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Ballistics (video game)

Ballistics is a futuristic racing computer game developed by Grin and published by Xicat Interactive in 2001. Grin developed an arcade version of the game, released in 2002 featuring a unique reclined seating position cabinet by Triotech. Players race across seven different tracks in various leagues against other competitors on high-speed hoverbikes.

Ballistics
Ballistics cover art
Developer(s)Grin
Publisher(s)Xicat Interactive (Microsoft Windows)
Triotech (Arcade)
Linux Game Publishing (Linux)
Producer(s)Ulf Andersson
Programmer(s)Mattias Flodin
Artist(s)Anders Bodbacka
Composer(s)Simon Viklund
EngineDiesel
Platform(s)Arcade, Linux, Microsoft Windows
Release
Genre(s)Racing
Mode(s)Single-player, multiplayer

The game was Grin's first to be released, and featured the first version of their Diesel game engine. Grin worked closely with NVIDIA to incorporate then new technologies into the game, and was marketed as one of the flagship titles for the GeForce 3 series of graphics cards.

Critical reaction was average, with reviewers being impressed by the beauty of the graphics and the thrilling depiction of speed. They were however, slightly disappointed with the shallow nature of the gameplay. A newer version of the arcade game was released in 2003, incorporating motion simulator technology into the arcade cabinet.

Gameplay edit

Set in 2090, the game is centred on a fictional extreme racing sport known as Ballistics, a descendant of Formula One. The player takes the role of a Ballistic's pilot, racing hoverbikes called speeders through the inside of tubes which form the courses. The speeders are magnetically attached to the race surface, allowing the player 360 degrees of movement along the left/right axis. The player can detach the speeder from the track and navigate down the center in order to avoid track obstacles and to acquire the power-ups exclusively located there. Players must try to follow the outside of each curve, as hitting the inside of a curve at speed could lead to an involuntary detachment, leading to a loss of control and seconds dropped in securing reattachment.[4]

Heat levels on the speeder must be monitored, as although there are no set top speeds for the vehicles, they can explode if allowed to overheat. Heat builds up from acceleration and from collisions. To counteract this, the player may activate the onboard cooler, however, this will slow the vehicle down. Designated cooling strips along the track and the Ice power-up can cool the vehicle without a speed penalty, allowing the player to continue accelerating.[4]

Speeders have a boost meter, showing how much fuel is available for the onboard speed boost. Although the boost provides greater speeds and acceleration than the standard throttle, it also increases the speeder's heat levels. Designated booster load zones along the track replenish the meter, and a super boost power-up is available which doubles the potency of the boost.[4]

Players are rewarded with cash for attaining high speeds, placing highly in races and obtaining the Flip-Score power-up. Cash can be used in between races to upgrade their speeder by purchasing new parts. Parts are split into four categories - chassis, cooler, engine and front shield, with each affecting the speeder in different ways. Some tracks may favour a particular set-up over others.[4]

There are seven tracks included in the game, with locations inspired from different parts of the globe, from Belize to Tokyo. Progression through the game is achieved by competing in and winning races against computer-controlled racers spread over different tracks and in different leagues. Players begin in the Rookie league, across three of the tracks, where the chances of detachment from the race surface are decreased and rates of acceleration reduced. Success in the Rookie league unlocks the less forgiving Pro league with more tracks on which to compete. Further success unlocks the most difficult league, the Ballistics league, competition in this league occurs across every track and to complete this, the player must place first in every race.[4]

Success in the game relies on track memorisation, fast reflexes, careful balancing of heat and boost levels, and selecting the right set-up for each track. The game is marked for its pure focus on speed, with speeds breaking mach 3 depending on the players skill.[5] At these speeds the graphics and audio blur and distort, and have been compared with the psychedelic vortex sequence of 2001: A Space Odyssey.[6] Ballistics supports multiplayer gameplay for up to eight players across a LAN or internet.[4]

Development edit

Ballistics was the first game developed at Grin. Careful planning and production methods enabled a very quick completion time of 6 months; the game was finished before even acquiring a distribution partner. Grin used TQM methods to ensure a high standard of work, and JIT techniques to ensure the timing of different production phases came together.[7]

