ended game model]], advanced [[game engine]] and revolutionary 3D graphics led to it being ported to virtually every contemporary [[home computer]] system, and earned it a place as a classic and a genre maker in gaming history.<ref name=escapist>{{cite web |last=LaMosca |first=Adam |title=Lost in the Void |publisher=[[The Escapist (magazine)|The Escapist]] |date=July 18, 2006 |url=http://www.escapistmagazine.com/articles/view/issues/issue_54/324-Lost-in-the-Void |accessdate=2007-11-17}}</ref> The game's title derives from one of the player's goals of raising their combat rating to the exalted heights of "Elite".
'''''Elite''''' is a seminal [[space trading and combat simulator|space trading]] [[video game]], written and developed by [[David Braben]] and [[Ian Bell (programmer)|Ian Bell]] and originally published by [[Acornsoft]] for the [[BBC Micro]] and [[Acorn Electron]] computers in in September of 1984.<ref name=elite_home/> ''Elite's'' [[Open-ended (gameplay)|open-ended game model]], advanced [[game engine]] and revolutionary 3D graphics led to it being ported to virtually every contemporary [[home computer]] system, and earned it a place as a classic and a genre maker in gaming history.<ref name=escapist>{{cite web |last=LaMosca |first=Adam |title=Lost in the Void |publisher=[[The Escapist (magazine)|The Escapist]] |date=July 18, 2006 |url=http://www.escapistmagazine.com/articles/view/issues/issue_54/324-Lost-in-the-Void |accessdate=2007-11-17}}</ref> The game's title derives from one of the player's goals of raising their combat rating to the exalted heights of "Elite".


''Elite'' was one of the first [[home computer]] games to use [[Wire-frame model|wire-frame 3D graphics]] with [[hidden line removal]]. Another novelty was the inclusion of ''The Dark Wheel'', a novella by [[Robert Holdstock]] which gave players insight into the moral and legal codes to which they might aspire.
''Elite'' was one of the first [[home computer]] games to use [[Wire-frame model|wire-frame 3D graphics]] with [[hidden line removal]].<ref name=gazzard201312/> It added graphics and [[twitch gameplay]] aspects to the genre established by the 1974 game ''[[Star Trader]]''.<ref>{{cite journal | url=http://books.google.com/books?id=5aBPAAAAYAAJ&pg=PA | title=Practical Computing | journal=Practical Computing | year=1985 | volume=8 | page=100}}</ref> Another novelty was the inclusion of ''The Dark Wheel'', a novella by [[Robert Holdstock]] which gave players insight into the moral and legal codes to which they might aspire.


The game was followed by the sequels ''[[Frontier: Elite II]]'' in 1993 and ''[[Frontier: First Encounters]]'' in 1995, which introduced Newtonian physics, realistic star systems and seamless freeform planetary landings. A third sequel, ''[[Elite: Dangerous]]'', began crowdfunding in 2012 and was launched on 16 December 2014, following a period of semi-open testing.
The game was followed by the sequels ''[[Frontier: Elite II]]'' in 1993<ref name=frontierPage>{{cite web | url=http://www.frontier.co.uk/games/older/frontier_elite_ii/ | title=Frontier: Elite II official page | year=2007 | accessdate=2010-07-02 }}</ref> and ''[[Frontier: First Encounters]]'' in 1995<ref name=ffe-official>{{cite web|url=http://frontier.co.uk/games/older/frontier_first_encounters/|title=Frontier: First Encounters - Official site}}</ref>, which introduced Newtonian physics, realistic star systems and seamless freeform planetary landings. A third sequel, ''[[Elite: Dangerous]]'', began crowdfunding in 2012 and was launched on 16 December 2014<ref name="Elite4_PCGamer">{{cite web|url=http://www.pcgamer.com/elite-dangerous-release-date-set-for-next-month/ |title=Elite: Dangerous release date set for next month |publisher=PC Gamer |date=7 November 2014|accessdate=7 November 2014}}</ref>, following a period of semi-open testing.


''Elite'' proved hugely influential, serving as a model for other games including ''[[Wing Commander: Privateer]]'', ''[[Grand Theft Auto (series)|Grand Theft Auto]]'',<ref name="garypenn">{{cite web|url=http://www.gamasutra.com/view/feature/134644/the_replay_interviews_gary_penn.php|title=Gamasutra - Gary Penn interview}}</ref> ''[[EVE Online]]'',<ref name="rpgv_eve" /><ref name="eve_gama" /><ref name=eve_pcgamer /> ''[[Freelancer (video game)|Freelancer]]'', the ''[[X (computer game series)|X series]]'' and ''[[No Man's Sky]]''.<ref name="ign-explained">{{cite web|url=https://www.youtube.com/watch?v=tYoGN2zgXQU&t=65|title=No Man's Sky - The Story, Gameplay, and Multiplayer Explained |publisher=[[IGN.com]]}}</ref>
''Elite'' proved hugely influential, serving as a model for other games including ''[[Wing Commander: Privateer]]'', ''[[Grand Theft Auto (series)|Grand Theft Auto]]'',<ref name="garypenn">{{cite web|url=http://www.gamasutra.com/view/feature/134644/the_replay_interviews_gary_penn.php|title=Gamasutra - Gary Penn interview}}</ref> ''[[EVE Online]]'',<ref name="eve_rpgv" /><ref name="eve_gama" /><ref name=eve_pcgamer /> ''[[Freelancer (video game)|Freelancer]]'', the ''[[X (computer game series)|X series]]''<ref name=eg_xbtf>{{cite web | author = Gestalt |title = X: Beyond The Frontier Review | publisher = [[Eurogamer]] | date = October 21, 1999 | url = http://www.eurogamer.net/articles/x | accessdate = 2008-06-19}}</ref><ref name=cavg_xbtf>{{cite web | last = Shoemaker | first = Richie | title = PC Review: X - Beyond the Frontier | publisher = [[Computer and Video Games]] | date = August 13, 2001 | url = http://www.computerandvideogames.com/3667/reviews/x-beyond-the-frontier-review/ | archiveurl = http://wayback.archive.org/web/20110408110531/http://www.computerandvideogames.com/3667/reviews/x-beyond-the-frontier-review/ | archivedate = 2011-04-08 | accessdate = 2008-06-20 | quote = If, however - like me - you consider Elite to be the best game ever made, X - Beyond The Frontier is by far its closest relation.}}</ref><ref name=gx_x3r>{{cite web | author = Wolf | title = X3: Reunion review at games xtreme | publisher = [[games xtreme]] | date = January 25, 2006 | url = http://www.gamesxtreme.com/article/3339/x3-reunion-review/ | accessdate = 2015-01-18}}</ref> and ''[[No Man's Sky]]''.<ref name="ign-explained">{{cite web|url=https://www.youtube.com/watch?v=tYoGN2zgXQU&t=65|title=No Man's Sky - The Story, Gameplay, and Multiplayer Explained |publisher=[[IGN.com]]}}</ref>


Non-Acorn versions were each first published by [[Firebird Software|Firebird]], [[Imagineer (company)|Imagineer]] and Hybrid. Subsequently [[Frontier Developments]] has claimed the game to be a "Game by Frontier",<ref>{{cite web|url=http://frontier.co.uk/games/elite|archiveurl=https://web.archive.org/web/20100127094607/http://frontier.co.uk/games/elite|archivedate=2010-01-27|title=Games by Frontier }}</ref> to be part of its own back catalogue<ref>{{cite web|url=http://frontier.co.uk/docs/files/FrontierDevelopments_plc_Admission_Document.pdf|archiveurl=https://web.archive.org/web/20130913194924/http://frontier.co.uk/docs/files/FrontierDevelopments_plc_Admission_Document.pdf|archivedate=2013-09-13|title=Frontier Developments Admission to Trading on AIM, Selected back catalogue | pages=12 }}</ref> and all the rights to the game to have been owned by David Braben.<ref>{{cite web|url=http://frontier.co.uk/docs/files/FrontierDevelopments_plc_Admission_Document.pdf|archiveurl=https://web.archive.org/web/20130913194924/http://frontier.co.uk/docs/files/FrontierDevelopments_plc_Admission_Document.pdf|archivedate=2013-09-13|title=Frontier Developments Admission to Trading on AIM, IP Assignment Agreement | pages=101 }}</ref>
Non-Acorn versions were each first published by [[Firebird Software|Firebird]], [[Imagineer (company)|Imagineer]] and Hybrid. Subsequently [[Frontier Developments]] has claimed the game to be a "Game by Frontier",<ref name=elite_home>{{cite web|url=http://frontier.co.uk/games/elite|archiveurl=https://web.archive.org/web/20100127094607/http://frontier.co.uk/games/elite|archivedate=2010-01-27|title=Games by Frontier - Elite }}</ref> to be part of its own back catalogue<ref>{{cite web|url=http://frontier.co.uk/docs/files/FrontierDevelopments_plc_Admission_Document.pdf|archiveurl=https://web.archive.org/web/20130913194924/http://frontier.co.uk/docs/files/FrontierDevelopments_plc_Admission_Document.pdf|archivedate=2013-09-13|title=Frontier Developments Admission to Trading on AIM, Selected back catalogue | pages=12 }}</ref> and all the rights to the game to have been owned by David Braben.<ref>{{cite web|url=http://frontier.co.uk/docs/files/FrontierDevelopments_plc_Admission_Document.pdf|archiveurl=https://web.archive.org/web/20130913194924/http://frontier.co.uk/docs/files/FrontierDevelopments_plc_Admission_Document.pdf|archivedate=2013-09-13|title=Frontier Developments Admission to Trading on AIM, IP Assignment Agreement | pages=101 }}</ref>


== Gameplay ==
== Gameplay ==
[[File:BBC Micro Elite screenshot.png|thumb|left|The BBC Micro version of ''Elite'', showing the player approaching a Coriolis space station]]
[[File:BBC Micro Elite screenshot.png|thumb|left|The BBC Micro version of ''Elite'', showing the player approaching a Coriolis space station]]


The player initially controls the character "Commander Jameson",<ref name="postmortem"/> though the name can be changed after the game is saved. The player starts at Lave Station with 100 credits and a lightly armed trading ship, a Cobra Mark III. Most of the ships that the player encounters are similarly named after [[snake]]s or other [[reptile]]s. Credits can be accumulated through a number of means. These include piracy, trade, military missions, bounty hunting and [[asteroid mining]]. The money generated by these enterprises allows players to upgrade their ships with enhancements such as better weapons, increased cargo capacity, an automated docking system, an extra energy bank and more.<ref name="mobygames"/>
The player initially controls the character "Commander Jameson",<ref name="postmortem"/> though the name can be changed after the game is saved. The player starts at Lave Station with 100 credits and a lightly armed trading ship, a Cobra Mark III.<ref name=elite_home/> Most of the ships that the player encounters are similarly named after [[snake]]s or other [[reptile]]s.<ref name="zzap64"/> Credits can be accumulated through a number of means. These include piracy, trade,<ref name=elite_home/> military missions, bounty hunting and [[asteroid mining]]. The money generated by these enterprises allows players to upgrade their ships with enhancements such as better weapons, increased cargo capacity, an automated docking system, an extra energy bank and more.<ref name="mobygames">{{cite web | url=http://www.mobygames.com/game/elite | title=Elite | publisher=mobygames.com | accessdate=2015-01-19 }}</ref>


In the game universe, stars have single [[planet]]s, each with a [[space station]] in its [[orbit]]. Stars are always separated by [[interstellar travel|interstellar]] distances effectively untraversable using the ship's sublight engines. Travel between stars is accomplished by hyperspace jumps, and is constrained to those within range of the limited fuel capacity (7 [[light year]]s) of the ship's [[hyperdrive]]. Sublight fuel capacity is apparently infinite.
In the game universe, stars have single [[planet]]s, each with a [[space station]] in its [[orbit]]. Stars are always separated by [[interstellar travel|interstellar]] distances effectively untraversable using the ship's sublight engines. Travel between stars is accomplished by hyperspace jumps, and is constrained to those within range of the limited fuel capacity (7 [[light year]]s) of the ship's [[hyperdrive]]. Sublight fuel capacity is apparently infinite.<ref name="crash"/>


Fuel can be replenished after docking with a space station, which requires matching the ship's rotation to that of the station before entering the docking bay<ref name="postmortem"/> - a task that can be avoided by purchasing a docking computer. Players can upgrade their equipment with a fuel scoop, which allows raw fuel to be skimmed from the surface of stars—being described by the manual as "a dangerous and difficult activity", but in practice a fairly simple process far easier than manually docking at a space station—and collecting free-floating cargo canisters and escape capsules liberated after the destruction of other ships.
Fuel can be replenished after docking with a space station, which requires matching the ship's rotation to that of the station before entering the docking bay<ref name="postmortem"/> - a task that can be avoided by purchasing a docking computer. Players can upgrade their equipment with a fuel scoop, which allows raw fuel to be skimmed from the surface of stars,<ref name="crash"/> described by the manual as "a dangerous and difficult activity", but in practice a fairly simple process far easier than manually docking at a space station—and collecting free-floating cargo canisters and escape capsules liberated after the destruction of other ships.<ref name="gamasutra_history">{{cite web | last = Barton | first = Matt |author2=Bill Loguidice | title = The History of Elite: Space, the Endless Frontier | publisher = [[Gamasutra]] | date = April 7, 2009 | url = http://www.gamasutra.com/view/feature/3983/the_history_of_elite_space_the_.php | accessdate = 2009-12-27}}</ref>


While making a hyperspace jump between star systems, the antagonistic Thargoid insect race may intercept the player half way, forcing his ship to remain in "witch-space" and do battle with their smaller invasion ships. As the interrupted jump uses the full journey's fuel, the player may have insufficient fuel to subsequently jump to a nearby planet, trapping them in witch-space and they must use an escape capsule if owned, or abort the game and reload.
While making a hyperspace jump between star systems, the antagonistic Thargoid<ref name=elite_home/> insect race may intercept the player half way, forcing his ship to remain in "witch-space" and do battle with their smaller invasion ships. As the interrupted jump uses the full journey's fuel, the player may have insufficient fuel to subsequently jump to a nearby planet, trapping them in witch-space and they must use an escape capsule if owned, or abort the game and reload.


