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NEWS

15th February 2005

Disregard 

After yesterdays hack attack, the old messageboards were lost. Or so I thought, so I spent a long time setting up YABB2 Beta (still unstable) and I recovered only part of the data, alot was lost... but I've got the boards at Yabb1 working now, so until YABB2 is working properly, we can continue at YABB1 (which was the original plan). So go here for the boards

9th February 2005

Messageboards Back 

The Messageboards were down for about 24 hours due to an issue related to scripting on the server. The host of expressworldforum.com has now successfully addressed the issue and the boards are back as normal. Sorry for the unscheduled downtime, but the issue was out of our control!

6h February 2005

February Challenge 

The new February challenge is now up and running over at the Messageboards. Click here for details

Thanks to all those who took part in the January challenge. Good luck everyone this month!

Site News 

Everything is now settled in following the move. Also, we have a new site logo, and a fantastic new look for the boards, curtsey of board member Saed! Thanks alot... Also the links on this page to certain areas of the board have been fixed. Also, you can now post your bug reports here.

The Wishlists: Today's Best!

What do you want to see in Locomotion's sequel, expansion pack or patch update? Well, we are collecting all the ideas together, and they will regularly be sent of to a representative of Chris Sawyer and to Atari! Click here to add your voice

Here is the best idea for this update: (From Garp)
1) Adding / removing carriages or engines not emptying the train, or at least doing it so in such a way as reset the trains awareness of how full it is.  At  the moment if I change a train I have to let switch it to go unload, wait till its moved a bit, hit reverse direction, then change orders back to load one and start it again.  Thats just annoying  
 
2) Being able to start tracks at a height of my choice, rather than having to fudge around with starting tracks here and there or building routes backwards to the direction I want to build them in.  It also makes life a pain if you want to add a second station to a particular route.
 
3)The ability to do a hard reset of train signals and routing tables.  Several times I've altered a route to  make it more efficient, or to add extra services running through those lines, only to find that either the signals try and carry on as they were before, or they don't link up how they should do so.  At the moment I've got used to deleting huge chunks of track and recreating them to get it to link signals properly for the new layout.  A signal / routing table reset button would be much appreciated!

25th January 2005

Messageboards Moved! New Address... 

As promised, the new Locomotion UK Forums have been launched at their new address.

CLICK HERE TO ENTER

Its been along time coming, we've finally broken free and set up our own show.  Grin
 
We not too far from Express World though, as these sparkly new forums are the first phase of a new Express World spin-off site called ExpressWorldForum.com
 
All usernames, messages and data have been copied across here from the old location.
 
ALL MEMBERSHIPS WORK BOTH HERE AND AT THE EXPRESS WORLD MESSAGEBOARDS
 
So there is no need to re-register!
 
there have also been some significant changes to the forum rules, please read the revisions

20th January 2005

Welcome! 

A welcome to all readers new and old. Locomotion UK has opened its doors at its new home, the Strategyplanet Network! Enjoy the site! Theres lots more to come as we will be adding new content very soon.

As side note, the Messageboard has not yet moved. That will hopefully be occurring within the next few days. Watch this space for information.

14th January 2005

Locomotion UK To Join Gamespy 

Its my pleasure to finally inform you of a major development for the Locomotion UK website.
 
The site has been offered, and accepted hosting by Gamespy website Strategy Planet http://www.strategyplanet.com  
 
This is a major step forward for the site and the community.
 
The Messageboard will also be moving, forming its own separate boards. There will be new boards, including Scenario Chat and much more. The current boards, with all messages and memberships will move across, so no need to change your usernames!
 
The address for the site will change also.
 
I will inform you all of the new address and the move as more info becomes available.
 
With this news I'd also like to confirm that Timthebadger will be formally joining the site as a co-webmaster and will be helping with the next stage of the site. Congratulations!
 
Thanks for everyone's support of the site, and I hope you will stay with us through the next evolution of the site

31st December 2004

Happy New Year 

A happy new year to all our readers, may you have a a night of fun! As a side note, please support the Tsunami disaster relief fund set up by the British Red Cross. Details can be found here

26th December 2004 (Boxing Day)

Merry Christmas

A belated Merry Christmas to all our readers out there, hope you all had a fun day no matter how you spend the day! I hope you like the new look for the site. It still needs some improvements in places, which should be implemented soon!

And a little announcement, that Messageboard moderator Chris (aka timthebadger) has now been promoted to Co-Administrator, and will be focusing on the operation of the messageboards! Congratulations!

Challenge

Messageboard member Severous has launched a challenge! For more details click here

The Wishlists: Today's Best!

