On this page
  1. How it works
  2. Implementations
  3. History
  4. Variants and combinations
  5. Related
  6. Games
  7. References
  8. Sources

Commodity trading is buying goods where or when they are cheap and selling them where or when they are expensive. Prices vary by place, by day, or both. The player carries a limited load from market to market, and each trip costs time. Many trading games add a debt that grows with interest, a bank, and random events that move a price or rob the player. In Drug Wars, the player has 30 days1 to trade drugs across New York while a loan shark’s debt grows 10% a day, rounded down2.

#How it works

A game repeats one visit after another:

start with cash, a debt, a capacity, and day 1
on arriving at a market:
    for each good g:
        price[g] = base(g, place) + swing          # a new random draw
    maybe a price event: one price × k or ÷ k      # bust, glut, shortage
    maybe a risk event: mugging, police, pirates
    buy and sell, within cash and capacity
travel to another market:
    day = day + travel time
    debt = floor(debt × (1 + i))
    bank = floor(bank × (1 + j))
at the last day, score cash + bank − debt

With buying price pb, selling price ps, capacity C, and cash m, one trip carries q=min⁡(C,⌊m/pb⌋) units and earns q⋅(ps−pb). The debt D compounds at rate i per day, Dt+1=⌊Dt(1+i)⌋, so a slow start costs more each day it lasts.

The common parts differ from game to game:

  • Prices. A price is a base plus a random swing. Drug Wars draws whole steps of a fixed size, the same in every place3. dopewars draws uniformly from each drug’s range on every arrival4. Elite adds a term for the system’s economy, so a good is cheap in one type of system and expensive in another5.
  • Price events. An event scales one price. Drug Wars multiplies by 5 or divides by 5 or 7, at most once a day6; dopewars multiplies or divides by 4, up to three times a visit7,8.
  • Capacity. Drug Wars and dopewars start the player with a trench coat that holds 100 units9,10. Star Trader’s ships carry up to 30 tons11.
  • Travel. Each jet in Drug Wars and dopewars takes a day1,12. Star Trader’s ships travel about 2 light-years a week11.
  • Debt and the bank. Both drug games charge 10% a day on the loan shark’s debt and pay interest on deposits2,13,14,15. Star Trader’s banks pay 5%11.
  • Risk. Drug Wars sends the police only after a player who carries drugs16. dopewars rolls for an encounter on every arrival, more often for a richer player17.

#Implementations

Drug Wars (1984)18dopewars (1999)19Elite (1984)20
Goods6 drugs2112 drugs2217 goods23
Pricerandom steps, plus another drug’s price from the day before3,24uniform in the drug’s range4base + masked random byte ± economy × factor5
Does the place matter?no3only for what is on sale25yes, through the economy26
New pricesevery day3every arrival4every arrival in a new system27
Events≤ 1 a day; × 5, ÷ 5, ÷ 760–3 a visit; × 4, ÷ 48,7—

#Drug Wars

John E. Dell’s Drug Wars survives only as a compiled MS-DOS program, so the atlas measured it in an emulator. Every day each drug gets a random whole number of steps, the same in all six places3. Cocaine, heroin, and weed also add another drug’s price from the day before24. Since the place doesn’t matter, the trade is in time: buy on a cheap day, sell on an expensive one. On about one day in five an event multiplies one price by 5 or divides it by 5 or 76. The loan shark lends up to twice the cash in hand, less $5028, and the debt grows 10% a day, rounded down2.

#dopewars

Ben Webb’s dopewars derives from Drug Wars by way of an MS-DOS Dope Wars29, and its source is public. Each arrival draws every price on sale uniformly from the drug’s range4. The place sets how many of the 12 drugs are on sale30 and how often the police attack31. A visit brings zero to three events with probabilities 0.30, 0.42, 0.266, and 0.0148. An event drug costs a quarter or four times a normal price7.

  if (brandom(0, 100) < 70)
    NumEvents = 1;
  if (brandom(0, 100) < 40 && NumEvents == 1)
    NumEvents = 2;
  if (brandom(0, 100) < 5 && NumEvents == 2)
    NumEvents = 3;
dopewars source · src/serverside.c L3213–32198

#Elite

In Elite, the place sets most of a price. Each good has a base price, an economic factor, and a fluctuation mask32, and its price is (b+(r∧m)±ef)×45 tenths of a credit. One random byte, drawn on arrival in a new system, sets the swing for the visit27. A negative factor makes a good cheapest in poor agricultural systems, a positive one in rich industrial systems; Food runs 7.6–8.0 credits a tonne in the richest industrial systems and 2.0–2.4 in the poorest agricultural ones, and Computers the other way round, 61.6–62.8 and 100.8–102.026. That gradient makes trade routes. The arithmetic is 8-bit, and only Narcotics overflows it, so its price can land at 1.2 credits in a system where it otherwise costs about 10033. Mark Moxon’s documented source makes this code readable.

LDA QQ26
AND QQ23+3,X
…
ADC QQ23,X
…
ADC QQ19+3
…
SBC QQ19+3
…
JSR GC2
Elite source (BBC Micro cassette) · 1-source-files/main-sources/elite-source.asm L20485–205355
LDY QQ28
…
ADC QQ19+2
Elite source (BBC Micro cassette) · 1-source-files/main-sources/elite-source.asm L20785–208225

#Koei’s Genghis Khan games

In Genghis Khan, three merchants travel their own routes, and the player trades with one only while it is in the country34,35. Prices follow a market rate that changes every season36, and each merchant also has a rate of his own37. Genghis Khan II keeps the rate38 and adds specialty items whose value follows supply and demand and varies by area39.

#History

The earliest known traded good with a moving price is land, bought and sold at a yearly random price, in Doug Dyment’s FOCAL Sumer Game, which DECUS listed in November 196940,41, and in David Ahl’s BASIC version, Hamurabi42.

Star Trader, which People’s Computer Company printed in January 1974, is the earliest known game here whose markets differ by place43,44. Its players captain merchant ships between star systems43. They haggle with local merchants45, carry up to 30 tons, travel about 2 light-years a week, and bank at 5% interest11. The systems grow over the years and their needs change; the newsletter advises buying raw materials, such as uranium or metals, in less developed, newer systems44.

John E. Dell said he wrote Drug Wars after playing a game at a friend’s house about buying and selling goods at fluctuating prices; he couldn’t name it but thought it likely Taipan46. Drug Wars carries a 1984 copyright18, and Elite came out the same year20. An MS-DOS Dope Wars credits Dell’s game47, and Ben Webb’s dopewars followed in 199919.