An extremely expensive one-shot galactic hyperspace upgrade permits travel between the eight galaxies of the game universe. There is little practical difference between the different galaxies. However, in some versions it is necessary to travel to at least the second galaxy to access the game's missions. The planetary layout of the galaxies is different, and many players discovered trade runs between closely positioned planets with fortuitous economic combinations.
An extremely expensive one-shot galactic hyperspace upgrade permits travel between the eight galaxies of the game universe. There is little practical difference between the different galaxies. However, in some versions it is necessary to travel to at least the second galaxy to access the game's missions. The planetary layout of the galaxies is different, and many players discovered trade runs between closely positioned planets with fortuitous economic combinations.


Elite includes several optional paid missions for the Galactic Navy. One requires tracking down and destroying a stolen experimental ship; the other involves transporting classified information on the Thargoids' home planet, with Thargoid invasion ships doing their best to see that you do not succeed throughout the duration of the mission involving multiple interplanetary jumps.
Elite includes several optional paid missions for the Galactic Navy. One requires tracking down and destroying a stolen experimental ship;<ref name="zzap64"/> the other involves transporting classified information on the Thargoids' home planet, with Thargoid invasion ships doing their best to see that you do not succeed throughout the duration of the mission involving multiple interplanetary jumps.


== Development ==
== Development ==
According to Braben and Bell, ''Elite'' was inspired by a range of sources. The developers cite ''[[2001: A Space Odyssey (film)|2001: A Space Odyssey]]'', ''[[Star Wars]]'', ''[[Hitchhiker's Guide to the Galaxy]]'' and the original ''[[Battlestar Galactica (1978 TV series)|Battlestar Galactica]]'' as influences. Braben also cites the works of [[Larry Niven]], [[Jerry Pournelle]], [[Arthur C. Clarke]], [[Robert L. Forward]], [[Isaac Asimov]] and [[Orson Scott Card]] as influences.<ref name="highscore">Rusell DeMaria, Johnny L. Wilson, ''High Score!: the illustrated history of electronic games'', p. 340-341</ref> It was thought that much of the game's content was derived from the ''[[Traveller (role-playing game)|Traveller]]'' [[tabletop role-playing game]], including the default commander name Jameson,<ref>{{cite web | url=http://www.hooplah.com/encounters/trivia.htm | archiveurl=http://web.archive.org/web/20060530050948/http://www.hooplah.com/encounters/trivia.htm | archivedate=2006-05-30 | title=Elite Trivia | accessdate=2006-05-21}}</ref> but this has been denied by David Braben on several occasions.<ref name="postmortem"/><ref name="redditama">{{cite web|last=Braben|first=David|title=I am David Braben, co-creator of Elite, creator of Frontier, Frontier II and the upcoming Elite: Dangerous|url=http://www.reddit.com/r/IAmA/comments/15od2s/i_am_david_braben_cocreator_of_elite_creator_of/c7octww|publisher=Reddit AMA|accessdate=30 December 2012}}</ref>
According to Braben and Bell, ''Elite'' was inspired by a range of sources. The developers cite ''[[2001: A Space Odyssey (film)|2001: A Space Odyssey]]'', ''[[Star Wars]]'', ''[[Hitchhiker's Guide to the Galaxy]]'' and the original ''[[Battlestar Galactica (1978 TV series)|Battlestar Galactica]]'' as influences. Braben also cites the works of [[Larry Niven]], [[Jerry Pournelle]], [[Arthur C. Clarke]], [[Robert L. Forward]], [[Isaac Asimov]] and [[Orson Scott Card]] as influences.<ref name="highscore">Rusell DeMaria, Johnny L. Wilson, ''High Score!: the illustrated history of electronic games'', p. 340-341</ref> It was thought that much of the game's content was derived from the ''[[Traveller (role-playing game)|Traveller]]'' [[tabletop role-playing game]], including the default commander name Jameson,<ref name=trivia>{{cite web | url=http://www.hooplah.com/encounters/trivia.htm | archiveurl=http://web.archive.org/web/20060530050948/http://www.hooplah.com/encounters/trivia.htm | archivedate=2006-05-30 | title=Elite Trivia | accessdate=2006-05-21}}</ref> but this has been denied by David Braben on several occasions.<ref name="postmortem"/><ref name="redditama">{{cite web|last=Braben|first=David|title=I am David Braben, co-creator of Elite, creator of Frontier, Frontier II and the upcoming Elite: Dangerous|url=http://www.reddit.com/r/IAmA/comments/15od2s/i_am_david_braben_cocreator_of_elite_creator_of/c7octww|publisher=Reddit AMA|accessdate=30 December 2012}}</ref>


When the developers met at [[Jesus College, Cambridge]], Bell was already working on a game for Acornsoft called ''Freefall''. Braben had started writing a game called ''Fighter'', but he had not yet completed it. The two projects were sufficiently similar that Braben and Bell compared notes, and after seeing ''[[Star Raiders]]'' on the [[Atari 800]] they decided to collaborate to produce what eventually became ''Elite''. They first approached Thorn EMI; the company's rejection letter stated that the game was too complicated and needed to be finishable in 10 minutes with three [[life (gaming)|lives]]. Braben and Bell then met with Acornsoft; their demo of the ''Elite''{{'}}s combat and docking sequences impressed managing director David Johnson-Davies and other Acornsoft executives. The company agreed to publish the finished game, although the company feared that it was too ambitious for Braben and Bell, and was uncertain about the merits of two developers instead of one on a single game.<ref>{{cite web | title = Interview - From Outsider To Elite: In Conversation With David Braben | publisher = Gamasutra | date = October 17, 2005 | url = http://gamedeveloper.com/view/feature/130841/interview__from_outsider_to_.php}}</ref>{{r|guardian}}
When the developers met at [[Jesus College, Cambridge]], Bell was already working on a game for Acornsoft called ''Freefall''. Braben had started writing a game called ''Fighter'', but he had not yet completed it. The two projects were sufficiently similar that Braben and Bell compared notes, and after seeing ''[[Star Raiders]]'' on the [[Atari 800]] they decided to collaborate to produce what eventually became ''Elite''. They first approached Thorn EMI; the company's rejection letter stated that the game was too complicated and needed to be finishable in 10 minutes with three [[life (gaming)|lives]]. Braben and Bell then met with Acornsoft; their demo of the ''Elite''{{'}}s combat and docking sequences impressed managing director David Johnson-Davies and other Acornsoft executives. The company agreed to publish the finished game, although the company feared that it was too ambitious for Braben and Bell, and was uncertain about the merits of two developers instead of one on a single game.<ref>{{cite web | title = Interview - From Outsider To Elite: In Conversation With David Braben | publisher = Gamasutra | date = October 17, 2005 | url = http://gamedeveloper.com/view/feature/130841/interview__from_outsider_to_.php}}</ref>{{r|guardian}}
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Acornsoft set in motion a large-scale publicity campaign and commissioned a presentational package for the game that was far more elaborate than normal. Acornsoft packaged ''Elite'' in a box larger than their usual releases, complete with a [[novella]] by [[Robert Holdstock]] called ''The Dark Wheel'', Space Trader's Flight Training Manual, reference card and a ship identification poster.
Acornsoft set in motion a large-scale publicity campaign and commissioned a presentational package for the game that was far more elaborate than normal. Acornsoft packaged ''Elite'' in a box larger than their usual releases, complete with a [[novella]] by [[Robert Holdstock]] called ''The Dark Wheel'', Space Trader's Flight Training Manual, reference card and a ship identification poster.


''The Dark Wheel'' was the first novella to be included for distribution with a video game.<ref>{{cite web| url = http://www.computerandvideogames.com/article.php?id=78368| title = Games that changed the world: Elite | work = Computer & Video Games | archiveurl=http://web.archive.org/web/20070211011328/http://www.computerandvideogames.com/article.php?id=78368 | archivedate=2007-02-11}}</ref> The original Acornsoft version promised on its back cover that "[a] sequel to the novella is planned for publication in 1985", but no direct sequel was ever written. A second novella, ''Imprint'' by Andy Redman, was included with the [[IBM PC]] release of ''Elite Plus'', but despite being set in the same universe it is in no way connected to the original story.
''The Dark Wheel'' was the first novella to be included for distribution with a video game.<ref name=cvgchanged>{{cite web| url = http://www.computerandvideogames.com/article.php?id=78368| title = Games that changed the world: Elite | work = Computer & Video Games | archiveurl=http://web.archive.org/web/20070211011328/http://www.computerandvideogames.com/article.php?id=78368 | archivedate=2007-02-11}}</ref> The original Acornsoft version promised on its back cover that "[a] sequel to the novella is planned for publication in 1985", but no direct sequel was ever written. A second novella, ''Imprint'' by Andy Redman, was included with the [[IBM PC]] release of ''Elite Plus'', but despite being set in the same universe it is in no way connected to the original story.


Marketing activities included a launch party at the [[Thorpe Park]] theme park (holding such an event for a video game was almost unheard of at the time) and a competition to be among the first to achieve the status of "Elite".<ref name="guardian">{{cite news | url=http://www.guardian.co.uk/books/2003/oct/18/features.weekend | title=Masters of their universe | publisher=Guardian| last=Spufford |first=Francis |date=2003-10-18 | location=London}}</ref>{{Disputed-inline|Masters of their universe, The Guardian, Francis Spufford|date=March 2012}}
Marketing activities included a launch party at the [[Thorpe Park]] theme park (holding such an event for a video game was almost unheard of at the time) and a competition to be among the first to achieve the status of "Elite".<ref name="guardian">{{cite news | url=http://www.guardian.co.uk/books/2003/oct/18/features.weekend | title=Masters of their universe | publisher=Guardian| last=Spufford |first=Francis |date=2003-10-18 | location=London}}</ref>{{Disputed-inline|Masters of their universe, The Guardian, Francis Spufford|date=March 2012}}
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The first version of the game was released for the BBC Micro, model B on tape and Disk and "about a month or two later" the Acorn Electron Tape version was released.<ref name="postmortem">{{cite web | url=http://www.gdcvault.com/play/1014628/Classic-Game-Postmortem | title=Classic Game Postmortem - ELITE | publisher=GCD.com }}</ref> The Electron's limitations meant several game features were cut including Thargoids and suns. Neither the BBC nor the Electron tape versions featured missions. Additionally, the original tape version for the Electron contained a bug that stopped Galactic Hyperspace from working. Acorn provided a mail-in tape-replacement service to upgrade to v1.1 (marked as such on the tape label) that fixed this bug. The BBC B Disk version, referred to as ''Classic Elite'', would load a new set of ships after every hyperspace jump or space station launch, meaning a larger number of ships were available. A new disc version released by [[Superior Software]] in 1986 was enhanced to take advantage of the BBC Micro Model B's successors including the BBC Micro Model B+, Master 128 computers, the optional [[BBC Micro 6502 Second Processor|6502 Second Processor]] or sideways RAM, if they were fitted. In this case, the game used Modes 1 and 2 to make more colours available.
The first version of the game was released for the BBC Micro, model B on tape and Disk and "about a month or two later" the Acorn Electron Tape version was released.<ref name="postmortem">{{cite web | url=http://www.gdcvault.com/play/1014628/Classic-Game-Postmortem | title=Classic Game Postmortem - ELITE | publisher=GCD.com }}</ref> The Electron's limitations meant several game features were cut including Thargoids and suns. Neither the BBC nor the Electron tape versions featured missions. Additionally, the original tape version for the Electron contained a bug that stopped Galactic Hyperspace from working. Acorn provided a mail-in tape-replacement service to upgrade to v1.1 (marked as such on the tape label) that fixed this bug. The BBC B Disk version, referred to as ''Classic Elite'', would load a new set of ships after every hyperspace jump or space station launch, meaning a larger number of ships were available. A new disc version released by [[Superior Software]] in 1986 was enhanced to take advantage of the BBC Micro Model B's successors including the BBC Micro Model B+, Master 128 computers, the optional [[BBC Micro 6502 Second Processor|6502 Second Processor]] or sideways RAM, if they were fitted. In this case, the game used Modes 1 and 2 to make more colours available.