What do you want to see in Locomotion's sequel, expansion pack or patch update? Well, we are collecting all the ideas together, and they will regularly be sent of to a representative of Chris Sawyer and to Atari! Click here to add your voice

Here is the best idea for this update: (From BaknBlack)
Aircraft need to be able to carry mail and passengers again. Refitting an entire airplanae to carry just mail around from my airports is lame.
 
Airplanes need to be able to be set to a maximum waiting time. Trips now start from the moment the first passenger steps on the plane, not from when the vehicle leaves like for other industries. Thusly, if it takes more than 80 days for your plane to load and unload at its destination, you get nothing, no matter how many people are on it. If you could set a maximum waiting time for a plane (ala Roller Coaster Tycoon) or any vehicle for that matter, it should leave at that time. Along this vein could be a 'leave if another vehicle arrives' toggle, to tell the vehicle with a load order to move as soon as one arrives at that station to load.
 
Or passengers and mail could not reach zero pay. Either way.
 
Airplanes should take off and land both in the direction of the arrow when you build an airport. As it is now, the way the arrow is pointed is the way the airplanes face when taking off/landing. IE, an airport pointed northwest would have planes taking off northwest, but landing from the southeast. If airplanes took off and landed the same way, it would prevent aircraft from having to go far out of their way to land as they do now.
 
Does anyone else think that the railroad cars having maximum speeds is annoying and stupid and should be done away with? Or at least have an option for?
 
Reliability should have options, like the original Transport Tycoon. Standard, reduced, none. I don't like having to release my Concordes because there is no replacement for them.
 
And why are there no new vehicles after 2006? The original Transport Tycoon and Deluxe variant had loads of futuristic vehicles.
 
My trains need to stop turning around after a very short wait at a signal. This must be fixed.
 
It seems like, to me, busses make far too much money, at least when the computer uses them. I have had a computer catch up to me using only busses, while I had a balanced transport network of planes, trains, and ships, and I am an experienced Transport Tycoon player.
 
I miss the Turner Turbo. As it stands, the North American world has no high speed trains until the Electric Star, and even that only transports passengers, and is nearly useless because it has to slow down nearly half its impressive speed to make even the loosest turns.
 
I think the North American side has too few trains. Or, at least, they do not integrate well. The E8 diesel train arrives in 1956, and the Century in 1960, and then there is an entire 17 year wait before the next train is invented, the Dash-7. After that, it is another 17 years before the SD70.  
 
Speaking of these trains inadequacies, some train cars can go to 75 mph, but none of the above trains  can reach that, the latter two being the fastest at 70 mph each. That is a whole five miles per hour that are lost. This makes no sense. Are we trying for realism? If that were the case, should all our Comets fall apart by 1954? Should we have to transport coal to all our steam trains to run them? Would we have to submit in writing a request to a city to zone land it owns for our use? I don't think so. I like the realistic shading, but it should not go for total realism, or we should include zeppelins...
 
The large airport seems like a terrible waste of space. http://mars.walagata.com/w/baknblack/airport.jpg I would design it something similar to only much better. The grey is tarmac, runways are self-evident. The blue is the terminal and the red are gates, the yellow is the tower. The white airplane shaped things are airplanes, surprise! It looks a little cluttered but only because I am such a terrible drawer at Paint.
 
I think the music is terrible. The guitars sound so wonderful in songs like Mo' Station and the menu music, why is it wasted without others to back it up? Don't Walk, Small Town, and Fell Apart On Me were great songs, I miss them. The songs in this are uninspired and, at times, just downright bad. I actually turned the music off. I felt ashamed.
 
I am pleased with the tanker truck being able to carry a trailer at 1958. All trucks should have this, I think.
 
As mentioned before, vertical gradients must have unlimited speed. A very shallow, 3 or 4 tile grade of 1 with the steel arch bridge would be brilliant.
 
Suspension bridges are pretty, but useless. Perhaps the other bridge types should have lower maximum heights, and the suspension bridge increased in maximum speed?
 
The landscape generation in the editor is horrible. It looks patchy and gross. Something should be done.
 
That is all I can think of... I love this game immensely, and even though it seems like I have a lot of wishes/criticisms, I had many more for the original Transport Tycoon, which I hold dearly to myself as a valued childhood friend.

14th December 2004

Vehicle Database V2

Version 2 of the Vehicle Database has just gone live! The new version includes printable .pdf files, and an easy to navigate structure amongst the improvements. To access the Vehicle Database, click here.

Again, many thanks to Tim Decker for this!

The Wishlists: Today's Best!

