RollerCoaster Tycoon 2

RollerCoaster Tycoon 2
Developer(s) Chris Sawyer Productions
Publisher(s) Infogrames
Designer(s) Chris Sawyer
Programmer(s) Chris Sawyer
Artist(s) Simon Foster
Composer(s) Allister Brimble
Series RollerCoaster Tycoon
Platform(s) Microsoft Windows
Release
  • NA: October 15, 2002
  • EU: October 18, 2002
  • AU: October 25, 2002
Genre(s) Construction and management simulation
Mode(s) Single-player
OpenRCT2

OpenRCT2 0.0.7 running on ArchLinux
Developer(s) OpenRCT2 Team
Initial release 7 December 2014 (2014-12-07)
Stable release
0.1.0 / 13 July 2017 (2017-07-13)[1]
Repository https://github.com/OpenRCT2/OpenRCT2/
Development status Active
Written in C, C++
Operating system Microsoft Windows, Linux, macOS, OpenBSD, Android
Platform IA-32, x64, ARM
Available in 20 languages
Type Construction and management simulation
License GNU GPLv3
Website https://openrct2.website

RollerCoaster Tycoon 2 is a construction and management simulation computer game that simulates amusement park management. Developed by Chris Sawyer Productions and published by Infogrames, the game was released in October 2002 as the sequel to RollerCoaster Tycoon and the second game in the RollerCoaster Tycoon series. The features and expansions were later ported to the 2017 mobile game, RollerCoaster Tycoon Classic.[2]

Gameplay

Screenshot of RollerCoaster Tycoon 2 in-game showing the user interface, two roller coasters, and a log flume

RollerCoaster Tycoon 2 tasks players with managing amusement parks in different scenarios with the goal of having them succeed in different ways. The game returns to isometric projection which debuted with the predecessor, allowing for a large degree of compatibility. Various attractions, including transport rides, gentle rides, thrill rides, roller coasters, water rides, and shops or stalls, can be added to the parks as well as landscaping and decorations. The player satisfies the needs of the visitors by building food stalls, drink stands, bathrooms, and souvenir shops as well as facilities and services, such as ATMs (known as "cash machines" in-game) and information kiosks. Players must balance their budget in their expenses and income while doing this.

One notable difference from RollerCoaster Tycoon is a more robust system for building structures, in which one can lay each piece of wall and roof individually. The game provides greater flexibility by allowing pieces of scenery, rides, and other structures to be placed at varying heights above and below ground. The mechanics in the predecessor made custom building construction less efficient, and rides and shops were previously unable to be built at varying elevations; in that game, only rides that had tracks could be built underground, since the first section of any ride had to be placed above ground. Many of the rides from the original RollerCoaster Tycoon have been modified and/or renamed, one example being "Scrambled Eggs" renaming to "Twist". Some old ride designs have been merged with others, such as the "The Wooden Twister Coaster" being included in the "The Wooden Roller Coaster".

User-created scenery items make a debut in this title. The 'bulldozer' allows the player to remove multiple pieces of scenery instead of only one piece at a time. A scenario editor is introduced, which allows players to create their own scenarios, creating the landscape, setting objectives, and selecting available rides and scenery. Players can make and test their own roller coasters to save them for use in other levels with the Roller Coaster Designer, and the game includes a licensed promotion by Six Flags to include their own content and scenarios based on five of their amusement park branches (which are Magic Mountain, Great Adventure, and Over Texas. Walibi Holland and Walibi Belgium were also Six Flags parks during development, and thusly are included here). Many popular rides in Six Flags amusement parks can be used in other scenarios, but are locked from editing. The game also contains a variety of new themes and music for attractions. Players can track and rename guests by clicking on them, and their AI is improved, allowing for the creation of paved areas that would originally confuse park guests in the predecessor game.