''Elite'' was converted to a wide range of home computer platforms of the era, including the [[Amiga]], [[Atari ST]], [[Apple II]], [[Amstrad CPC]], [[Commodore 64]], [[ZX Spectrum]], [[MSX]], [[Tatung Einstein]] and [[IBM PC compatible]]. The only console version was released in 1991 for the [[Nintendo Entertainment System]]. Some of the versions had slightly altered gameplay or other characteristics, such as the number of missions offered to the player.
The great commercial success of the BBC Micro version prompted a bidding war for the rights to publish ''Elite'' in other formats, with [[British Telecom]]'s software arm, [[Telecomsoft]], eventually winning the rights.<ref name=elite_home/> It was eventually ported to virtually every contemporary home computer system including the [[Amiga]], [[Atari ST]], [[Apple II]], [[Amstrad CPC]], [[Commodore 64]], [[ZX Spectrum]], [[MSX]], [[Tatung Einstein]] and [[IBM PC compatible]]. The only console version was released in 1991 for the [[Nintendo Entertainment System]]. Some of the versions had slightly altered gameplay or other characteristics, such as the number of missions offered to the player.


Contemporary versions for home computers based on the [[MOS Technology 6502|6502]] microprocessor were ported by either Bell or Bell and Braben.<ref name="ianbell"/> The [[Commodore 64]] conversion introduced Trumbles (creatures based on the [[Tribble (Star Trek)|tribbles]] in ''[[Star Trek: The Original Series]]''). When the docking computer is activated in the Commodore 64 version and some other versions, a musical rendition of [[The Blue Danube]] [[Waltz]] is played, as a nod to a space docking sequence in [[Stanley Kubrick]]'s [[1968 in film|1968]] film ''[[2001: A Space Odyssey (film)|2001: A Space Odyssey]]''. This music was arranged by David Dunn.
Contemporary versions for home computers based on the [[MOS Technology 6502|6502]] microprocessor were ported by either Bell or Bell and Braben.<ref name="ianbell"/> The [[Commodore 64]] conversion introduced Trumbles (creatures based on the [[Tribble (Star Trek)|tribbles]] in ''[[Star Trek: The Original Series]]''). When the docking computer is activated in the Commodore 64 version and some other versions, a musical rendition of [[The Blue Danube]] [[Waltz]] is played, as a nod to a space docking sequence in [[Stanley Kubrick]]'s [[1968 in film|1968]] film ''[[2001: A Space Odyssey (film)|2001: A Space Odyssey]]''.<ref name=trivia/> This music was arranged by David Dunn.


The ZX Spectrum version, programmed by "Torus"<ref name="ianbell"/> included a [[Supernova]] mission not found in any other version.<ref name="postmortem"/> The [[Amstrad CPC]] conversion (itself a port of the ZX version) has fewer ships than other platforms, lacking the Anaconda and Transport, along with some minor differences in missions and titles.
The ZX Spectrum version, programmed by "Torus"<ref name="ianbell"/> included a [[Supernova]] mission not found in any other version.<ref name="postmortem"/> The [[Amstrad CPC]] conversion (itself a port of the ZX version) has fewer ships than other platforms, lacking the Anaconda and Transport, along with some minor differences in missions and titles.
Line 113: Line 113:
| CVG = ZX: 37/40<ref>{{ citation | url=https://archive.org/stream/computer-video-games-magazine-050/CVG050_Dec_1985#page/n32/mode/1up | journal=[[C+VG]] | title = Elite - Review | date=December 1985 | issue=50 | pages=33 | publisher=[[Future Publishing]] }}</ref><br>
| CVG = ZX: 37/40<ref>{{ citation | url=https://archive.org/stream/computer-video-games-magazine-050/CVG050_Dec_1985#page/n32/mode/1up | journal=[[C+VG]] | title = Elite - Review | date=December 1985 | issue=50 | pages=33 | publisher=[[Future Publishing]] }}</ref><br>
Atari ST: 82%<ref>{{ citation | url=http://archive.org/stream/computer-video-games-magazine-085/CVG085_Nov_1988#page/n35/mode/2up | journal=[[C+VG]] | title = Elite - Review | date=November 1988 | issue=85 | pages=36–39 | publisher=[[Future Publishing]] }}</ref>
Atari ST: 82%<ref>{{ citation | url=http://archive.org/stream/computer-video-games-magazine-085/CVG085_Nov_1988#page/n35/mode/2up | journal=[[C+VG]] | title = Elite - Review | date=November 1988 | issue=85 | pages=36–39 | publisher=[[Future Publishing]] }}</ref>
| CRASH = 92%<ref>{{citation |url=https://archive.org/stream/crash-magazine-22/Crash_22_Nov_1985#page/n27/mode/1up |title=Elite - Review |publisher=[[Newsfield Publications]] |journal=[[Crash (magazine)]] | date= November 1985 | issue=22 | page=28&30}}</ref>
| CRASH = 92%<ref name="crash">{{citation |url=https://archive.org/stream/crash-magazine-22/Crash_22_Nov_1985#page/n27/mode/1up |title=Elite - Review |publisher=[[Newsfield Publications]] |journal=[[Crash (magazine)]] | date= November 1985 | issue=22 | page=28&30}}</ref>
| SUser = {{Rating|5|5}}<ref>{{citation |url=https://archive.org/stream/sinclair-user-magazine-044/SinclairUser_044_Nov_1985#page/n22/mode/1up |title=Elite - Review |publisher=[[EMAP]]| journal=[[Sinclair User]] | date= November 1985 | issue=44 | page=26}}</ref>
| SUser = {{Rating|5|5}}<ref>{{citation |url=https://archive.org/stream/sinclair-user-magazine-044/SinclairUser_044_Nov_1985#page/n22/mode/1up |title=Elite - Review |publisher=[[EMAP]]| journal=[[Sinclair User]] | date= November 1985 | issue=44 | page=26}}</ref>
| YSinclair = 9/10<ref>{{citation |url=https://archive.org/stream/your-sinclair-35/YourSinclair_35_Nov_1988#page/n74/mode/1up |title=Supreme Challenge |publisher=[[Future plc]]|journal=[[Your Sinclair]] | date= November 1988 | issue=35 | page=83}}</ref>
| YSinclair = 9/10<ref>{{citation |url=https://archive.org/stream/your-sinclair-35/YourSinclair_35_Nov_1988#page/n74/mode/1up |title=Supreme Challenge |publisher=[[Future plc]]|journal=[[Your Sinclair]] | date= November 1988 | issue=35 | page=83}}</ref>
| rev2 = [[Zzap!64]]
| rev2 = [[Zzap!64]]
| rev2Score = C64: 97%<ref>{{ citation | url=https://archive.org/stream/zzap64-magazine-001/ZZap_64_Issue_001_1985_May#page/n15/mode/2up | journal=[[Zzap!64]] | publisher=[[Newsfield Publications Ltd]] | title = Elite - Review | date=May 1985 | issue=1 | pages=16–17 }}</ref><br>
| rev2Score = C64: 97%<ref name="zzap64">{{ citation | url=https://archive.org/stream/zzap64-magazine-001/ZZap_64_Issue_001_1985_May#page/n15/mode/2up | journal=[[Zzap!64]] | publisher=[[Newsfield Publications Ltd]] | title = Elite - Review | date=May 1985 | issue=1 | pages=16–17 }}</ref><br>
Amiga: 98%<ref>{{ citation | url=https://archive.org/stream/zzap64-magazine-046/ZZap_64_Issue_046_1989_Feb#page/n62/mode/1up | journal=[[Zzap!64]] | publisher=[[Newsfield Publications Ltd]] | title = Elite - Review | date=February 1989 | issue=46 | pages=63–65 }}</ref>
Amiga: 98%<ref>{{ citation | url=https://archive.org/stream/zzap64-magazine-046/ZZap_64_Issue_046_1989_Feb#page/n62/mode/1up | journal=[[Zzap!64]] | publisher=[[Newsfield Publications Ltd]] | title = Elite - Review | date=February 1989 | issue=46 | pages=63–65 }}</ref>
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| award8 = #6 "100 Greatest Games" (2008)<ref name="stuff_great"/>
| award8 = #6 "100 Greatest Games" (2008)<ref name="stuff_great"/>
| award9Pub = Telespiele trade show
| award9Pub = Telespiele trade show
| award9 = One of the 16 most influential games in history. (2007)<ref name=gsw_top16/>
| award9 = One of the 16 most influential games in history. (2007)<ref name=gsw_tsp>{{cite web | last = Carless | first = Simon | title = Telespiele 1972–2007 Picks Most Influential Games | publisher = [[GameSetWatch]] | date = August 26, 2007 | url = http://www.gamesetwatch.com/2007/08/telespiele_19722007_picks_most.php | accessdate = 2008-06-20}}</ref>
}}
}}
''Elite'' received very good reviews on its launch and the [[BBC Micro]] version eventually sold 107,898 copies.<ref name="wouter.bbcmicro.net">{{cite web | title=Elite page, with sales figures from Acornsoft | date = 12 February 2014 | url= http://wouter.bbcmicro.net/bbc/elite.html }}</ref> The game's popularity became a national phenomenon in the UK, with reports airing on Channel 4 and elsewhere.<ref name="edge_making_of"/> The great commercial success of the BBC Micro version prompted a bidding war for the rights to publish ''Elite'' in other formats, with [[British Telecom]]'s software arm, [[Telecomsoft]], eventually winning the rights.<ref name="guardian" />{{Disputed-inline|Masters of their universe, The Guardian, Francis Spufford|date=March 2012}} It was eventually ported to virtually every contemporary home computer system and even to the [[Nintendo Entertainment System|NES]] console. Bell estimates that approximately 600,000 copies were eventually sold for all platforms combined.<ref name="edge_making_of">{{cite web | title = The Making Of: Elite | publisher = ''[[Edge (magazine)|Edge]]'' | date = May 22, 2009 | url = http://www.next-gen.biz/features/making-elite | accessdate = 2009-12-27 | archiveurl=https://web.archive.org/web/20120426182923/http://www.edge-online.com/features/making-elite | archivedate=2012-08-20 }}</ref>
''Elite'' received very good reviews on its launch and the [[BBC Micro]] version eventually sold 107,898 copies.<ref name="wouter.bbcmicro.net">{{cite web | title=Elite page, with sales figures from Acornsoft | date = 12 February 2014 | url= http://wouter.bbcmicro.net/bbc/elite.html }}</ref> The game's popularity became a national phenomenon in the UK, with reports airing on Channel 4 and elsewhere.<ref name="edge_making_of"/> Bell estimates that approximately 600,000 copies were eventually sold for all platforms combined.<ref name="edge_making_of">{{cite web | title = The Making Of: Elite | publisher = ''[[Edge (magazine)|Edge]]'' | date = May 22, 2009 | url = http://www.next-gen.biz/features/making-elite | accessdate = 2009-12-27 | archiveurl=https://web.archive.org/web/20120426182923/http://www.edge-online.com/features/making-elite | archivedate=2012-08-20 }}</ref>


''Elite''{{'}}s technical breakthroughs reportedly amazed the BBC Micro's developers, with [[Sophie Wilson]] calling it "the game that couldn't have been written". Many players found gameplay difficult and unfamiliar, however; the game was so controversial that ''[[The Micro User]]'' devoted its April 1985 letter column to readers debating it.<ref name="gazzard201312">{{cite journal | url=http://gamestudies.org/1302/articles/agazzard | title=The Platform and the Player: exploring the (hi)stories of Elite | last=Gazzard | first=Alison | journal=Game Studies: The International Journal of Computer Game Research |date=December 2013 | volume=13 | issue=2 | issn=1604-7982 |archiveurl=https://web.archive.org/web/20140330221153/http://gamestudies.org/1302/articles/agazzard | archivedate=2014-03-30 }}</ref>
''Elite''{{'}}s technical breakthroughs reportedly amazed the BBC Micro's developers, with [[Sophie Wilson]] calling it "the game that couldn't have been written".<ref name=gazzard201312/> Many players found gameplay difficult and unfamiliar, however; the game was so controversial that ''[[The Micro User]]'' devoted its April 1985 letter column to readers debating it.<ref name="gazzard201312">{{cite journal | url=http://gamestudies.org/1302/articles/agazzard | title=The Platform and the Player: exploring the (hi)stories of Elite | last=Gazzard | first=Alison | journal=Game Studies: The International Journal of Computer Game Research |date=December 2013 | volume=13 | issue=2 | issn=1604-7982 |archiveurl=https://web.archive.org/web/20140330221153/http://gamestudies.org/1302/articles/agazzard | archivedate=2014-03-30 }}</ref>