What do you want to see in Locomotion's sequel, expansion pack or patch update? Well, we are collecting all the ideas together, and they will regularly be sent of to a representative of Chris Sawyer and to Atari! Click here to add your voice

Here is the best idea for this update: (From TransportQueen)
1- Love everything in the new game, but why oh why remove so MANY of the old great featuresHuh
 
examples:
 
a- Rival company buyouts
b- Land purchase
c- Manipulation of vehicle reliability
d- Too many competitors
e- No sabotauge
f- etc, etc, etc
 
I really don't think this is for expansion pack reasons, just deliberate and very disappointing omissions.  The game really suffers for it!

30th November 2004

Vehicle Database 

A new, and vast database concerning all the vehicles in the game has been added to the site today. To access the Vehicle Database, click here.

The Vehicle Database was created by LocoUK reader Tim Decker. Many thanks go out to him for this info.

The Wishlists: Today's Best!

What do you want to see in Locomotion's sequel, expansion pack or patch update? Well, we are collecting all the ideas together, and they will regularly be sent of to a representative of Chris Sawyer and to Atari! Click here to add your voice

Here is the best idea for this update: (From AdmiralGT)

(i) Bridges being able to have a gradient when in the diagonal direction
 
(ii) A Gradient bridge which has unlimited speed
 
(iii) The ability to hide the bars on the steel bridge, its really hard to see signals through it
 
(iv) When in underground view, you cant destroy stuff over ground, you should only be able to edit underground
 
(v) Passengers wanting to go somewhere, not just to where you take them, same with mail.
 
(vi) The ability to auto replace vehicles or repair them without manually having to do it yourself.

14th November 2004

Patched Released: V1.76

A long awaited event occurred today, Atari USA has issued a patch for Chris Sawyer's Locomotion. The patch brings the game to V1.76, and is 2mb in size.

To download Chris Sawyer's Locomotion v1.76 Patch, click here

The patch will update any version of the game apparently! Here are the changes made:

  • Tutorial 1 road vehicle failed to start at end of tutorial (only affected US V4.02.168).
  • Vehicles would occasionally overtake even if road wasn't clear (could also cause 2 player game to go out of sync).
  • Using scenario editor to generate large worlds with high number of large cities resulted in industries failing to animate.
  • Removing a broken-down power car from trains with multiple power cars could leave train in permanently broken down state.
  • Routing problems with trains approaching multiple-track stations.
  • Entering blank name when setting station name caused crash.
  • Ships and aircraft could be sold while broken down.
  • Displaying town list or industry list window in scenario editor and then generating new landscape could cause crash.
  • "Please insert your CD" message not translated (German only).
  • Trains wouldn't unload and load if breakdown on approach to station.
  • Construction possible while quit confirmation window displayed and game paused.
  • Gridlock possible if both aircraft and helicopters used at large airport.
  • Certain combinations of train vehicles could cause trains to be automatically removed from track when train is reversed.
  • Sea level option in scenario editor caused inconsistent results at values over +28 - Fixed (now restricted to +28)

13th November 2004

Progress

Good news on the front of the Scenario Centre... the new user upload/download service should be entering the full testing phase any time now. To use the service, you must be a registered member of our Messageboard. Although the Messageboard allows guest posting (at this time), only registered users will be able to use this service.

To begin the signup service, click here

As of the moment, there isn't a great deal of news, but the new scenario service should help things!

The Wishlists: Today's Best!

What do you want to see in Locomotion's sequel, expansion pack or patch update? Well, we are collecting all the ideas together, and they will regularly be sent of to a representative of Chris Sawyer and to Atari! Click here to add your voice

Here is the best idea for this update: (from Punar)

Another thing that could make the passenger service a bit more realistic would be if the station rating depended on the distance to the stopping vehicle's destinations. There could be 4 rating variables instead of 1. One for local traffic (less than 15 squares, perfect for buses, value of this would be 0-60%), one for medium distance traffic (15-50 squares, this one would be 0-30%), one for long distance (more than 50 squares, this could be 0-10%), and one that just adds those three up. The latter one is the one shown when you look at the stations rating. So when a vehicle stops on a station, the game engine would look at the vehicle's other destinations. If the vehicle also stops at a station less than 15 squares away, the local rating would increase. If it has a stop 100 squares away, the long distance rating would increase.  
The way it is now, loco people don't seem to care whether they get on a bus taking them downtown or an airplane taking them to the other end of the map. So each of those vehicles would attract the same amount of passengers. If the station rating depended on the vehicle's destinations like I described above, it would be a bit more realistic.  
If this is implemented, you would also need a variable for each of the three station approval ratings (poor, good, excellent etc). And the displayed approval rating would be the highest of those three.
Since this approach improves the value of local passenger service (and therefore buses) the first thing that is needed is an easier way to replace old vehicles (checkbox to auto replace all vehicles with reliability less than xx% with newest similar vehicle perhaps).
This system probably seems to make airports useless. However, if you attach a bus service to the airport, local buses could increase the rating of the airport to 70% which adds even more to the realistic experience since you now need to transport passengers to and from the airport.

