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{{distinguish|Ballistic (video game)}}
{{distinguish|Ballistic (video game)}}
{{short description|2001 futuristic racing computer video game}}
{{Use mdy dates|date=August 2016}}
{{Use mdy dates|date=August 2016}}
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| caption = ''Ballistics'' cover art
| caption = ''Ballistics'' cover art
| developer = [[Grin (company)|Grin]]
| developer = [[Grin (company)|Grin]]
| programmer = Mattias Flodin
| publisher = [[Xicat Interactive]] <small>([[Microsoft Windows]])</small> <br /> [[Triotech]] <small>([[Arcade game|Arcade]])</small> <br />[[Linux Game Publishing]] <small>([[Linux]])</small>
| producer = Ulf Andersson
| artist = Anders Bodbacka
| composer = [[Simon Viklund]]
| publisher = [[Xicat Interactive]] {{small|([[Microsoft Windows]])}} <br /> [[Triotech]] {{small|([[Arcade game|Arcade]])}} <br />[[Linux Game Publishing]] {{small|([[Linux]])}}
| engine = [[Diesel (game engine)|Diesel]]
| engine = [[Diesel (game engine)|Diesel]]
| released = {{vgrelease|EU|October 19, 2001<ref name=release>{{cite web | url=http://www.grin.se/ballistics/ballistics_retailpr.htm | title=Press Release: Fellow speedfreaks, it is now official! | publisher=[[Grin (company)|Grin]] | date=October 18, 2001 | accessdate=September 3, 2009 | archiveurl=https://web.archive.org/web/20050212232603/http://www.grin.se/ballistics/ballistics_retailpr.htm | archivedate=February 12, 2005}}</ref>|NA|November 6, 2001<ref name=release/>|NA|January 2002 <small>([[Arcade game|Arcade]])</small><ref>{{cite web | url=http://www.trio-tech.com/pdf/Articles/montreal_gazette/business_april8_2002.pdf | title=Off to the races | author=Sheila McGovern | publisher=[[The Gazette (Montreal)|The Gazette]] | date=April 2002 | accessdate=September 3, 2009 |format=PDF}} {{dead link| date=June 2010 | bot=DASHBot}}</ref>|NA|June 7, 2007 <small>([[Linux]])</small><ref>{{cite web | url=http://www.linuxgamepublishing.com/oldnews.php | title=LGP News Archive - June 7, 2007 entry | publisher=[[Linux Game Publishing]] | date=June 7, 2007 | accessdate=December 12, 2017 | archiveurl=https://web.archive.org/web/20070610002441/http://www.linuxgamepublishing.com/oldnews.php | archivedate=June 10, 2007}}</ref>}}
| released = {{vgrelease|EU|October 19, 2001<ref name=release>{{cite web | url=http://www.grin.se/ballistics/ballistics_retailpr.htm | title=Press Release: Fellow speedfreaks, it is now official! | publisher=[[Grin (company)|Grin]] | date=October 18, 2001 | access-date=September 3, 2009 | archive-url=https://web.archive.org/web/20050212232603/http://www.grin.se/ballistics/ballistics_retailpr.htm | archive-date=February 12, 2005}}</ref>|NA|November 6, 2001<ref name=release/>|NA|January 2002 {{small|([[Arcade game|Arcade]])}}<ref>{{cite news | url=http://www.trio-tech.com/pdf/Articles/montreal_gazette/business_april8_2002.pdf | title=Off to the races | author=Sheila McGovern | newspaper=[[The Gazette (Montreal)|The Gazette]] | date=April 2002 | access-date=September 3, 2009 }} {{dead link| date=June 2010 | bot=DASHBot}}</ref>|NA|June 7, 2007 {{small|([[Linux]])}}<ref>{{cite web | url=http://www.linuxgamepublishing.com/oldnews.php | title=LGP News Archive - June 7, 2007 entry | publisher=[[Linux Game Publishing]] | date=June 7, 2007 | access-date=December 12, 2017 | archive-url=https://web.archive.org/web/20070610002441/http://www.linuxgamepublishing.com/oldnews.php | archive-date=June 10, 2007}}</ref>}}
| genre = [[Racing video game|Racing]]
| genre = [[Racing video game|Racing]]
| modes = [[Single-player video game|Single-player]]<br /> [[Multiplayer video game|Multiplayer]] <small>(8 players max.)</small>
| modes = [[Single-player]], [[multiplayer]]
| platforms = [[Arcade game|Arcade]], [[Linux]], [[Microsoft Windows]]
| platforms = [[Arcade game|Arcade]], [[Linux]], [[Microsoft Windows]]
| cabinet = Unique sit-down design
}}
}}
'''''Ballistics''''' is a futuristic [[Racing video game|racing]] [[Personal computer game|computer game]] developed by [[Grin (company)|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 [[arcade cabinet|cabinet]] by [[Triotech]]. Players race across seven different tracks in various leagues against other competitors on high-speed hoverbikes.
'''''Ballistics''''' is a futuristic [[Racing video game|racing]] [[PC game|computer game]] developed by [[Grin (company)|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 [[arcade cabinet|cabinet]] by [[Triotech]]. Players race across seven different tracks in various leagues against other competitors on high-speed hoverbikes.