In his review of the game for ''Beebug Magazine'' in 1984, David Fell called ''Elite'' "the best game ever" for the BBC Micro.<ref name=beebug_elite/> The Spectrum version was a best-seller in the Gallup charts<ref>{{ citation | url=https://archive.org/stream/computer-video-games-magazine-052/CVG052_Feb_1986#page/n63/mode/1up | journal=[[C+VG]] | title = Elite - Review | date=December 1985 | issue=52 | pages=64 | publisher=[[Future Publishing]] }}</ref> and was voted number 7 in the ''[[Your Sinclair]] Readers' Top 100 Games of All Time''.<ref>{{citation |url=https://archive.org/stream/your-sinclair-93/YourSinclair_93_Sep_1993#page/n57/mode/1up |title=Readers' Top 100 Games of All Time |publisher=[[Future plc]]|journal=[[Your Sinclair]] | date= September 1993 | issue=93 | page=11}}</ref>
In his review of the game for ''Beebug Magazine'' in 1984, David Fell called ''Elite'' "the best game ever" for the BBC Micro.<ref name=beebug_elite/> Crash Magazine said about the Spectrum version "Elite is one of the most imaginative ever to be designed to run on a home computer" and gave it a score of 92%.<ref name="crash"/> It was a best-seller in the Gallup charts<ref>{{ citation | url=https://archive.org/stream/computer-video-games-magazine-052/CVG052_Feb_1986#page/n63/mode/1up | journal=[[C+VG]] | title = Elite - Review | date=December 1985 | issue=52 | pages=64 | publisher=[[Future Publishing]] }}</ref> and was voted number 7 in the ''[[Your Sinclair]] Readers' Top 100 Games of All Time''.<ref>{{citation |url=https://archive.org/stream/your-sinclair-93/YourSinclair_93_Sep_1993#page/n57/mode/1up |title=Readers' Top 100 Games of All Time |publisher=[[Future plc]]|journal=[[Your Sinclair]] | date= September 1993 | issue=93 | page=11}}</ref>


In 1984 ''Elite'' received the [[Golden Joystick Award]] for "Best Original Game".<ref name=goldenjoy/> In 1985 the game was awarded the "Best Game Overall" for that year by readers of ''[[Crash (magazine)|Crash]]'' magazine,
In 1984 ''Elite'' received the [[Golden Joystick Award]] for "Best Original Game".<ref name=goldenjoy/> In 1985 the game was awarded the "Best Game Overall" for that year by readers of ''[[Crash (magazine)|Crash]]'' magazine,
<ref name="crash_best">{{citation |url=https://archive.org/stream/crash-magazine-27/Crash_27_Apr_1986#page/n89/mode/2up |title=The CRASH 1985 Readers Awards |publisher=[[Newsfield Publications]] |journal=[[Crash (magazine)]] | date=April 1986 | issue=27 | page=66}}</ref> and "Game of the Year" by ''[[Computer Gamer]]''.<ref name="cgamer_year">{{cite web | title = Game of the Year Award |journal=[[Computer Gamer]]| publisher = [[Argus Press]] | url = https://archive.org/stream/Computer_Gamer_Issue_11_1986-02_Argus_Press_GB#page/n12/mode/1up | issue=11 | page=13}}</ref> In a 1992 survey of science fiction games, ''[[Computer Gaming World]]'' gave the title two of five stars, stating that its "popularity was largely a result of being one of the first space games with a 'large' universe to explore". The magazine gave ''Elite Plus'' two-plus stars, describing it as "More detailed and complex, it is also more tedious than the original".<ref name="brooks199211">{{cite journal | url=http://www.cgwmuseum.org/galleries/index.php?year=1992&pub=2&id=100 | title=Strategy & Wargames: The Future (2000-....) | journal=[[Computer Gaming World]] | date=November 1992 | accessdate=4 July 2014 | last=Brooks | first=M. Evan | issue=100 | page=99 | publisher = [[Ziff Davis]]}}</ref> ''Elite'' was ranked #14 top game of all time by ''[[Next Generation (magazine)|Next Generation]]'' in 1996,<ref>''Next Generation'' 21 (September 1996), p.70.</ref> #12 on [[IGN]]'s 2000 "Top 25 PC Games of All Time" list,<ref name=ign_top25_2000>{{cite web | title = The Top 25 PC Games of All Time | publisher = IGN | date = July 24, 2000 | url = http://pc.ign.com/articles/082/082486p1.html | accessdate = 2008-06-20}}</ref> the #3 most influential video game ever by the [[The Times|Times Online]] in 2007,<ref name=to_mige>{{cite news | last = Moran | first = Michael | title = The ten most influential video games ever | publisher = [[The Times|Times Online]] | date = September 20, 2007 | url = http://technology.timesonline.co.uk/tol/news/tech_and_web/gadgets_and_gaming/article2455080.ece | accessdate = 2008-06-20 | location=London}}</ref> #6 "Greatest Game" by ''[[Stuff (magazine)|Stuff]]'' magazine in 2008,<ref name="stuff_great">{{Citation | title = 100 Greatest Games | newspaper = [[Stuff (magazine)|Stuff]] | pages = 116–126 | date = October 2008 | url = http://www.destructoid.com/blogs/Batthink/stuff-magazine-s-100-greatest-games-scans--103398.phtml }}</ref> #1 "Top Retro Game" by ''[[Retro Gamer]]'' in 2004,<ref name="rrg_top">{{Citation | title = Top 100 Retro Games | newspaper = [[Retro Gamer]] | year = 2004}}</ref> and #1 "best game of the 1980s" by ''[[Next Generation Magazine]]'' in 2008.<ref name="gamasutra_history"/> The game was retrospectively awarded 10/10 by the multi-format magazine ''[[Edge (magazine)|Edge]]''—together with only [[Edge (games magazine)#Retrospective awards|2 other games]]{{citation needed|date=November 2009}}— and is being exhibited at such places as the [[London Science Museum]] in the "[[Game On (exhibition)|Game On]]" exhibition organised and toured by the [[Barbican Art Gallery]].<ref name=igda_gameon>{{Citation | last = Barnett | first = Jane | title = Game On in London! | date = 2006-10-24 | accessdate = 2009-12-04 | url=http://wayback.archive.org/web/20100706172109/http://www.igda.org/node/1024495}}</ref> ''Elite'' is listed in ''Game On! From Pong to Oblivion: The 50 Greatest Video games of All Time'' (ISBN 0755315707) by authors Simon Byron, Ste Curran and David McCarthy.<ref name=gameon_book>{{Citation | last = Howson | first = Greg | title = The 50 Greatest Games Of All Time | date = 26 October 2006 | url = http://www.guardian.co.uk/technology/gamesblog/2006/oct/26/the50greatest | accessdate = 2009-12-04 | location=London | work=The Guardian}}</ref>
<ref name="crash_best">{{citation |url=https://archive.org/stream/crash-magazine-27/Crash_27_Apr_1986#page/n89/mode/2up |title=The CRASH 1985 Readers Awards |publisher=[[Newsfield Publications]] |journal=[[Crash (magazine)]] | date=April 1986 | issue=27 | page=66}}</ref> and "Game of the Year" by ''[[Computer Gamer]]''.<ref name="cgamer_year">{{cite web | title = Game of the Year Award |journal=[[Computer Gamer]]| publisher = [[Argus Press]] | url = https://archive.org/stream/Computer_Gamer_Issue_11_1986-02_Argus_Press_GB#page/n12/mode/1up | issue=11 | page=13}}</ref> In a 1992 survey of science fiction games, ''[[Computer Gaming World]]'' gave the title two of five stars, stating that its "popularity was largely a result of being one of the first space games with a 'large' universe to explore". The magazine gave ''Elite Plus'' two-plus stars, describing it as "More detailed and complex, it is also more tedious than the original".<ref name="brooks199211">{{cite journal | url=http://www.cgwmuseum.org/galleries/index.php?year=1992&pub=2&id=100 | title=Strategy & Wargames: The Future (2000-....) | journal=[[Computer Gaming World]] | date=November 1992 | accessdate=4 July 2014 | last=Brooks | first=M. Evan | issue=100 | page=99 | publisher = [[Ziff Davis]]}}</ref> ''Elite'' was ranked #14 top game of all time by ''[[Next Generation (magazine)|Next Generation]]'' in 1996,<ref>''Next Generation'' 21 (September 1996), p.70.</ref> #12 on [[IGN]]'s 2000 "Top 25 PC Games of All Time" list,<ref name=ign_top25_2000>{{cite web | title = The Top 25 PC Games of All Time | publisher = IGN | date = July 24, 2000 | url = http://pc.ign.com/articles/082/082486p1.html | accessdate = 2008-06-20}}</ref> the #3 most influential video game ever by the [[The Times|Times Online]] in 2007,<ref name=to_mige>{{cite news | last = Moran | first = Michael | title = The ten most influential video games ever | publisher = [[The Times|Times Online]] | date = September 20, 2007 | url = http://technology.timesonline.co.uk/tol/news/tech_and_web/gadgets_and_gaming/article2455080.ece | accessdate = 2008-06-20 | location=London}}</ref> #6 "Greatest Game" by ''[[Stuff (magazine)|Stuff]]'' magazine in 2008,<ref name="stuff_great">{{Citation | title = 100 Greatest Games | newspaper = [[Stuff (magazine)|Stuff]] | pages = 116–126 | date = October 2008 | url = http://www.destructoid.com/blogs/Batthink/stuff-magazine-s-100-greatest-games-scans--103398.phtml }}</ref> #1 "Top Retro Game" by ''[[Retro Gamer]]'' in 2004,<ref name="rrg_top">{{Citation | title = Top 100 Retro Games | journal = [[Retro Gamer]] | issue=9 | pages=49-63 | date = October 2004 | publisher=Live Publishing}}</ref> and #1 "best game of the 1980s" by ''[[Next Generation Magazine]]'' in 2008.<ref name="gamasutra_history"/> The game was retrospectively awarded 10/10 by the multi-format magazine ''[[Edge (magazine)|Edge]]''—together with only [[Edge (games magazine)#Retrospective awards|2 other games]]{{citation needed|date=November 2009}}— and is being exhibited at such places as the [[London Science Museum]] in the "[[Game On (exhibition)|Game On]]" exhibition organised and toured by the [[Barbican Art Gallery]].<ref name=igda_gameon>{{Citation | last = Barnett | first = Jane | title = Game On in London! | date = 2006-10-24 | accessdate = 2009-12-04 | url=http://wayback.archive.org/web/20100706172109/http://www.igda.org/node/1024495}}</ref> ''Elite'' is listed in ''Game On! From Pong to Oblivion: The 50 Greatest Video games of All Time'' (ISBN 0755315707) by authors Simon Byron, Ste Curran and David McCarthy.<ref name=gameon_book>{{Citation | last = Howson | first = Greg | title = The 50 Greatest Games Of All Time | date = 26 October 2006 | url = http://www.guardian.co.uk/technology/gamesblog/2006/oct/26/the50greatest | accessdate = 2009-12-04 | location=London | work=The Guardian}}</ref>