#Variants and combinations

  • Prices by time only: Drug Wars, where the trade is in waiting3.
  • Prices by place: Elite’s economy gradient, which makes fixed trade routes26.
  • Availability by place: dopewars, where a place sells only some drugs each day30.
  • Haggling: Star Trader45.
  • Growing economies: Star Trader’s systems develop as they trade44.
  • Compound interest: the debt that sets the pace in both drug games2,13.

Games

GameYearHowNote
Hamurabi1973land at 17 to 26 bushels per acre, one price a year for buying and selling
Star Trader1974six goods priced by each system's stock or need, and haggling over every lot
Drug Wars1984six drugs, six places, 30 days; a fresh random price every day, at most one price event
Elite1984
Nobunaga's Ambition1986merchants trade rice and arms at a market price; the computer original sets a base rate each spring that trades then move
Genghis Khan1987three merchants and 17 goods; one market rate that changes each season
Genghis Khan II: Clan of the Gray Wolf1992four merchants; prices depend on a rate shown beside the season
dopewars199912 drugs, 8 places (6 in antique mode), 31 days; a uniform price per drug on each arrival, 0–3 events at ÷4 or ×4
Animal Crossing2001turnips bought on Sunday and sold to the shop on a weekday, before they spoil
Every claim about this mechanic, by game (77)
Hamurabi 1973Each year land trades at 17+⌊10r⌋ bushels per acre for a random r in [0, 1), a whole number from 17 to 26.Code
The player may buy land at the year's price if the store covers it, and buying any land skips the chance to sell that year.Code
A sale pays the same price per acre into the store, and the city must keep at least 1 acre.Code
Star Trader 1974Star Trader, which People's Computer Company printed in January 1974, has each player captain trading ships between star systems, buying and selling merchandise.Publisher
Star Trader's ships carry up to 30 tons of cargo and travel about 2 light-years a week, and banks, found only in Class I and Class II systems, pay 5% interest.Publisher
Star Trader's systems grow over the years and their needs change, and the newsletter's advice is to buy raw materials, such as uranium or metals, in less developed, newer systems.Publisher
In Star Trader the player trades with the merchants and haggles over prices.Publisher
Star Trader 1974Star Trader's set-up module sets its defaults in code: ships travel 2/7 of a light-year a day, stars stand at least 15 light-years apart, the delay constant Q, which a comment calls the probability of a delay, is 0.1, merchants make up to 3 bids, a ship carries 30 tons, the profit-margin constant X9 is 36, and development grows in steps of 1.25.Publisher
Star Trader's profit-margin setting n, asked for as 1 to 5 and usually 2, sets X9 to 18n, so the default X9 is 36; the prompt says a higher number gives a lower profit.Publisher
Star Trader has six goods, each with a fixed price: uranium 5,000, metals 3,500, heavy equipment 4,000, medicine 4,500, computer software 3,000, and star gems 3,000.Publisher
Each Star Trader system makes or needs each good at a monthly rate G=(1+L/15)(ML+C), where L is the system's development level and M and C come from DATA statements for its development bracket; a positive rate means it produces the good, a negative one that it consumes it.Publisher
Computed from Star Trader's DATA tables: a frontier system, at development level 0, makes 1 uranium, 0.75 metals, and 0.5 gems a month and consumes 0.75 heavy equipment, 0.5 medicine, and 1 software; Sol, at level 15, makes 1.5 heavy equipment, 1 medicine, and 2 software and consumes 2 uranium, 1.5 metals, and 1 gems.Publisher
Star Trader sets a system's fair price for a good from its fixed price Q, its stock S, its rate G, and the profit-margin constant X9: P=Q(1−sgn⁡(S)|S/(GX9)|), rounded to the nearest 100, so a surplus lowers the price and a need raises it.Publisher
Computed from lines 3940–3950: since the stock never exceeds 12 months of the rate, a fair price stays within Q(1±12/X9), which is ±⅓ of the fixed price at the default margin of 2, ±⅔ at 1, and ±2/15 at 5.Publisher
When a Star Trader player offers merchants more of a good than they need, they bid on at most twice their need.Publisher
Star Trader's merchants open each round at 90% of the fair value of the units when buying from the player and 110% when selling to the player, rounded to the nearest 100.Publisher
Star Trader's merchants haggle over each good for at most K9 rounds, 3 by default; when K9 is 2 or more, they announce the last round as their final offer.Publisher
When Star Trader's merchants buy X units at fair price P, a player's bid Y at or under PX sells, one over (1+z)PX ends the deal, and one between moves the price to 0.8P+0.2Y/X for another round; when they sell, an offer at or over PX buys, one under (1−z)PX ends the deal, and one between moves the price the same way.Publisher
Star Trader's price window z is 0.5/k in round k when the player trades at least the merchants' whole need or supply |S|, and X/(2|S|k) for a smaller lot of X units, so it narrows each round and is widest for a full lot.Publisher
In a Star Trader system with a bank, a player whose accepted offer exceeds the cash aboard may draw on the bank to pay; elsewhere, or if the bank can't cover it, the offer fails as too low.Publisher
Each year Star Trader prints every system's prices and each player's cash aboard ships, bank balance, and cargo valued at the fixed prices, with their total.Publisher
After a ship's visit, Star Trader raises the system's development level by G9 (1.25 by default) if no need left there exceeds one month's consumption and at most one good is still needed; it announces a new class at each multiple of 5, and once the average level reaches 10, a new Class IV system appears, up to 15 systems.Publisher
Drug Wars 1984Dell said he had recently played a game at a friend's house that involved buying and selling goods at fluctuating prices, and that it was likely Taipan.Interview
The instructions list six drugs with their prices per unit: cocaine 15,000–30,000, heroin 5,000–14,000, acid 1,000–4,500, weed 300–900, speed 70–250, and ludes 10–60.Our research
The player jets between six places, the Bronx, the Ghetto, Central Park, Manhattan, Coney Island, and Brooklyn.Our research
Each jet takes a day, and the jet out of 1/3/84 ends the game after 30 days of trading, with no 12/31 on the calendar.Our research
The loan shark, the stash, and the bank are only in the Bronx.Our research
The debt grows 10% a day, rounded down to the dollar, so $5,500 left unpaid is $87,198 on the last day.Our research
The bank pays 5.5% a day, rounded down, but the status box can show the balance from before the day's interest until something redraws it.Our research
The loan shark lends at most twice the cash in hand, less $50; with $2,000 he lends $3,950 and refuses $3,951.Our research
Each day every drug gets a new price, a random whole number of steps: cocaine 15 to 28 × $1,000, heroin 5 to 12 × $1,000, acid 10 to 44 × $100, weed 3 to 7 × $100, speed 7 to 24 × $10, and ludes 1 to 5 × $10.Our research
