Chris Sawyer's Locomotion

From Wikipedia, the free encyclopedia
Jump to: navigation, search
Chris Sawyer's Locomotion
Chris Sawyer's Locomotion
Developer(s) Chris Sawyer
Publisher(s) Atari
Designer(s) Chris Sawyer
Release date(s) September 2004
Genre(s) Business simulation game
Mode(s) Single player, Multiplayer

Chris Sawyer's Locomotion is a computer game by independent game developer Chris Sawyer. In his words, it is "the spiritual successor to Transport Tycoon".

The game allows the player to use railroads, trams, trucking lines, buses, airplanes and ships to earn money in a transport company between the years 1900 to 2100. It contains over 40 pre-designed scenarios and a scenario editor, and can also be played in multiplayer mode with another human-controlled competitor. The game is played in an 2D isometric view like the other games by Chris Sawyer, particularly RollerCoaster Tycoon, which uses the engine that was originally developed for Transport Tycoon.

The game was released in the U.S. on September 7, 2004 and a few days later in the rest of the world.

In 2013 an iOS version of Transport Tycoon was released that uses the graphics from Locomotion.[1]

Scenarios[edit]

The scenarios have five difficulty levels: Beginner, Easy, Medium, Challenging and Expert. Different objectives are available, some require the player to finish on a certain position in the company ranking list while others require the transportation of a specific amount of cargo. In some cases these objectives have additional limits, such as that the player must finish within a certain time limit.

While many of the scenarios are fictional, some are based on real-world countries such as the United States, Switzerland, and the United Kingdom.

Third party add-ons[edit]

In recent years, several add-ons have been created for the game, including hundreds of trains, trucks, airplanes and other vehicles. Some people have used special programs to convert Microsoft Train Simulator rolling stock for use in Locomotion.

Critical reception[edit]

Reviews of the game were generally not favorable, with many noting that the game's user interface and AI were both poor in comparison to the original Transport Tycoon. However, the AI algorithm had expanded since Transport Tycoon Deluxe, such that it would now build two-way routes and avoid constructing loops. Sabotage of the rival companies' vehicles, prevalent in Transport Tycoon, has been reduced but not entirely eliminated. Further, rival companies can never be bought over by the player's company.

References[edit]

  1. ^ Brookes, Tim (14 October 2013). "Transport Tycoon Review: Infrastructure Has Never Been So Fun". MakeUseOf. Retrieved 24 March 2014. 

External links[edit]