Got an idea? add your voice

28th October 2004

New Scenarios

The scenario centre is still in development, but very soon you will be able to upload your own scenarios here. For now you can email them to expressworld@hotmail.com and I iwll host them here for free.

So, here are is a new scenario for you:

Greater Choice Land (480kb)

The Wishlists

What do you want to see in Locomotion's sequel, expansion pack or patch update? Well, we are collecting all the ideas together, and they will regularly be sent of to a representative of Chris Sawyer and to Atari! Click here to add your voice

Also, soon we will begin show casing the best ideas on a regular feature on the site.

19th October 2004

Messageboards

This is just a quick update for everyone really, you may or may not know I have been seriously ill this last week, and I'm on the mend but not quite there. Proper updates resume in a day or two.

But for now, head over to the Messageboard, where we're looking for your thoughts on our forthcoming scenario upload service. Also, why not fill in our bug report!

Anyways, I'll cya all on the other side of this illness! (will be back up to speed in a day or so I promise)

14th October 2004

FAQ

A new feature running on the messageboards, that has proven to be popular. To view it click here

More Reviews

Got numerous review links today, so here goes:

Yahoo! Games

Gamers Europe

Gamer Archive

... Enjoy!

6th October 2004

Delays

Sorry for the delays to updates these last few days. I've been seriously ill (still got a way to go to recover) and I've also had to attend university around this. Things are settling down now, so hopefully everything should be back to a new normal now.

Just want to say thanks to dotbob and timthebadger for keeping an eye on the site and messageboards during my absence!

I have recieved several new scenarios, they will go up in the next update. And we hope to launch our personal upload service in the near future

Avault Review

The AVAULT site has issues their review, grab it here (it gets 3 out of 5 stars)

And the extract:

There are five levels of difficulty in the single-player mode - beginner, easy, medium, challenger, and expert - with pre-made scenarios clustered in each category. On one end of the difficulty scale, you might just have to connect a few towns on flat open land, while on the other end of the scale you might have to run a highly complex transport network among multiple cities through uneven and rugged topography. The in-game tutorial helps a lot in getting newcomers used to the management required. An unexpectedly professionally produced full size manual, both highly detailed and well illustrated, also helps out quite a bit.

The artificial intelligence of your computer-controlled opponents is a lot more sophisticated than that in the original Transport Tycoon, but it is still far from perfect. The biggest problem revolves around pathfinding: many of the other companies' vehicles, especially ships, can go astray and even get stuck if they have the slightest corner-turning deviation from a straight-line path.


Overall: There is little doubt that those who enjoyed the original Transport Tycoon or the recent RollerCoaster Tycoon will find Locomotion quite fulfilling. This title has incredible depth and play value, absorbing you into the ins-and-outs of the economic strategies of transportation management. Despite the disappointing nature of the graphics and audio, if you can overlook these deficiencies or do not care about them, you should give this offering a try. Those of us who want to see the next big leap in the construction simulation genre will, however, have to wait for a future revolution.

29th September 2004

Messageboard Hits 500!

Great news: In the month since Locomotion UK launched, we have had over 500 posts on our messageboard! I'd just like to say a great big thanks to everyone who has posted, and helped create a small community for Locomotion fans!

We could not have done it with out you. Also, a big thanks to our two staff moderators Timthebadger (creator of our strategy guides) & Dotbob (currently developing a new upload/download service for map files).

Gamespot Review

Gamespot has finally issued their review of Locomotion, giving the game a 6.8 Fair rating. To read the review, click here.

Here is an extract:

Locomotion also has some of the same path finding issues that plagued Transportation Tycoon--it's possible to watch a vehicle go in circles because it can't find a path to its destination or there's a slight break in the roadway that you didn't notice. It also shares one of the annoying aspects of Transport Tycoon in that your trains and airplanes can use only your own facilities. So instead of municipalities building airports that all competitors can use or numerous companies using the same rail lines, each company has to build its own, exclusive airports and rail lines. Since real estate is at a premium in the game, it's almost silly to see the transportation infrastructure overshadow the actual cities at times.

As noted earlier, Locomotion uses an enhanced version of the graphics engine that was used in Transport Tycoon a decade earlier. It's a bit more colorful, and there are a few more building styles, but you have to look hard at times to tell the difference between the two. Admittedly, the focus in Chris Sawyer games is less on graphical style and more on gameplay, but Locomotion feels very much like an anachronism. The only good news is that the game is playable on a very wide range of systems, and even older systems shouldn't have much trouble with it. The sound and music are also throwbacks to an earlier age--while enthusiastic, there's no masking their synthesizer-like nature.

