Escape Velocity (1996)

Ambrosia Software, Rochester NY, May 5th 1996. Written by Matt Burch, who was still at university. Shareware, Macintosh only, 68k and PowerPC. A galaxy of 108 star systems, 107 places to land, 27 ships and a civil war nobody is winning.

The pitch, in one paragraph

You start at Levo in a Shuttlecraft with 10,000 credits. The Confederation runs the core worlds and calls itself civilisation; the Rebellion runs the rim and calls itself freedom. You can work for either, rob both, or ignore the whole thing and get rich hauling industrial goods. The two opening courier missions are mutually exclusive — take one and the other side's storyline closes for that pilot, permanently. That single design decision is why people replayed this game for years.

What is in here

A knowledge base rather than a walkthrough: everything below is derived from the game's own resource files and cross-checked against Ambrosia's guides, so it answers questions instead of telling you what to do next. It comes in four layers, and the first time through they are worth reading in this order.

Before you leave the ground

If you have never flown this game, start here and nowhere else. Everything after it assumes you know what a jump is and why you are broke.

What there is

Five registers, one for each kind of thing the galaxy is made of. They are the same shape on purpose — one row per thing, grouped, with the full record folding out underneath — and they are wired to each other, so a weapon knows which worlds sell it and a world knows which missions it hands out. Follow a link and the search arrives already made.

How any of it pays off

The registers tell you what exists. This tells you what to do with it, and almost none of it is written down anywhere in the game.

The game itself, and where it came from

A 1996 Macintosh application and the website that sold it. Both are still reachable, one way or another.

How complete is this?

All 27 ships, 108 systems, 107 stellar objects, 53 outfits, 25 weapons, 116 missions and 220 named captains are here, along with 37 restored pages of the original Ambrosia site. Every figure is cross-checked against Ambrosia's own guides before the site will build — the method, and every place the sources disagreed, is documented.

The missions and captains list fewer rows than that — 109 and 190 — because the game declares some of them several times over with identical terms, which is how it makes them come up more often. Those collapse into one row carrying the count, rather than the same line repeated five times.