Open Transport Tycoon For Mac

OpenTTD is an open source complete recreation of Transport Tycoon Deluxe, achieved by reverse engineering the original game. 2 9 It delivers many bug fixes and general enhancements to the game, like making it possible to run TTD on multiple platforms, including Mac, Linux, PSP, and Android. OpenTTD is an open source simulation game based upon the popular Microprose game 'Transport Tycoon Deluxe', written by Chris Sawyer. It attempts to mimic the original game as closely as possible.

Transport Tycoon
Developer(s)Chris Sawyer Productions
Publisher(s)MicroProse
Producer(s)Steve Ramsden
Designer(s)Chris Sawyer
Programmer(s)Chris Sawyer
Artist(s)Simon Foster
Composer(s)John Broomhall
Platform(s)MS-DOS, Mac, PlayStation, Sega Saturn, Android, iOS
ReleasePC
  • UK/US: 15 June 1994
iOS, Android
3 October 2013
Genre(s)Business simulation game

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

Transport Tycoon Deluxe is an expanded and improved version of the original game, released in 1995. A version for Android and iOS was released on 3 October 2013 using assets from the sequel, Chris Sawyer's Locomotion.[1] A fan-madegame engine recreationOpenTTD is also available.[2]

Gameplay[edit]

To start building a transport empire, the player must construct transport routes, consisting of stations near industries or towns, and in the case of trains or road vehicles, near physical routes. One transport route can utilize several different forms of transport, e.g. truck→ship→train. The player's company and the individual stations each have ratings that depend largely on their efficiency at moving goods from one stations to the other. A station with high ratings may attract more goods.

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

Vehicles in the game must be constructed at corresponding depots, which must be connected to the road or rail networks. Towns and cities have their own road networks, but extra roads may be needed to connect them to other towns, or to various resources.

Chart illustrating flow of commodities between industries and towns in Transport Tycoon, and Temperate scenarios in Transport Tycoon Deluxe.

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

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

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

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

Transport

Music[edit]

The music in Transport Tycoon are original compositions by John Broomhall. It features old-style blues and jazz tunes including parts of Herbie Hancock'sCantaloupe Island.[3]

Reception[edit]

For

A reviewer for Next Generation gave the DOS version four out of five stars, commenting, 'The best economic sim since Civilization, Microprose's new Transport Tycoon has all the features of Sid Meier's Railroad Tycoon mixed with the look and ease of Maxis' SimCity 2000 and a host of new features ... that give the game a feel that is all its own.' He further lauded the game for its graphics, 'pleasant' music, sound effects, addictive play, and realistic simulation of the growth of cities and towns.[4]

Next Generation reviewed the Transport Tycoon Scenario, rating it three stars out of five, and stated that 'A solid upgrade for a great game.'[5]

Related titles[edit]

A 'World Editor' expansion pack was also released for the original Transport Tycoon, but was overshadowed by the Deluxe version released shortly afterward. It featured an alternative, Martian set of graphics, which did not appear in TTD.

Transport Tycoon Deluxe[edit]

Transport Tycoon Deluxe is an expanded and improved version of the original game.

The primary difference between the games is how signals operate. The original Transport Tycoon allows only bi-directional signals, which allow trains to pass in either direction. The deluxe version introduced uni-directional signals, that only allow a train to pass in a single direction. The change in gameplay from this alteration to signals is significant, as the old bi-directional signals would allow a train to travel in both directions. This is similar in concept to having a single lane street that would allow traffic from either end. Unsurprisingly, it was possible for two trains to try to travel in opposing directions towards each other on the same run of track. While this would not result in crashes on a properly signaled route, it required either the building of extra track to allow the trains to pass each other, or the building of a great many tracks in parallel to avoid the problem in the first place.

The new uni-directional signals allowed one-way tracks to be built, which gives the player much greater control over how the railway network could be run. This allowed for efficient routes to be built, and prevented trains from trying to travel the 'wrong way' down a section of track. By incorporating both uni-directional and bi-directional signals, effective switching yards, junctions, and other useful designs could be built. It also unlocked the ability to build continental-length railroad systems by incorporating one-way rails in both directions and the ability to merge other rails with the main one. This is a highly used strategy because it allows for intercontinental transport of goods which results in high return rates for the player.

