RollerCoaster Tycoon (game)
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RollerCoaster Tycoon | |
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Developer(s) | Chris Sawyer |
Publisher(s) | Hasbro Interactive |
Designer(s) | Chris Sawyer |
Latest version | 1.08.183 |
Release date(s) | March 31, 1999 (NA) |
Genre(s) | Strategy |
Mode(s) | Single Player |
Rating(s) | ELSPA: 3+ ESRB: E (Everyone) OFLC: G (General) |
Platform(s) | Windows, Xbox |
Media | CD-ROM |
System requirements | Intel Pentium 90MHz CPU, 16MB RAM, 55MB Hard disk space, 1MB GPU |
Input | Keyboard or Mouse |
- For an overview of the series to which this game belongs, see RollerCoaster Tycoon (series)
RollerCoaster Tycoon is a simulation strategy computer and video game that simulates theme park management. Developed by MicroProse and Chris Sawyer and published by Hasbro Interactive, the game was released on March 31, 1999. It is the first game in the RollerCoaster Tycoon series. It was later released on the Xbox game system.
Contents |
[edit] History
Chris Sawyer originally wanted to create a sequel to his highly successful Transport Tycoon, but after becoming obsessed by roller coasters, he changed the project into RollerCoaster Tycoon. Sawyer wrote RollerCoaster Tycoon almost entirely in complex assembly language, very unusual for a game of this complexity. Just a small portion of C was used to interface with the Windows operating system, the rest was coded in assembly.
The game was to be called White Knuckle for the majority of the game's development. However, to follow the tradition of the Tycoon titles, most likely for marketing purposes, the game was renamed accordingly.
[edit] Gameplay
The premise of the game is to complete a series of preset scenarios by successfully building and maintaining theme parks. The key to any park is building a large amount and diverse range of rides for the visitors. Players can choose from dozens of roller coaster types and can also build log flumes, carousels, bumper cars, haunted houses, go karts, Ferris wheels, and swinging ships, among other rides. The player can also build their own roller coaster design, laying out individual track pieces, choosing direction, height, and steepness, and adding such as elements as zero g rolls, corkscrews, vertical loops, and even on-ride photos, using a tile-based construction system. The intensity and type of rides must be balanced, as visitors' preferences vary significantly from person to person; some prefer exciting rides and have high nausea tolerance levels, while others are just the opposite.
Rollercoasters must be designed carefully so that they do not crash. Crashes typically happen when a crest on the track is too high and a roller coaster train lacks the required momentum, sending it backwards and into the path of an oncoming train. On some types of roller coasters such as the dinghy water slide and bobsled roller coaster, cars can crash by flying off the track by going over a crest too fast. Rides must be properly maintained, or the chance of a crash caused by ride malfunction increases (very old attractions are also highly susceptible to such malfunctions). Whenever a crash happens, the ride concerned is instantly closed, and park guests are wary of the ride for some time even following its repair. Any people on a coaster vehicle that crashes will be instantly killed. Guests can also be killed in this game by drowning in water, as can employees.
The geography and landscaping of the park can be modified, allowing the player to lower/raise terrain and add water to improve the park's attractiveness, as well as to allow rides to fit into their surroundings more easily. Track rides (such as roller coasters) and pathways may be constructed underground, either partially or even entirely. Players must also balance the needs of the visitors by strategically placing food stalls, concession stands, bathrooms, and information kiosks. Paths must be added to connect the attractions and must be done efficiently so that the visitors do not become lost and lose happiness.
Adding items such as garbage cans, benches, lights, and various thematic elements and forms of architecture will improve the visual quality of the park. Co-ordinated themed areas please park guests and increase a player's approval rating. However, garbage cans and benches also serve a practical purpose, keeping the park clean, as it will allow the visitors a place to throw away trash and rest after rides (preventing them from vomiting). Park maintenance is also important to keeping visitors satisfied, and the player must hire janitors (to sweep paths, empty garbage, water flowers and mow lawns), mechanics (to inspect and fix rides), security guards (to prevent vandalism), and entertainers (to increase the happiness of guests). The player must also balance his/her budget by managing the staff and ride operation costs, as well as setting ticket prices, entry fees, and concession prices.