The prime inspiration for the game was Formula One, and Grin tried to recreate the feeling of speed captured by the in-car cameras. In order to achieve a good on screen reference for the speeds attained, the track was redesigned into a tunnel, allowing the entire screen to act as a reference. Coupling this with scenes of the outdoors enabled Grin to create "a total speed simulation". The settings were inspired by various sources, the city tracks drew inspiration from the films Blade Runner and The Fifth Element, other tracks took their inspiration from nature, such as the Amazon Rainforest and snow scenes of Siberia. Ballistics took cues from other futuristic racing games, such as WipEout and Rollcage, emulating the fun and the speed whilst taking it even further with high end graphics.[8]

The graphics engine used to power the game was christened the Diesel Engine. Grin developed this engine for flexibility and scalability, allowing the engine to be easily upgraded with new features. Based on DirectX, this meant the engine could be used across Windows and Xbox platforms.[7] Grin worked closely with NVIDIA to incorporate then new technologies such as pixel and vertex shaders to render complex scenes. Ballistics was marketed by NVIDIA as a flagship title for their new series of GeForce 3 graphics cards.[9] The game came bundled with various versions of the GeForce 3, with distribution of the bundled game handled by Interplay OEM.[10] Later versions of the Diesel Engine would be used in Grin games such as the Windows version of Tom Clancy's Ghost Recon Advanced Warfighter.[11]

Arcade version edit

 
Ballistics Arcade on demonstration at the November 2002 IAAPA Convention, the game features 8 player multiplayer across networked cabinets

Grin announced in May 2001 that it was working on an arcade version of Ballistics for distribution by Triotech.[12] The game's gameplay had to be reworked to suit an arcade environment, and support was added for multiplayer games with up to eight linked cabinets. Triotech designed a unique reclined seating cabinet for the game, the aim of the design was to offer the player a more comfortable and immersive experience. The inspiration for the design came to Triotech co-founder, Ernest Yale; who whilst putting his feet up on the desk, realised how comfortable the playing position was. Ballistics was released for arcades in January 2002.[13]

The game would be updated twice for the arcade. Ballistics 2003, launched in March 2003,[14] incorporated Triotech's MadWave Motion motion simulator technology into the cabinet. Providing force feedback through the seat, this allows the player to experience up to 2g of acceleration whilst playing the game, with actuators in the seat providing 100 movements per second.[13][15] A further version of the cabinet, Super Ballistics, was launched in September 2003.[16] Chris Morris listed Ballistics 2003 as one of the top "Video game gifts for the obscenely rich" in his Holiday 2004 column at CNN Money.[17]

Reception edit

The game received "average" reviews according to the review aggregation website Metacritic.[18] Reviews generally praised the high graphical standard in the game, PC Zone described the visuals as superb and praised the use of "transparent surfaces and open frameworks to alleviate the potential monotony of racing through a drainpipe."[25] IGN echoed this, stating that at those moments where "a solid tunnel breaks into a transparent one", "the true meticulous nature of the courses can be realized".[23] GameSpot praised the graphical effects, describing them as "a psychedelic display of cosmic lighting and motion-blur wizardry".[6]

Reviews were agreed on Ballistics' successful implementation of "a total speed simulation"; PC Zone stating that "Ballistics is, in fact, the fastest racing game ever", and Eurogamer commenting that this was a game that made "Wipeout look like Driving Miss Daisy".[20] Although IGN felt that at times the "ridiculous speed actually often works to debilitate [the gameplay]".[23]

The gameplay was less well received, and reviewers commented on the lack of depth to the gameplay and that the inclusion of only seven tracks meant the game lacked variety. PC Gamer (US Edition) noted that whilst "the game delivers an intense, thrilling experience", this only lasted "20 minutes or so".[24] GameSpot shared similar sentiments, stating that "Ballistics loses much of its fascination within the first few hours of playtime" and that it would only take four or five practice sessions per track to master the game.[6]

Still, some critics found the game very enjoyable and exciting. Eurogamer closed their review stating that "when you get 'in the zone'", "the sheer adrenaline rush is unbeatable".[20] PC Zone finished by stating that "Ballistics really will leave your adrenal gland as dry as a stiffened sponge".[25]

