and a super boost power-up is available which doubles the potency of the boost. 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. 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. 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. At these speeds the graphics and audio blur and distort, and have been compared with the psychedelic vortex sequence of 2001: A Space Odyssey. Ballistics supports multiplayer gameplay for up to eight players across a LAN or internet. 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 TQM methods to ensure a high standard of work, and JIT techniques to ensure the timing of different production phases came together. 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