Ballistics (video game)

Grin developed an arcade version of the game, released in 2002 featuring a unique reclined seating position cabinet by Triotech.

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.

The player takes the role of a Ballistic's pilot, racing hoverbikes called speeders through the inside of tubes which form the courses.

Parts are split into four categories - chassis, cooler, engine and front shield, with each affecting the speeder in different ways.

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.

Careful planning and production methods enabled a very quick completion time of 6 months; the game was finished before even acquiring a distribution partner.

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.

[7] Grin worked closely with NVIDIA to incorporate then new technologies such as pixel and vertex shaders to render complex scenes.

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.

[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.

"[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".

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.

Ballistics Arcade on demonstration at the November 2002 IAAPA Convention, the game features 8 player multiplayer across networked cabinets