All of the scenarios in RollerCoaster Tycoon 2 are available at first launch (which contrasts RollerCoaster Tycoon's unlocking system), and they are divided into five folder tabs: Beginner, Challenging, Expert, Real, and Other parks. The 'Real' tab contains the Six Flags parks preconstructed, while the 'Other' tab contains their empty versions. When creating a scenario, the player can save to any of the tabs.

As with the previous game, players could upload their saved track designs onto the now-defunct 'Ride Exchange.' Track designs from both games can later be imported into RollerCoaster Tycoon 3 where they are no longer locked to the isometric views.

History

Development

RollerCoaster Tycoon 2 was developed by Chris Sawyer who designed and coded the game entirely alone. His base for the game was claimed to be "99% assembly" in an interview and on his website,[3][4] that was in development since 1996.[5] The game was then published by Infogrames and first released on October 15, 2002.

Expansions and additional content

Two official expansion packs were released for RollerCoaster Tycoon 2. The first, Wacky Worlds, is a world-themed expansion. All seven continents of the world are featured; each has a unique park entrance, large scenery group, and several attractions themed to it. The second expansion pack, Time Twister, is based on a time theme. It is somewhat similar to Wacky Worlds in that the new scenarios are presented as additions to the existing RollerCoaster Tycoon 2 ones, and that there are several major new themes, each with plenty of new rides, scenery, and a park entrance. Chris Sawyer had no involvement with both expansion packs and were both developed by Frontier Developments.

Community continuation

In April 2014, after the end of official support by the developer and publisher, OpenRCT2 was started as fan-made project to recreate RCT2.[6][7] In order to create an accurate clone of RollerCoaster Tycoon 2, the game was incrementally reverse engineered and re-written in platform independent C programming language.[6] OpenRCT2 was praised by multiple sources as major breakthrough of the community after the original RCT2 was orphaned by the developers.[8] This is partly due to the reduced limitations which allow players to more easily create bigger and more complex parks.[9]

Reception

RollerCoaster Tycoon 2
Aggregate score
AggregatorScore
Metacritic74/100[10]
Review scores
PublicationScore
CGW[11]
Eurogamer6/10[12]
G4[13]
Game Informer8.5/10[14]
Game Revolution7.5/10[15]
GameSpot7.0/10[16]
IGN8.4/10[17]
PC Gamer (US)80/100[18]

Dan Adams of IGN gave Roller Coaster Tycoon 2 an 8/10, praising the game for the addition of the scenario and ride editor, as well as worth in value.[17] Brett Todd of GameSpot gave it a 7/10, praising the game's for the "more depth" audio and its new editors, but criticized the game for not addressing many of the issues of the first game.[16] Greg Bemis of G4 gave the game three stars out of five, praising the game for its improvements in customization but criticized the game for a lack of a sandbox mode.[13] Martin Taylor of Eurogamer praised the game for its inclusion of scenarios based on actual Six Flags parks but criticized the game's outdated graphics, contrasting it to SimCity 4. Taylor also criticized the scenario editor for its outdated tools, preferring that it would have been given away for free for the first game.[12]

A major criticism for RollerCoaster Tycoon 2 at the time of its release was that the game engine and interface were almost identical to the first game, with minor improvements in graphics (e.g. more images for coaster cars, allowing for smoother animations).[12][13][16][17] Dana Jongewaard of Computer Gaming World suggested that the game needed "consistent back buttons for the interface would save a lot of time that's spent closing and reopening windows" and wished that "a shift from 2D to 3D would have been a great way to showcase these new coasters."[11] Nevertheless, the game proved successful and attracted more people to the series, revitalizing the existing fan base. RollerCoaster Tycoon 2 was the most successful game in the RollerCoaster Tycoon series by 2006.[19]