27th September 2004

Company Owner Editor

Atari has issued a file allowing allowing modification of the transportation-based management strategy game with 3D terrain by the eponymous developer.

To download the file, click here (312 kb)

The file allows you to edit the properties of company managers within the game, and to add new ones!

Site Developments

Locomotion UK has been open for almost a month, and we've almost had 15,000 visitors in this short space of time! I'd just like to say a quick thanks to all our visitors for supporting the site.

A new look for the site is in development, and will hopefully be implemented soon. The new look will include the new Scenario Centre, where it will be possible for you to upload and download your own Scenarios as and when you wish.

Review

Another update, another review! To read this one, click here

and here is the usual extract:

Just like TTDX, Locomotion is a transport simulation. You play as the owner of a transport company and it's up to you to build your empire of cargo in a generally tycoonish way. To do so, you have trains, busses, planes, and ships at your disposal to purchase. You will build complex rail and road networks to move the goods. You will build stations, passenger terminals, docks and airports. Every time you deliver a load of cargo or passengers, you get paid. The more you get paid, the more you can augment your vehicle fleet. Simple as that.

But it's not that easy. As mundane as it looks, there's an art to the whole thing behind the seemingly simple appearances. For example, you could choose to specialize your company in a particular type of vehicle. Or you can play jack of all trades, using the right vehicle for the right job. Each type of vehicle has its own virtues and defects which you'll have to learn and master.

Take trains, for example (incidentally, my favorite). Trains allow you to move potentially vast amounts of cargo, safely and at a speed second only to airplanes. Which means big bucks. That's what makes them attractive. However, it's definitely the hardest specialization to choose, because it's not simply a matter of laying track and that's it. You will have to negotiate steep or difficult terrain, while having to pay for every single piece of track that you lay. Normal rail on flat terrain being the cheapest, angled curves over mountainous or sloped terrain being the most expensive. Track laying can quickly become a very expensive proposition without proper terrain surveying and route planning. There's also the matter of building stations to load/unload the cargo, buying the engines and wagons themselves and possibly installing signals along the track. Everything costs just a little bit and, if you're careless, you may end up having to wait a long time for that route to recoup the initial investment. Or worse, you may find yourself without enough cash to buy the actual train after laying a route. Ouch.

26th September 2004

Gamespy Review

Another review of Locomotion is out. It is not exactly a glowing review of the game, but it has an interesting argument as to why the low score is justified.  To read it click here

Here is an extract:

Or, it would be the game's greatest fun, if the graphics weren't so astonishingly ugly. I'm not a graphics junkie, and I've always believed that gameplay trumps graphics every time, but even if you could set aside the circa-1996 graphics technology, Locomotion is a remarkably unattractive game even from an art design perspective.

Consider that Locomotion sports essentially the same graphics that so wowed us in Rollercoaster Tycoon. The difference is that Rollercoaster Tycoon had a sense of fun and whimsy and provided structures to build that were much more visually interesting than anything in Locomotion. Sure, the subject matter was different, but, as Maxis has shown with the SimCity series, there's plenty of interesting visual architecture in cities that could have been imitated for a game like this. Everything in Locomotion's cities is the same boxy pseudo-modern architecture that's just plain boring to look at.

(thanks to messageboard user Koen)

There is a discussion of this review located on the messageboard. To add your comments click here

New Scenario

We have a new fan made scenario for downloading today. Click here to download. Its called greenvanta islands challenge.

I'm exploring ideas to allow direct user upload, and download of map files, but I know little about this particular device, so if anyone has any ideas drop me and email to expressworld@hotmail.com 

For now, we will host all scenarios that you send us. Simply attach them to an email and direct them to expressworld@hotmail.com or kingjambo@gmail.com

22nd September 2004

The Newbie Guide - Part 1 [Exclusive]

Following on from our recent strategy guide, we begin the first of a new series today aimed at the new player. The guide is based around the use of buses. To read the guide head to the Strategy Guide

- Anyone who wishes to create a strategy guide, we will gladly host them free of charge, the same applies to scenarios... We will have a new scenario up for download tomorrow. Send them to expressworld@hotmail.com 

Chris Sawyer Interview 

HomeLanFed has published a very interesting interview with Locomotion creator Chris Sawyer. To read it all, click here

Here is an extract:

HomeLAN - The game has now been out for a little while now. What has the reaction been like so far?

Chris Sawyer - I think it’s been quite a quiet start for the game, but I always expected that – Locomotion doesn’t have the flashy 3D graphics of most modern games and it’s much easier to advertise and promote something good looking rather than something which plays well. I expect interest in the game will build as time goes by and people appreciate the depth and richness of the gameplay – Remember that RollerCoaster Tycoon also had a quiet start and look how successful that became.