== Legacy ==
== Legacy ==
''Elite'' has often been regarded as the yardstick by which subsequent [[Space trading and combat game|space trading]] games have been measured. Since its release ''Elite'' has been credited as being the title that defined the modern space flight simulation genre, a significant source of inspiration for later games in the genre <ref name=eg_xbtf/><ref name=gamasutra_history/><ref name=gzone_ss>{{cite web | last = Eberle | first = Matt | title = Star Sonata Review | publisher = [[GameZone]] | date = November 17, 2004 | url = http://pc.gamezone.com/reviews/star_sonata_pc_review | archiveurl = http://wayback.archive.org/web/20120403015039/http://pc.gamezone.com/reviews/star_sonata_pc_review | archivedate = 2012-04-03 | accessdate = 2008-06-18}}</ref><ref name=eg_dso>{{cite web | last = Gillen | first = Kieron | title = Darkstar One Review | publisher = [[Eurogamer]] | date = July 17, 2006 | url = http://www.eurogamer.net/articles/r_darkstarone_pc | accessdate = 2008-06-19}}</ref><ref name=vg_dso>{{cite web | last = Vandervell | first = Andrew | title = DarkStar One Review for PC | publisher = [[VideoGamer.com]] | date = August 16, 2006 | url = http://www.videogamer.com/pc/darkstar_one/review.html | accessdate = 2008-06-19}}</ref> as well as being influential upon gaming as a whole.<ref name=gspy_hof>{{cite web | last = Willimas | first = Bryn | title = GameSpy.com - Hall of Fame: Elite | publisher = [[GameSpy]] | date = September 2000 | url = http://archive.gamespy.com/halloffame/september00/elite/ | archiveurl = http://web.archive.org/web/20080211093746/http://archive.gamespy.com/halloffame/september00/elite/ | archivedate = 2008-02-11 | accessdate = 2008-06-20}}</ref> In interviews, senior producers of [[CCP Games]] have cited ''Elite'' as one of the inspirations for their acclaimed [[MMORPG]], ''[[EVE Online]]''.<ref name=eve_gama>{{cite web | url=http://www.gamasutra.com/view/feature/2411/interview_evolution_and_risk_ccp_.php | title=Evolution and Risk: CCP on the Freedoms of EVE Online | publisher=Gamasutra | accessdate=2007-08-05}}</ref><ref name=eve_rpgv>{{cite web | last1 = Jonric | title = EVE Interview | publisher = [[RPGVault]] | date = 2000-08-01 | url = http://rpgvaultarchive.ign.com/features/interviews/eve.shtml | archiveurl = http://wayback.archive.org/web/20131107173136/http://rpgvaultarchive.ign.com/features/interviews/eve.shtml | archivedate = 2013-11-07 | accessdate = 2008-06-19}}</ref><ref name=eve_pcgamer>{{cite web | title = The Making of EVE Online | publisher = [[PC Gamer]] | url = http://www.pcgamer.com/2011/01/24/the-making-of-eve-online/ | accessdate = 2011-01-24}}</ref> The developers of ''[[Jumpgate Evolution]]'',<ref name=mmog_jgdd>{{cite web | last = Hartmeyer | first = Steve | title = Dev Diary: The Inspirations Behind Jumpgate Evolution | publisher = [[The MMO Gamer]] | date = February 13, 2008 | url = http://www.mmogamer.com/02/13/2008/dev-diary-the-inspirations-behind-jumpgate-evolution | accessdate = 2008-06-20}}</ref> ''[[Battlecruiser 3000AD]]'',<ref name=lg_bc3d>{{cite web | last = Bergman | first = Jason | title = Serious Brass Ones (A peek inside the world of Derek Smart) | publisher = [[looneygames]] | url = http://www.loonygames.com/content/1.27/feat/ | accessdate = 2008-06-20}}</ref> ''[[Infinity (MMOG)|Infinity: The Quest for Earth]]'',<ref name=moddb_iqe>{{cite web | last = Johnson | first = Joe | title = Infinity: Quest for the Earth | publisher = [[ModDB]] | date = February 9, 2006 | url = http://www.moddb.com/features/23760/infinity-quest-for-the-earth | accessdate = 2008-06-20}}</ref> ''[[Hard truck#Hard Truck Apocalypse|Hard Truck: Apocalyptic Wars]]''<ref name=dac_htaw>{{cite web | title = Hard Truck: Apocalyptic Wars interview | publisher = Duck and Cover | date = April 25, 2005 | url = http://www.duckandcover.cx/content.php?id=79 | accessdate = 2008-06-20}}</ref> and ''[[Flatspace]]''<ref name=gt_intv>{{cite web | last = Carroll | first = Russell | title = Chat with Cornutopia about FLATSPACE by Game Tunnel | publisher = [[Game Tunnel]] | date = October 27, 2003 | url = http://www.gametunnel.com/chat-with-cornutopia-about-flatspace-article.php | archiveurl = http://wayback.archive.org/web/20101008173042/http://www.gametunnel.com/chat-with-cornutopia-about-flatspace-article.php | archivedate = 2010-10-08 | accessdate = 2008-06-20}}</ref> have likewise all credited ''Elite'' as a source of inspiration. Similar praise has been bestowed elsewhere in the media over the years.<ref name=gib_elite>{{cite web | title = The hot 100 game developers of 2007 | publisher = Edge | date = March 3, 2007 | url = http://www.next-gen.biz/features/hot-100-game-developers-2007 | accessdate = 2008-06-20 | archiveurl=https://web.archive.org/web/20120820032431/http://www.edge-online.com/features/hot-100-game-developers-2007 | archivedate=2012-08-20 | quote = David Braben is one of the old-time legends of British computer gaming – along with Ian Bell, he co-wrote the space simulator Elite, a hugely influential game often earmarked as one of the best ever made.}}</ref><ref name=gg_elite>{{cite web | author = Asterick | title = Presented in Retrovision: Elite | publisher = [[Gay Gamer]] | date = May 29, 2008 | url = http://gaygamer.net/2008/05/presented_in_retrovision_elite.html | accessdate = 2008-06-20 | quote = Elite is still one of the most influential games to date, having inspired EVE Online, Freespace, Jumpgate, Homeworld and a handful of other space titles.}}</ref><ref name=g4_ritf>{{cite web | last = Barrat | first = Andy | title = Racing Into The Future | publisher = [[G4techTV Canada]] | date = January 30, 2008 | url = http://www.g4techtv.ca/technews/AB/AB_20080130_racingintothefuture.shtml | accessdate = 2008-06-20 | quote = But [the BBC Micros] weren't just for learning on, a handful of games were actually released for the Beeb—two of the most influential games ever in fact f– one of which was Revs. (...) The other super influential game [besides Revs] by the way, was Elite.}}</ref><ref name=cw_elite>{{Citation | last = Karlsson | first = Peter | title = Classic Commodore games on the web | newspaper = [[Commodore World]] | year = 2000 | issue = 8 | url = http://www.softwolves.pp.se/cbm/artiklar/gameweb | quote = In 1984, Ian Bell was the one of the authors of a game that by many still is regarded as the best game ever written, Elite (the other author was David Braben).}}</ref>
''Elite'' has often been regarded as the yardstick by which subsequent [[Space trading and combat game|space trading]] games have been measured. It added graphics and [[twitch gameplay]] aspects to the genre established by the 1974 game ''[[Star Trader]]''.<ref>{{cite journal | url=http://books.google.com/books?id=5aBPAAAAYAAJ&pg=PA | title=Practical Computing | journal=Practical Computing | year=1985 | volume=8 | page=100}}</ref>


It has been named as one of the most influential games in history,<ref name=gsw_tsp/> and has been credited as being the first truly open-ended game<ref name=eg_bfhog>{{cite web | last = Whitehead | first = Dan | title = Born Free: the History of the Openworld Game | publisher = [[Eurogamer]] | date = February 4, 2008 | url = http://www.eurogamer.net/articles/born-free-the-history-of-the-openworld-game-article | accessdate = 2008-06-20}}</ref><ref name=cavg_chowg>{{cite web | title = The complete history of open-world games | publisher = [[Computer and Video Games]] | date = May 24, 2008 | url = http://www.computerandvideogames.com/189591/features/the-complete-history-of-open-world-games-part-1/ | accessdate = 2008-06-20}}</ref> and opening the door for future online [[persistent world]]s such as ''[[Second Life]]'', ''[[World of Warcraft]]''<ref name=to_mige/> and ''[[EVE Online]]''. ''Elite'' is one of the most popularly requested games to be remade,<ref name=eg_x2ttr>{{cite web | last = Fahey | first = Rob | title = X2: The Threat Review | publisher = [[Eurogamer]] | date = February 6, 2004 | url = http://www.eurogamer.net/articles/r_x2thethreat_pc | accessdate = 2008-06-20}}</ref> with some arguing that it is still the best example of the genre to date, with more recent titles—including its sequel—not rising up to the same level.<ref name=gspy_hof/><ref name=cvgchanged/><ref name=eg_x2tt>{{cite web | last = Fahey | first = Rob | title = X2 - The Threat preview | publisher = [[Eurogamer]] | date = September 30, 2003 | url = http://www.eurogamer.net/articles/p_x2_pc | accessdate = 2008-06-19}}</ref>
The game was a significant source of inspiration for later games in its genre.<ref name=gzone_ss>{{cite web | last = Eberle | first = Matt | title = Star Sonata Review | publisher = [[GameZone]] | date = November 17, 2004 | url = http://pc.gamezone.com/reviews/star_sonata_pc_review | archiveurl = http://wayback.archive.org/web/20120403015039/http://pc.gamezone.com/reviews/star_sonata_pc_review | archivedate = 2012-04-03 | accessdate = 2008-06-18}}</ref><ref name=eg_dso>{{cite web | last = Gillen | first = Kieron | title = Darkstar One Review | publisher = [[Eurogamer]] | date = July 17, 2006 | url = http://www.eurogamer.net/articles/r_darkstarone_pc | accessdate = 2008-06-19}}</ref><ref name=vg_dso>{{cite web | last = Vandervell | first = Andrew | title = DarkStar One Review for PC | publisher = [[VideoGamer.com]] | date = August 16, 2006 | url = http://www.videogamer.com/pc/darkstar_one/review.html | accessdate = 2008-06-19}}</ref><ref name=eg_xbtf>{{cite web | author = Gestalt |title = X: Beyond The Frontier Review | publisher = [[Eurogamer]] | date = October 21, 1999 | url = http://www.eurogamer.net/articles/x | accessdate = 2008-06-19}}</ref> In interviews, the senior producers of [[CCP Games]] have cited ''Elite'' as one of the inspirations for their acclaimed [[MMORPG]], ''[[EVE Online]]''.<ref name=eve_gama>{{cite web | url=http://www.gamasutra.com/view/feature/2411/interview_evolution_and_risk_ccp_.php | title=Evolution and Risk: CCP on the Freedoms of EVE Online | publisher=Gamasutra | accessdate=2007-08-05}}</ref> [[Þórólfur Beck Kristjánsson|Thorolfur Beck]] in particular has said that ''Elite'' was the game that impacted him most on the Commodore 64, and that it was the prime motivator behind ''EVE Online''.<ref name=rpgv_eve>{{cite web | last1 = Jonric | title = EVE Interview | publisher = [[RPGVault]] | date = 2000-08-01 | url = http://rpgvaultarchive.ign.com/features/interviews/eve.shtml | archiveurl = http://wayback.archive.org/web/20131107173136/http://rpgvaultarchive.ign.com/features/interviews/eve.shtml | archivedate = 2013-11-07 | accessdate = 2008-06-19}}</ref> The developers of ''[[Jumpgate Evolution]]'', ''[[Battlecruiser 3000AD]]'', ''[[Infinity (MMOG)|Infinity: The Quest for Earth]]'', ''[[Hard truck#Hard Truck Apocalypse|Hard Truck: Apocalyptic Wars]]'' and ''[[Flatspace]]'' have likewise all credited ''Elite'' as a source of inspiration.<ref name="mmog_jgdd"/><ref name=moddb_iqe>{{cite web | last = Johnson | first = Joe | title = Infinity: Quest for the Earth | publisher = [[ModDB]] | date = February 9, 2006 | url = http://www.moddb.com/features/23760/infinity-quest-for-the-earth | accessdate = 2008-06-20}}</ref><ref name=dac_htaw>{{cite web | title = Hard Truck: Apocalyptic Wars interview | publisher = Duck and Cover | date = April 25, 2005 | url = http://www.duckandcover.cx/content.php?id=79 | accessdate = 2008-06-20}}</ref><ref name=gt_intv>{{cite web | last = Carroll | first = Russell | title = Chat with Cornutopia about FLATSPACE by Game Tunnel | publisher = [[Game Tunnel]] | date = October 27, 2003 | url = http://www.gametunnel.com/chat-with-cornutopia-about-flatspace-article.php | archiveurl = http://wayback.archive.org/web/20101008173042/http://www.gametunnel.com/chat-with-cornutopia-about-flatspace-article.php | archivedate = 2010-10-08 | accessdate = 2008-06-20}}</ref><ref name=lg_bc3d>{{cite web | last = Bergman | first = Jason | title = Serious Brass Ones (A peek inside the world of Derek Smart) | publisher = [[looneygames]] | url = http://www.loonygames.com/content/1.27/feat/ | accessdate = 2008-06-20}}</ref> Similar praise has been bestowed elsewhere in the media over the years.<ref name=gib_elite>{{cite web | title = The hot 100 game developers of 2007 | publisher = Edge | date = March 3, 2007 | url = http://www.next-gen.biz/features/hot-100-game-developers-2007 | accessdate = 2008-06-20 | archiveurl=https://web.archive.org/web/20120820032431/http://www.edge-online.com/features/hot-100-game-developers-2007 | archivedate=2012-08-20 | quote = David Braben is one of the old-time legends of British computer gaming – along with Ian Bell, he co-wrote the space simulator Elite, a hugely influential game often earmarked as one of the best ever made.}}</ref><ref name=gg_elite>{{cite web | author = Asterick | title = Presented in Retrovision: Elite | publisher = [[Gay Gamer]] | date = May 29, 2008 | url = http://gaygamer.net/2008/05/presented_in_retrovision_elite.html | accessdate = 2008-06-20 | quote = Elite is still one of the most influential games to date, having inspired EVE Online, Freespace, Jumpgate, Homeworld and a handful of other space titles.}}</ref><ref name=g4_ritf>{{cite web | last = Barrat | first = Andy | title = Racing Into The Future | publisher = [[G4techTV Canada]] | date = January 30, 2008 | url = http://www.g4techtv.ca/technews/AB/AB_20080130_racingintothefuture.shtml | accessdate = 2008-06-20 | quote = But [the BBC Micros] weren't just for learning on, a handful of games were actually released for the Beeb—two of the most influential games ever in fact f– one of which was Revs. (...) The other super influential game [besides Revs] by the way, was Elite.}}</ref><ref name=cavg_xbtf>{{cite web | last = Shoemaker | first = Richie | title = PC Review: X - Beyond the Frontier | publisher = [[Computer and Video Games]] | date = August 13, 2001 | url = http://www.computerandvideogames.com/3667/reviews/x-beyond-the-frontier-review/ | archiveurl = http://wayback.archive.org/web/20110408110531/http://www.computerandvideogames.com/3667/reviews/x-beyond-the-frontier-review/ | archivedate = 2011-04-08 | accessdate = 2008-06-20 | quote = If, however - like me - you consider Elite to be the best game ever made, X - Beyond The Frontier is by far its closest relation.}}</ref><ref name=cw_elite>{{Citation | last = Karlsson | first = Peter | title = Classic Commodore games on the web | newspaper = [[Commodore World]] | year = 2000 | issue = 8 | url = http://www.softwolves.pp.se/cbm/artiklar/gameweb | quote = In 1984, Ian Bell was the one of the authors of a game that by many still is regarded as the best game ever written, Elite (the other author was David Braben).}}</ref>

