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RollerCoaster Tycoon: Loopy Landscapes

Score: 95%
ESRB: Everyone
Publisher: Hasbro Interactive
Developer: Microprose
Media: CD/2
Players: 1
Genre: Simulation/ God Games/ Strategy


Graphics & Sound:

While at first glance RollerCoaster Tycoon: Loopy Landscapes may not impress, once you’ve got a roller coaster or two going and a few hundred people bustling around your theme park, the game starts to show its brilliance. The pre-rendered 3D tiles may not seem fantastic, but damn near everything in the game is animated, and you can see everything that’s happening at a glance. Every visitor to your theme park is visually represented, and you can see them walk slowly when they’re sick and even the, err, vomit on the walkways. Eww. A relatively empty theme park may not be much to look at, but once you’ve got a bustling center, it’s really fantastic to just look around and see what’s going on. The only other game I’ve personally played with such a level of “intensity” is Zeus, although the old Bullfrog game, PowerMonger, comes close. And when you see the cars on the roller coaster you designed behave like they would in reality, you know this game’s got it made.

The sound is also top notch. You can hear the screams of the roller coaster riders at all the proper points, the tunes of the merry-go-round, and the flush of the toilets. When the merry-go-round breaks and the music starts playing too fast, you can hear it too. There’s no voice acting, but the game doesn’t need it. And the game doesn’t really have a soundtrack as the sound cues are important enough to not be overpowered by any jangles.

So, while not particularly impressive in either of these departments, the type of game that RollerCoaster Tycoon is rarely depends on the graphical or aural excellence. It’s all about the gameplay.


Gameplay:

And, ye gods, does RCT have the gameplay! My young nephew and I stayed up until 4:00 a.m. one morning playing this game, and we only went to bed because he had to be somewhere at 9:00. It’s crack in computer-game format, and soon after you boot it up, you’ll be absorbed into the world of the roller coasters.

The game is presented as a series of scenarios, which generally start out easy and soon get more and more difficult. The first few scenarios limit your options, letting you build a few different types of rides and stands. As the game progresses, however, your researchers discover new things that you can build such as new rides or new additions to your rides (generally, the roller coasters). Usually, the object of a given scenario is to get a certain number of people into your park within a certain time-frame, with your park having above a given “ranking.” This ranking is a general indicator of how good your park is.

And you have control over everything. You put the paths, you build the rides, and you construct all the necessities for a good park -- bathrooms, food stalls, and whatnot. There are a ton of rides available, from the mundane (merry-go-rounds) to the insane (err... roller coasters).

And although you can do a whole lot of things with the other rides, it’s in the roller coasters that RCT really shines. You can either use pre-built roller coasters, which is for beginners, or you can construct your own. Each type of roller coaster (wooden, steel, suspended, etc.) has its own rules about how steep, sharp, and tall the rides can be. And once your roller coaster is complete, you can send it on a test run, which tells you just how cool it is. Every ride has three ratings -- Excitement, which increases with a solid presentation and advertising and whatnot, Intensity, which describes just how shocking the ride is, and Nausea, which is how sick the ride makes people. Although Excitement is a uniformly positive quality and you want to keep the Nausea rating down, Intensity is more difficult to pin down. Some people like low-intensity rides, while others are just the opposite. Once you can afford it, having different coasters and rides to suit different types of people is a Very Good Idea.

You also control the pricing on everything in your park, from the entrance fee to the price per ride (this isn’t a Pay One Price park, by default) to even setting prices for the bathrooms. Of course, you don’t have to charge for everything, and it’s smart to adjust prices as the game progresses. When rides are new, you can charge large amounts for them, but as they get older and the novelty wears off, the price must be reduced.

This sort of deep-level playing is what may scare some people away, but it’s the God Game way, and it draws just as many people to the game. You can check and see just what everyone in your park is thinking; find out if things are overpriced or underpriced. And there’s a lot more to the game, with handymen keeping things clean and mechanics keeping the rides smooth and entertainers and queue lines and lots and lots more.

The Loopy Landscapes add-on pack is actually a two-in-one deal: you also get the Corkscrew Follies add-on, which was released earlier. Both have a ton more scenarios, generally a lot more difficult than the ones in the original game. They have you doing really interesting things too like completing half-finished roller coasters and building on ice floes and more. As if the main game didn’t have enough playability, the two add-on packs will have you playing for another ungodly large number of hours.

Quick side note: RollerCoaster Tycoon: Loopy Landscape requires the original game, as it’s an expansion pack. However, this review incorporates both the original title and the expansion pack.


Difficulty:

Like any God Game, RollerCoaster Tycoon has a pretty tight learning curve. The supplied tutorial helps, but not enough; luckily, the manual is excellent and gives you lots and lots of gameplay hints to help you on your way. Keeping track of everything in your park and making sure it’s running the best way possible is at times an impossible task, but it’s always entertaining. And with some useful features that collate everyone’s thoughts and locations, you can quickly see just how your park’s doing. While many of the scenarios, especially in Loopy Landscapes, are quite hard, they’re all feasible and all highly enjoyable.

Game Mechanics:

There’s so much going on here that I don’t know where to start. The realistic roller coaster physics, the general three-million-things-at-once ambiance of RCT, and the large number of things to do and try, make for some of the most solid game mechanics I’ve ever seen. Sure, there are a few unrealistic things -- prices and, occasionally, behaviors -- but for the most part, the game is rock-solid when it comes to the way it works. And almost everything has a pop-up help text that appears if you hover the mouse a bit, which can come in amazingly handy when you’re not sure what a button is. After a few hours of play, however, the interface becomes second nature, and you’ll be clicking and playing with the best of them.

Even though the graphics are dated and the gameplay seemingly single-minded, you can’t do much better than RollerCoaster Tycoon when it comes to the God Game genre. Building your own park has never been this much fun -- Theme Park pales in comparison -- and with the Loopy Landscapes add-on (which includes Corkscrew Follies), you absolutely can’t go wrong with this game. It’s at a bargain price, but you’ll be playing it long after all your spiffy new expensive games have been shoved back into the dusty corners of your closet. Ride on!


-Sunfall to-Ennien, GameVortex Communications
AKA Phil Bordelon

Minimum System Requirements:



P90, Win9X, 16MB RAM, 4X CD-ROM, 90MB HD space total, 1MB SVGA card, Sound Card, Mouse
 

Test System:



AMD K6-III 450 running Windows 98, 256 MB RAM, 6X/24X DVD-ROM, Sound Blaster Live!, Creative Labs TNT2 Ultra w/32 MB RAM

Windows Rayman 2: The Great Escape Windows Sacrifice

 
Game Vortex :: PSIllustrated