References

  1. "OpenRCT2". Releases. Retrieved 20 July 2017.
  2. Sarkar, Samit (December 22, 2016). "First two RollerCoaster Tycoon games arrive on Android, iOS". Polygon. Retrieved December 22, 2016.
  3. "Rollercoaster Tycoon 4: Entwickler Chris Sawyer wünscht sich eine Fortsetzung" [RollerCoaster Tycoon 4: Developer Chris Sawyer wants to continue]. PC Games (in German). June 27, 2009. Retrieved September 5, 2016. Rollercoaster Tycoon 2 basiert nahezu komplett auf dem Code des original Rollercoaster Tycoon.
  4. Sawyer, Chris (2003). "What language was RollerCoaster Tycoon programmed in?". chrissawyergames.com. Retrieved September 5, 2016. It's 99% written in x86 assembler/machine code (yes, really!), with a small amount of C code used to interface to MS Windows and DirectX.
  5. Gamespot Staff (April 2, 2004). "RollerCoaster Tycoon designer offers first details on new title". GameSpot. Retrieved November 15, 2015. Ever since the original, I've wanted to create a new version of Transport Tycoon. In fact, I've been working on new versions on and off since 1996. However, these projects were either abandoned or postponed while I concentrated on RollerCoaster Tycoon and RollerCoaster Tycoon 2. In fact, both [of these games] grew out of code written specifically for a new version of Transport Tycoon.
  6. 1 2 Gijs Scheltens (12 June 2015). "Open source-project moderniseert RollerCoaster Tycoon 2". gamer.nl. Retrieved 2017-04-04.
  7. "OpenRCT2 project - Open-Source adaption of RollerCoaster Tycoon 2, gets a beta release". indieretronews.com. September 8, 2015. Retrieved November 15, 2015. I'm sure many of you remember the awesome game that is RollerCoaster Tycoon 2; a game by Chris Sawyer and published by Infograms in which you manage your very own theme park, with all it's rides, shops, guests and economic fortune. Well that same game is now being given a much needed adjustment with the latest release of OpenRCT2 Project. An open source development which improves the game even further with new features, original bug fixes, raised game limits and much more! [...] Development of OpenRCT2 started on April 2nd 2014 by Ted 'IntelOrca' John and thanks to numerous contributions from others
  8. Koczwara, Michael (May 30, 2017). "After a decade of construction, this RollerCoaster Tycoon megapark is finally finished". pcgamer. Retrieved June 30, 2017.
  9. Gach, Ethan (May 7, 2017). "Player Spends A Decade Polishing Epic Theme Park In Rollercoaster Tycoon 2". Retrieved June 30, 2017.
  10. "Tycoon 2". Metacritic. Retrieved December 6, 2016.
  11. 1 2 Jongewaard, Dana (January 2003). "RollerCoaster Tycoon 2". Computer Gaming World (222): 108.
  12. 1 2 3 Taylor, Martin (November 15, 2002). "RollerCoaster Tycoon 2". Eurogamer. Retrieved December 7, 2016.
  13. 1 2 3 Bemis, Greg (November 11, 2002). "'RollerCoaster Tycoon 2' (PC) Review". Archived from the original on November 11, 2002. Retrieved December 7, 2016.
  14. "RollerCoaster Tycoon 2". Game Informer. Cathy Preston (116): 149. December 2002.
  15. Silverman, Ben (November 11, 2002). "Roller Coaster Tycoon 2 Review". www.gamerevolution.com. Retrieved December 7, 2016.
  16. 1 2 3 Todd, Brett (October 14, 2002). "RollerCoaster Tycoon 2 Review". Retrieved September 5, 2016. Newcomers will likely find RollerCoaster Tycoon 2 enjoyable, but if you were a fan of the original, you'll probably have a hard time believing that you waited so long for what the sequel has to offer.
  17. 1 2 3 "Roller Coaster Tycoon 2 - IGN". Pc.ign.com. Retrieved November 23, 2013.
  18. "Roller Coaster Tycoon 2". PC Gamer: 97. December 2002.
  19. Dulin, Ron (October 12, 2000). "RollerCoaster Tycoon: Loopy Landscapes Review". GameSpot.
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