Since its release ''Elite'' has, nonetheless, been credited as being the title that defined the modern space flight simulation genre,<ref name=rpgv_eve/><ref name="gamasutra_history">{{cite web | last = Barton | first = Matt |author2=Bill Loguidice | title = The History of Elite: Space, the Endless Frontier | publisher = [[Gamasutra]] | date = April 7, 2009 | url = http://www.gamasutra.com/view/feature/3983/the_history_of_elite_space_the_.php | accessdate = 2009-12-27}}</ref><ref name=mmog_jgdd>{{cite web | last = Hartmeyer | first = Steve | title = Dev Diary: The Inspirations Behind Jumpgate Evolution | publisher = [[The MMO Gamer]] | date = February 13, 2008 | url = http://www.mmogamer.com/02/13/2008/dev-diary-the-inspirations-behind-jumpgate-evolution | accessdate = 2008-06-20}}</ref><ref name=gspy_hof>{{cite web | last = Willimas | first = Bryn | title = GameSpy.com - Hall of Fame: Elite | publisher = [[GameSpy]] | date = September 2000 | url = http://archive.gamespy.com/halloffame/september00/elite/ | archiveurl = http://web.archive.org/web/20080211093746/http://archive.gamespy.com/halloffame/september00/elite/ | archivedate = 2008-02-11 | accessdate = 2008-06-20}}</ref><ref name=gx_x3r/> as well as being influential upon gaming as a whole.<ref name=gspy_hof/><ref name=gx_x3r/><ref name=eg_fl>{{cite web | last = Fahey | first = Rob | title = Freelancer Review | publisher = [[Eurogamer]] | date = April 11, 2003 | url = http://www.eurogamer.net/articles/r_freelancer_pc | accessdate = 2008-06-19}}</ref><ref name=gsw_tsp>{{cite web | last = Carless | first = Simon | title = Telespiele 1972–2007 Picks Most Influential Games | publisher = [[GameSetWatch]] | date = August 26, 2007 | url = http://www.gamesetwatch.com/2007/08/telespiele_19722007_picks_most.php | accessdate = 2008-06-20}}</ref> It was named one of the most influential games in history,<ref name=gsw_top16>{{cite web | last = Plunkett | first = Luke | title = German Journos Pick Their Most Important Games Of All Time | publisher = Kotaku | date = August 27, 2007 | url = http://kotaku.com/293565/german-journos-pick-their-most-important-games-of-all-time?tag=gamingnotag | archiveurl = http://wayback.archive.org/web/20121008174502/http://kotaku.com/293565/german-journos-pick-their-most-important-games-of-all-time?tag=gamingnotag | archivedate = 2012-10-08 | accessdate = 2008-06-20}}</ref> and has been credited as being the first truly open-ended game<ref name=eg_bfhog>{{cite web | last = Whitehead | first = Dan | title = Born Free: the History of the Openworld Game | publisher = [[Eurogamer]] | date = February 4, 2008 | url = http://www.eurogamer.net/articles/born-free-the-history-of-the-openworld-game-article | accessdate = 2008-06-20}}</ref><ref name=cavg_chowg>{{cite web | title = The complete history of open-world games | publisher = [[Computer and Video Games]] | date = May 24, 2008 | url = http://www.computerandvideogames.com/189591/features/the-complete-history-of-open-world-games-part-1/ | accessdate = 2008-06-20}}</ref> and opening the door for future online [[persistent world]]s such as ''[[Second Life]]'', ''[[World of Warcraft]]''<ref name=to_mige/> and ''[[EVE Online]]''.<ref name=eve_pcgamer>{{cite web | title = The Making of EVE Online | publisher = [[PC Gamer]] | url = http://www.pcgamer.com/2011/01/24/the-making-of-eve-online/ | accessdate = 2011-01-24}}</ref> ''Elite'' is one of the most popularly requested games to be remade,<ref name=eg_x2ttr>{{cite web | last = Fahey | first = Rob | title = X2: The Threat Review | publisher = [[Eurogamer]] | date = February 6, 2004 | url = http://www.eurogamer.net/articles/r_x2thethreat_pc | accessdate = 2008-06-20}}</ref> with some arguing that it is still the best example of the genre to date, with more recent titles—including its sequel—not rising up to the same level.<ref name=gspy_hof/><ref name=gx_x3r>{{cite web | author = Wolf | title = X3: Reunion review at games xtreme | publisher = [[games xtreme]] | date = January 25, 2006 | url = http://www.gamesxtreme.com/article/3339/x3-reunion-review/ | accessdate = 2015-01-18}}</ref><ref name=cavg_elite>{{cite web | last = Shoemaker | first = Richie | title = Games that changed the world: Elite | publisher = [[Computer and Video Games]] | date = August 14, 2002 | url = http://www.computerandvideogames.com/78368/features/games-that-changed-the-world-elite/ | accessdate = 2008-06-20}}{{dead link|date=November 2014}}</ref><ref name=eg_x2tt>{{cite web | last = Fahey | first = Rob | title = X2 - The Threat preview | publisher = [[Eurogamer]] | date = September 30, 2003 | url = http://www.eurogamer.net/articles/p_x2_pc | accessdate = 2008-06-19}}</ref>


In 2013 historian Jimmy Maher stated that the original ''Elite'' and ''[[The Lords of Midnight]]'' "make you want to believe—make you actively imagine—that there is more to their universes than there actually is ... some of the most awe-inspiring virtual worlds ever made".<ref name="maher2014017">{{cite web | url=http://www.filfre.net/2014/01/mike-singleton-and-the-lords-of-midnight/ | title=Mike Singleton and The Lords of Midnight | work=The Digital Antiquarian | date=2014-01-07 | accessdate=11 July 2014 | author=Maher, Jimmy}}</ref>
In 2013 historian Jimmy Maher stated that the original ''Elite'' and ''[[The Lords of Midnight]]'' "make you want to believe—make you actively imagine—that there is more to their universes than there actually is ... some of the most awe-inspiring virtual worlds ever made".<ref name="maher2014017">{{cite web | url=http://www.filfre.net/2014/01/mike-singleton-and-the-lords-of-midnight/ | title=Mike Singleton and The Lords of Midnight | work=The Digital Antiquarian | date=2014-01-07 | accessdate=11 July 2014 | author=Maher, Jimmy}}</ref>


Many attempts to develop clones of ''Elite'' have been made, but most have been abandoned before completion or have otherwise failed to come to fruition. The [[open source]] [[Oolite (video game)|Oolite]] is a notable exception. Another successful adaptation is [http://1337.defence-force.org/ 1337] developed by Jose Maria Enguita (a.k.a. "Chema") for the [[Oric]] machines, that won the [http://oldschool-gaming.com/view_article.php?art=2010_review 2010 Oldschool Gaming Game Of The Year Award]. Contrasting with these conversions, ''Elite: The New Kind'' was developed by Christian Pinder by reverse-engineering the original BBC Micro version of ''Elite'', but was withdrawn from the main distribution at David Braben's request in 2003.<ref>{{cite web | url=http://www.christianpinder.com/games/ | archiveurl=https://web.archive.org/web/20080809170839/http://www.christianpinder.com/games/ | archivedate=2008-08-09 | title=NewKind | publisher=Christian Pinder | accessdate=2008-08-09}}</ref>
A variant of the original BBC Micro ''Elite'' with many extra features, originally titled ''Elite III'' but now known as ''Elite A'' to minimise confusion, was created by Angus Duggan in the late 1980s by [[disassembly|disassembling]] and modifying the [[MOS Technology 6502|6502]] code from the commercial release. It includes many more ship types, more ship types flyable by the player (who begins in the less capable Adder), cargo delivery missions, some extra equipment items and numerous gameplay improvements. ''Elite A'' was released publicly in [[1997 in video gaming|1997]]. Like the original game, it can be downloaded free from Ian Bell's web site and played under emulation.
A variant of the original BBC Micro ''Elite'' with many extra features, originally titled ''Elite III'' but now known as ''Elite A'' to minimise confusion, was created by Angus Duggan in the late 1980s by [[disassembly|disassembling]] and modifying the [[MOS Technology 6502|6502]] code from the commercial release. It includes many more ship types, more ship types flyable by the player (who begins in the less capable Adder), cargo delivery missions, some extra equipment items and numerous gameplay improvements. ''Elite A'' was released publicly in [[1997 in video gaming|1997]].<ref>{{cite web | title=Elite-A - an extended version of Elite for the BBC Microcomputer | url=http://knackered.petestack.com/beeb/elite.html}}</ref> Like the original game, it can be downloaded free from Ian Bell's web site and played under emulation.

Many attempts to develop clones of ''Elite'' have been made, but most have been abandoned before completion or have otherwise failed to come to fruition. The [[open source]] [[Oolite (video game)|Oolite]] is a notable exception. Another successful adaptation is [http://1337.defence-force.org/ 1337] developed by Jose Maria Enguita (a.k.a. "Chema") for the [[Oric]] machines, that won the [http://oldschool-gaming.com/view_article.php?art=2010_review 2010 Oldschool Gaming Game Of The Year Award]. Contrasting with these conversions, ''Elite: The New Kind'' was developed by Christian Pinder by reverse-engineering the original BBC Micro version of ''Elite'', but was withdrawn from the main distribution at David Braben's request in 2003.<ref>{{cite web | url=http://www.christianpinder.com/games/ | archiveurl=https://web.archive.org/web/20080809170839/http://www.christianpinder.com/games/ | archivedate=2008-08-09 | title=NewKind | publisher=Christian Pinder | accessdate=2008-08-09}}</ref> At Elite's 30th anniversary in 2014 the file became available for download again.<ref name="eyetoeye"/>


In 1999/2000, a dispute occurred between Ian Bell and David Braben regarding Bell's decision to make available all versions of the original ''Elite''. The dispute has now ended and the various versions are available on Bell's site.<ref name="redditama"/><ref name="eyetoeye">{{cite web | title=Bell and Braben See Eye-to-eye as Original Elite Sees Dual Re-release | date = 25 September 2014 | publisher=cabume.co.uk | url=http://www.cabume.co.uk/software/bell-and-braben-see-eye-to-eye-as-classic-eighties-video-game-elite-sees-dual-re-release.html }}</ref>
In 1999/2000, a dispute occurred between Ian Bell and David Braben regarding Bell's decision to make available all versions of the original ''Elite''. The dispute has now ended and the various versions are again available on Bell's site.<ref name="redditama"/><ref name="eyetoeye">{{cite web | title=Bell and Braben See Eye-to-eye as Original Elite Sees Dual Re-release | date = 25 September 2014 | publisher=cabume.co.uk | url=http://www.cabume.co.uk/software/bell-and-braben-see-eye-to-eye-as-classic-eighties-video-game-elite-sees-dual-re-release.html }}</ref>


== Sequels ==
== Sequels ==
{{main|Frontier: Elite II|Frontier: First Encounters|Elite: Dangerous}}
{{main|Frontier: Elite II|Frontier: First Encounters|Elite: Dangerous}}


Three official sequels have been created: ''[[Frontier: Elite II]]'' (1993) and ''[[Frontier: First Encounters]] (Elite III)'' (1995), both produced by Braben's company [[Frontier Developments]]. A third sequel, ''[[Elite: Dangerous]]'' (conceived in 1998, provisionally titled ''Elite 4''), was successfully [[Crowdfunding|crowdfunded]] initially through a [[Kickstarter]] campaign in late 2012,<ref name="Elite4">{{cite web |url=http://pc.ign.com/articles/092/092218p1.html |title=Frontier Reveals Elite 4: One of the greatest of all games makes a return |accessdate=2007-09-14 | date=2001-03-08 |publisher=IGN.com}}</ref> and released in December 2014.
Three official sequels have been created: ''[[Frontier: Elite II]]'' (1993)<ref name=frontierPage/> and ''[[Frontier: First Encounters]] (Elite III)'' (1995),<ref name=ffe-official/> both produced by Braben's company [[Frontier Developments]]. A third sequel, ''[[Elite: Dangerous]]'' (conceived in 1998, provisionally titled ''Elite 4''), was successfully [[Crowdfunding|crowdfunded]] initially through a [[Kickstarter]] campaign in late 2012,<ref name="Elite4">{{cite web |url=http://pc.ign.com/articles/092/092218p1.html |title=Frontier Reveals Elite 4: One of the greatest of all games makes a return |accessdate=2007-09-14 | date=2001-03-08 |publisher=IGN.com}}</ref> and released in December 2014.<ref name="Elite4_PCGamer"/>


Bell had limited involvement in the first sequel, and was not involved in the production of the second. Both games were a considerable advance on the original ''Elite'', with filled 3D graphics, missions and a complex economy. This time, the player was not confined to orbit but could land on and explore or mine planets. The number of flyable ships was greatly increased, and a new political backstory was introduced enabling the player to gain ranks in competing interstellar empires. Frontier Elite II appeared on the [[Commodore Amiga]], [[Atari ST]] and [[IBM PC]] whilst Frontier: First Encounters was only released for [[IBM PC]].
Bell had limited involvement in the first sequel, and was not involved in the production of the second. Both games were a considerable advance on the original ''Elite'', with filled 3D graphics, missions and a complex economy. This time, the player was not confined to orbit but could land on and explore or mine planets. The number of flyable ships was greatly increased, and a new political backstory was introduced enabling the player to gain ranks in competing interstellar empires. Frontier Elite II appeared on the [[Commodore Amiga]], [[Atari ST]] and [[IBM PC]] whilst Frontier: First Encounters was only released for [[IBM PC]].