Three prices carry another drug's price from the day before, so cocaine adds the previous day's weed price, heroin adds 4 × the previous day's speed price, and weed adds the previous day's ludes price.Our research
On about one day in five a price event moves one drug; a cocaine bust or heroin addicts multiply its price by 5, cheap heroin, acid, or weed divide it by 5, and cheap ludes divide it by 7.Our research
A mugging in the subway divides the player's cash by a whole number from 1 to 5, rounded down.Our research
On arrival the game may offer a bigger trench coat for $200 to $299, which adds 20 units of space, or a gun for $400 to $499.Our research
Officer Hardass and one to three deputies chase a player who carries drugs and never one who carries none.Our research
Elite 1984Elite came out in 1984.Wikidata
Elite's station markets price 17 goods afresh in every star system and stock all but the last, alien items, whose availability var sets to 0.Code
Each good's price is (b+(r∧m)±e⋅f)×4 tenths of a credit, from its base price b, a random byte r masked by m, the system's economy e (0 to 7), and the good's economic factor f, all in 8-bit arithmetic.Code
One random byte, drawn on arrival in a new system, sets every good's fluctuation for that visit.Code
The table gives each good a base price, an economic factor from −9 (Furs) to +29 (Narcotics), and a fluctuation mask from 1 (Food) to 120 (Narcotics).Code
A negative factor makes a good cheapest in poor agricultural systems and a positive one in rich industrial systems, so Food costs 7.6–8.0 credits a tonne at economy 0 and 2.0–2.4 at economy 7, and Computers 61.6–62.8 and 100.8–102.0.Code
Narcotics' sum can pass 255 and wrap around, so in a rich industrial system its price is either 94.0–100.4 or 1.2–39.6 credits.Code
Nobunaga's Ambition 1986The main display shows a current market price, which changes through the year. The PC-98 manual says the year's base rate is set in spring, and that buying rice raises the rice price and selling lowers it.Manual
Genghis Khan 1987Three merchants trade in Genghis Khan, Chinese, Islamic, and Uighur, each working independently along its own sales routes.Manual
When a merchant is in the country, the player can sell food and specialty items for gold, buy food, specialty items, and weapons, or hire mercenaries, at the current market rate; weapons raise the arms value and cannot be resold.Manual
The main display shows the current market rate.Manual
Mercenaries are hired at the current market rate; they add soldiers but lower morale, arms, and skill.Manual
The merchants deal in 17 goods, from fur and silk to pikes and bombs.Manual
Weapons bought from merchants raise the arms value, which falls every winter and whenever new recruits join.Manual
The Famicom manual says the base market rate changes every season and governs the merchants' trading rates, so a high base rate means high prices and a low one low prices.Manual
The Famicom manual says each merchant has his own trading rate, merchants are not always present, trades follow the market rate of the moment, and the Sell and Buy screens show a table of rates.Manual
The Famicom manual says the rise in arms level from buying weapons depends on the whole population, not on the number of soldiers, and that bought weapons cannot be resold.Manual
Nintendo Power's screenshots of the NES version show the market rate at 101 on one screen and 150 on two others.Magazine
Genghis Khan II: Clan of the Gray Wolf 1992The Market command trades food and specialty items with merchants, or hires mercenaries, only while merchants are in the state; the merchants are Uighur, Islamic, Chinese, and Venetian, and the Islamic and Venetian ones are absent from Scenario 1.Manual
The Merchants information screen shows where merchants are on the map, with a house icon at each merchant's base.Manual
Selling food or specialty items and buying food, arms, or specialty items both happen at prices that depend on the rate.Manual
The main display shows the rate beside the year and season.Manual
Each specialty item's value is based on supply and demand and varies by area.Manual
The game has 10 specialty items, fur, silk, gems, jewelry, medicine, woodwork, ceramics, glass, textiles, and spices, and each state can produce only certain ones.Manual
Gold rises with selling goods and spring taxes, and falls with war, drafting, alms, buying goods, and soldiers' pay.Manual
Mercenary costs vary by unit type, and new mercenary units arrive at 50 arms and 20 training, which feed into the army's overall levels.Manual
Electronic Games' review describes the computer version's economy as kept up "through mercantile trade on fluctuating markets" and control of production.Magazine
Electronic Games' screenshots of the computer version show the rate at 1.0 in spring 1184 and spring 1286 and at 1.4 in autumn 1241.Magazine
dopewars 1999dopewars has 12 drugs, each with a price range, from Ludes at 11–60 to Cocaine at 15,000–29,000. Acid, Hashish, Ludes, and Weed can turn cheap; Cocaine, Heroin, Opium, and Speed can turn expensive.Verified
Each drug on sale gets a fresh price on every arrival, drawn uniformly from at least its MinPrice to below its MaxPrice; a price event then divides or multiplies one drug's price.Verified
Each visit puts a random number of drugs on sale, from the location's MinDrug to one less than its MaxDrug; the rest have no price that day.Verified
The eight locations differ in police presence and in how many drugs are on sale, from Manhattan (police 90, 4–9 drugs) to the Ghetto (police 5, 8–11 drugs).Verified
Each visit has no price event with probability 0.30, one with 0.42, two with 0.266, and three with 0.014.Verified
A price event picks a random drug that can turn; a cheap drug costs a quarter of a normal price, and an expensive one four times.Verified
Each jet multiplies the loan shark's debt by 1.10, in integer arithmetic, so $5,500 left unpaid grows to $95,917 over 30 jets.Verified
Each jet multiplies the bank balance by 1.05, so $2,000 deposited grows to $8,614 over 30 jets.Verified
The dopewars loan shark, in the Bronx, only takes repayments and offers no new loans.Code
On arrival, dopewars rolls for an encounter, 24 in 100 below $1 million net worth, 39 in 115 above it, and 54 in 130 above $3 million.Code
An encounter is an offer, a random event, or a police attack, and a location's police presence raises the share of attacks. Half of all offers are a helper who carries drugs, or a bigger trenchcoat in antique mode; the rest offer a gun, unless the game is sanitized or has no guns, the player already carries two more guns than helpers, or the drawn gun won't fit the coat, and then nothing is offered.Code
One random event in ten is a mugging that leaves 80 to 94 percent of the cash.Code
In antique mode, half of all offers are a bigger trenchcoat for $200 to $299, and each one adds 10 to the coat's space.Code