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 [[Video card|graphics cards]].
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 card]]s.


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.
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 ==
== Gameplay ==
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.<ref name=Manual>{{cite web | url=http://demofiles.linuxgamepublishing.com/ballistics/manual.pdf | title=Ballistics instruction manual - Linux version | author=Grin / Linux Game Publishing | publisher=Linux Game Publishing | year=2007 | format=PDF | accessdate=July 29, 2007 | archiveurl=https://web.archive.org/web/20070622170808/http://demofiles.linuxgamepublishing.com/ballistics/manual.pdf | archivedate=June 22, 2007}}</ref>
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.<ref name=Manual>{{cite web | url=http://demofiles.linuxgamepublishing.com/ballistics/manual.pdf | title=Ballistics instruction manual - Linux version | author=Grin / Linux Game Publishing | publisher=Linux Game Publishing | year=2007 | access-date=July 29, 2007 | archive-url=https://web.archive.org/web/20070622170808/http://demofiles.linuxgamepublishing.com/ballistics/manual.pdf | archive-date=June 22, 2007}}</ref>


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.<ref name=Manual/>
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.<ref name=Manual/>
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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.<ref name=Manual/>
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.<ref name=Manual/>


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 number|mach 3]] depending on the players skill.<ref>{{cite web | url=http://www.grin.se/ballistics/ballistics_walkthrough.htm | title=Daredevil and Beyond - SpeedOfSound's Guide to Mach 3 |author=SpeedOfSound | publisher=Grin | date=January 18, 2002 | accessdate=August 31, 2007 | archiveurl=https://web.archive.org/web/20050212232743/http://www.grin.se/ballistics/ballistics_walkthrough.htm | archivedate=February 12, 2005}}</ref> At these speeds the graphics and audio blur and distort, and have been compared with the [[Psychedelic art|psychedelic]] vortex sequence of ''[[2001: A Space Odyssey (film)|2001: A Space Odyssey]]''.<ref name=GameSpot/> ''Ballistics'' supports [[Multiplayer game|multiplayer]] gameplay for up to eight players across a [[Local area network|LAN]] or [[internet]].<ref name=Manual/>
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 number|mach 3]] depending on the players skill.<ref>{{cite web | url=http://www.grin.se/ballistics/ballistics_walkthrough.htm | title=Daredevil and Beyond - SpeedOfSound's Guide to Mach 3 |author=SpeedOfSound | publisher=Grin | date=January 18, 2002 | access-date=August 31, 2007 | archive-url=https://web.archive.org/web/20050212232743/http://www.grin.se/ballistics/ballistics_walkthrough.htm | archive-date=February 12, 2005}}</ref> At these speeds the graphics and audio blur and distort, and have been compared with the [[Psychedelic art|psychedelic]] vortex sequence of ''[[2001: A Space Odyssey (film)|2001: A Space Odyssey]]''.<ref name=GameSpot/> ''Ballistics'' supports [[multiplayer]] gameplay for up to eight players across a [[Local area network|LAN]] or [[internet]].<ref name=Manual/>