Revision as of 01:24, 23 January 2015

Elite
Cover art for Firebird releases of Elite
Developer(s)David Braben and Ian Bell
Publisher(s)Acornsoft (Acorn/BBC)
Firebird (ports)
Imagineer
Designer(s)David Braben and Ian Bell
Platform(s)BBC Micro, Acorn Electron, Apple II, Amstrad CPC, Commodore 64, ZX Spectrum, MSX, Tatung Einstein, IBM PC compatible, Acorn Archimedes, Amiga, Atari ST, Nintendo Entertainment System
Release20 September 1984
Genre(s)Space trading and combat simulator
Mode(s)Single player

Elite is a seminal space trading video game, written and developed by David Braben and Ian Bell and originally published by Acornsoft for the BBC Micro and Acorn Electron computers in in September of 1984.[1] Elite's open-ended game model, advanced game engine and revolutionary 3D graphics led to it being ported to virtually every contemporary home computer system, and earned it a place as a classic and a genre maker in gaming history.[2] The game's title derives from one of the player's goals of raising their combat rating to the exalted heights of "Elite".

Elite was one of the first home computer games to use wire-frame 3D graphics with hidden line removal.[3] It added graphics and twitch gameplay aspects to the genre established by the 1974 game Star Trader.[4] Another novelty was the inclusion of The Dark Wheel, a novella by Robert Holdstock which gave players insight into the moral and legal codes to which they might aspire.

The game was followed by the sequels Frontier: Elite II in 1993[5] and Frontier: First Encounters in 1995[6], which introduced Newtonian physics, realistic star systems and seamless freeform planetary landings. A third sequel, Elite: Dangerous, began crowdfunding in 2012 and was launched on 16 December 2014[7], following a period of semi-open testing.

Elite proved hugely influential, serving as a model for other games including Wing Commander: Privateer, Grand Theft Auto,[8] EVE Online,[9][10][11] Freelancer, the X series[12][13][14] and No Man's Sky.[15]

Non-Acorn versions were each first published by Firebird, Imagineer and Hybrid. Subsequently Frontier Developments has claimed the game to be a "Game by Frontier",[1] to be part of its own back catalogue[16] and all the rights to the game to have been owned by David Braben.[17]

Gameplay

The BBC Micro version of Elite, showing the player approaching a Coriolis space station

The player initially controls the character "Commander Jameson",[18] though the name can be changed after the game is saved. The player starts at Lave Station with 100 credits and a lightly armed trading ship, a Cobra Mark III.[1] Most of the ships that the player encounters are similarly named after snakes or other reptiles.[19] Credits can be accumulated through a number of means. These include piracy, trade,[1] military missions, bounty hunting and asteroid mining. The money generated by these enterprises allows players to upgrade their ships with enhancements such as better weapons, increased cargo capacity, an automated docking system, an extra energy bank and more.[20]

In the game universe, stars have single planets, each with a space station in its orbit. Stars are always separated by interstellar distances effectively untraversable using the ship's sublight engines. Travel between stars is accomplished by hyperspace jumps, and is constrained to those within range of the limited fuel capacity (7 light years) of the ship's hyperdrive. Sublight fuel capacity is apparently infinite.[21]

Fuel can be replenished after docking with a space station, which requires matching the ship's rotation to that of the station before entering the docking bay[18] - a task that can be avoided by purchasing a docking computer. Players can upgrade their equipment with a fuel scoop, which allows raw fuel to be skimmed from the surface of stars,[21] described by the manual as "a dangerous and difficult activity", but in practice a fairly simple process far easier than manually docking at a space station—and collecting free-floating cargo canisters and escape capsules liberated after the destruction of other ships.[22]

While making a hyperspace jump between star systems, the antagonistic Thargoid[1] insect race may intercept the player half way, forcing his ship to remain in "witch-space" and do battle with their smaller invasion ships. As the interrupted jump uses the full journey's fuel, the player may have insufficient fuel to subsequently jump to a nearby planet, trapping them in witch-space and they must use an escape capsule if owned, or abort the game and reload.

An extremely expensive one-shot galactic hyperspace upgrade permits travel between the eight galaxies of the game universe. There is little practical difference between the different galaxies. However, in some versions it is necessary to travel to at least the second galaxy to access the game's missions. The planetary layout of the galaxies is different, and many players discovered trade runs between closely positioned planets with fortuitous economic combinations.

Elite includes several optional paid missions for the Galactic Navy. One requires tracking down and destroying a stolen experimental ship;[19] the other involves transporting classified information on the Thargoids' home planet, with Thargoid invasion ships doing their best to see that you do not succeed throughout the duration of the mission involving multiple interplanetary jumps.

Development

According to Braben and Bell, Elite was inspired by a range of sources. The developers cite 2001: A Space Odyssey, Star Wars, Hitchhiker's Guide to the Galaxy and the original Battlestar Galactica as influences. Braben also cites the works of Larry Niven, Jerry Pournelle, Arthur C. Clarke, Robert L. Forward, Isaac Asimov and Orson Scott Card as influences.[23] It was thought that much of the game's content was derived from the Traveller tabletop role-playing game, including the default commander name Jameson,[24] but this has been denied by David Braben on several occasions.[18][25]

When the developers met at Jesus College, Cambridge, Bell was already working on a game for Acornsoft called Freefall. Braben had started writing a game called Fighter, but he had not yet completed it. The two projects were sufficiently similar that Braben and Bell compared notes, and after seeing Star Raiders on the Atari 800 they decided to collaborate to produce what eventually became Elite. They first approached Thorn EMI; the company's rejection letter stated that the game was too complicated and needed to be finishable in 10 minutes with three lives. Braben and Bell then met with Acornsoft; their demo of the Elite's combat and docking sequences impressed managing director David Johnson-Davies and other Acornsoft executives. The company agreed to publish the finished game, although the company feared that it was too ambitious for Braben and Bell, and was uncertain about the merits of two developers instead of one on a single game.[26][27]

The game took two years to write and was written in assembly language, giving much care to maximum compactness of code. The last part added was the 3D radar display fitted into the last few unused bytes in their computer.[28]

The original BBC version used a novel split screen approach to show four colours onscreen simultaneously; the upper two thirds of the screen were displayed in Mode 4 while the lower part was in Mode 5. The subsequent Electron version ran entirely in Mode 4, because the video chips were not 100% compatible and therefore was in black and white only.[18]

The Elite universe contains eight galaxies, each with 256 planets to explore. Due to the limited capabilities of 8-bit computers, these worlds are procedurally generated. A single seed number is run through a fixed algorithm the appropriate number of times and creates a sequence of numbers determining each planet's complete composition (position in the galaxy, prices of commodities, and name and local details; text strings are chosen numerically from a lookup table and assembled to produce unique descriptions, such as a planet with "carnivorous arts graduates"). This means that no extra memory is needed to store the characteristics of each planet, yet each is unique and has fixed properties. Each galaxy is also procedurally generated from the first. Braben and Bell at first intended to have galaxies, but Acornsoft insisted on a smaller universe to hide the galaxies' mathematical origins.[27]

However, the use of procedural generation created a few problems. There are a number of poorly located systems that can be reached only by galactic hyperspace— these are more than 7 light years from their nearest neighbour, thus trapping the traveller. Braben and Bell also checked that none of the system names were profane - removing an entire galaxy after finding a planet named "Arse".[29]

The original BBC Micro disk version used a non-standard disk-format to stop disk-to-disk copying. This relied on specific OSWORD &7F DFS opcodes in the Intel 8271 Disk Controller to directly access the disk, and produce a non-standard sector/track-layout. This, however, also caused issues for legitimate customers that were using the Western-Digital 1770 Disk-controller (DFS) ROMs from third-party manufacturers such as Watford Electronics. Acorn subsequently released alternative versions of the BBC disks that were compatible with the WD1770. This BBC Disk-copy-protection was subsequently used by Superior Software in their 'Exile' game.[30] In addition to this, self-modifying code was used as part of the protection system, created by Rob Northen.[31]

Marketing and Release

The Dark Wheel
Original Acornsoft cover
AuthorRobert Holdstock
LanguageEnglish
GenreScience fiction
PublisherAcornsoft, Firebird Software
Publication date
1984
Publication placeUnited Kingdom
Media typePaperback

Acornsoft set in motion a large-scale publicity campaign and commissioned a presentational package for the game that was far more elaborate than normal. Acornsoft packaged Elite in a box larger than their usual releases, complete with a novella by Robert Holdstock called The Dark Wheel, Space Trader's Flight Training Manual, reference card and a ship identification poster.

The Dark Wheel was the first novella to be included for distribution with a video game.[32] The original Acornsoft version promised on its back cover that "[a] sequel to the novella is planned for publication in 1985", but no direct sequel was ever written. A second novella, Imprint by Andy Redman, was included with the IBM PC release of Elite Plus, but despite being set in the same universe it is in no way connected to the original story.

Marketing activities included a launch party at the Thorpe Park theme park (holding such an event for a video game was almost unheard of at the time) and a competition to be among the first to achieve the status of "Elite".[27][disputeddiscuss]

The Dark Wheel plot synopsis

The story tells of a young starship pilot named Alex Ryder, whose father Jason is killed when their merchant ship is attacked by a notorious pirate. In trying to understand and avenge his father's death and achieve an "iron ass" (a space-trader's term for a well armed- and armoured spaceship), Alex encounters the basics of the Elite universe—including combat, hyperdrive and hyperspace and the deadly aliens called Thargoids. Finally Alex discovers the truth about his father and his combat rank. He also acts as an acceptable face of trading, since his female co-pilot, Elissia Fields, is an alien species, wanted in several systems. Alex wants to avenge his Father's death, but must exercise caution in tracking down the assassin. By trading commodities, he slowly improves the arms and armour of his ship. When he is competent at using the spaceship for combat, but before he feels ready, he makes a trade that is sure to bring his father's killer to him.

Alex also learns who the "Dark Wheel" are and what it takes to join their ranks.[33]

Versions

Enhanced graphics in the Archimedes version of Elite, showing several police viper ships and a planet in lower-right corner

The first version of the game was released for the BBC Micro, model B on tape and Disk and "about a month or two later" the Acorn Electron Tape version was released.[18] The Electron's limitations meant several game features were cut including Thargoids and suns. Neither the BBC nor the Electron tape versions featured missions. Additionally, the original tape version for the Electron contained a bug that stopped Galactic Hyperspace from working. Acorn provided a mail-in tape-replacement service to upgrade to v1.1 (marked as such on the tape label) that fixed this bug. The BBC B Disk version, referred to as Classic Elite, would load a new set of ships after every hyperspace jump or space station launch, meaning a larger number of ships were available. A new disc version released by Superior Software in 1986 was enhanced to take advantage of the BBC Micro Model B's successors including the BBC Micro Model B+, Master 128 computers, the optional 6502 Second Processor or sideways RAM, if they were fitted. In this case, the game used Modes 1 and 2 to make more colours available.

The great commercial success of the BBC Micro version prompted a bidding war for the rights to publish Elite in other formats, with British Telecom's software arm, Telecomsoft, eventually winning the rights.[1] It was eventually ported to virtually every contemporary home computer system including the Amiga, Atari ST, Apple II, Amstrad CPC, Commodore 64, ZX Spectrum, MSX, Tatung Einstein and IBM PC compatible. The only console version was released in 1991 for the Nintendo Entertainment System. Some of the versions had slightly altered gameplay or other characteristics, such as the number of missions offered to the player.