References edit

  1. ^ a b . Grin. October 18, 2001. Archived from the original on February 12, 2005. Retrieved September 3, 2009.
  2. ^ Sheila McGovern (April 2002). "Off to the races" (PDF). The Gazette. Retrieved September 3, 2009. [dead link]
  3. ^ . Linux Game Publishing. June 7, 2007. Archived from the original on June 10, 2007. Retrieved December 12, 2017.
  4. ^ a b c d e f Grin / Linux Game Publishing (2007). (PDF). Linux Game Publishing. Archived from the original (PDF) on June 22, 2007. Retrieved July 29, 2007.
  5. ^ SpeedOfSound (January 18, 2002). . Grin. Archived from the original on February 12, 2005. Retrieved August 31, 2007.
  6. ^ a b c d Goble, Gord (October 31, 2001). "Ballistics Review". GameSpot. Retrieved December 12, 2017.
  7. ^ a b Bye, John "Gestalt" (December 8, 2000). "Bo Andersson of GRIN - Part One". Eurogamer. from the original on January 24, 2001. Retrieved December 12, 2017.
  8. ^ Bye, John "Gestalt" (December 15, 2000). "Bo Andersson of GRIN - Part Two". Eurogamer. from the original on March 29, 2001. Retrieved December 12, 2017.
  9. ^ "Games: Ballistics". NVIDIA. from the original on August 5, 2007. Retrieved July 29, 2007.
  10. ^ "Interplay and GRIN announce OEM Distribution Agreement". Interplay OEM. January 21, 2002. from the original on May 26, 2006. Retrieved July 29, 2007.
  11. ^ . Ubisoft. December 1, 2005. Archived from the original on September 27, 2007. Retrieved July 29, 2007.
  12. ^ . Grin. May 29, 2001. Archived from the original on February 12, 2005. Retrieved July 29, 2007.
  13. ^ a b (PDF). RePlay. April 2003. Archived from the original (PDF) on September 29, 2007. Retrieved July 29, 2007.
  14. ^ . Triotech. April 1, 2003. Archived from the original on May 5, 2006. Retrieved October 10, 2019.
  15. ^ (PDF). Triotech. Archived from the original (PDF) on November 9, 2005. Retrieved July 29, 2007.
  16. ^ . Triotech. September 12, 2003. Archived from the original on May 5, 2006. Retrieved July 29, 2007.
  17. ^ Morris, Chris (December 9, 2004). "Gifts for the obscenely rich, 2004". CNN Money. from the original on August 26, 2007. Retrieved July 29, 2007.
  18. ^ a b "Ballistics for PC Reviews". Metacritic. Retrieved December 12, 2017.
  19. ^ Price, Tom (June 2002). "Ballistics" (PDF). Computer Gaming World. No. 215. p. 87. Retrieved December 12, 2017.
  20. ^ a b c Bye, John "Gestalt" (October 23, 2001). "Ballistics". Eurogamer. from the original on December 24, 2001. Retrieved December 12, 2017.
  21. ^ D'Aprile, Jason (February 13, 2002). . GameSpy. Archived from the original on January 20, 2005. Retrieved December 12, 2017.
  22. ^ Lafferty, Michael (January 7, 2002). . GameZone. Archived from the original on September 13, 2008. Retrieved December 12, 2017.
  23. ^ a b c Ward, Trent C. (December 14, 2001). "Ballistics". IGN. Retrieved December 12, 2017.
  24. ^ a b Preston, Jim (March 2002). . PC Gamer. p. 68. Archived from the original on September 28, 2007. Retrieved July 29, 2007.
  25. ^ a b c Holden, Anthony (December 20, 2001). . PC Zone. Archived from the original on February 18, 2009. Retrieved July 29, 2007.