<gallery class="center" widths="200px">
<gallery class="center" widths="200px">
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Image:Ballistics - The Belize Brilliance.jpg|The player races through the rainforests of Belize
Image:Ballistics - The Belize Brilliance.jpg|The player races through the rainforests of Belize
Image:Ballistics - Shop.jpg|Players can upgrade their speeder during the shop screen in between races
Image:Ballistics - Shop.jpg|Players can upgrade their speeder during the shop screen in between races
Image:Ballistics - HUD.jpg|Track features as well as [[HUD (computer gaming)|HUD]] elements can be seen in this screenshot
Image:Ballistics - HUD.jpg|Track features as well as [[Heads-up display (video games)|HUD]] elements can be seen in this screenshot
</gallery>
</gallery>


== Development ==
== Development ==
''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 [[Total Quality Management|TQM]] methods to ensure a high standard of work, and [[Just In Time (business)|JIT]] techniques to ensure the timing of different production phases came together.<ref name="Eurogamer interview1">{{cite web | url=http://www.eurogamer.net/articles/i_grin1 | title=Bo Andersson of GRIN - Part One | last=Bye | first=John "Gestalt" |publisher=''[[Eurogamer]]'' | date=December 8, 2000 | accessdate=December 12, 2017 | archiveurl=https://web.archive.org/web/20010124075300/http://www.eurogamer.net/content/i_grin1 | archivedate=January 24, 2001 | deadurl=no}}</ref>
''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 [[Total Quality Management|TQM]] methods to ensure a high standard of work, and [[Just In Time (business)|JIT]] techniques to ensure the timing of different production phases came together.<ref name="Eurogamer interview1">{{cite web | url=http://www.eurogamer.net/articles/i_grin1 | title=Bo Andersson of GRIN - Part One | last=Bye | first=John "Gestalt" |website=[[Eurogamer]] | date=December 8, 2000 | access-date=December 12, 2017 | archive-url=https://web.archive.org/web/20010124075300/http://www.eurogamer.net/content/i_grin1 | archive-date=January 24, 2001 | url-status=live}}</ref>


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 (video game)|WipEout]]'' and ''[[Rollcage (video game)|Rollcage]]'', emulating the fun and the speed whilst taking it even further with high end graphics.<ref>{{cite web | url=http://www.eurogamer.net/articles/i_grin2 | title=Bo Andersson of GRIN - Part Two | last=Bye | first=John "Gestalt" | publisher=''Eurogamer'' | date=December 15, 2000 | accessdate=December 12, 2017 | archiveurl=https://web.archive.org/web/20010329220450/http://www.eurogamer.net/content/i_grin2 | archivedate=March 29, 2001 | deadurl=no}}</ref>
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 (video game)|WipEout]]'' and ''[[Rollcage (video game)|Rollcage]]'', emulating the fun and the speed whilst taking it even further with high end graphics.<ref>{{cite web | url=http://www.eurogamer.net/articles/i_grin2 | title=Bo Andersson of GRIN - Part Two | last=Bye | first=John "Gestalt" | website=Eurogamer | date=December 15, 2000 | access-date=December 12, 2017 | archive-url=https://web.archive.org/web/20010329220450/http://www.eurogamer.net/content/i_grin2 | archive-date=March 29, 2001 | url-status=live}}</ref>