HomeLAN - Are there any plans for you to create add-ons for Locomotion at some point?

Chris Sawyer - There are all sorts of possibilities and the game was designed to be expandable, but it really depends on the success of the game and whether we can come up with an add-on design which players would really appreciate and enjoy.

HomeLAN - For your next stand alone game, what plans do you currently have?

Chris Sawyer - At the moment I’m still ‘winding down’ after finishing Locomotion, and in fact there are still some exciting developments spinning off from the Locomotion project which may or may not come to fruition. As for another new stand-alone game, we’ll have to see – Games are getting so large and so complex nowadays that I’m not sure I’ll be able to create another game virtually single-handedly like I’ve done with all my games so far. But then again if I find a new subject which really inspires me as much as roller coasters and transport have, I might create something completely new.

14th September 2004

Watch [Revised 14/9/04]

- Slight revision to inform you that PLAY UK do apparently ship internationally, however free postage and packing only applies to UK Mainland orders, and custom duties may apply for packages sent overseas.

Locomotion hits the stores in the UK this Friday (10th September). I will be running an occasional item keeping you up to date on the prices at various online stores for the game. Here is the first round up:

Play.com £14.99 BEST DEAL! (I've ordered my copy here, also includes free delivery, 3-5 days, and note, its not out till Friday, but they have already dispatched the game)

Amazon UK £24.99 (a tad expensive since the games R.R.P is £20 - also free delivery 3-5 days)

Game - £19.99

Gameplay - £17.99 (Reasonable price, and a very reputable company)

Out of the above, only Amazon UK & PLAY UK will ship internationally.

- In addition to the price watch article from yesterday, I now have information that the game will receive a simultaneous release in the USA and Europe this Friday. The USA RRP is $29.99. Please note Atari has yet to confirm any of this information.

ARS Review

Another review today is to be found at the ARS site. To read it click here

(thanks to Bart Kost for this one) - if you spot a review we haven't posted, email us to tell us so and it will go up here!

Here is an extract

Another one of these moments, for me and for a whole bunch of other crazies, was playing Transport Tycoon Deluxe (TTDX), way back in those distant and foggy DOS days. It wasn't a perfect game by any stretch of the imagination, but it was a game that got most things right. It just clicked. You felt at home immediately. The fact that it came out in 1995 and I still fire it up every now and then today should say something.

So, naturally, when I heard that almost ten years later we were going to have a sequel for TTDX — also made by Chris Sawyer and not just any clown that happened to buy the rights or something — I was ecstatic. I stripped naked, put on a pirate hat and began to run laps around our apartment complex at 3 a.m., yelling "En Taro Adun!" with my fists crisped in the air. Then my wife gently reminded me of the possible benefits of divorce (benefits for her, mostly), which served to calm me down a little.

12th September 2004

Trainer 

For those of you who like to cheat, or are struggling with the game a little, I've found a trainer program that allows infinite money to be used. Please note I have not test it to see if it works.

Click here to download Locomotion Money Trainer

Messageboards 

Though there isn't a great deal of news today, I thought I'd just post a invitation for all our visitors to post on our Messageboard (which is hosted by our parent site Express World).

TrainSim Review 

Found another independent review from the TrainSim website. The game scored 94% in a very favorable review. Click here to read it

Here is an extract:

There can be little doubt that with Locomotion, Chris Sawyer and his small team have succeeded in pulling off a worthy sequel to Transport Tycoon. The game is very addictive and just has so many nuances and nice little touches it seems almost churlish to find any faults. Tremendous entertainment value and with a recommended retail price in the mid-range easy on the pocket too. The only issues I would like to see addressed via any add pack that might come out are:

  • For passenger traffic - proper destination seeking algorithm including the ability to use more than one vehicle or mode of transport.
  • A timetable mode - more of a personal wish this.
  • Restore depots and servicing (or increase the length of time vehicles last).

11th September 2004

Review 

A very quick review of the game can be found at ServerSpy. Click here to read

Strategy Guide 

A new section of the site has launched today, which will feature stratgy guides for the game. Click here to enter the strategy guide section

This section launches with the following guide (written by Tim The Badger)

Extending Stations - A tutorial to aid the construction of stations in Locomotion!

If you have written a tutorial / got strategy tips email them to me at expressworld@hotmail.com 

9th September

Got The Game 

Despite not being officially released until tomorrow, I received my copy of Locomotion through the post today courtesy of Play.com. Here are a few first impressions I posted on the Messageboard:

Just played one of the beginner scenarios - weather Ville I believe... enjoyed it alot! Just played to get to grips with the control system.
 