External links edit

  • . Grin. Archived from the original on November 18, 2000. Retrieved August 29, 2016.
  • . Grin. Archived from the original on November 18, 2000. Retrieved August 29, 2016.
  • Ballistics at MobyGames

ballistics, video, game, confused, with, ballistic, video, game, ballistics, futuristic, racing, computer, game, developed, grin, published, xicat, interactive, 2001, grin, developed, arcade, version, game, released, 2002, featuring, unique, reclined, seating,. Not to be confused with Ballistic video game Ballistics is a futuristic racing computer game developed by Grin and published by Xicat Interactive in 2001 Grin developed an arcade version of the game released in 2002 featuring a unique reclined seating position cabinet by Triotech Players race across seven different tracks in various leagues against other competitors on high speed hoverbikes BallisticsBallistics cover artDeveloper s GrinPublisher s Xicat Interactive Microsoft Windows Triotech Arcade Linux Game Publishing Linux Producer s Ulf AnderssonProgrammer s Mattias FlodinArtist s Anders BodbackaComposer s Simon ViklundEngineDieselPlatform s Arcade Linux Microsoft WindowsReleaseEU October 19 2001 1 NA November 6 2001 1 NA January 2002 Arcade 2 NA June 7 2007 Linux 3 Genre s RacingMode s Single player multiplayerThe game was Grin s first to be released and featured the first version of their Diesel game engine Grin worked closely with NVIDIA to incorporate then new technologies into the game and was marketed as one of the flagship titles for the GeForce 3 series of graphics cards Critical reaction was average with reviewers being impressed by the beauty of the graphics and the thrilling depiction of speed They were however slightly disappointed with the shallow nature of the gameplay A newer version of the arcade game was released in 2003 incorporating motion simulator technology into the arcade cabinet Contents 1 Gameplay 2 Development 3 Arcade version 4 Reception 5 References 6 External linksGameplay editSet in 2090 the game is centred on a fictional extreme racing sport known as Ballistics a descendant of Formula One The player takes the role of a Ballistic s pilot racing hoverbikes called speeders through the inside of tubes which form the courses The speeders are magnetically attached to the race surface allowing the player 360 degrees of movement along the left right axis The player can detach the speeder from the track and navigate down the center in order to avoid track obstacles and to acquire the power ups exclusively located there Players must try to follow the outside of each curve as hitting the inside of a curve at speed could lead to an involuntary detachment leading to a loss of control and seconds dropped in securing reattachment 4 Heat levels on the speeder must be monitored as although there are no set top speeds for the vehicles they can explode if allowed to overheat Heat builds up from acceleration and from collisions To counteract this the player may activate the onboard cooler however this will slow the vehicle down Designated cooling strips along the track and the Ice power up can cool the vehicle without a speed penalty allowing the player to continue accelerating 4 Speeders have a boost meter showing how much fuel is available for the onboard speed boost Although the boost provides greater speeds and acceleration than the standard throttle it also increases the speeder s heat levels Designated booster load zones along the track replenish the meter and a super boost power up is available which doubles the potency of the boost 4 Players are rewarded with cash for attaining high speeds placing highly in races and obtaining the Flip Score power up Cash can be used in between races to upgrade their speeder by purchasing new parts Parts are split into four categories chassis cooler engine and front shield with each affecting the speeder in different ways Some tracks may favour a particular set up over others 4 There are seven tracks included in the game with locations inspired from different parts of the globe from Belize to Tokyo Progression through the game is achieved by competing in and winning races against computer controlled racers spread over different tracks and in different leagues Players begin in the Rookie league across three of the tracks where the chances of detachment from the race surface are decreased and rates of acceleration reduced Success in the Rookie league unlocks the less forgiving Pro league with more tracks on which to compete Further success unlocks the most difficult league the Ballistics league competition in this league occurs across every track and to complete this the player must place first in every race 4 Success in the game relies on track memorisation fast reflexes careful balancing of heat and boost levels and selecting the right set up for each