Published by: MicroProse
Reviewed by: KaCee
6/2/00
Article
Discussion Forum
First
Impressions:
I
started with the demo of this game and loved it. I'm heavily into
sim games, and this one was really neat because it was more than
just plunking down the rides; you could design your own. Unfortunately,
the limited demo didn't really get far into ride design, and what
it did allow wasn't too difficult or confusing. That's unfortunate
because the game beyond the demo levels is difficult and the ride
construction can be very confusing. I assumed what information wasn't
forthcoming in the demo would also be in the game's manual, but
it isn't. In short: this game should have been great, but ended
up being so frustrating that I didn't even finish it through all
the scenarios before I got fed up.
Graphics:
The
graphics in Roller Coaster Tycoon are decent enough, with little
cartoon people running around the park you design. The drawbacks
on the graphics are the same I'll keep mentioning throughout the
review: they can be confusing and difficult to work around. While
the ability to make certain elements invisible is useful (i.e.
make trees invisible so you can see the rides behind them), making
some things invisible fails to help in the manner intended. Specifically,
trying to work underground for roller coasters or paths that go
through tunnels is far too difficult. It is often impossible to
tell what piece of land you're grabbing or where the coaster is
relative to the surface. Sure, there's a highlighted square, but
without a three-dimensional underground grid, it's hard to tell
what square that represents. The player ends up grabbing the wrong
piece of land to move, and every time you move land, it costs
you a significant amount of money, as explained further in the
Gameplay section.
Also, it was frustrating to only have three levels of zoom. There
were times I really wanted to get in close to see why something
wasn't working right, and I couldn't. And when it rains in the
park, the screen gets so dark it's hard to see anything without
adjusting the monitor settings.
Sound/Music:
It
sounds like a theme park: mostly people noises, occasional flushing
toilets if that happens to be on screen, ride noises, and music
from the Merry-Go-Round. It was kind of neat that the stereo was
true to the screen orientation: when I rotated the view, the sounds
came out of the speakers on either side of my monitor in accordance
with the new screen layout.
Gameplay:
This
is where Roller Coaster Tycoon fails: it has annoying, non-intuitive
controls that make roller coaster construction a major hassle.
My husband played it as well to see if his Ph.D. in mathematics
would be of any benefit to trying to figure out what the heck
makes a good roller coaster, since it often seemed that no matter
what I built, the test ratings showed low excitement, beyond white-knuckled-terror
intensity, and extremely high nausea. I would spend hours designing
something I thought was cool, only to find out it sucked. My husband
didn't fare any better, and completely agrees that the game is
difficult in ways that don't make sense.
For example, there's no "undo" button except during actual roller
coaster construction. That means if you place a ride in the wrong
place, mislay a path, or accidentally move the wrong bit of land,
you're out the cost. You can delete some things for a partial
refund, but you will lose money if you make a mistake. In land
movement in particular, this is stupidly difficult.
If you decide to edit a roller coaster or other track-based ride
you've already constructed, you must do so piece by piece instead
of by section. This makes it really difficult to, say, lower or
raise part of the ride because you have to adjust each and every
section of track. Add in the difficulty of making track bits line
up and actually join, and this becomes more of a grumble than
a game. There were many times I thought the tracks would line
up, based on the grid on the ground, only to find that I was off
by one square when I actually got there. I had to delete back
along the entire track line to a point where I could make the
adjustment, and rebuild from there.
When testing custom rides, the test doesn't seem to account for
the weight of the people that will be on it. The result is sometimes
a safe test will end up killing people, which, needless to say,
is not great for your park's reputation. I've included some screen
shots of a water slide that worked fine on the test, but when
the weight of the people on the slide increased the acceleration,
they crashed.
If you give up and just want to plunk down a pre-made roller coaster,
that's well and good on the earlier levels where your land is
flat, but when you've got bumpy land or islands, good luck trying
to plunk down anything that's bigger than a few grid squares.
There could be trees in the way, but even if you get rid of all
of them (which costs money), the land heights might be wrong.
The game will just tell you something's wrong, but not specifically
where, so you end up spending hours just adjusting land height
(which costs megabucks) trying to figure out what that roller
coaster wants and where. You can save your own designs, but you'll
have the same problem placing them in another scenario as with
the pre-made ones.
Oh, and while you're designing these rides and grumbling away
to yourself, the park goes on without you. There is a pause button,
but you can't construct anything while the game is paused, and
there is no way to slow down time. So you're trying to match up
track bits while getting alerts that other rides have broken down,
people are lost, etc. That would be exciting gameplay if the roller
coaster building wasn't so frustrating to begin with.
My husband was also frustrated by the inability to have multiple
construction windows open. If you're building a path, you can't
have the land window open, etc. This means a constant switching
of windows to make things work, all again while the park goes
on unmanaged.
For all of these problems, the manual provides no help. It is
badly organized, making it difficult to find the section you're
looking for. When you do find it, it rarely gives you the necessary
information. We both got the feeling that this game was designed
by people who assume everyone understands the physics of roller
coasters, and thus little information is provided about concepts
such as lateral G's, which are sometimes good and sometimes bad.
Trying to learn what makes a good roller coaster has proven to
be a task difficult beyond enjoyment, especially since your park
can go awry while you're building away. We agreed strongly that
this game would be beyond frustrating to younger kids, so don't
buy this if you're looking for family entertainment.
Enjoyment:
I
should have delighted in this game, but the many hassles and problems
eventually soured me. I like challenges, and if it was simply
a matter of experimenting to learn what makes a good roller coaster,
I'd have loved this. But when the learning is hampered by awkward
controls, missing information and the frustrating inability to
correct mistakes, it's not long before anyone just gives up.
Multiplayer:
N/A
Overall
Impression:
If
only the designers had taken the time to make this a user-friendly
game, it would have been great. Instead, the obnoxious elements
override the fun. It would be so much better if you could put
time on hold or at least slower while you work on the custom rides,
and if the manual was more helpful in explaining the factors that
affect the excitement, intensity, and nausea ratings. My husband
and I agreed that it seems like this game was not tested on average
users, or they would have learned that it was unnecessarily complicated.
There is a tutorial which is too quick to follow and teaches little
beyond the controls of the game.
Marketing
Efforts Towards Women:
This
game is pretty much genderless. Even the people the in the park
are androgynous and ageless. The packaging seems to call out for
a family audience, but as mentioned above, this game would frustrate
kids.
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