References

  1. ^ abEach jet takes a day, and the jet out of 1/3/84 ends the game after 30 days of trading, with no 12/31 on the calendar.Our researchDrug Wars (1984), played in emu2
    How we know
    the DATE field, day by day · archived copy ↗

    Measured by a script. It fails if the result disagrees with the claim.

    Checked against the evidence by its author, an AI model, 2026-10-20.

    Checked by a second AI model, 2026-10-21.

    In the claim ledger

  2. ^ abcdThe debt grows 10% a day, rounded down to the dollar, so $5,500 left unpaid is $87,198 on the last day.Our researchDrug Wars (1984), played in emu2
    How we know
    the DEBT field, day by day · archived copy ↗

    Measured by a script. It fails if the result disagrees with the claim.

    Checked against the evidence by its author, an AI model, 2026-10-20.

    Checked by a second AI model, 2026-10-21.

    In the claim ledger

  3. ^ abcdefEach day every drug gets a new price, a random whole number of steps: cocaine 15 to 28 × $1,000, heroin 5 to 12 × $1,000, acid 10 to 44 × $100, weed 3 to 7 × $100, speed 7 to 24 × $10, and ludes 1 to 5 × $10.Our researchDrug Wars (1984), played in emu2
    How we know
    the day's prices, every day of the passive games · archived copy ↗

    Measured by a script. It fails if the result disagrees with the claim.

    Checked against the evidence by its author, an AI model, 2026-10-20.

    Checked by a second AI model, 2026-10-21.

    In the claim ledger

  4. ^ abcdEach drug on sale gets a fresh price on every arrival, drawn uniformly from at least its MinPrice to below its MaxPrice; a price event then divides or multiplies one drug's price.Verifieddopewars source
    How we know
    810 * Returns a random price not less than bot and less than top.
    ⋮
    814  return (price_t)((float)(top - bot) * rand() / (RAND_MAX + 1.0)) + bot;
    
    src/dopewars.c lines 809–815 at d8bb8ee · upstream ↗
    3248      To->Drugs[i].Price = prandom(Drug[i].MinPrice, Drug[i].MaxPrice);
    
    src/serverside.c lines 3245–3250 at d8bb8ee · upstream ↗
    2411          SendDrugsHere(To, TRUE);
    ⋮
    2417      SendDrugsHere(To, TRUE);
    
    src/serverside.c lines 2400–2417 at d8bb8ee · upstream ↗

    Measured by a script. It fails if the result disagrees with the claim.

    The numbers come from the run; its author, an AI model, checked the script measures what the claim says, 2026-10-20.

    Checked by a second AI model, 2026-10-27.

    In the claim ledger

  5. ^ abcdeEach good's price is (b+(r∧m)±e⋅f)×4 tenths of a credit, from its base price b, a random byte r masked by m, the system's economy e (0 to 7), and the good's economic factor f, all in 8-bit arithmetic.CodeElite source (BBC Micro cassette) · Moxon, Elite market prices
    How we know
    LDA QQ26 AND QQ23+3,X … ADC QQ23,X … ADC QQ19+3 … SBC QQ19+3 … JSR GC2
    1-source-files/main-sources/elite-source.asm#L20485-L20535 · upstream ↗
    LDY QQ28 … ADC QQ19+2
    1-source-files/main-sources/elite-source.asm#L20785-L20822 · upstream ↗
    price = (base_price + (random AND mask) + economy * economic_factor) * 4
    · archived copy ↗

    Measured by a script. It fails if the result disagrees with the claim.

    Checked against the evidence by its author, an AI model, 2026-10-20.

    Checked by a second AI model, 2026-10-27.

    In the claim ledger

  6. ^ abcOn about one day in five a price event moves one drug; a cocaine bust or heroin addicts multiply its price by 5, cheap heroin, acid, or weed divide it by 5, and cheap ludes divide it by 7.Our researchDrug Wars (1984), played in emu2
    How we know
    COPS MADE A BIG COKE BUST !! PRICES ARE OUTRAGEOUS !!
    the event messages and the day's prices · archived copy ↗

    Measured by a script. It fails if the result disagrees with the claim.

    Checked against the evidence by its author, an AI model, 2026-10-20.

    Checked by a second AI model, 2026-10-21.

    In the claim ledger

  7. ^ abcA price event picks a random drug that can turn; a cheap drug costs a quarter of a normal price, and an expensive one four times.Verifieddopewars source
    How we know
    3227      To->Drugs[i].Price = prandom(Drug[i].MinPrice, Drug[i].MaxPrice)
    3228          * Drugs.ExpensiveMultiply;
    ⋮
    3233      To->Drugs[i].Price = prandom(Drug[i].MinPrice, Drug[i].MaxPrice)
    
    src/serverside.c lines 3221–3237 at d8bb8ee · upstream ↗
    753  N_("Cops made a big %tde bust! Prices are outrageous!"),
    754  N_("Addicts are buying %tde at ridiculous prices!"),
    755  4, 4
    
    src/dopewars.c lines 751–756 at d8bb8ee · upstream ↗

    Measured by a script. It fails if the result disagrees with the claim.

    The numbers come from the run; its author, an AI model, checked the script measures what the claim says, 2026-10-20.

    Checked by a second AI model, 2026-10-27.

    In the claim ledger

  8. ^ abcdEach visit has no price event with probability 0.30, one with 0.42, two with 0.266, and three with 0.014.Verifieddopewars source
    How we know
    3214  if (brandom(0, 100) < 70)
    3215    NumEvents = 1;
    3216  if (brandom(0, 100) < 40 && NumEvents == 1)
    3217    NumEvents = 2;
    3218  if (brandom(0, 100) < 5 && NumEvents == 2)
    3219    NumEvents = 3;
    
    src/serverside.c lines 3213–3219 at d8bb8ee · upstream ↗

    Measured by a script. It fails if the result disagrees with the claim.

    The numbers come from the run; its author, an AI model, checked the script measures what the claim says, 2026-10-20.

    Checked by a second AI model, 2026-10-27.

    In the claim ledger

  9. ^A game starts on 12/4/83 in the Bronx with $2,000 cash, a $5,500 debt to the loan shark, and a trench coat that holds 100 units.Our researchDrug Wars (1984), played in emu2
    How we know
    first day of every game · archived copy ↗

    Measured by a script. It fails if the result disagrees with the claim.

    Checked against the evidence by its author, an AI model, 2026-10-20.

    Checked by a second AI model, 2026-10-21.

    In the claim ledger

  10. ^A dopewars game starts on 1 December 1984 with $2,000 cash, a $5,500 debt, and a trenchcoat that holds 100.Codedopewars source
    How we know
    114price_t StartCash = 2000, StartDebt = 5500;
    
    src/dopewars.c line 114 at d8bb8ee · upstream ↗
    87  1, 12, 1984
    
    src/dopewars.c lines 86–88 at d8bb8ee · upstream ↗
    882  NewPlayer->CoatSize = 100;
    
    src/dopewars.c line 882 at d8bb8ee · upstream ↗

    Checked against the evidence by its author, an AI model, 2026-10-20.

    Checked by a second AI model, 2026-10-27.