Contemporary versions for home computers based on the 6502 microprocessor were ported by either Bell or Bell and Braben.[33] The Commodore 64 conversion introduced Trumbles (creatures based on the tribbles in Star Trek: The Original Series). When the docking computer is activated in the Commodore 64 version and some other versions, a musical rendition of The Blue Danube Waltz is played, as a nod to a space docking sequence in Stanley Kubrick's 1968 film 2001: A Space Odyssey.[24] This music was arranged by David Dunn.

The ZX Spectrum version, programmed by "Torus"[33] included a Supernova mission not found in any other version.[18] The Amstrad CPC conversion (itself a port of the ZX version) has fewer ships than other platforms, lacking the Anaconda and Transport, along with some minor differences in missions and titles.

According to the lead programmer of the 16 bit Amiga/Atari ST and the MSX conversions Rob Nicholson, he did not have access to the source code because of contractual issues and had to write them "blind". All he had were the ship shapes and the procedural generation code for the galaxies.[34]

Elite Plus was released for DOS in 1991. Whereas the original Elite (1987)[20] for the PC used CGA graphics, Elite Plus was upgraded to take advantage of EGA, VGA and MCGA. It was coded entirely in assembly language by Chris Sawyer, who later wrote RollerCoaster Tycoon.[35] Elite Plus had a ninth galaxy that can only be reached by hyperspacing into Witch Space. Elite Plus was published by Microplay Software.

The Acorn Archimedes version, ArcElite (1991), written by Warren Burch & Clive Gringras and regarded by Stuff magazine as the best conversion of the original game,[36] added intelligent opponents who engage in their own private battles and police who take an active interest in protecting the law. As well as such gameplay enhancements, the version also exploited the more modern hardware by using polygon mesh graphics in place of the wire-frames. The game world no longer seems to be centred around the player; freighter fleets with escorts go about their own business, pirate formations patrol lawless systems looking for cargo to loot and mining ships can often be found breaking up asteroids for their mineral content. Unlike the mythical Generation Ships of the original, rare occurrences of other non-pirate entities mentioned in the manual really can be found in the Archimedes version: geometric formations of space beacons; hermits living among the asteroids; abandoned ships towed by police (although Dredgers and Generation Ships are confirmed not to exist in Archimedes Elite).[37] The Archimedes version of Elite was originally written to be a space trading game called Trojan - however the obvious similarities eventually meant that to avoid a potential lawsuit Trojan had to become an official Elite conversion.[38] ArcElite was one of a number of games released for free by The Icon Bar website in 2006.[39]

Some versions feature a new title, "Archangel", for the player to earn that substitutes the rank of Commander. Archangel is reached by undertaking a special mission to destroy a space station in a system invaded by the Thargoids. The player's reward for completing the mission is to receive the title Archangel and obtain a device that is capable of emulating anti-ECM broadcast.

Reception

Elite received very good reviews on its launch and the BBC Micro version eventually sold 107,898 copies.[54] The game's popularity became a national phenomenon in the UK, with reports airing on Channel 4 and elsewhere.[55] Bell estimates that approximately 600,000 copies were eventually sold for all platforms combined.[55]

Elite's technical breakthroughs reportedly amazed the BBC Micro's developers, with Sophie Wilson calling it "the game that couldn't have been written".[3] Many players found gameplay difficult and unfamiliar, however; the game was so controversial that The Micro User devoted its April 1985 letter column to readers debating it.[3]

In his review of the game for Beebug Magazine in 1984, David Fell called Elite "the best game ever" for the BBC Micro.[40] Crash Magazine said about the Spectrum version "Elite is one of the most imaginative ever to be designed to run on a home computer" and gave it a score of 92%.[21] It was a best-seller in the Gallup charts[56] and was voted number 7 in the Your Sinclair Readers' Top 100 Games of All Time.[57]

In 1984 Elite received the Golden Joystick Award for "Best Original Game".[46] In 1985 the game was awarded the "Best Game Overall" for that year by readers of Crash magazine, [47] and "Game of the Year" by Computer Gamer.[48] In a 1992 survey of science fiction games, Computer Gaming World gave the title two of five stars, stating that its "popularity was largely a result of being one of the first space games with a 'large' universe to explore". The magazine gave Elite Plus two-plus stars, describing it as "More detailed and complex, it is also more tedious than the original".[58] Elite was ranked #14 top game of all time by Next Generation in 1996,[59] #12 on IGN's 2000 "Top 25 PC Games of All Time" list,[49] the #3 most influential video game ever by the Times Online in 2007,[51] #6 "Greatest Game" by Stuff magazine in 2008,[52] #1 "Top Retro Game" by Retro Gamer in 2004,[50] and #1 "best game of the 1980s" by Next Generation Magazine in 2008.[22] The game was retrospectively awarded 10/10 by the multi-format magazine Edge—together with only 2 other games[citation needed]— and is being exhibited at such places as the London Science Museum in the "Game On" exhibition organised and toured by the Barbican Art Gallery.[60] Elite is listed in Game On! From Pong to Oblivion: The 50 Greatest Video games of All Time (ISBN 0755315707) by authors Simon Byron, Ste Curran and David McCarthy.[61]

Legacy

Elite has often been regarded as the yardstick by which subsequent space trading games have been measured. Since its release Elite has been credited as being the title that defined the modern space flight simulation genre, a significant source of inspiration for later games in the genre [12][22][62][63][64] as well as being influential upon gaming as a whole.[65] In interviews, senior producers of CCP Games have cited Elite as one of the inspirations for their acclaimed MMORPG, EVE Online.[10][9][11] The developers of Jumpgate Evolution,[66] Battlecruiser 3000AD,[67] Infinity: The Quest for Earth,[68] Hard Truck: Apocalyptic Wars[69] and Flatspace[70] have likewise all credited Elite as a source of inspiration. Similar praise has been bestowed elsewhere in the media over the years.[71][72][73][74]

It has been named as one of the most influential games in history,[53] and has been credited as being the first truly open-ended game[75][76] and opening the door for future online persistent worlds such as Second Life, World of Warcraft[51] and EVE Online. Elite is one of the most popularly requested games to be remade,[77] with some arguing that it is still the best example of the genre to date, with more recent titles—including its sequel—not rising up to the same level.[65][32][78]

In 2013 historian Jimmy Maher stated that the original Elite and The Lords of Midnight "make you want to believe—make you actively imagine—that there is more to their universes than there actually is ... some of the most awe-inspiring virtual worlds ever made".[79]

Many attempts to develop clones of Elite have been made, but most have been abandoned before completion or have otherwise failed to come to fruition. The open source Oolite is a notable exception. Another successful adaptation is 1337 developed by Jose Maria Enguita (a.k.a. "Chema") for the Oric machines, that won the 2010 Oldschool Gaming Game Of The Year Award. Contrasting with these conversions, Elite: The New Kind was developed by Christian Pinder by reverse-engineering the original BBC Micro version of Elite, but was withdrawn from the main distribution at David Braben's request in 2003.[80] A variant of the original BBC Micro Elite with many extra features, originally titled Elite III but now known as Elite A to minimise confusion, was created by Angus Duggan in the late 1980s by disassembling and modifying the 6502 code from the commercial release. It includes many more ship types, more ship types flyable by the player (who begins in the less capable Adder), cargo delivery missions, some extra equipment items and numerous gameplay improvements. Elite A was released publicly in 1997.[81] Like the original game, it can be downloaded free from Ian Bell's web site and played under emulation.

In 1999/2000, a dispute occurred between Ian Bell and David Braben regarding Bell's decision to make available all versions of the original Elite. The dispute has now ended and the various versions are again available on Bell's site.[25][82]

Sequels

Three official sequels have been created: Frontier: Elite II (1993)[5] and Frontier: First Encounters (Elite III) (1995),[6] both produced by Braben's company Frontier Developments. A third sequel, Elite: Dangerous (conceived in 1998, provisionally titled Elite 4), was successfully crowdfunded initially through a Kickstarter campaign in late 2012,[83] and released in December 2014.[7]

Bell had limited involvement in the first sequel, and was not involved in the production of the second. Both games were a considerable advance on the original Elite, with filled 3D graphics, missions and a complex economy. This time, the player was not confined to orbit but could land on and explore or mine planets. The number of flyable ships was greatly increased, and a new political backstory was introduced enabling the player to gain ranks in competing interstellar empires. Frontier Elite II appeared on the Commodore Amiga, Atari ST and IBM PC whilst Frontier: First Encounters was only released for IBM PC.

The two Frontier games were significantly flawed in a number of respects. Both games had many bugs, First Encounters in particular, due apparently to being published in an incomplete state. First Encounters was extensively patched, then reissued and finally withdrawn from sale. This was followed by a lawsuit brought by Gametek against David Braben. The two games employed a realistic flight model based on Newtonian mechanics rather than the original arcade-style engine. While this was more realistic, many players also found it frustratingly difficult, particularly in combat. Most space trading games since Elite have stuck to an arcade-style flight model, in which the ships behave as though they are flying in an atmosphere.

Elite: Dangerous added multiplayer and extended the use of procedural generation, allowing players to fly to and survey every planet of every size in a galaxy containing billions of stars.[84][85]

See also

References

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  2. ^ LaMosca, Adam (July 18, 2006). "Lost in the Void". The Escapist. Retrieved 2007-11-17.
  3. ^ a b c Gazzard, Alison (December 2013). "The Platform and the Player: exploring the (hi)stories of Elite". Game Studies: The International Journal of Computer Game Research. 13 (2). ISSN 1604-7982. Archived from the original on 2014-03-30.
  4. ^ "Practical Computing". Practical Computing. 8: 100. 1985.
  5. ^ a b "Frontier: Elite II official page". 2007. Retrieved 2010-07-02.
  6. ^ a b "Frontier: First Encounters - Official site".
  7. ^ a b "Elite: Dangerous release date set for next month". PC Gamer. 7 November 2014. Retrieved 7 November 2014.
  8. ^ "Gamasutra - Gary Penn interview".
  9. ^ a b Jonric (2000-08-01). "EVE Interview". RPGVault. Archived from the original on 2013-11-07. Retrieved 2008-06-19.
  10. ^ a b "Evolution and Risk: CCP on the Freedoms of EVE Online". Gamasutra. Retrieved 2007-08-05.
  11. ^ a b "The Making of EVE Online". PC Gamer. Retrieved 2011-01-24.
  12. ^ a b Gestalt (October 21, 1999). "X: Beyond The Frontier Review". Eurogamer. Retrieved 2008-06-19.
  13. ^ Shoemaker, Richie (August 13, 2001). "PC Review: X - Beyond the Frontier". Computer and Video Games. Archived from the original on 2011-04-08. Retrieved 2008-06-20. If, however - like me - you consider Elite to be the best game ever made, X - Beyond The Frontier is by far its closest relation.
  14. ^ Wolf (January 25, 2006). "X3: Reunion review at games xtreme". games xtreme. Retrieved 2015-01-18.
  15. ^ "No Man's Sky - The Story, Gameplay, and Multiplayer Explained". IGN.com.
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  17. ^ "Frontier Developments Admission to Trading on AIM, IP Assignment Agreement" (PDF). p. 101. Archived from the original (PDF) on 2013-09-13.
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  25. ^ a b Braben, David. "I am David Braben, co-creator of Elite, creator of Frontier, Frontier II and the upcoming Elite: Dangerous". Reddit AMA. Retrieved 30 December 2012.
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  27. ^ a b c Spufford, Francis (2003-10-18). "Masters of their universe". London: Guardian.
  28. ^ UK Channel 5 television program "Brits Who Made The Modern World", 7.30-8.00 pm 22 August 2008
  29. ^ "Q&A: David Braben--from Elite to today". GameSpot.com.
  30. ^ "Exile Disk Copy protection".
  31. ^ "Rob Northen Interview".
  32. ^ a b "Games that changed the world: Elite". Computer & Video Games. Archived from the original on 2007-02-11.
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  34. ^ "Elite - Amiga Version - Detail questions".
  35. ^ Robert Pfeifer. "alt.fan.elite FAQ". Archived from the original on 2009-02-26. Retrieved 2006-08-04. Section 3.18 and 3.19.
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  37. ^ "Archimedes Elite". Elite Wiki. Retrieved 2006-10-05.
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  55. ^ a b "The Making Of: Elite". Edge. May 22, 2009. Archived from the original on 2012-08-20. Retrieved 2009-12-27. {{cite web}}: |archive-date= / |archive-url= timestamp mismatch; 2012-04-26 suggested (help); Italic or bold markup not allowed in: |publisher= (help)
  56. ^ "Elite - Review", C+VG (52), Future Publishing: 64, December 1985
  57. ^ "Readers' Top 100 Games of All Time", Your Sinclair (93), Future plc: 11, September 1993
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Achievements
Preceded by UK number-one Spectrum game
February 1986
Succeeded by