Hard to convey how effective Starflight’s game design was within the limits of the day.
The embedding of the story within what was almost entirely free-form exploration & adventure across a huge galaxy was masterful.
You could feel how close the creators were to the edge of what was possible with the save game system: Basically, the disk was a memory image. As you played the game would rewrite itself, so if you got stuck there was no “reset”. The documentation was emphatic: Only play with a copy of the original disk!!
O cool! This approach was used in WASTELAND too, on four floppies (the progenitor of the FALLOUT series).
Everyone goes on about Elite, but Elite was just a sandbox… (an amazing sandbox)
This was crazy! World gen is hard. Proc world gen is NP hard. Story driven proc world gen with persistence in 1986 was Kaku level brilliance.