The [[Game engine|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 [[Microsoft Windows|Windows]] and [[Xbox (console)|Xbox]] platforms.<ref name="Eurogamer interview1"/> Grin worked closely with [[NVIDIA]] to incorporate then new technologies such as [[Pixel shader|pixel]] and [[vertex shader]]s to render complex scenes. ''Ballistics'' was marketed by [[NVIDIA]] as a flagship title for their new series of [[GeForce 3 series|GeForce 3]] [[Video card|graphics cards]].<ref>{{cite web | url=http://www.nvidia.com/object/ballistics.html | title=Games: Ballistics | publisher=[[NVIDIA]] | accessdate=July 29, 2007 | archiveurl=https://web.archive.org/web/20070805015610/http://www.nvidia.com/object/ballistics.html | archivedate=August 5, 2007 <!--DASHBot--> | deadurl=no}}</ref> The game came bundled with various versions of the GeForce 3, with distribution of the bundled game handled by [[Interplay Entertainment|Interplay OEM]].<ref>{{cite web | url=http://www.gamezone.com/news/interplay_and_grin_accounce_oem_distribution_agreement | title=Interplay and GRIN announce OEM Distribution Agreement | publisher=[[Interplay Entertainment|Interplay OEM]] | date=January 21, 2002 | accessdate=July 29, 2007 | archiveurl=https://web.archive.org/web/20060526174310/http://pc.gamezone.com/news/01_21_02_02_50PM.htm | archivedate=May 26, 2006 | deadurl=no}}</ref> 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]]''.<ref>{{cite web | url=http://www.ghostrecon.com/uk/newspost.php?id=14164 | title=Ghost Recon Advanced Warfighter PC only live chat | publisher=[[Ubisoft]] | date=December 1, 2005 | accessdate=July 29, 2007 | archiveurl=https://web.archive.org/web/20070927235641/http://www.ghostrecon.com/uk/newspost.php?id=14164 | archivedate=September 27, 2007}}</ref>
The [[Game engine|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 [[Microsoft Windows|Windows]] and [[Xbox (console)|Xbox]] platforms.<ref name="Eurogamer interview1"/> Grin worked closely with [[NVIDIA]] to incorporate then new technologies such as [[Pixel shader|pixel]] and [[vertex shader]]s to render complex scenes. ''Ballistics'' was marketed by [[NVIDIA]] as a flagship title for their new series of [[GeForce 3 series|GeForce 3]] [[Video card|graphics cards]].<ref>{{cite web | url=http://www.nvidia.com/object/ballistics.html | title=Games: Ballistics | publisher=[[NVIDIA]] | access-date=July 29, 2007 | archive-url=https://web.archive.org/web/20070805015610/http://www.nvidia.com/object/ballistics.html | archive-date=August 5, 2007 | url-status=live}}</ref> The game came bundled with various versions of the GeForce 3, with distribution of the bundled game handled by [[Interplay Entertainment|Interplay OEM]].<ref>{{cite web | url=http://www.gamezone.com/news/interplay_and_grin_accounce_oem_distribution_agreement | title=Interplay and GRIN announce OEM Distribution Agreement | publisher=[[Interplay Entertainment|Interplay OEM]] | date=January 21, 2002 | access-date=July 29, 2007 | archive-url=https://web.archive.org/web/20060526174310/http://pc.gamezone.com/news/01_21_02_02_50PM.htm | archive-date=May 26, 2006 | url-status=live}}</ref> 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]]''.<ref>{{cite web | url=http://www.ghostrecon.com/uk/newspost.php?id=14164 | title=Ghost Recon Advanced Warfighter PC only live chat | publisher=[[Ubisoft]] | date=December 1, 2005 | access-date=July 29, 2007 | archive-url=https://web.archive.org/web/20070927235641/http://www.ghostrecon.com/uk/newspost.php?id=14164 | archive-date=September 27, 2007}}</ref>


== Arcade version ==
== Arcade version ==
[[Image:Ballistics Arcade - IAAPA.jpg|thumb|''Ballistics Arcade'' on demonstration at the November 2002 IAAPA Convention, the game features 8 player multiplayer across networked cabinets]]
[[Image:Ballistics Arcade - IAAPA.jpg|thumb|''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 [[Video arcade|arcade]] version of ''Ballistics'' for distribution by [[Triotech]].<ref>{{cite web | url=http://www.grin.se/ballistics/ballistics_arcadepr.htm | title=Ballistics also bound for the Arcades! | publisher=Grin | date=May 29, 2001 | accessdate=July 29, 2007 | archiveurl=https://web.archive.org/web/20050212232618/http://www.grin.se/ballistics/ballistics_arcadepr.htm | archivedate=February 12, 2005}}</ref> 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 [[arcade cabinet|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.<ref name=RePlay>{{cite web | url=http://www.trio-tech.com/pdf/Articles/replay/TrioTechGrease.pdf | title=Riding the (Mad) Wave | publisher=[[RePlay (magazine)|RePlay]] | date=April 2003 | format=PDF | accessdate=July 29, 2007 | archiveurl=https://web.archive.org/web/20070929022939/http://www.trio-tech.com/pdf/Articles/replay/TrioTechGrease.pdf | archivedate=September 29, 2007}}</ref>
Grin announced in May 2001 that it was working on an [[Video arcade|arcade]] version of ''Ballistics'' for distribution by [[Triotech]].<ref>{{cite web | url=http://www.grin.se/ballistics/ballistics_arcadepr.htm | title=Ballistics also bound for the Arcades! | publisher=Grin | date=May 29, 2001 | access-date=July 29, 2007 | archive-url=https://web.archive.org/web/20050212232618/http://www.grin.se/ballistics/ballistics_arcadepr.htm | archive-date=February 12, 2005}}</ref> 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 [[arcade cabinet|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.<ref name=RePlay>{{cite web | url=http://www.trio-tech.com/pdf/Articles/replay/TrioTechGrease.pdf | title=Riding the (Mad) Wave | publisher=[[RePlay (magazine)|RePlay]] | date=April 2003 | access-date=July 29, 2007 | archive-url=https://web.archive.org/web/20070929022939/http://www.trio-tech.com/pdf/Articles/replay/TrioTechGrease.pdf | archive-date=September 29, 2007}}</ref>