I actually like the new construction system for roads and rails, it is simple, but a (slight) annoyance from TTD is removed as you no longer have to demolish individual buildings with each construction, much simpler this way round
 
I also like the trams system, very good for getting passengers around town. I also like the idea of bus stops above TTD's method of having only terminus buildings.
 
I guess my only grip so far would be there is no simply set up and play option like there was on TTD, just play straight for 100 years or whatever, but I guess thats where the scenario editor will come in.
 
Overall, I'm very pleased with the game... its just what I wanted, an updated version of Transport Tycoon Deluxe - probably my favorite game of all time (I played it enough times)...
 
I know this isn't a proper review, and I will probably add additional comments / views on the game as I go along.
 
I will be playing around with the scenario editor at some point too...
 
As for proper reviews, I won't be conducting one myself other than comments/views such as these, but I will post review links if/when they become available...

Downloads: 2 New Scenarios  

I believe this may be a worlds first, but here are two new downloads for Locomotion, scenarios.

One is an adapted version of the UK challange that comes with the games, with an added city, extra industries and modified goals.

The other is another map I put together quickly called "The First Locomotion UK Challange"

Simply extract the .SC5 file included into the Scenarios folder of the directory where you installed Locomotion

e.g.

C:\Chris Sawyer's Locomotion\Scenarios\

Click here to download The UK 100 Year Challenge

Click here to download Locomotion UK Challenge Map

8th September

Messageboards 

Though there isn't a great deal of news today, I thought I'd just post a invitation for all our visitors to post on our Messageboard (which is hosted by our parent site Express World).

Price Watch [UPDATE]

- In addition to the price watch article from yesterday, I now have information that the game will receive a simultaneous release in the USA and Europe this Friday. The USA RRP is $29.99. Please note Atari has yet to confirm any of this information.

Locomotion hits the stores in the UK this Friday (10th September). I will be running an occasional item keeping you up to date on the prices at various online stores for the game. Here is the first round up:

Play.com £14.99 BEST DEAL! (I've ordered my copy here, also includes free delivery, 3-5 days, and note, its not out till Friday, but they have already dispatched the game)

Amazon UK £24.99 (a tad expensive since the games R.R.P is £20 - also free delivery 3-5 days)

Game - £19.99

Gameplay - £17.99 (Reasonable price, and a very reputable company)

Out of the above, only Amazon UK will ship internationally.

7th September

1000 

I was surprised to visit the site today to see we have already had over 1000 visitors to the site in such a short amount of time! Its great to see there is big interest in this game.

The game is out Friday, so we shall be adding scenario downloads as soon as they are available.

Price Watch 

Locomotion hits the stores in the UK this Friday (10th September). I will be running an occasional item keeping you up to date on the prices at various online stores for the game. Here is the first round up:

Play.com £14.99 BEST DEAL! (I've ordered my copy here, also includes free delivery, 3-5 days, and note, its not out till Friday, but they have already dispatched the game)

Amazon UK £24.99 (a tad expensive since the games R.R.P is £20 - also free delivery 3-5 days)

Game - £19.99

Gameplay - £17.99 (Reasonable price, and a very reputable company)

Out of the above, only Amazon UK will ship internationally.

5th September

Demo Released! 

I wasn't going to bother updating this weekend, given my birthday, but they went and released the Demo yesterday, so here we are with an update!

The demo is available in two forms, with or without music. The no music version can be downloaded directly from this site, the version including music can be downloaded from 3D Gamers. (we may host the +music version here very soon)

Click here to download Chris Sawyer's Locomotion Demo [No Music] (29.9mb) - Locomotion UK

Click here to download Chris Sawyer's Locomotion Demo [With Music] (124mb) 3D Gamers

- Next update will be September 7th as previously planned!

2nd September

Reaching 21 

There will be no updates after today, until 7th September, as it is my 21st Birthday on Saturday, so I've got a hell of alot of partying to do, starting tonight! I'll see you all on the other side of my 5 day hang over!!

System Requirements

Atari has released these minimum system requirements to operate the game: 

Operating System: Windows® 98/Me/2000/XP
Processor: 500 MHz Intel® Pentium II or equivalent
Memory: 128 MB RAM
Hard Disk Space: 85 MB Free
CD-ROM Drive: 8X speed
Video: Windows® 98/Me/2000/XP-compatible video card*
Sound: Windows® 98/Me/2000/XP-compatible sound card*
DirectX®: DirectX® version 9.0b (included) or higher
Network/Internet: 56 Kbps or faster connection required for Internet play.

* Indicates a device that is compatible with DirectX® version 9.0b or higher.

