Having been playing ''
Sid Meier's Railroad Tycoon, Populous and SimCity, Scottish game designer and programmer Chris Sawyer began exploring ideas and prototypes for a transport simulation game as early as October 1992, using his own isometric game engine he had developed in his spare time. For Sawyer, the game, known originally as Chris Sawyer's Transport Game
or Interactive Transport Simulation
, started off as a way to contend with the monotony of his game conversion work, which he began in 1988 and during this period he worked on various high-profile games like Frontier: Elite II, Goal!, Campaign and Elite Plus. These game conversions allowed him to self-finance development of the game until he would sign a publishing deal. Transport Tycoon
would be his first major original computer game. His goal for the project was to try and create a game that would improve and expand upon the original Railroad Tycoon
, which he spent six months playing, by including other types of transportation and trying to "simulate a world". During development, Sawyer regarded Railroad Tycoon
and A-Train as his main game design influences on the game, with SimCity 2000 and Theme Park'' providing some inspiration in the latter parts of production. The game also would allow him to combine his love for open ended simulation games and trains, he began with adding them into the game world alongside other vehicles. Sawyer wanted "little vehicles all going about their business", where both playing and observing the action is enjoyable. Sawyer researched as much as he could about the four types of transportion vehicles in the game as much as time constraints would allow in order to present the vehicles as accurately as possible. Although he admitted in an interview, he did not have enough time to research non-British train and road vehicles extensively. The game was entirely written in
x86 assembly language, Sawyer has stated that he prefers to write in a
low-level programming language as opposed to a
high-level programming language like
C as he wants to know what every function does in complete detail and to optimise for efficiency. He claimed that working in assembly code allowed him to add more complexity to the game, as it allowed him to optimize the workload on the
processor better, without going over memory limits. Over the course of development, Sawyer in addition to adding different modes of transport, he implemented various different worlds and a basic economic mechanic to earn money, one that was even more simple than the one in
Railroad Tycoon. For the sake of simplicity he excluded things like stocks and shares as it added too much "unnecessary complexity". The time period was set from 1930 to 2030, as this would according to Sawyer lead to "greatest variety of train and vehicle type" and that 100 years per playthrough felt right. It would give players 30 years of steam trains followed-up by diesel and electric trains, and ending with high-tech monorails. He did consider adding more futuristic instant transportations like a '
Matter Transporter', but came to the conclusion it would probably provide an anti-climatic end to game, by making the old transportation network redundant. Any other time periods that weren't included were saved for future updates or add-ons of the game. Creating a challenging
artificial intelligence was of paramount importance for Sawyer. He considered it the most challenging element to program, he would spend hours playing the game on his own figuring out the best strategies a human player would use and then building algorithms that simulate those aforementioned strategies for the opponent companies. He wanted the computer opponents to play by the same rules as the human ones did. Due to complexities and detail of the simulation, adding a
fast forward option proved unfeasible at the time. By the time Sawyer had finished up his last game conversion contracts,
Goal and
Frontier Elite 2, he had created a full-fledged version of the game in low resolution with his own crudely hand-drawn graphics. He decided to spend all of his time for a couple of months on the project and see how much progress he would make. On recommendation of a friend, Sawyer got in touch with graphics artist Simon Foster and brought him over to Scotland to look at the game. They immediately signed a deal, on the condition that Foster would be paid when a publication deal was signed. The low quality
bitmaps Sawyer drew were replaced by Foster. He recreated the art of the trains, trucks, buildings and scenery with high-resolution bitmaps. This was made possible by improvements in processing speeds and graphics handling, and the increasing adoption of graphic cards with the ability to output in higher resolutions, which allowed them to render the redone art and sound. A number of buildings in the game were based on real-life structures, primarily from the
Glasgow area including the
Livingstone Tower. By November 1993, Sawyer had a playable version of the game. Jacqui Lyons, Sawyer's business agent, approached a number of video game publishers with an unfinished version of the game in March 1994. Sawyer would leverage his preexisting relationship as a work-for-hire programmer with MicroProse, to convince them to take a chance on a game. Following a productive meeting with MicroProse, Sawyer agreed to sign with them to publish the game, as he found the team at MicroProse more supportive. Ultimately, they would publish the game, which included changing the name to
Transport Tycoon, where it would sit alongside their
Railroad Tycoon franchise. When he signed the contract with MicroProse, the railroad parts were already nearly finished. Originally, a producer at MicroProse set the timetable of two years for the rest of development, but Sawyer managed to get the game in shippable state in 4–5 months, although he had to cut some content and ideas. Some of these were later included in the deluxe edition. MicroProse had little input on the project itself, except for a few things like what would happen when the player wins the game, most of their feedback was either unfeasible or ignored. Sawyer described his collaboration with the team at MicroProse as a positive experience and viewed them as a vital partner when it came to testing and finishing up the game. On a suggestion of MicroProse, the game contains a few easter eggs referencing other MicroProse games. In their October 1994 issue, the
PC Review preview described the
build as being in early
beta.
Add-ons and ports After the release of
Transport Tycoon, Sawyer stated in a July 1995 interview that he would create add-ons for the main game, he also began working on an expanded "Deluxe/CD" version and console ports for the ones that had enough processing power. The first add-on was a world editor which allows players to create their own scenarios. The add-on also included a Martian graphics set. Sawyer would return to game development in the 2010s with the mobile port of the game. At first, Sawyer had set up his own company named 31X Ltd as an
holding company for the
Transport Tycoon IP in 2010, but over time, it evolved to a company that could develop and publish a new port of the game. Lyons came up first with the concept of bringing the game to mobile devices and managed to secure the rights after a prolonged negotiation. Sawyer was originally focusing on funding for the game, but ended up overseeing the design and helped with the debugging. Under his supervision, he brought in a London based company named Origin8 to remake the game for
iPhones,
iPads, and
Android devices. Sawyer viewed these
mobile platforms versions as an interesting technical challenge as these devices had become powerful enough to run the game and he stated that the "tactile nature" of interactive isometric simulation/strategy games, "really suits the touch screen interface." The biggest challenge for the team was keeping scale and depth intact of the original intact without sacrificing playability, they didn't want to "simpfly" or "dumb down" the game. This required developing a new tutorial tailored towards touch-screens.
Music The music in
Transport Tycoon are original compositions by
John Broomhall. He was the in-house musician at MicroProse at the time and was tasked with providing the music. Broomhall came up with the idea of using jazz by himself after playing the game and would create over 20 original pieces. It features old-style blues, funk and jazz tunes, including parts of
Herbie Hancock's Cantaloupe Island. Sawyer had no involvement with the creation of the music.
Transport Tycoon was part of Broomhall's early scores as a composer that he created in
MIDI, the soundtrack was limited to a nine-note
polyphony and was built on an
FM soundcard. Broomhall alongside some of his industry colleagues would in 2014 record a remaster of the original soundtrack in a live environment and employing the latest sound technology. He envisioned them as the definitive version of the originals as he initially had imagined. The new remastered music was included in the Easter update of the mobile port of the game. ==Release==