There are 21 scenarios included with RollerCoaster Tycoon. Some scenarios afford the player empty tracts of land on which to build from scratch, but most place the player in control of an already operational park (although these parks are usually underdeveloped, dilapidated, or suffering from poor planning). To complete a scenario and unlock a new one, a certain objective must be met. On most scenarios the objective is to have a minimum set number of guests at the time of the scenario's deadline of between one and four years. The years in this game are only eight months long; from the start of March to the end of October (mirroring the opening seasons of real-life theme parks). On some scenarios, the player is required to raise the park value above a certain level by building roller coasters and other rides and maintaining the park well, also within a set time limit.
In addition, the game features a number of small touches that subtly influence gameplay, or simply add to the immersion for the player. For example, varying weather conditions in the game affect the ride choices and thirst levels of park guests. Famously, if sufficient water levels are present, a flock of ducks may be seen, accurately migrating with the seasons.
[edit] Reception
The game was widely praised for its originality and success in simulating a theme park. The roller coaster designer was a popular feature and was also praised for allowing very creative coasters to be built. GameSpot rated the game 8.6/10 [1], while IGN scored the game an 8.5/10. [2] Common complaints about the game were that it lacked a sandbox mode and that there were sometimes awkward building situations caused by the isometric camera angle.
[edit] Expansion packs and sequels
There were 2 expansion packs released for the original RollerCoaster Tycoon game. The first was Corkscrew Follies (otherwise known as Added Attractions in the UK and Australia), which added additional scenarios, rides, facilities and also new scenery with additional themes. One of the most important additions of this expansion pack are banner signs that can be used not only to decorate the park, but also to close down unimportant pathways to prevent guests from becoming lost. The second expansion pack, Loopy Landscapes added much of the same, but also introduced a number of different new objectives for scenarios, such as building ten rollercoasters with an excitement rating above a certain level, completing the construction of five unfinished coasters with an excitement rating above a set level, and achieving a monthly income from rides above a target amount for four months. On many of the scenarios in Loopy Landscapes the player is given an unlimited amount of time to complete the objective. There are even some scenarios in this expansion pack where the player has an unlimited amount of time and cash to attract a very high number of guests to the park. The catch is that the player must keep the park rating high at all times, as the park will close if they keep the park rating below a set minimum level for more than a month. It is interesting to note that there is one scenario late in Corkscrew Follies where the player is given unlimited time to build ten coasters.
Two sequels would follow RollerCoaster Tycoon (and its expansion packs): RollerCoaster Tycoon 2 and RollerCoaster Tycoon 3.
[edit] Scenarios
RollerCoaster Tycoon features 21 scenarios, with the first 5 open from the start. Successfully completing a scenario will unlock the next one. Additionally, Mega Park is unlocked when all 21 scenarios are completed. This scenario has no objective, but allows the player to build on the entire map, and has all attractions available to build. Two official scenarios are also available for download.
- The 21 original scenarios are as follows:
- Forest Frontiers
- Dynamite Dunes
- Leafy Lake
- Diamond Heights
- Evergreen Gardens
- Bumbly Beach
- Trinity Islands
- Katie's World
- Dinky Park
- Aqua Park
- Millennium Mines
- Karts and Coasters
- Mel's World
- Mothball Mountain
- Pacific Pyramids
- Crumbly Woods
- Big Pier
- Lightning Peaks
- Ivory Towers
- Rainbow Valley
- Thunder Rock
- Mega Park (unlocked after completion of all scenarios)
- There are two official scenarios available for download from Atari's website.
- Fort Anachronism
- Alton Towers (An updated version was included with the Loopy Landscapes expansion pack that took advantage of the new game components.)
[edit] Port
RollerCoaster Tycoon is available on the Xbox following its success on Windows. It includes the original RollerCoaster Tycoon, as well as both of the expansions. However, The Xbox version is somewhat of a rarity.
[edit] See also
[edit] External links
- RollerCoaster Tycoon on the Atari website
- RollerCoaster Tycoon at GameSpot
[edit] Fansites
- Australian Coaster Tycoons
- NewElement
- RCT2.com
- RCTgo
- RCT*Mart
- RCT Town
- Jag100 RCT Site
- TycoonPlanet
- RCTMatch - Hosts Chris Sawyer's hard to find rollercoaster packs.
[edit] Specialty sites
- RCTPatch - Carries the "Drexler Patch", which allows the loading of hacked or modified saved games
- Intermediate RCT Loopy Landscapes - Includes many graphs, tables, test results and downloadable support files
RollerCoaster Tycoon games | |
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RollerCoaster Tycoon | RollerCoaster Tycoon 2 | RollerCoaster Tycoon 3 |