    In the claim ledger

  11. ^ abcdStar Trader's ships carry up to 30 tons of cargo and travel about 2 light-years a week, and banks, found only in Class I and Class II systems, pay 5% interest.PublisherPeople's Computer Company, Jan. 1974revised
    How we know
    YOUR SHIPS CAN TRAVEL ABOUT TWO LIGHTYEARS IN A WEEK AND CAN CARRY UP TO 30 TONS OF CARGO. ONLY CLASS I AND CLASS II STAR SYSTEMS HAVE BANKS ON THEM. THEY PAY 5% INTEREST
    p. 4 · archived copy ↗

    Checked against the evidence by its author, an AI model, 2026-10-20.

    Revised after a check by a second AI model, 2026-10-21.

    In the claim ledger

  12. ^Each jet to another location takes one day, and asking to jet on the 31st turn ends the game, so a game has 31 days of trading.Codedopewars source
    How we know
    226int NumTurns = 31;
    
    src/dopewars.c line 226 at d8bb8ee · upstream ↗
    452    if (NumTurns > 0 && Play->Turn >= NumTurns
    ⋮
    462      Play->Turn++;
    463      g_date_add_days(Play->date, 1);
    
    src/serverside.c lines 452–463 at d8bb8ee · upstream ↗

    Checked against the evidence by its author, an AI model, 2026-10-20.

    Checked by a second AI model, 2026-10-27.

    In the claim ledger

  13. ^ abEach jet multiplies the loan shark's debt by 1.10, in integer arithmetic, so $5,500 left unpaid grows to $95,917 over 30 jets.Verifieddopewars source
    How we know
    108int DebtInterest = 10, BankInterest = 5;
    
    src/dopewars.c line 108 at d8bb8ee · upstream ↗
    464      Play->Debt = Play->Debt * (DebtInterest + 100) / 100;
    
    src/serverside.c line 464 at d8bb8ee · upstream ↗

    Measured by a script. It fails if the result disagrees with the claim.

    The numbers come from the run; its author, an AI model, checked the script measures what the claim says, 2026-10-20.

    Checked by a second AI model, 2026-10-27.

    In the claim ledger

  14. ^The bank pays 5.5% a day, rounded down, but the status box can show the balance from before the day's interest until something redraws it.Our researchDrug Wars (1984), played in emu2
    How we know
    the BANK field after a $2,000 deposit, and a withdrawal on day three · archived copy ↗

    Measured by a script. It fails if the result disagrees with the claim.

    Checked against the evidence by its author, an AI model, 2026-10-20.

    Checked by a second AI model, 2026-10-21.

    In the claim ledger

  15. ^Each jet multiplies the bank balance by 1.05, so $2,000 deposited grows to $8,614 over 30 jets.Verifieddopewars source
    How we know
    108int DebtInterest = 10, BankInterest = 5;
    
    src/dopewars.c line 108 at d8bb8ee · upstream ↗
    466      Play->Bank = Play->Bank * (BankInterest + 100) / 100;
    
    src/serverside.c line 466 at d8bb8ee · upstream ↗

    Measured by a script. It fails if the result disagrees with the claim.

    The numbers come from the run; its author, an AI model, checked the script measures what the claim says, 2026-10-20.

    Checked by a second AI model, 2026-10-27.

    In the claim ledger

  16. ^Officer Hardass and one to three deputies chase a player who carries drugs and never one who carries none.Our researchDrug Wars (1984), played in emu2
    How we know
    OFFICER HARDASS AND … OF HIS DEPUTIES ARE CHASING YOU · archived copy ↗

    Measured by a script. It fails if the result disagrees with the claim.

    Checked against the evidence by its author, an AI model, 2026-10-20.

    Checked by a second AI model, 2026-10-21.

    In the claim ledger

  17. ^On arrival, dopewars rolls for an encounter, 24 in 100 below $1 million net worth, 39 in 115 above it, and 54 in 130 above $3 million.Codedopewars source
    How we know
    2315      if (Money > 3000000)
    2316        i = 130;
    2317      else if (Money > 1000000)
    2318        i = 115;
    2319      else
    2320        i = 100;
    2321      if (brandom(0, i) > 75) {
    
    src/serverside.c lines 2315–2321 at d8bb8ee · upstream ↗

    Checked against the evidence by its author, an AI model, 2026-10-20.

    Checked by a second AI model, 2026-10-27.

    In the claim ledger

  18. ^ abThe title screen reads “Drug Wars, a game based on the New York drug market, by John E. Dell, copyright (1984)”.Our researchDrug Wars (1984), played in emu2
    How we know
    DRUG WARS A GAME BASED ON THE NEW YORK DRUG MARKET BY JOHN E. DELL COPYRIGHT (1984)
    title screen · archived copy ↗

    Measured by a script. It fails if the result disagrees with the claim.

    Checked against the evidence by its author, an AI model, 2026-10-20.

    Checked by a second AI model, 2026-10-21.

    In the claim ledger

  19. ^ abBen Webb's first GPL release of dopewars, version 1.4.0, came out on 27 April 1999.Developerdopewars source
    How we know
    17327th April 1999 
    174     First GPL release of dopewars (1.4.0) 
    
    NEWS lines 173–174 at d8bb8ee · upstream ↗

    Checked against the evidence by its author, an AI model, 2026-10-20.

    Checked by a second AI model, 2026-10-27.

    In the claim ledger

  20. ^ abElite came out in 1984.WikidataWikidata
    How we know
    +1984-09-20T00:00:00Z
    Q55815, publication date (P577), as data/catalog/games.json records it · archived copy ↗

    The quote matches our archived copy.

    In the claim ledger

  21. ^The instructions list six drugs with their prices per unit: cocaine 15,000–30,000, heroin 5,000–14,000, acid 1,000–4,500, weed 300–900, speed 70–250, and ludes 10–60.Our researchDrug Wars (1984), played in emu2
    How we know
    The prices of drugs per unit are: COCAINE 15000-30000
    instructions screen · archived copy ↗

    Measured by a script. It fails if the result disagrees with the claim.

    Checked against the evidence by its author, an AI model, 2026-10-20.

    Checked by a second AI model, 2026-10-21.

    In the claim ledger

  22. ^dopewars has 12 drugs, each with a price range, from Ludes at 11–60 to Cocaine at 15,000–29,000. Acid, Hashish, Ludes, and Weed can turn cheap; Cocaine, Heroin, Opium, and Speed can turn expensive.Verifieddopewars source
    How we know
    719  {N_("Cocaine"), 15000, 29000, FALSE, TRUE, ""},
    
    src/dopewars.c lines 714–734 at d8bb8ee · upstream ↗
    257  price_t MinPrice, MaxPrice;
    258  gboolean Cheap, Expensive;
    
    src/dopewars.h lines 255–260 at d8bb8ee · upstream ↗

    Measured by a script. It fails if the result disagrees with the claim.