The deluxe version also expanded the game to provide tropical, Arctic, and toy-town environments, as well as the classic temperate environment. The new environments came with different industries and challenges. For example, towns in the Arctic environment would not grow without regular deliveries of food, and those in the tropical environment also need access to fresh water. The main game runs over the course of a century, from 1950 to 2050.

Due to trademark issues with using names of real vehicles in the original Transport Tycoon, the default names were replaced with fictional ones in Transport Tycoon Deluxe. Players however are allowed to rename their vehicles and stations as they please, which can be useful for identifying individual services in a network. Players are also able to rename towns, which provides for a more personalized game play.

Chris Sawyer's Locomotion[edit]

After the success of Transport Tycoon Deluxe, Chris Sawyer turned his attention towards a sequel, but during development he changed his mind and produced RollerCoaster Tycoon, which turned out to be a runaway hit. After RollerCoaster Tycoon 2 was done, work on the third version was left to another development team, and Sawyer returned to work on a Transport Tycoon sequel, Chris Sawyer's Locomotion. It was released in September 2004 and was described by Sawyer as the 'spiritual successor to Transport Tycoon'.

It received poor reviews and was deemed a commercial failure on release, but sales through the digital rereleases are unknown. Regardless, there is an active Locomotion community that continues to produce modifications.

Open transport tycoon deluxe cost

iOS and Android version[edit]

On 15 July 2013, Sawyer's 31X Ltd and Origin8 Technologies announced that they were working on a mobile version of Transport Tycoon. Sawyer was originally focusing on funding for the game, but ended up overseeing the design and helped with the debugging.[6] The game was released for iOS and Android on 3 October 2013.[7] The game is single player and uses graphics from Chris Sawyer's Locomotion.[8]

Third-party creations[edit]

OpenTTD network game across 4 monitors

Several development teams are currently working to improve Transport Tycoon. TTDPatch provides gameplay enhancements and numerous bugfixes to TTD by patching the original binary.

OpenTTD is an open source complete recreation of Transport Tycoon Deluxe, achieved by reverse engineering the original game.[2][9] It delivers many bug fixes and general enhancements to the game, like making it possible to runTTD on multiple platforms, including Mac, Linux, PSP, and Android. While both games allow new graphic sets for vehicles and terrain to be used, at present, TTDPatch still requires the original TTD graphics, sounds, binary and music files to run. While OpenTTD can still use the original TTD graphics and sounds, it does not need any of the TTD files to run as it has free graphics and sounds.[2]

See also[edit]

  • Voxel Tycoon - A game 'heavily inspired' by Transport Tycoon.

References[edit]

Open transport tycoon for mac pc
  1. ^Whitehead, Dan (3 October 2013). 'Transport Tycoon out now on iOS and Android'. Eurogamer. Gamer Network. Archived from the original on 4 October 2013. Retrieved 3 October 2013.
  2. ^ abcThe 50 Best Free Games On PC - 8. Open Transport TycoonArchived 12 March 2017 at the Wayback Machine on Rock, Paper, Shotgun (October 31st, 2016)
  3. ^Sawyer, Chris. 'Is the music used in Transport Tycoon available as MIDI files?'. Archived from the original on 25 August 2009. Retrieved 6 September 2009.
  4. ^'Transport Tycoon'. Next Generation. Imagine Media (4): 93. April 1995.
  5. ^'Finals'. Next Generation. No. 6. Imagine Media. June 1995. p. 109.
  6. ^Chris Sawyer on his reentry back into video gamesArchived 22 July 2013 at the Wayback Machine
  7. ^'Transport Tycoon' Releasing on iOS and Android October 3rdArchived 5 October 2013 at the Wayback Machine by Jared Nelson (013-09-19)
  8. ^Brookes, Tim (14 October 2013). 'Transport Tycoon Review: Infrastructure Has Never Been So Fun'. MakeUseOf. Archived from the original on 9 February 2014. Retrieved 24 March 2014.
  9. ^The 50 best strategy games on PC - 50: Transport Tycoon Deluxe (1994)Archived 5 April 2017 at the Wayback Machine on Rock, Paper, Shotgun by Adam Smith 'Where can I buy it: OpenTTD is a free, open source remake.' (November 18th, 2016)

External links[edit]