The game would be updated twice for the arcade. '''''Ballistics 2003''''', launched in early 2003, 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 [[g-force|2g]] of acceleration whilst playing the game, with [[actuator]]s in the seat providing 100 movements per second.<ref name=RePlay/><ref>{{cite web | url=http://www.trio-tech.com/pdf/ballistics_sell_sheet.pdf | title=''Ballistics'' Arcade Flyer | publisher=[[Triotech]] | format=PDF | accessdate=July 29, 2007 | archiveurl=https://web.archive.org/web/20051109214947/http://www.trio-tech.com/pdf/ballistics_sell_sheet.pdf | archivedate=November 9, 2005}}</ref> A further version of the cabinet, '''''Super Ballistics''''', was launched in September 2003.<ref>{{cite web | url=http://www.trio-tech.com/09-12-2003_news_superballistics.html | title=Triotech Announces the Launch of ''Super Ballistics'' with Advanced Motion! | publisher=Triotech | date=September 12, 2003 | accessdate=July 29, 2007 | archiveurl=https://web.archive.org/web/20060505204954/http://www.trio-tech.com/09-12-2003_news_superballistics.html | archivedate=May 5, 2006}}</ref> Chris Morris listed ''Ballistics 2003'' as one of the top "Video game gifts for the obscenely rich" in his Holiday 2004 column at [[CNN|CNN Money]].<ref>{{cite web | url=http://money.cnn.com/2004/12/08/commentary/game_over/column_gaming/index.htm | title=Gifts for the obscenely rich, 2004 | last=Morris | first=Chris | publisher=[[CNN|CNN Money]] | date=December 9, 2004 | accessdate=July 29, 2007 | archiveurl=https://web.archive.org/web/20070826163144/http://money.cnn.com/2004/12/08/commentary/game_over/column_gaming/index.htm | archivedate=August 26, 2007 <!--DASHBot--> | deadurl=no}}</ref>
The game would be updated twice for the arcade. '''''Ballistics 2003''''', launched in March 2003,<ref>{{cite web | url=http://www.trio-tech.com/04-01-2003_news_asi.html | title=Triotech Amusement Launches Mad Wave Motion Theater to Awe-struck Crowds at ASI! | publisher=Triotech | date=April 1, 2003 | access-date=October 10, 2019 | archive-url=https://web.archive.org/web/20060505204954/http://www.trio-tech.com/04-01-2003_news_asi.html | archive-date=May 5, 2006}}</ref><!-- This may be January/February 2003 however, as a B2003 page existed on the March 2003 version of Triotech's website before this date. --> 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 [[g-force|2g]] of acceleration whilst playing the game, with [[actuator]]s in the seat providing 100 movements per second.<ref name=RePlay/><ref>{{cite web | url=http://www.trio-tech.com/pdf/ballistics_sell_sheet.pdf | title=''Ballistics'' Arcade Flyer | publisher=[[Triotech]] | access-date=July 29, 2007 | archive-url=https://web.archive.org/web/20051109214947/http://www.trio-tech.com/pdf/ballistics_sell_sheet.pdf | archive-date=November 9, 2005}}</ref> A further version of the cabinet, '''''Super Ballistics''''', was launched in September 2003.<ref>{{cite web | url=http://www.trio-tech.com/09-12-2003_news_superballistics.html | title=Triotech Announces the Launch of ''Super Ballistics'' with Advanced Motion! | publisher=Triotech | date=September 12, 2003 | access-date=July 29, 2007 | archive-url=https://web.archive.org/web/20060505204954/http://www.trio-tech.com/09-12-2003_news_superballistics.html | archive-date=May 5, 2006}}</ref> Chris Morris listed ''Ballistics 2003'' as one of the top "Video game gifts for the obscenely rich" in his Holiday 2004 column at [[CNN|CNN Money]].<ref>{{cite web | url=https://money.cnn.com/2004/12/08/commentary/game_over/column_gaming/index.htm | title=Gifts for the obscenely rich, 2004 | last=Morris | first=Chris | publisher=[[CNN|CNN Money]] | date=December 9, 2004 | access-date=July 29, 2007 | archive-url=https://web.archive.org/web/20070826163144/https://money.cnn.com/2004/12/08/commentary/game_over/column_gaming/index.htm | archive-date=August 26, 2007 | url-status=live}}</ref>