    The numbers come from the run; its author, an AI model, checked the script measures what the claim says, 2026-10-20.

    Checked by a second AI model, 2026-10-27.

    In the claim ledger

  23. ^Elite's station markets price 17 goods afresh in every star system and stock all but the last, alien items, whose availability var sets to 0.CodeElite source (BBC Micro cassette)revised
    How we know
    32542.QQ23
    ⋮
    32544 ITEM 19,  -2, 't',   6, %00000001  \  0 = Food
    ⋮
    32560 ITEM 53,  15, 't', 192, %00000111  \ 16 = Alien items
    
    1-source-files/main-sources/elite-source.asm lines 32542–32560 at 6ba1c7f · upstream ↗
    20798 LDA #0                 \ Set AVL+16 (availability of alien items) to 0,
    20799 STA AVL+16             \ setting A to 0 in the process
    
    1-source-files/main-sources/elite-source.asm lines 20798–20799 at 6ba1c7f · upstream ↗

    Checked against the evidence by its author, an AI model, 2026-10-27.

    Revised after a check by a second AI model, 2026-10-27: Alien items are priced but never stocked.

    In the claim ledger

  24. ^ abThree prices carry another drug's price from the day before, so cocaine adds the previous day's weed price, heroin adds 4 × the previous day's speed price, and weed adds the previous day's ludes price.Our researchDrug Wars (1984), played in emu2
    How we know
    the day's prices, every day of the passive games · archived copy ↗

    Measured by a script. It fails if the result disagrees with the claim.

    Checked against the evidence by its author, an AI model, 2026-10-20.

    Checked by a second AI model, 2026-10-21.

    In the claim ledger

  25. ^The eight locations differ in police presence and in how many drugs are on sale, from Manhattan (police 90, 4–9 drugs) to the Ghetto (police 5, 8–11 drugs).Verifieddopewars source
    How we know
    743  {N_("Manhattan"), 90, NUMDRUG / 2 - 2, NUMDRUG - 2},
    
    src/dopewars.c lines 738–748 at d8bb8ee · upstream ↗
    250  int PolicePresence;
    251  int MinDrug, MaxDrug;
    
    src/dopewars.h lines 248–252 at d8bb8ee · upstream ↗

    Measured by a script. It fails if the result disagrees with the claim.

    The numbers come from the run; its author, an AI model, checked the script measures what the claim says, 2026-10-20.

    Checked by a second AI model, 2026-10-27.

    In the claim ledger

  26. ^ abcA negative factor makes a good cheapest in poor agricultural systems and a positive one in rich industrial systems, so Food costs 7.6–8.0 credits a tonne at economy 0 and 2.0–2.4 at economy 7, and Computers 61.6–62.8 and 100.8–102.0.CodeElite source (BBC Micro cassette)
    How we know
    LDA QQ19+1 BMI TT155
    1-source-files/main-sources/elite-source.asm#L20502-L20520 · upstream ↗
    * 0 = Rich Industrial … * 7 = Poor Agricultural
    1-source-files/main-sources/elite-source.asm#L3036-L3047 · upstream ↗

    Measured by a script. It fails if the result disagrees with the claim.

    Checked against the evidence by its author, an AI model, 2026-10-20.

    Checked by a second AI model, 2026-10-27.

    In the claim ledger

  27. ^ abOne random byte, drawn on arrival in a new system, sets every good's fluctuation for that visit.CodeElite source (BBC Micro cassette)
    How we know
    20931.GVL
    
    1-source-files/main-sources/elite-source.asm lines 20931–20935 at 6ba1c7f · upstream ↗
    JSR GVL
    1-source-files/main-sources/elite-source.asm#L21185 · upstream ↗

    Checked against the evidence by its author, an AI model, 2026-10-20.

    Checked by a second AI model, 2026-10-27.

    In the claim ledger

  28. ^The loan shark lends at most twice the cash in hand, less $50; with $2,000 he lends $3,950 and refuses $3,951.Our researchDrug Wars (1984), played in emu2
    How we know
    the loan shark's HOW MUCH TO BORROW question · archived copy ↗

    Measured by a script. It fails if the result disagrees with the claim.

    Checked against the evidence by its author, an AI model, 2026-10-20.

    Checked by a second AI model, 2026-10-21.

    In the claim ledger

  29. ^dopewars's credits say it derives from an MS-DOS game of the same name by an unknown author, which was based on John E. Dell's MS-DOS game Drug Wars.Developerdopewars source
    How we know
    1dopewars is derived from the MS-DOS game of the same name (author unknown).
    ⋮
    3This is turn was based upon the MS-DOS game "Drug Wars", by John E. Dell.
    
    AUTHORS lines 1–3 at d8bb8ee · upstream ↗
    44based upon the MS-DOS game of the same name, in turn derived from "Drug
    
    doc/index.html lines 43–45 at d8bb8ee · upstream ↗

    Checked against the evidence by its author, an AI model, 2026-10-20.

    Checked by a second AI model, 2026-10-27.

    In the claim ledger

  30. ^ abEach visit puts a random number of drugs on sale, from the location's MinDrug to one less than its MaxDrug; the rest have no price that day.Verifieddopewars source
    How we know
    3239  NumRandom = brandom(Location[To->IsAt].MinDrug,
    3240                      Location[To->IsAt].MaxDrug);
    
    src/serverside.c lines 3239–3251 at d8bb8ee · upstream ↗

    Measured by a script. It fails if the result disagrees with the claim.

    The numbers come from the run; its author, an AI model, checked the script measures what the claim says, 2026-10-20.

    Checked by a second AI model, 2026-10-27.

    In the claim ledger

  31. ^An encounter is an offer, a random event, or a police attack, and a location's police presence raises the share of attacks. Half of all offers are a helper who carries drugs, or a bigger trenchcoat in antique mode; the rest offer a gun, unless the game is sanitized or has no guns, the player already carries two more guns than helpers, or the drawn gun won't fit the coat, and then nothing is offered.Codedopewars sourcerevised
    How we know
    2443  i = brandom(0, 80 + Location[To->IsAt].PolicePresence);
    ⋮
    2449  else
    ⋮
    2451  if (i < 33) {
    2452    return (OfferObject(To, Force == FORCEBITCH));
    2453  } else if (i < 50) {
    2454    return (RandomOffer(To));
    
    src/serverside.c lines 2441–2459 at d8bb8ee · upstream ↗
    3164  if (brandom(0, 100) < 50 || ForceBitch) {
    3165    if (WantAntique) {
    ⋮
    3167      text = dpg_strdup_printf(_("YN^Would you like to buy a bigger "
    ⋮
    3172      text =
    3173          dpg_strdup_printf(_
    3174                            ("YN^Hey dude! I'll help carry your %tde for a "
    ⋮
    3181  } else if (!Sanitized && NumGun > 0
    3182             && (TotalGunsCarried(To) < To->Bitches.Carried + 2)) {
    ⋮
    3185    if (Gun[ObjNum].Space > To->CoatSize)
    3186      return 0;
    
    src/serverside.c lines 3163–3186 at d8bb8ee · upstream ↗

    Checked against the evidence by its author, an AI model, 2026-10-22.