Retrieved from 'https://en.wikipedia.org/w/index.php?title=Transport_Tycoon&oldid=985869079'
(Redirected from Open Transport Tycoon)
OpenTTD
Original author(s)Ludvig Strigeus (retired)
Developer(s)OpenTTD Team
Initial release0.1 / 14 March 2004; 16 years ago
Stable release
Repository
PlatformMicrosoft Windows, macOS, Android, Solaris, FreeBSD, Linux
TypeSingle-player, multiplayerBusiness simulation game
LicenseGPLv2[2]
Websitewww.openttd.org
A screenshot of OpenTTD 1.1.0, with the OpenGFX graphics set
Open Transport Tycoon For Mac
A screenshot of OpenTTD 1.3.3, with the OpenGFX graphics set
A screenshot of OpenTTD 1.5.0

OpenTTD is a business simulation game in which players try to earn money via transporting passengers and freight by road, rail, water and air. It is an open-source[3]remake and expansion of the 1994 Chris Sawyer video game Transport Tycoon Deluxe.

OpenTTD duplicates most features of Transport Tycoon Deluxe and has many additions, including a range of map sizes, support for many languages, custom (user-made) artificial intelligence (AI), downloadable customisations, ports for several widely used operating systems, and a more user-friendly interface.[4][5]OpenTTD also supports local area network (LAN) and Internet multiplayer, co-operative and competitive, for up to 255 players.

OpenTTD is free and open-source software licensed under the GNU General Public License version 2.0[6] and is under ongoing development. According to a study of the 61,154 open-source projects on SourceForge in the period between 1999 and 2005, OpenTTD ranked 8th most active open-source project to receive patches and contributions.[7] In 2004, development moved to their own server.[8]Since 2018, the project uses GitHub for its source repository and bug tracker.[8]

History[edit]

The development of OpenTTD was driven by the desire to extend the abilities of Transport Tycoon Deluxe to support user-made additions to the graphics and gameplay. Also, users wanted to play the game on more modern operating systems and alternative computer architectures which Transport Tycoon Deluxe did not support, being released in 1994 for DOS and programmed in assembly language.

Prior modifications to Transport Tycoon Deluxe[edit]

There was a prior attempt to modify Transport Tycoon Deluxe to run on more modern operating systems. OpenTTD was preceded by a commercial conversion of Transport Tycoon Deluxe to run on Windows 95. It was created in 1996 by the FISH technology group, but Nola released in 1999 as part of a compilation of older Tycoon games. This release was still greatly restricted in operating systems and computer architectures it could run on. Similarly, there was an earlier success aiming to open Transport Tycoon Deluxe to modification by users. TTDPatch, initially created by Josef Drexler in 1996–97 and still being developed in 2010, changes the behaviour of Transport Tycoon Deluxe as it is running, to introduce many new features to the game, such as new graphics, vehicles, industries, etc. TTDPatch is restricted by the same operating system and computer architecture limits as Transport Tycoon Deluxe and has limited control over what features of the game can be altered.

Initial development of OpenTTD[edit]

In 2003, Ludvig Strigeus announced that he intended to reverse engineerTransport Tycoon Deluxe and convert the game to C. In 2004, this re-engineered Transport Tycoon Deluxe was released and named OpenTTD.[9][10] This release was popular. As of 2020, OpenTTD is still under active development.

The early development of OpenTTD focused on restructuring the code to improve readability and extensibility. This allowed restoring features like sound and music, improving the user interface and introducing new languages for the GUI. Many new gameplay features and possibilities for user modification were also added around this time, aiming to replicate the abilities of TTDPatch. A major improvement was reprogramming multiplayer (network games) to use the internet protocol, allowing multiplayer gaming online and over modern LANs.

By the late 2000s, OpenTTD was a stable and popular game and development moved toward more substantial changes. 2007 saw the development of support for custom, user-made AIs, which can provide players with more of a challenge than the original AI.[11][12][13] Other more major changes included introducing support for IPv6,[14][15] an integrated download system for user-made customisations, and support for alternative base graphics, sound and music sets in 2009. Since 2007, OpenTTD is gradually being rewritten in C++.[16]

Gameplay[edit]

OpenTTD gameplay is very similar to Transport Tycoon Deluxe, on which it is based, although there are many improvements in both options within the game and ease of use.[5][17] A player's aim is to build a transportation network using trucks, buses, trains, airplanes and boats to link together industries and towns on the map and transport the cargo they produce. Every time a vehicle makes a delivery of some cargo, players receive an income, allowing them to build more infrastructure (rails, stations, etc.), build more vehicles, modify the terrain, and interact with towns, via their local authorities. The default game runs from 1950 to 2050, during which a player aims to get as high a performance rating (based on number of vehicles, income, amount of cargo delivered, etc.) as possible.

