48 Hour Competition: Transport (Feb 2008)
The Game Creators
Introversion Software
Vivendi Games
1.
Shifty Trains (Score: 77%)
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by Alistair Aitcheson and Bryan Gale, using ActionScript 3.0]
Your train begins at a station on the left hand side, and drives itself automatically forwards. Your objective is to guide the train to the station on the right by shifting the tiles of railway track and arranging them into a route. Click with the left mouse button and drag it to position the tiles on the board.
| Category | FreeStyle | Rare | Total | Average |
| Innovation and use of theme | 4 | 10 | 14 | 7 |
| Presentation | 7 | 10 | 17 | 8.5 |
| Fun and gameplay | 7 | 9 | 16 | 8 |
| Technical Achievement | 6 | 8 | 14 | 7 |
| Total | 7 | 9 | 16 | 8 |
| Final Score | 77% |
Sliding other blocks out of the way almost works brilliantly but not quite, the fact that the first tile on a level could kill you was a bit harsh, felt it was a little too much like pipe dream to get any decent points for innovation, but again, good use of theme. Really liked this. -Alex & Paul
OMG this was so much fun! It screamed "FUN" as soon as you launched the game! The gameplay was excellent - was it based off the hacking minigame in BioShock, I wonder? Either way, I thought the implementation of every single element was excellent. The graphics were charming, the sound effects effective and the music - oh, the music! It really made a massive contribution to the game, it really added an innocent, nostalgic atmosphere. Very well done indeed! Whilst less technically amazing than CrazyTruxi, I think this has it beat on fun and gameplay. The actual tile swapping gameplay mechanic was incredibly addictive and I think would appeal to people of both genders. Superb, superb job. -George
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2.
Crazy Truxi (Score: 76%)
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By Philip Broadbent, Jonathan Gover and Peter Moffatt, using Java and the Warwick Game Design Java Game Framework
You're the newest driver for the Crazy Truxi delivery company! Visit different buildings around town to make deliveries for cash. You'll have a strict time limit in which to deliver the goods! See how much money you can make!
| Category | FreeStyle | Rare | Total | Average |
| Innovation and use of theme | 4 | 10 | 14 | 7 |
| Presentation | 7 | 10 | 17 | 8.5 |
| Fun and gameplay | 5 | 8 | 13 | 6.5 |
| Technical Achievement | 7 | 9 | 16 | 8 |
| Total | 7 | 9 | 16 | 8 |
| Final Score | 76% |
Polished interface, dodgy collision with buildings, impossible times for some missions (maybe a timestep related thing my PC to yours?) -Alex & Paul
At the time of judging, some of the missions had been copied and pasted so they contained time limits in which it was impossible to drive far enough!
Map is a well implemented gameplay feature, too much like crazy taxi for good innovation points, but got very good use of theme. Polished and finished feeling but a pretty flat gameplay experience. -Alex & Paul
I think this game is totally bloody awesome. The graphics are superb, the sounds are spot on, but most importantly I can scarcely believe it was put together in 48 hours. I love the use of the concept and I honestly think that this would make a great sequel to the Crazy Taxi games of yesteryear. Very well done indeed. The only downside is that it's a bit fiddly to play with a keyboard, but that's more a hardware than a software limitation. That said, I have played this game more than any of the others and I expect I will keep coming back to it. Double thumbs up! -George
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3.
Wheels of Misfortune (Score: 69%)
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By Richard Howell-Peak and Duncan Stead, using C++
Construct a vehicle with a convex polygon chassis, attaching wheels and rocket thrusters. Drive this vehicle to the end of each crazy level to progress.
| Category | FreeStyle | Rare | Total | Average |
| Innovation and use of theme | 9 | 8 | 17 | 8.5 |
| Presentation | 4 | 2 | 6 | 3 |
| Fun and gameplay | 8 | 6 | 14 | 7 |
| Technical Achievement | 7 | 9 | 16 | 8 |
| Total | 9 | 7 | 16 | 8 |
| Final Score | 69% |
Despite the fact this is still needs some work (e.g. scale of wheels vs. body and positions of thrusters etc. changes from edit to game mode) this game made us want to not stop playing it, and we'll probably be playing it for fun generally. -Alex & Paul
It's like a cross between bridge builder and line rider, but more immediate. Very good. -Alex & Paul
Okay, well any game that allows for emergent play deserves some special commendation simply for that alone. I understood where the developer was trying to take this and with some more time I think this would a truly excellent game. The inclusion of music also added gave the whole experience a very laid back and enjoyable atmosphere. The presentation was a bit of a let down, but I realise that the designer was worrying solely about the gameplay mechanic itself, given that they only had 48 hours in which to develop the game. However... I really do think that they bit off more than they could chew. Whilst the documentation was excellent, it was still too complex coming up with *any* vehicle that worked which wasn't a square or a triangle. I commend the effort, but by concentrating on only one part of the package - the physics - the rest of the experience suffered. -George
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4.
Pineapple! (Score: 48%)
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By Alan Hazelden, Sam Gynn and James Riley, using C++ and the Warwick Game Design C++ Library
The aim of the game is to transport pineapples through a hazardous level, to the safe zone. Beware of the dinosaur!
| Category | FreeStyle | Rare | Total | Average |
| Innovation and use of theme | 7 | 2 | 9 | 4.5 |
| Presentation | 5 | 3 | 8 | 4 |
| Fun and gameplay | 6 | 6 | 12 | 6 |
| Technical Achievement | 5 | 4 | 9 | 4.5 |
| Total | 6 | 4 | 10 | 5 |
| Final Score | 48% |
Let down by under-inertial physics, and gameplay that felt a bit unfinished; loved the dinosaur. -Alex & Paul
Built in editor = awesome. -Alex & Paul
I'm not sure I really got what this game was trying to do. The documentation was sparse and there didn't seem to be any in-game instructions. I figured out that the object of the game was to bounce the pineapples into the safety zone, but I couldn't see the link between that and Transportation. The graphics weren't particularly stellar and it only had three levels, from what I could work out. That said... it was quite of fun to play! The basic game mechanic was very compelling and actually quite addictive. I think with a bit more time and polish, this could turn into a very fun game indeed. -George
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