Tag Archives: polygons

Elite, Amiga

The 16-bit versions of Bell and Braben‘s classic space trading game, Elite, are a nice step up from their 8-bit counterparts.

The Amiga and Atari ST versions are faster and more colourful versions of Elite. Both were developed by Mr. Micro and published by Firebird in 1988.

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Elite, MSX

The MSX version of the classic space trading game, Elite, was programmed by Mr. Micro and published by Firebird in 1987.

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Elite, PC

This is the original MS-DOS CGA version of Elite, written by Andrew Onions of Realtime Games and published by Firebird in 1987.

Not to be confused with the even better Elite Plus, which came later and is a different game entirely.

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Elite, Apple II

The Apple II conversion of Elite is arguably the slowest and ugliest of all the versions available. And that – I think – is me being charitable to it…

Ian Bell himself programmed this conversion of Elite in 1986, so its authenticity cannot be called into question and I shouldn’t really mock it.

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Elite, Amstrad CPC

The Amstrad CPC version of Elite (released in 1986) is a fine program – even though the play window is smaller than those seen in other versions.

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Elite, ZX Spectrum

The ZX Spectrum version of Elite was developed by Torus and published by Firebird in 1985. There were 48K and 128K versions made available and both are excellent.

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Elite, Commodore 64

Elite on the Commodore 64 is slow and flickery (just like the BBC original in fact) but at its core is a fantastic game that refuses to be ruined by the C64‘s limitations.

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Perfect Dark, Nintendo 64

The spiritual successor to Goldeneye, Perfect Dark is a brilliant, 3D, first-person shooter developed by Rare and published by Nintendo in 2000.

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Castle Master, Commodore 16/Plus4

A 1992 homebrew conversion of the fourth Freescape game, Castle Master, coded by Tanacs Attila (aka “TGMS”), with additional graphics by P. István (aka “abcug”).

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Total Eclipse, Commodore 16/Plus4

A 1990 homebrew conversion of the classic Freescape game, Total Eclipse, by the Hungarian coder Soós Ferenc (aka “SF”). It requires 64K of RAM to run.

And Total Eclipse an excellent conversion – pretty much identical to its Commodore 64 parent (from which it was converted).

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