    Revised after a check by a second AI model, 2026-10-27: The gun offer has conditions, and when they fail nothing is offered.

    In the claim ledger

  32. ^The table gives each good a base price, an economic factor from −9 (Furs) to +29 (Narcotics), and a fluctuation mask from 1 (Food) to 120 (Narcotics).CodeElite source (BBC Micro cassette)
    How we know
    32550 ITEM 235, 29, 't',   8, %01111000  \  6 = Narcotics
    
    1-source-files/main-sources/elite-source.asm lines 32544–32560 at 6ba1c7f · upstream ↗

    Measured by a script. It fails if the result disagrees with the claim.

    Checked against the evidence by its author, an AI model, 2026-10-20.

    Checked by a second AI model, 2026-10-27.

    In the claim ledger

  33. ^Narcotics' sum can pass 255 and wrap around, so in a rich industrial system its price is either 94.0–100.4 or 1.2–39.6 credits.CodeElite source (BBC Micro cassette)
    How we know
    CLC ADC QQ23,X STA QQ24
    1-source-files/main-sources/elite-source.asm#L20491-L20493 · upstream ↗

    Measured by a script. It fails if the result disagrees with the claim.

    Checked against the evidence by its author, an AI model, 2026-10-20.

    Checked by a second AI model, 2026-10-27.

    In the claim ledger

  34. ^Three merchants trade in Genghis Khan, Chinese, Islamic, and Uighur, each working independently along its own sales routes.ManualKoei, Genghis Khan NES manual
    How we know
    There are three types of merchants: the merchants from China, Islam and Uighur. These three types work independently of each other, with different sales routes.
    p. 15, Command <Trade> · archived copy ↗

    The quote matches our archived copy.

    Checked by a second AI model, 2026-10-27.

    In the claim ledger

  35. ^When a merchant is in the country, the player can sell food and specialty items for gold, buy food, specialty items, and weapons, or hire mercenaries, at the current market rate; weapons raise the arms value and cannot be resold.ManualKoei, Genghis Khan NES manual
    How we know
    If one or more of these merchants is in the country you wish to trade in, you may deal with him at the current market prices. … b) Buy: You may buy food, specialty items, or weapons from the merchant. Weapons will raise your troops' arms value, but they may not be resold.
    p. 16, Command <Trade> · archived copy ↗

    The quote matches our archived copy.

    Checked by a second AI model, 2026-10-27.

    In the claim ledger

  36. ^The Famicom manual says the base market rate changes every season and governs the merchants' trading rates, so a high base rate means high prices and a low one low prices.ManualKoei, Genghis Khan Famicom manual (JP)
    How we know
    季節ごとに変動する基本相場。基本相場は商人との取り引きレートに影響し、高いときは物価が高く、低いときは物価が安いことを意味します。
    p. 18 (PDF p. 20), main display, item 7 · archived copy ↗

    The quote matches our archived copy.

    Checked by a second AI model, 2026-10-27.

    In the claim ledger

  37. ^The Famicom manual says each merchant has his own trading rate, merchants are not always present, trades follow the market rate of the moment, and the Sell and Buy screens show a table of rates.ManualKoei, Genghis Khan Famicom manual (JP)
    How we know
    商人には中国商人・イスラム商人・ウイグル商人がおり、それぞれ独自の取引レートを持っています。国に商人がいるときには、食糧・特産品の売買と武器の購入、兵士の雇用ができますが、商人はいつもいるわけではありません。取引はそのときの相場にしたがっておこなわれ、⑴売、⑵買では相場の一覧表が表示されます。
    p. 28 (PDF p. 30), 5. 商人 · archived copy ↗

    The quote matches our archived copy.

    Checked by a second AI model, 2026-10-27.

    In the claim ledger

  38. ^Selling food or specialty items and buying food, arms, or specialty items both happen at prices that depend on the rate.ManualKoei, Genghis Khan II SNES manual
    How we know
    Sell food or specialty items. Price depends on the rate. … Buy food, arms, or specialty items. Price depends on the rate.
    p. 30, Sell; Buy · archived copy ↗

    The quote matches our archived copy.

    Checked by a second AI model, 2026-10-21.

    In the claim ledger

  39. ^Each specialty item's value is based on supply and demand and varies by area.ManualKoei, Genghis Khan II SNES manual
    How we know
    The value (based on supply-demand) of each specialty item varies depending on the area
    p. 18, Specialty Items · archived copy ↗

    The quote matches our archived copy.

    Checked by a second AI model, 2026-10-21.

    In the claim ledger

  40. ^DECUS's November 1969 catalog lists The Sumer Game, FOCAL-5, by Doug Dyment of Digital Equipment of Canada, "a simulation program/game which will run on a minimal PDP-8 system".PublisherDECUS catalog, November 1969
    How we know
    This is a simulation program/game which will run on a minimal PDP-8 system. The economy of a Sumerian city in the year 3000 B.C. is simulated in the fashion of a modern-day "business game."
    p. 18-A, DECUS No. FOCAL-5 · archived copy ↗

    Checked against the evidence by its author, an AI model, 2026-10-20.

    Checked by a second AI model, 2026-10-21.

    In the claim ledger

  41. ^Dyment's land costs 17 plus a roll of 1 to 5, so 18 to 22 bushels per acre, which matches his write-up's average of "one acre for 20 bushels of grain".CodeDECUS FOCAL8-5 source · DECUS FOCAL8-5 write-up
    How we know
    03.10 D 6;D 8;S Y=C+17;T "THIS YEAR, LAND MAY BE TRADED FOR 03.20 T Y," BUSHELS PER ACRE;";S C=1
    f0005.fc#L18-L19 · archived copy ↗
    08.10 S C=FITR(5*FABS(FRAN()))+1
    f0005.fc#L54 · archived copy ↗
    The price varies from year to year, but averages one acre for 20 bushels of grain.
    p. 1, Abstract · archived copy ↗

    Checked against the evidence by its author, an AI model, 2026-10-20.

    Checked by a second AI model, 2026-10-21.