track The game is marked for its pure focus on speed with speeds breaking mach 3 depending on the players skill 5 At these speeds the graphics and audio blur and distort and have been compared with the psychedelic vortex sequence of 2001 A Space Odyssey 6 Ballistics supports multiplayer gameplay for up to eight players across a LAN or internet 4 nbsp Speeders line up on the starting grid nbsp The player races through the rainforests of Belize nbsp Players can upgrade their speeder during the shop screen in between races nbsp Track features as well as HUD elements can be seen in this screenshotDevelopment editBallistics was the first game developed at Grin Careful planning and production methods enabled a very quick completion time of 6 months the game was finished before even acquiring a distribution partner Grin used TQM methods to ensure a high standard of work and JIT techniques to ensure the timing of different production phases came together 7 The prime inspiration for the game was Formula One and Grin tried to recreate the feeling of speed captured by the in car cameras In order to achieve a good on screen reference for the speeds attained the track was redesigned into a tunnel allowing the entire screen to act as a reference Coupling this with scenes of the outdoors enabled Grin to create a total speed simulation The settings were inspired by various sources the city tracks drew inspiration from the films Blade Runner and The Fifth Element other tracks took their inspiration from nature such as the Amazon Rainforest and snow scenes of Siberia Ballistics took cues from other futuristic racing games such as WipEout and Rollcage emulating the fun and the speed whilst taking it even further with high end graphics 8 The graphics engine used to power the game was christened the Diesel Engine Grin developed this engine for flexibility and scalability allowing the engine to be easily upgraded with new features Based on DirectX this meant the engine could be used across Windows and Xbox platforms 7 Grin worked closely with NVIDIA to incorporate then new technologies such as pixel and vertex shaders to render complex scenes Ballistics was marketed by NVIDIA as a flagship title for their new series of GeForce 3 graphics cards 9 The game came bundled with various versions of the GeForce 3 with distribution of the bundled game handled by Interplay OEM 10 Later versions of the Diesel Engine would be used in Grin games such as the Windows version of Tom Clancy s Ghost Recon Advanced Warfighter 11 Arcade version edit nbsp Ballistics Arcade on demonstration at the November 2002 IAAPA Convention the game features 8 player multiplayer across networked cabinetsGrin announced in May 2001 that it was working on an arcade version of Ballistics for distribution by Triotech 12 The game s gameplay had to be reworked to suit an arcade environment and support was added for multiplayer games with up to eight linked cabinets Triotech designed a unique reclined seating cabinet for the game the aim of the design was to offer the player a more comfortable and immersive experience The inspiration for the design came to Triotech co founder Ernest Yale who whilst putting his feet up on the desk realised how comfortable the playing position was Ballistics was released for arcades in January 2002 13 The game would be updated twice for the arcade Ballistics 2003 launched in March 2003 14 incorporated Triotech s MadWave Motion motion simulator technology into the cabinet Providing force feedback through the seat this allows the player to experience up to 2g of acceleration whilst playing the game with actuators in the seat providing 100 movements per second 13 15 A further version of the cabinet Super Ballistics was launched in September 2003 16 Chris Morris listed Ballistics 2003 as one of the top Video game gifts for the obscenely rich in his Holiday 2004 column at CNN Money 17 Reception editReceptionAggregate scoreAggregatorScoreMetacritic71 100 18 Review scoresPublicationScoreComputer Gaming World nbsp nbsp nbsp nbsp nbsp 19 Eurogamer8 10 20 GameSpot6 3 10 6 GameSpy78 21 GameZone7 10 22 IGN7 2 10 23 PC Gamer US 65 24 PC Zone82 25 The game received average reviews according to the review aggregation website Metacritic 18 Reviews generally praised the high graphical standard in the game PC Zone described the visuals as superb and praised the use of transparent surfaces and open frameworks to alleviate the potential monotony of racing through a drainpipe 25 IGN echoed this stating that at those moments where a solid tunnel breaks into a transparent one the true meticulous nature of the courses can be realized 23 GameSpot praised the graphical effects describing them as a psychedelic display of cosmic lighting and motion blur wizardry 6 Reviews were agreed on Ballistics successful implementation of a total speed simulation