{{clear}}
{{clear}}
Line 58: Line 62:
== Reception ==
== Reception ==
{{Video game reviews
{{Video game reviews
| MC = 71/100<ref name=Metacritic>{{cite web | url=http://www.metacritic.com/game/pc/ballistics | title=Ballistics for PC Reviews | publisher=[[Metacritic]] | accessdate=December 12, 2017}}</ref>
| MC = 71/100<ref name=Metacritic>{{cite web | url=https://www.metacritic.com/game/ballistics/critic-reviews/?platform=pc | title=Ballistics for PC Reviews | website=[[Metacritic]] | access-date=December 12, 2017}}</ref>
| CGW = {{Rating|3|5}}<ref>{{cite magazine | url=http://www.cgwmuseum.org/galleries/issues/cgw_215.pdf | title=Ballistics | last=Price | first=Tom | magazine=[[Computer Gaming World]] | issue=215 | date=June 2002 | page=87 | accessdate=December 12, 2017}}</ref>
| CGW = {{Rating|3|5}}<ref>{{cite magazine | url=http://www.cgwmuseum.org/galleries/issues/cgw_215.pdf | title=Ballistics | last=Price | first=Tom | magazine=[[Computer Gaming World]] | issue=215 | date=June 2002 | page=87 | access-date=December 12, 2017}}</ref>
| EuroG = 8/10<ref name="Eurogamer review">{{cite web | url=http://www.eurogamer.net/articles/r_ballistics | title=Ballistics | last=Bye | first=John "Gestalt" | publisher=''Eurogamer'' | date=October 23, 2001 | accessdate=December 12, 2017 | archiveurl=https://web.archive.org/web/20011224132447/http://www.eurogamer.net/content/r_ballistics | archivedate=December 24, 2001 | deadurl=no}}</ref>
| EuroG = 8/10<ref name="Eurogamer review">{{cite web | url=http://www.eurogamer.net/articles/r_ballistics | title=Ballistics | last=Bye | first=John "Gestalt" | website=Eurogamer | date=October 23, 2001 | access-date=December 12, 2017 | archive-url=https://web.archive.org/web/20011224132447/http://www.eurogamer.net/content/r_ballistics | archive-date=December 24, 2001 | url-status=live}}</ref>
| GSpot = 6.3/10<ref name=GameSpot>{{cite web | url=https://www.gamespot.com/reviews/ballistics-review/1900-2821491/ | title=Ballistics Review | last=Goble | first=Gord | publisher=[[GameSpot]] | date=October 31, 2001 | accessdate=December 12, 2017}}</ref>
| GSpot = 6.3/10<ref name=GameSpot>{{cite web | url=https://www.gamespot.com/reviews/ballistics-review/1900-2821491/ | title=Ballistics Review | last=Goble | first=Gord | website=[[GameSpot]] | date=October 31, 2001 | access-date=December 12, 2017}}</ref>
| GSpy = 78%<ref>{{cite web | url=http://archive.gamespy.com/reviews/february02/ballistics/ | title=Ballistics | last=D'Aprile | first=Jason | publisher=[[GameSpy]] | date=February 13, 2002 | accessdate=December 12, 2017 | archiveurl=https://web.archive.org/web/20050120024426/http://archive.gamespy.com/reviews/february02/ballistics/ | archivedate=January 20, 2005}}</ref>
| GSpy = 78%<ref>{{cite web | url=http://archive.gamespy.com/reviews/february02/ballistics/ | title=Ballistics | last=D'Aprile | first=Jason | publisher=[[GameSpy]] | date=February 13, 2002 | access-date=December 12, 2017 | archive-url=https://web.archive.org/web/20050120024426/http://archive.gamespy.com/reviews/february02/ballistics/ | archive-date=January 20, 2005}}</ref>
| GameZone = 7/10<ref>{{cite web | url=http://pc.gamezone.com/gzreviews/r19458.htm | title=Ballistics Review | last=Lafferty | first=Michael | publisher=GameZone | date=January 7, 2002 | accessdate=December 12, 2017 | archiveurl=https://web.archive.org/web/20080913221626/http://pc.gamezone.com/gzreviews/r19458.htm | archivedate=September 13, 2008}}</ref>
| GameZone = 7/10<ref>{{cite web | url=http://pc.gamezone.com/gzreviews/r19458.htm | title=Ballistics Review | last=Lafferty | first=Michael | publisher=GameZone | date=January 7, 2002 | access-date=December 12, 2017 | archive-url=https://web.archive.org/web/20080913221626/http://pc.gamezone.com/gzreviews/r19458.htm | archive-date=September 13, 2008}}</ref>
| IGN = 7.2/10<ref name=IGN>{{cite web | url=http://www.ign.com/articles/2001/12/15/ballistics | title=Ballistics | last=Ward | first=Trent C. | publisher=[[IGN]] | date=December 14, 2001 | accessdate=December 12, 2017}}</ref>
| IGN = 7.2/10<ref name=IGN>{{cite web | url=http://www.ign.com/articles/2001/12/15/ballistics | title=Ballistics | last=Ward | first=Trent C. | website=[[IGN]] | date=December 14, 2001 | access-date=December 12, 2017}}</ref>
| PCGUS = 65%<ref name=PCGamer>{{cite magazine | url=http://www.pcgamer.com/archives/2005/06/ballistics.html | title=Ballistics | last=Preston | first=Jim |magazine=[[PC Gamer]] | date=March 2002 | page=68 | accessdate=July 29, 2007 | archiveurl=https://web.archive.org/web/20070928042306/http://www.pcgamer.com/archives/2005/06/ballistics.html | archivedate=September 28, 2007}}</ref>
| PCGUS = 65%<ref name=PCGamer>{{cite magazine | url=http://www.pcgamer.com/archives/2005/06/ballistics.html | title=Ballistics | last=Preston | first=Jim |magazine=[[PC Gamer]] | date=March 2002 | page=68 | access-date=July 29, 2007 | archive-url=https://web.archive.org/web/20070928042306/http://www.pcgamer.com/archives/2005/06/ballistics.html | archive-date=September 28, 2007}}</ref>
| PCZone = 82%<ref name=PCZone>{{cite web | url=http://www.computerandvideogames.com/article.php?id=23059 | title=PC Review: Ballistics | last=Holden | first=Anthony | publisher=''[[PC Zone]]'' | date=December 20, 2001 | accessdate=July 29, 2007 | archiveurl=https://web.archive.org/web/20090218150311/http://www.computerandvideogames.com/article.php?id=23059 | archivedate=February 18, 2009}}</ref>
| PCZone = 82%<ref name=PCZone>{{cite web | url=http://www.computerandvideogames.com/article.php?id=23059 | title=PC Review: Ballistics | last=Holden | first=Anthony | publisher=[[PC Zone]] | date=December 20, 2001 | access-date=July 29, 2007 | archive-url=https://web.archive.org/web/20090218150311/http://www.computerandvideogames.com/article.php?id=23059 | archive-date=February 18, 2009}}</ref>
}}
}}