Chart illustrating flow of commodities between industries and towns in Temperate scenarios in OpenTTD.

The world map is dotted with both industries and towns. Cargo for transportation is supplied by both industries (e.g. the coal mine which produces coal) and towns (which produce passengers and mail) and accepted by other industries and/or towns according to their needs (e.g., the power station accepts coal). Placing a station near a source and a receiver of a certain cargo allows transportation between the two. The amount of cargo supplied by a town or industry depends on the quality of transport players provide to move its goods. Payment for delivering cargo depends on the quantity of cargo delivered, how fast it was delivered and how perishable it is. Some cargoes (e.g., passengers) must be delivered faster than others (e.g., coal) to earn a good income.

The introduction of the 'Path Signal' to OpenTTD, in addition to the traditional 'Block Signal' from the original Transport Tycoon, increases throughput of railway junction-crossing.

During the course of the game, players must build and expand their transport infrastructure. The only infrastructure present on the map at the start of the game are roads within towns (as well as seas and rivers which ships can utilise). All other infrastructure—ports, stations, airports, rail, canals, locks, aqueducts and depots—must be built by players. The tools for building a rail network are particularly powerful, and players have access to many different signal types to build a complex and interconnected rail network.

During the course of the game, technology improvements give players access to newer, faster and more powerful vehicles. For rail transport, new track technology also becomes available over time, first electrified rail, then monorail and maglev track. In general, newer vehicles cost more money to buy and run, and players must have earned enough money in earlier stages of the game to be able to afford to upgrade their vehicles. The full course of the default game, from 1950 to 2050, takes around 24 hours.[18] Players can optionally start at earlier dates and play on past 2050, although no new technology becomes available.

OpenTTD can be played by one player, against a computer controlled AI, or by many players against each other, over a LAN or the Internet.

Multiplayer[edit]

OpenTTD supports multiplayer games for up to 255 players between 15 different transport companies, and can be played both over a LAN or over the Internet. Each transport company is in competition with each other transport company, and each transport company can be controlled by more than one player at any time. This allows both co-operative and competitive multiplayer games. Competitive team games (e.g. two transport companies, both controlled by three players) are also possible.

Open Transport Tycoon Mac

Reception[edit]

OpenTTD has been praised for the number of improvements it has made to the original Transport Tycoon Deluxe, such as the AI, graphics, sounds, and ability to play multiplayer.[19]OpenTTD received the most votes for Game of the Year for the 2004 Amiga Games Award.[20]Lewis Denby from PC Gamer ranked OpenTTD 20th in its May 2011 list of best free PC games.[21]Hungarian Unix Portal users chose OpenTTD as favourite (free) game in 2005, 2007, 2009, and 2010.[22][23][24][25] In 2014 OpenTTD was named by PCGamer among the 'Ten top fan remade classics you can play for free right now'.[26]In 2015 and 2016, Rock, Paper, Shotgun ranked OpenTTD 8th on its The 50 Best Free Games on PC list.[27][28]

Open Transport Tycoon For Macbook

See also[edit]

References[edit]