PC Zone stating that Ballistics is in fact the fastest racing game ever and Eurogamer commenting that this was a game that made Wipeout look like Driving Miss Daisy 20 Although IGN felt that at times the ridiculous speed actually often works to debilitate the gameplay 23 The gameplay was less well received and reviewers commented on the lack of depth to the gameplay and that the inclusion of only seven tracks meant the game lacked variety PC Gamer US Edition noted that whilst the game delivers an intense thrilling experience this only lasted 20 minutes or so 24 GameSpot shared similar sentiments stating that Ballistics loses much of its fascination within the first few hours of playtime and that it would only take four or five practice sessions per track to master the game 6 Still some critics found the game very enjoyable and exciting Eurogamer closed their review stating that when you get in the zone the sheer adrenaline rush is unbeatable 20 PC Zone finished by stating that Ballistics really will leave your adrenal gland as dry as a stiffened sponge 25 References edit a b Press Release Fellow speedfreaks it is now official Grin October 18 2001 Archived from the original on February 12 2005 Retrieved September 3 2009 Sheila McGovern April 2002 Off to the races PDF The Gazette Retrieved September 3 2009 dead link LGP News Archive June 7 2007 entry Linux Game Publishing June 7 2007 Archived from the original on June 10 2007 Retrieved December 12 2017 a b c d e f Grin Linux Game Publishing 2007 Ballistics instruction manual Linux version PDF Linux Game Publishing Archived from the original PDF on June 22 2007 Retrieved July 29 2007 SpeedOfSound January 18 2002 Daredevil and Beyond SpeedOfSound s Guide to Mach 3 Grin Archived from the original on February 12 2005 Retrieved August 31 2007 a b c d Goble Gord October 31 2001 Ballistics Review GameSpot Retrieved December 12 2017 a b Bye John Gestalt December 8 2000 Bo Andersson of GRIN Part One Eurogamer Archived from the original on January 24 2001 Retrieved December 12 2017 Bye John Gestalt December 15 2000 Bo Andersson of GRIN Part Two Eurogamer Archived from the original on March 29 2001 Retrieved December 12 2017 Games Ballistics NVIDIA Archived from the original on August 5 2007 Retrieved July 29 2007 Interplay and GRIN announce OEM Distribution Agreement Interplay OEM January 21 2002 Archived from the original on May 26 2006 Retrieved July 29 2007 Ghost Recon Advanced Warfighter PC only live chat Ubisoft December 1 2005 Archived from the original on September 27 2007 Retrieved July 29 2007 Ballistics also bound for the Arcades Grin May 29 2001 Archived from the original on February 12 2005 Retrieved July 29 2007 a b Riding the Mad Wave PDF RePlay April 2003 Archived from the original PDF on September 29 2007 Retrieved July 29 2007 Triotech Amusement Launches Mad Wave Motion Theater to Awe struck Crowds at ASI Triotech April 1 2003 Archived from the original on May 5 2006 Retrieved October 10 2019 Ballistics Arcade Flyer PDF Triotech Archived from the original PDF on November 9 2005 Retrieved July 29 2007 Triotech Announces the Launch of Super Ballistics with Advanced Motion Triotech September 12 2003 Archived from the original on May 5 2006 Retrieved July 29 2007 Morris Chris December 9 2004 Gifts for the obscenely rich 2004 CNN Money Archived from the original on August 26 2007 Retrieved July 29 2007 a b Ballistics for PC Reviews Metacritic Retrieved December 12 2017 Price Tom June 2002 Ballistics PDF Computer Gaming World No 215 p 87 Retrieved December 12 2017 a b c Bye John Gestalt October 23 2001 Ballistics Eurogamer Archived from the original on December 24 2001 Retrieved December 12 2017 D Aprile Jason February 13 2002 Ballistics GameSpy Archived from the original on January 20 2005 Retrieved December 12 2017 Lafferty Michael January 7 2002 Ballistics Review GameZone Archived from the original on September 13 2008 Retrieved December 12 2017 a b c Ward Trent C December 14 2001 Ballistics IGN Retrieved December 12 2017 a b Preston Jim March 2002 Ballistics PC Gamer p 68 Archived from the original on September 28 2007 Retrieved July 29 2007 a b c Holden Anthony December 20 2001 PC Review Ballistics PC Zone Archived from the original on February 18 2009 Retrieved July 29 2007 External links edit nbsp Wikimedia Commons has media related to Ballistics video game Welcome to Ballistics Website Grin Archived from the original on November 18 2000 Retrieved August 29 2016 Ballistics Grin Archived from the original on November 18 2000 Retrieved August 29 2016 Triotech official website Linux Game Publishing official website Ballistics at MobyGames Retrieved from https en wikipedia org w index php title Ballistics video game amp oldid 1211329199, wikipedia, wiki, book, books, library,

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