Line 84: Line 88:
== External links ==
== External links ==
{{Commons category|Ballistics (video game)}}
{{Commons category|Ballistics (video game)}}
*{{cite web | url=http://www.grin.se/ballistics/default.htm | title=Welcome to Ballistics™ Website | publisher=Grin | accessdate=August 29, 2016 | archiveurl=https://web.archive.org/web/20001118131000/http://www.grin.se/ballistics/default.htm | archivedate=November 18, 2000}}
* {{cite web | url=http://www.grin.se/ballistics/default.htm | title=Welcome to Ballistics™ Website | publisher=Grin | access-date=August 29, 2016 | archive-url=https://web.archive.org/web/20001118131000/http://www.grin.se/ballistics/default.htm | archive-date=November 18, 2000}}
*{{cite web | url=http://grin.se/ | title=Ballistics | publisher=Grin | accessdate=August 29, 2016 | archiveurl=https://web.archive.org/web/20001118115200/http://www.grin.se/ | archivedate=November 18, 2000}}
* {{cite web | url=http://grin.se/ | title=Ballistics | publisher=Grin | access-date=August 29, 2016 | archive-url=https://web.archive.org/web/20001118115200/http://www.grin.se/ | archive-date=November 18, 2000}}
* [https://web.archive.org/web/20070212033639/http://trio-tech.com/ Triotech official website]
* [https://web.archive.org/web/20070212033639/http://trio-tech.com/ Triotech official website]
* [https://web.archive.org/web/20070610002257/http://www.linuxgamepublishing.com/ Linux Game Publishing official website]
* [https://web.archive.org/web/20070610002257/http://www.linuxgamepublishing.com/ Linux Game Publishing official website]
Line 94: Line 98:


[[Category:2001 video games]]
[[Category:2001 video games]]
[[Category:Arcade games]]
[[Category:Arcade video games]]
[[Category:Diesel (game engine) games]]
[[Category:Diesel (game engine) games]]
[[Category:Futuristic racing games]]
[[Category:Science fiction racing games]]
[[Category:Grin (company) games]]
[[Category:Grin (company) games]]
[[Category:Linux games]]
[[Category:Linux games]]
[[Category:Video games developed in Sweden]]
[[Category:Video games developed in Sweden]]
[[Category:Video games scored by Simon Viklund]]
[[Category:Windows games]]
[[Category:Windows games]]
[[Category:2090s in fiction]]
[[Category:Video games set in the 2090s]]
[[Category:2090]]
[[Category:2090]]
[[Category:Multiplayer and single-player video games]]
[[Category:Multiplayer and single-player video games]]
[[Category:Xicat Interactive games]]
[[Category:Linux Game Publishing games]]
[[Category:Triotech games]]

Latest revision as of 14:40, 19 April 2024

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

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.

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 "Press Release: Fellow speedfreaks, it is now official!". 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. ^ "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.
  4. ^ 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.
  5. ^ 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.
  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. Archived 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. Archived from the original on March 29, 2001. Retrieved December 12, 2017.
  9. ^ "Games: Ballistics". NVIDIA. Archived from the original on August 5, 2007. Retrieved July 29, 2007.
  10. ^ "Interplay and GRIN announce OEM Distribution Agreement". Interplay OEM. January 21, 2002. Archived from the original on May 26, 2006. Retrieved July 29, 2007.
  11. ^ "Ghost Recon Advanced Warfighter PC only live chat". Ubisoft. December 1, 2005. Archived from the original on September 27, 2007. Retrieved July 29, 2007.
  12. ^ "Ballistics also bound for the Arcades!". Grin. May 29, 2001. Archived from the original on February 12, 2005. Retrieved July 29, 2007.
  13. ^ a b "Riding the (Mad) Wave" (PDF). RePlay. April 2003. Archived from the original (PDF) on September 29, 2007. Retrieved July 29, 2007.
  14. ^ "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.
  15. ^ "Ballistics Arcade Flyer" (PDF). Triotech. Archived from the original (PDF) on November 9, 2005. Retrieved July 29, 2007.
  16. ^ "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.
  17. ^ 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.
  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. Archived from the original on December 24, 2001. Retrieved December 12, 2017.
  21. ^ D'Aprile, Jason (February 13, 2002). "Ballistics". GameSpy. Archived from the original on January 20, 2005. Retrieved December 12, 2017.
  22. ^ Lafferty, Michael (January 7, 2002). "Ballistics Review". 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). "Ballistics". 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 Review: Ballistics". PC Zone. Archived from the original on February 18, 2009. Retrieved July 29, 2007.
[edit]