  1. ^'OpenTTD 1.10.3'. August 9, 2020. Retrieved August 9, 2020.
  2. ^copying on github.com
  3. ^'About OpenTTD'. Official OpenTTD website. Retrieved December 11, 2009.
  4. ^'OpenTTD 0.7.4'. Heise Software Verzeichnis. Archived from the original on December 28, 2009. Retrieved December 11, 2009.
  5. ^ abDmitri Popov (June 2006). 'OpenTTD – Open source hauls the classic Transport Tycoon Delux game into the future'(PDF). TUX Magazine: 44–46.
  6. ^'OpenTTD'. www.openttd.org. Retrieved October 13, 2018.
  7. ^Belenzon, Sharon & Schankerman, Mark A. (October 2008). 'Motivation and Sorting in Open Source Software Innovation'(PDF). EDS Innovation Research Programme, London School of Economics and Political Science. Archived(PDF) from the original on July 18, 2011. Position 8th, Name OpenTTD, Topic Simulation, License GNU GPL, License Type Highly Restrictive, Age 2, # Developers 11, # Patches received 874, # Patches Contributed 182Cite journal requires |journal= (help)
  8. ^ abTrueBrain (April 14, 2018). 'OpenTTD source migration and other changes'. Transport Tycoon Forums. Retrieved August 10, 2018.
  9. ^'OpenTTD 0.1.1'. SourceForge page about OpenTTD. Archived from the original on July 2, 2010. Retrieved December 11, 2009.
  10. ^'TTDPatch origin'. Transport Tycoon Forums. Archived from the original on September 27, 2011. Retrieved December 11, 2009.
  11. ^Luis Henrique Oliveira Rios; Luiz Chaimowicz (October 2009). 'trAIns: An Artificial Intelligence for OpenTTD'(PDF). VIII Brazilian Symposium on Games and Digital Entertainment. Special Commission of Games and Digital Entertainment of the Computing Brazilian Society. Archived(PDF) from the original on July 28, 2011. Retrieved December 11, 2009.
  12. ^'NoAI Merge'. Official OpenTTD News. Retrieved January 18, 2008.
  13. ^Carsten Schnober (June 2009). 'Projects on the move'(PDF). Linux Pro Magazine. Linux New Media USA, LLC. Archived from the original(PDF) on February 24, 2012. Retrieved December 11, 2009.
  14. ^'IPv6 support news article'. Official OpenTTD news. Retrieved March 7, 2010.
  15. ^'Changelog for version 1.0'. Changelog in the svn branch 1.0. Archived from the original on March 8, 2010. Retrieved March 7, 2010.
  16. ^'Merge the cpp (C++) branch'. Revision log of OpenTTD's version control system. Archived from the original on April 15, 2013. Retrieved December 11, 2009.
  17. ^McCullagh, Jonny (January 2008). 'Install Open Transport Tycoon Deluxe (OpenTTD)'(PDF). Ubuntu Full Circle Magazine: 20–21. Archived(PDF) from the original on July 8, 2011.
  18. ^'Game speed is too fast'. Transport Tycoon Forums. Archived from the original on September 27, 2011. Retrieved December 11, 2009.
  19. ^Blake, Michael. 'PC Gaming: Doomed? or zDoomed?'. IGN. Archived from the original on June 27, 2011. Retrieved August 10, 2011.
  20. ^'Amiga Games Award 2004'. Amiga Games Hit Parade. Archived from the original on December 5, 2014. Retrieved November 25, 2014.
  21. ^Denby, Lewis. '20 free PC games you must play'. PC Gamer. Retrieved February 28, 2012.
  22. ^'HUP Olvasók Választása Díj 2005 – eredményhirdetés'. Hungarian Unix Portal (HUP) (in Hungarian). Retrieved December 11, 2009.
  23. ^'HUP Olvasók Választása Díj 2007 – eredményhirdetés'. Hungarian Unix Portal (HUP) (in Hungarian). Archived from the original on January 31, 2010. Retrieved December 11, 2009.
  24. ^'HUP Olvasók Választása Díj 2009 – eredményhirdetés'. Hungarian Unix Portal (HUP) (in Hungarian). Archived from the original on January 15, 2010. Retrieved January 14, 2010.
  25. ^'HUP Olvasók Választása Díj 2010 – eredményhirdetés'. Hungarian Unix Portal (HUP) (in Hungarian). Archived from the original on January 13, 2011. Retrieved May 3, 2011.
  26. ^Craig Pearson (January 1, 2014). 'Ten top fan-remade classics you can play for free right now'. PC Gamer. Archived from the original on May 10, 2016.
  27. ^'The 50 Best Free Games on PC'. Rock, Paper, Shotgun. October 16, 2015. Archived from the original on October 9, 2016. Retrieved October 9, 2016.
  28. ^RPS (October 31, 2016). 'The 50 Best Free Games on PC'. Rock, Paper, Shotgun. Archived from the original on March 12, 2017. Retrieved March 10, 2017.

External links[edit]

Wikimedia Commons has media related to OpenTTD.
  • Official website
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