Game Features Page Added 

A new page has been added to the site, the Game Features page! More content will be added soon. And just to note, the game is only a week away from it's UK release.

Gamespy Hands-On

GameSpy has released a hands-on preview of Locomotion! To read it, click here 

Here is an extract:

The biggest difference between running an amusement park and a transportation conglomerate, though, is that in Locomotion, the world isn't your sandbox anymore. Now, you're not only struggling to keep the red ink out of your company's bottom line, you're also competing against up to 14 other simulated transport companies. These other companies will attempt to beat you out of profitable routes, undercut you in valuable markets, and generally drive you into the poorhouse. If that's not enough, the game also sports a two-player mode that will allow players over the 'Net to attempt to financially disembowel each other.
After playing the title for several hours, it certainly seems like Sawyer's penchant for addictive gameplay is back in full force in Locomotion. The game sports 40 pre-designed scenarios ranging in difficulty from the easy task of connecting three small cities on a tiny island to the gargantuan challenge of running railroads and highways through the Swiss Alps. Should that not prove challenging enough, the game also allows players to try an unlimited number of randomly generated scenarios. Locomotion's playfield represents three different areas of the world, North America, Britain, and Alpine regions, each with their own attendant difficulties, challenges, and advantages.

29th August 2004

Game Trailer 

A trailer has also been released for Locomotion. Click here for a link at the 3D Gamers site.

Gamespot Hands-on 

Gamespot have put out another preview of Locomotion! This time its a hands on preview, click here for a read!

Here is an extract:

Many of the gameplay mechanics remain virtually unchanged from Transport Tycoon. For instance, all vehicles that you purchase are going to age over time. The older the vehicle, the less reliable it becomes; the less reliable it is, the more often it breaks down. If you have a complex and interconnected transportation network, even the slightest breakdown can cause a chain reaction to ripple through the network and create delays. Eventually you'll need to replace an obsolete vehicle, preferably with a newer model with more speed, capacity, and reliability. While you could repair and maintain vehicles in Transport Tycoon, it appears that Sawyer removed this functionality in Locomotion, probably in an attempt to reduce micromanagement. The good news is that for those of you who remember the constant airplane crashes in Transport Tycoon, planes no longer crash in Locomotion. Or, if they do happen to crash, it's nowhere near the frequency with which they used to.

While Locomotion feels similar to Transport Tycoon, it does have some differences. Locomotion uses the familiar, two-dimensional RollerCoaster Tycoon graphics engine. Though not cutting edge in any sense of the word, the engine does an adequate job. Besides, Sawyer's games have always emphasized gameplay over eye candy. More importantly, Locomotion should run well on a wide range of machines, including those on the low end of the spectrum.

28th August 2004

Welcome

Welcome to Locomotion UK, a brand new fan site for Chris Sawyer's Locomotion, the forthcoming transport management game, based on Sawyers huge hit Transport Tycoon of the mid 1990s. Here we aim to cover everything about the game, from now until beyond its release.

The site is still under construction and more content will be added in the near future.

There will be news, reviews, articles, downloads and more! So enjoy Locomotion UK! And keep coming back for more!

Like the site? Why not post on our Messageboard

GameSpot Interview

Gamespot have scored an exclusive interview with Chris Sawyer about his forthcoming game Locomotion. To read the interview click here

GS: After the considerable success of the RollerCoaster Tycoon series, why did you decide to revisit Transport Tycoon?

CS: Ever since the original, I've wanted to create a new version of Transport Tycoon. In fact, I've been working on new versions on and off since 1996. However, these projects were either abandoned or postponed while I concentrated on RollerCoaster Tycoon and RollerCoaster Tycoon 2. In fact, both [of these games] grew out of code written specifically for a new version of Transport Tycoon. Once RollerCoaster Tycoon 2 was finished, I decided to concentrate fully on creating a new transport game, using all the ideas and experience from the previous attempts and from the original game.

GS: Obviously, things have changed a bit since 1994, when Transport Tycoon was first released. There's more advanced technology available to craft graphics, sound, and additional features like online support. We've seen that RollerCoaster Tycoon 3 will attempt to take advantage of some of these new developments. How are you approaching the development of Locomotion, and what are you doing differently than you did with Transport Tycoon?

CS: To me, the most useful advance in technology since Transport Tycoon is the amount of processing power and memory available to the new game. I was never happy with the AI of competing transport companies in Transport Tycoon, but with around a hundredfold increase in processor power, I've been able to create much more effective and challenging opponents for players in the new game. It also meant [the new game] could handle many more transport vehicles, larger maps, and multiple-level bridges and tunnels instead of just land-based construction.

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Website opened 27th August 2004

 

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