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Transport Tycoon is a city-based pixel video game designed and programmed by Chris Sawyer, and published by MicroProse on 15 November 1994[1] for DOS. It is a business simulation game, presented in an isometric view in 2D with graphics by Simon Foster, in which the player acts as an entrepreneur in control of a transport company, and can compete against rival companies to make as much profit as possible by transporting passengers and various goods by road, rail, sea and air.


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The game begins in 1930, and ends in 2030. The player starts out by borrowing money to finance construction of transport facilities, and is charged interest until the loan is repaid. As the user plays the game and earns revenues, they have the choice of expanding service along existing routes, or expanding their transportation network. The game features a progression of technology: in any particular year of the game generally only contemporary types of technology are available. For example, railroad signals which allow more than one train to use a section of track are initially semaphores. Later, they are replaced by red and green traffic-light signals. Similarly, in the beginning there are only steam engines, but later diesel and electric engines are introduced. In the game year 1999, monorails become available. These require a separate track system from railroads. If the player remains in business until 2030, the game announces that they have won, allows them to post their name on the "hall of fame" and then continues. At this point, the year stays 2030 and never goes any higher, although the game can continue indefinitely. Playing the entire 100-year campaign takes about 40 hours. The game allows the player to save at any time, and multiple saves of a particular game at any point are possible.

The player earns revenue by picking up resources or passengers at a certain station, and delivering them to another station where there is a demand for them. Demand is determined by the area which surrounds the station; for example stations close to towns will demand passengers. The revenues will depend on the delivery time, distance, and quantity delivered. The influence of these factors on revenue varies according to the type of goods being delivered. For example, mail will rapidly fall in value, meaning that it can only be delivered profitably over short distances, or over long distances very fast. On the other hand, coal loses value very slowly, so it can be transported in bulk over long distances whilst remaining profitable.

At times, subsidies are offered to the first company to move a particular resource from one place to another. This encourages the player to create a larger more complex transport network, rather than focusing on previously profitable routes.

The game features a system of Local Authority. Each city has a rating for every transport company based on the impact of their transport network. When the rating falls too low, the player will no longer be able to demolish buildings or construct new stations. The rating depends on, among others, the level of service and the deforestation caused by the company.

In the course of a game cities develop and expand according to various economic factors, and new industries (demand) or other resource sites (supply) may appear. Some natural resources may also eventually be exhausted and industries without adequate transport service may shut down. Also, new models of vehicles are introduced and eventually come to replace older models. At introduction such a new model will likely have improved characteristics, but may suffer from reliability issues.

I must have spent countless hours designing intricate tracks and transport links on the amazing Transport Tycoon. Why do you think your classic title proved so popular and has had such a lasting legacy in gaming history?

In Transport Tycoon, you are in charge of a transport company starting in 1930 in the midst of The Great Depression, and your aim is to build up an empire of trains, ships, lorries, planes and helicopters, with technological evolution to be taken into account. You can play alone, or with a number of computer-controlled rivals.

Maybe you can begin by connecting two towns with a road, building a vehicle depot somewhere next to the road, and setting up bus stops in both towns. Now just buy a bus (initially, there are just a few models available, but more buses appear with time), set its schedule, and watch as it goes between both bus stops, taking passengers and unloading them, earning you money. You can also transport passengers by building train tracks, sea ports, or airports and then buying appropriate vehicles - trains, ferries, planes.

If you set up a station next to an industrial facility (such as a factory, a power plant or a farm), you can also transport various cargo, such as coal, livestock or wood, which allows you to earn much more money than transporting passengers. Of course, you'll have to buy special lorries and train cars if you'll want to deal with these. Most businesses offer certain types of cargo and are ready to pay for transporting other cargo to them; for example, a steel mill has a lot of steel to fill your cars, and will gladly accept iron ore if you have any.



The Bad

To much micro management after 25+ years


The Bottom Line

Transport Tycoon puts you in charge of a transportion company, involving roads, railroads, shiplines and airlines. Your role will be to transport the people between different cities and to move merchandise between production and consumer areas. The goal of the game is to manage your company for a 100 year period from 1930 until 2030 by increasing your transportation network and avoiding bankruptcy.

Lastly, the bloody stupid bus drivers. Why, oh why can't they stop at level crossings?


The Bottom Line

This game is not a sequel to Railroad Tycoon - it really is quite different. With four modes of transport to use (rail, road, air and sea) you can always find the right tool for the job, and as soon as you build up a reasonable empire the money keeps flooding in. It is a very long and time-consuming game and like all sim games, it can get a little dull after a while, especially when there are no new challenges. Making it all the way to the 100 years end point can be a real struggle. But at least the game has an end-point (unlike Sim City). Of course, you don't have to play to the end - I rarely do. Just play long enough to enjoy the building of a transport network, then move on.

The Good

First of all as we all see this game is old. Ten years now since its release. That is quite a lot of time and games are so much different now. But does that mean that older games have to be forgotten? Transport Tycoon proves that the release date doesn't mean a thing when it comes to a product of great value. In Transport Tycoon you are an influential industry businessman. To improve your balance you have to construct roads, railroads, build train stations, shipyards, airports etc. The games always takes place on an island so your terrain isn't artificially limited. Player can construct any means of transport, cars, trains, ships, airplanes and it is up to you to pick the one that suits you best. Player can build dozens of different kinds of vehicles, and almost every year new types appear. You can play Transport Tycoon alone or with opponents, either human or computer. The game is often realistic. Lots of graphs, numbers, and competition everywhere. You have to make right decision or you'll be a bankrupt instead of tycoon :)


The Bad

I think that the most annoying thing in Transport Tycoon is lack of direct influence on the cities. Every city is small at the beginning and grow when you connect it with other city or build buses. But you cannot actually build anything apart from things connected with transport. No houses, offices, shops. The city has to develop all these things by itself. Also, when the game is close to an end and you have hundreds of trucks, trains and planes you have to spend a lot of time on replacing the old ones. That is annoying but to say the truth somewhere around the year 1990 (the game starts in 1930) there are no places or cities to connect! And rebuilding old railroads and buying new planes is not enough...


The Bottom Line

Transport Tycoon is a nice economical game. You won't find any armies there, no soldiers, tanks etc. Instead you will find lots of economy, business and management. It isn't as complicated as Pizza Syndicate for example but no one should feel disappointed about its difficulty level.

Of course, Chris Sawyer's original Transport Tycoon was already ridiculsouly moreish, about slowly expanding your business empire and making your network of stations and depots more efficient. OpenTTD does more than just make that old game playable on modern machines, though. Regularly updated since 2004, it also adds support for much larger maps, adds multiplayer for up to 255 players, adds an in-game mod browser and downloader, adds new building tools, adds better AI, adds new kinds of transport - and on, and on.

There might be more graspable games about profiting from transport networks, these days, but OpenTTD is the Dwarf Fortress of the genre. It's the kind of game you might take to in retirement, like gardening. As of this weekend, it's just a little bit better.

Lastly there was a vintage PC game I downloaded years ago from an Abandonware site that was of Japanese provenance, in which one would run a Japanese rail transport company, and all that entailed, including real estate development and related side businesses that one would associate with many of the privately run commuter rail systems like Kintetsu. ff782bc1db

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