I wouldn't be exaggerating if I said that the original Elite game has had a huge impact on my life. Whilst I did play other games on my father's BBC Microcomputer, like Hopper and Pinball, I think Elite may still be top of the list in terms of hours played over my lifetime. Moreover, it was Elite that motivated me to badger my dad into teaching me the BASICs of programming, and from there, everything else followed naturally.
So, of course, I'm really excited about the upcoming sequel, Elite: Dangerous. I bought the beta yesterday, but haven't had time to properly play yet, so my verdict is still outstanding. First impressions are good, though.
But the best thing about Dangerous is that you get a copy of the original BBC Micro version of Elite for free. (You can also get it for free if you don't buy Dangerous, by the way.) So while the gigabytes of Dangerous were trickling down my narrow tubes, I fired up the BeebEm emulator and started playing my old childhood classic.
Back when I was a kid, I played very conservatively. Liquor/wines from Lave to Leesti, computers from Leesti back to Lave. Over and over again. Now, of course, I want a little more adventure – not in the least because loading and saving is so much faster. So I started looking deeply into market prices at planets of various types (Poor Industrial, Rich Agricultural), and noticed something weird. Almost everything is more expensive almost everywhere than the “average prices” printed in the Elite manual. What is going on?
Fortunately, back near the turn of the milennium, C.J. Pinder ported the original Elite 6502 assembly code to C, resulting in Elite: The New Kind. A while later, David Braben got wind of this, and ordered it to be taken down. Fortunately, I still had a copy of the ZIP file, which I religiously held on to. It seems Braben has softened since, or got some more sense, or wanted some free publicity, because The New Kind is back online again.
Anyway, I went into the source code of Elite: The New Kind and discovered the shocking truth of these market prices.
First off, no fractional credits exist in memory. Everything is stored in integer values of decicredits, 0.1 Cr. There is a table that contains all the items, together with some metadata about them. Here is the formula for computing an item's price:
item.price = ((item.base_price + (market_rnd & item.mask) + planet.economy * item.eco_adjust)) & 0xFF * 4;
The meaning of each of these fields:
item.base_priceis a constant read from the table of items. It's 19 for Food up to 235 for Narcotics, with the highest value for a legal substance being Luxuries at 196.
market_rndis a random byte, 0 to 255 inclusive, generated whenever we do a hyperspace jump.
item.maskis also constant, varying from
0x01for Food to
0x1Ffor Slaves, Alloys and Platinum. An outlier is Narcotics at
0x78, the only value that isn't a series of lower bits.
planet.economyis set by the galaxy generator to 3 bits of the planet's random seed, so between 0 and 7, inclusive. Its meaning:
- Bit 2 is the type, 0 for Industrial, 1 for Agricultural.
- Bits 0 and 1 are the wealth: Rich, Average, Poor, Mainly. The order depends on whether the world is Industrial or Agricultural, and Mainly is in the middle: a Mainly Industrial world is leaning towards Agricultural and vice versa. That's that cleared up!
item.eco_adjustis a signed number, ranging from
-9for Furs to
29for Narcotics; the highest value for a legal, buyable item is
So how to make sense of all this? How to find out if the manual was wrong, or just my impressions? Let's turn to a tool I feel is undervalued by most programmers: the humble spreadsheet. This Google spreadsheet shows my results. A few things stand out:
- I was right, the manual was wrong. Prices are on average significantly higher than printed. Furs are almost 26% more expensive, and Minerals even 50%! Computers and Luxuries, on the other hand, are slightly cheaper.
- The prices in the manual are taken from the minimum possible price on a Mainly Agricultural world. Except for Narcotics, Minerals and Alien Items, the two are identical.
- My calculations are incorrect for Narcotics because it overflows its byte and wraps around. Calculating how to get the real maximum would be a bit more work, but it must be around 102 credits. With its odd bit mask, Narcotics are the biggest gamble with the biggest potential payoff.
- Planet classification doesn't have two axes (Industrial/Agricultural, Rich/Poor); it has just one. The range is from Rich Industrial to Poor Agricultural.
- The planet's government type doesn't play into it at all. You might think that it would pay better to ship Firearms to an Anarchy world than to a Democracy, but you'd be wrong.
- Prices on a single world are linked; they rise and fall together.
- Profit margins are obviously highest on illegal substances. The best you can do legally is ship Computers from a Rich Industrial world to a Poor Agricultural one, and bring Liquor/Wines back. (Food has an even higher profit margin, but is so cheap that your cargo bay becomes the limiting factor quickly.)
Now I'm back to playing Elite. The old or the new? It's hard to decide!