    In the claim ledger

  42. ^Each year land trades at 17+⌊10r⌋ bushels per acre for a random r in [0, 1), a whole number from 17 to 26.Codecoding-horror/basic-computer-games · Ahl, BASIC Computer Games (1978)
    How we know
    22310 C=INT(10*RND(1)): Y=C+17
    23312 PRINT "LAND IS TRADING AT";Y;"BUSHELS PER ACRE."
    
    43_Hammurabi/hammurabi.bas lines 22–23 at 5301155 · upstream ↗
    the price will vary between 17 and 26 bushels per acre
    p. 78 · archived copy ↗

    Checked against the evidence by its author, an AI model, 2026-10-20.

    Checked by a second AI model, 2026-10-21.

    In the claim ledger

  43. ^ abStar Trader, which People's Computer Company printed in January 1974, has each player captain trading ships between star systems, buying and selling merchandise.PublisherPeople's Computer Company, Jan. 1974
    How we know
    YOU WILL TRAVEL FROM STAR SYSTEM TO STAR SYSTEM, BUYING AND SELLING MERCHANDISE.
    p. 4 · archived copy ↗

    The quote matches our archived copy.

    Checked by a second AI model, 2026-10-21.

    In the claim ledger

  44. ^ abcStar Trader's systems grow over the years and their needs change, and the newsletter's advice is to buy raw materials, such as uranium or metals, in less developed, newer systems.PublisherPeople's Computer Company, Jan. 1974revised
    How we know
    AS TIME GOES ON, EACH STAR SYSTEM WILL SLOWLY GROW, AND ITS NEEDS WILL CHANGE. … You buy your raw materials (like Uranium or Metals) on the less developed, newer star systems.
    p. 4 · archived copy ↗

    The quote matches our archived copy.

    Revised after a check by a second AI model, 2026-10-21.

    In the claim ledger

  45. ^ abIn Star Trader the player trades with the merchants and haggles over prices.PublisherPeople's Computer Company, Jan. 1974revised
    How we know
    You trade with the merchants and haggle over prices.
    p. 4 · archived copy ↗

    The quote matches our archived copy.

    Revised after a check by a second AI model, 2026-10-21.

    In the claim ledger

  46. ^Dell said he had recently played a game at a friend's house that involved buying and selling goods at fluctuating prices, and that it was likely Taipan.InterviewHuffman, Wired (2021)
    How we know
    He said that he had recently played a game at his friend’s house that involved buying and selling goods at fluctuating prices. Dell said he could not remember which game, but that it could have likely been Taipan.
    · archived copy ↗

    The quote matches our archived copy.

    Checked by a second AI model, 2026-10-21.

    In the claim ledger

  47. ^An MS-DOS Dope Wars opens by calling itself based on John E. Dell's Drug Wars and credits the Happy Hacker Foundation.Our researchDope Wars (MS-DOS, Happy Hacker Foundation), played in emu2 · BBS Documentary library, Dopewarsrevised
    How we know
    Based on John E. Dell's old Drug Wars game, Dope Wars is a simulation of an imaginary drug market. … Dope Wars has been brought to you courtesy of the Happy Hacker Foundation.
    opening screen · archived copy ↗
    The program recieved an update from the "Happy Hacker Foundation" with the release of "Dope Wars"
    · archived copy ↗

    Measured by a script. It fails if the result disagrees with the claim.

    Checked against the evidence by its author, an AI model, 2026-10-20.

    Revised after a check by a second AI model, 2026-10-27: The start figures come from our run (hhf-start, with the probe); the opening screen stays T2.

    In the claim ledger

  48. ^The student rules Lagash in Sumer, about 3500 B.C., as Luduga I, and each season divides the grain among food, seed, and storage.PaperWing et al. 1967
    How we know
    He then assumes the role of Luduga I, priest-ruler of Lagash
    pp. 13–14 · archived copy ↗
    (1) food for the people, (2) seed for next season's planting, (3) inventory for future needs.
    p. 14 · archived copy ↗

    Checked against the evidence by its author, an AI model, 2026-10-20.

    Checked by a second AI model, 2026-10-21.

    In the claim ledger

Sources

Code

Primary

  • Advance, Frame. 2026. “Drug Wars (1984), DRUGWAR.EXE played in the emu2 emulator.” Version drugwars.zip, holding DRUGWAR.EXE: 49,792 bytes, sha256 3f43f9ec88b9379c9ffa22718612bc715bd4c2b4350665ff0e94476e3239c61c. original · archived · licence, all uses
  • Kaufman, Dave. 1974. “Star Trader.” People's Computer Company, vol. 2, no. 3, pp. 4–5. People's Computer Company. original · archived · licence, all uses
  • Corporation, Koei. 1990. “Genghis Khan: Instruction Manual (NES-GX-USA).” Koei Corporation (Burlingame, California). original · archived · licence, all uses
  • Koei. 1989. “蒼き狼と白き牝鹿・ジンギスカン 取扱説明書 (Aoki Ōkami to Shiroki Mejika: Genghis Khan, Famicom manual, KOE-GX).” Koei (光栄). original · archived · licence, all uses
  • Corporation, Koei. 1993. “Genghis Khan II: Clan of the Gray Wolf, Super NES instruction manual.” Koei Corporation (Burlingame, California). original · archived · licence, all uses
  • 1969. “DECUS Program Library Catalog, November 1969.” Digital Equipment Computer Users Society (DECUS). original · archived · licence, all uses
  • Dyment, Doug. n.d. “The Sumer Game: DECUS Program Library Write-up, FOCAL8-5.” Digital Equipment Computer Users Society (DECUS). original · archived · licence, all uses
  • Ahl, David H. and Steve North. 1978. “BASIC Computer Games: Microcomputer Edition.” Creative Computing; Workman Publishing (trade edition). original · archived · licence, all uses
  • Huffman, Zack. 2021. “The Wild Spread of Drug Wars, From Your Calculator to Your Phone.” Wired. Condé Nast. original · archived · licence, all uses
  • Advance, Frame. 2026. “Dope Wars (Happy Hacker Foundation, MS-DOS), DOPEWARS.EXE played in the emu2 emulator.” Version dopewarsd.zip, holding Dopewars.exe: 66,416 bytes, sha256 7bbd1056163c257b37fe774bedc0e0e7f8ae4f2f52fe55f9f2dec0cf1bcd8983, file date 4 May 1991. original · archived · licence, all uses
  • Wing, Richard L., Mabel Addis, Walter Goodman, Jimmer Leonard, and William McKay. 1967. “The Production and Evaluation of Three Computer-Based Economics Games for the Sixth Grade: Final Report.” U.S. Office of Education, Cooperative Research Project 2841 (ERIC ED014227). Board of Cooperative Educational Services, First Supervisory District, Westchester County, New York. original · archived · licence, all uses

Secondary