The bell rings as the shop door opens. A wizzened old man shuffles through the dusty racks of vinyl, heading for the back room. He is wearing a dirty T-shirt, grubby jeans and carries a stout cane. He is humming gently to himself. He reaches the curtain, pulls it to one side and steps through.
He nods to Andrew, looks up briefly from his book, and nods back. Without asking he rises, goes through to the back and puts the kettle on. When he returns with two cracked mugs of tea and a plate of biscuits the old man has still not found what he is looking for. So he puts down the refreshments and returns to his book. He knows that soon the visitor will find something, and when he does he will be ready to talk.
Eventually the old man finds what he has been looking for. He takes the dusty black box from the shelf. Andrew can just see what looks like a golden eagle on the front of it. The man shuffles over, painfully climbs up on the stool Andrew has found for him, and with a sweep of his thumb on the front of the box, removes the dust that is hiding the word…
Elite
BBC Microcomputer Model B
Floppy Disk version
Acornsoft
£19.99 in 1984
Written and Developed By David Braben and Ian Bell
The computer that I am writing this on has 2,000,000,000 bytes of main memory and around 80,000,000,000 bytes of secondary storage. It is by no means an exceptional machine. My mobile phone has 32,000,000,000 bytes of memory.
My first computer in 1984 was a BBC Micro Model B. It claimed to have 32,000 bytes of memory, but by any modern definition there was really only 16,000 bytes that could be used by the programmer. This meant that, compared to my mobile phone, it had 2 million times less memory.
Perhaps some perspective is needed here. If the memory on my computer represented the distance between Edinburgh and Glasgow, the memory on my phone represents the distance between Edinburgh and the sun. If the memory on my phone represented a single sheet of A4 paper, then my phone represents a stack of A4 paper taller than the Eiffel Tower.(but only if the Eiffel Tower had the Angel of the North under it and the London Eye on top). We are talking about a substantial difference.
And in those days, the expectations of game players were radically different. Games were largely licensed versions (or copies of) arcade games, or new representations of the games that had been available on mainframe computer systems for the idle amusement of academics.
So on the one hand, we had a lot of games that were designed to separate teenagers from their 10p pieces as quickly as possible, giving a vague promise of advancement. But with these games, you always played from the start. When you mastered climbing level one, you had to go through level two, but when you started a new game, you always had to start at the beginning. By and large you got three lives, and the chance (sometimes) to win more. The game was always the same.
On the other hand you had the kind of games that computer scientists liked to write and play. So we had very basic adventure games (which were text based and relied on you entering exactly the right trigger to move on), maze games, again screen based, simulators or the old standby Chess. These games were designed to be played on text devices. Dumb terminals and teletypes.
In 1984 the computer market was beginning to take off. We had the original IBM PC, which was a couple of years old. We had the Sinclair Spectrum (with it's cheap and nasty "dead flesh" keyboard and overheating power packs). There was even the Apple Macintosh, albeit in a form that most people today would struggle to recognise. And then the BBC decided that computers were going to be big, wanted to do a series of TV programmes about it and needed a basic computer that could be used as the basis for education. Hence the BBC Microcomputer was born. Sleek and powerful in a beige box, with a proper keyboard and mysterious expansion slots underneath, it was instantly adopted by schools, hobbyists and doting parents who planned that their children should use it for homework.
Now in 1984 the games market was very young, and it was possible for two young men to come up with something completely new and release it to the waiting world. David Braben and Ian Bell intially met at Cambridge university where both of them were already working on games for the BBC Micro. Together they produced a game that defined a genre - the space trading game.
It is possible to sum up the gameplay of Elite very quickly. You start as a lowly ranked space pilot, with a basic ship and a small cargo hold, in a quiet area of the galaxy with very little money and fewer prospects. You are labelled "Harmless". Your aim is to get your rating elevated to "Elite", at which point you were given a code that you sent to Acornsoft and they would send you an enamel badge. (I still have mine).
You improved your ship by buying add ons. To get the credits to buy the extras, you traded: buying low and selling high). Once your spacecraft was not entirely made of cardboard, you could try to hunt down the odd pirate, for credits and some of their cargo. You could choose to travel to lawless planets taking drugs and contraband, or stick to flying computer parts into advanced planets.
You had 8 galaxies to explore, each with 256 worlds. At each world you had to dock with a space station, and (if necessary) evade the police or pirates that were looking for you.
But there were also missions. Sometimes, very rarely, when you docked at a space station you would hear a strange claxon and see the words "Incoming Message" flashing on your screen. You would then be asked to take on a mission to deliver something to somewhere, or to hunt a bad guy, or to look for someone. These missions fit loosely into a bigger story and you felt part of a larger game, although the missions themselves rarely involved you doing anything that you weren't doing anyway.
Space combat was in what we now consider to be the standard way: a joystick was used to fly, you had missiles, you had guns. You could see alternate views, you had a radar system showing you where friends and foes were. All the usual stuff. But you see it wasn't usual. We hadnt played it before. This was very much the game that defined the space combat simulator and every game since (Starlancer, Freelancer, Space Trader, etc) has borrowed liberally from the defining influence that was Elite.
The game was brilliantly paced. Rewards came at just the right intervals to keep you interested. Just when it was getting increasingly hard to make it through to the next system, you would get a new weapon, or a piece of kit or (wonders of wonders) a mission to carry your interest forward. And always, there was the quest to get the rating "Elite".
It is thirty years, give or take, since Elite was first released. Versions followed for virtually every home computer. IBM PC, Spectrum, Commodore 64, I think there was even one for the short lived Dragon. There was a very acrimonious split between Ian Bell (who wanted to make the original versions available on the internet for free) and David Braden (who didn't). There are rumours of fallings out over royalties or IPR for the subsequent Frontier games. What is certainly true is that Bell and Braden never again produced anything that affected the gaming world like Elite.
So what was remarkable about Elite? We had adventure games in 1984 and we have adventure games now. We had platform games then, we have platform games now. We had simulation games then, we have simulation games now, and so on.
The difference about Elite, is that it was so advanced (and remember it ran in so little memory) that the fundamentals of the game are still recognisable in the modern space combat/trader games. The interface and gameplay standards that were set by Elite are still applied to new games today. Elite remains the yardstick by which the genre is measured and an unparalleled technical achievement.
And after nearly thirty years, there is no other area of computing that can say that. We don't compare hardware platforms to 1984 and more because (as shown above) it is laughable. We don't compare platform games, because (frankly) Ratchett and Clank has little in common with the orginal Donkey Kong. We don’t compare adventure games, because a text based Philosophers Stone has NOTHING WHATSOEVER in common with Red Dead Redemption. We certainly don’t compare Microsoft Office 2010 with Word and Excel vesion 1.0.
Putting it plainly, everyone of my age who is remotely interested in games, remembers Elite. Thirty years from now, how many pub conversations will you be able to have over reminiscences of Tiger Woods 2011 or Fifa 2011 or Bulletstorm or Call of Duty. All good games, but they will never be ranked "Elite" and given a little badge.
Commander Jameson out..........