Monday 10 November 2014

Simple Series Quality Test: Rollercoaster Tycoon 3 vs Rollercoaster World


Game: Rollercoaster Tycoon 3
Console: PC
Developer: Frontier Developments
Release Date: 26th October 2004

As one of my enduring favourites in the 'tycoon' series of games, Rollercoaster Tycoon 3 has many fun features and enjoyable aspects, whereas games which attempt to imitate its success without even putting in half as much effort do not. In this double header review I'll first take a look at RCT3 and what makes it fun, and then assess whether or not Rollercoaster World, published by Midas Interactive quite lives up to the same standard.

In Rollercoaster Tycoon 3, players attempt to either build a successful theme park within a specific scenario with cash, theme and time limitations, or  play in sandbox mode where money is no object, and players can go about building anything they like. There are many preset buildings and park features that can be selected and placed, such as gift stands, thrill rides, scenery, preset rollercoasters and even smaller items such as bins, plants and themed items. In addition to this, rollercoasters and park transit rides can be custom designed by players, to pretty much any specification they'd like.


The game screen may seem a little cluttered with options on first glance, but there's a lot of options which need to be accessible when designing parks. At the top of the screen, information is displayed about the time of day, general mood of guests, the current financial situation and speed of the game. The options at the side allow players to check the park's finances, staff, rides and other stats, as well as build new coasters, rides, attractions or park features. Each of these menus has various submenus for themeing and different kinds of options.

The bubble in the bottom left appears when players are placing paths or building a new rollercoaster, and allows various options to be changed. Guests will generally only walk in areas where paths are laid, allowing players to direct them through the park in a sense. In the bottom right bubble, options for the selected ride are available such as opening or closing it, pricing information, the colour of its cars and track, stats and break down information. There's a lot of detail featured in the game, but it serves to allow players to make better decisions in scenario modes.


The scenarios featured in the game are interesting, and worth a try if that's your sort of thing. Personally I prefer to play in sandbox mode and create whatever I can think up, both in terms of parks and rollercoasters. Players are given a huge area to build their park in, and although there are height limits, they're pretty extreme and you're not likely to hit them unless you're trying to. There's several types of coasters to choose from, and almost anything is possible with the creation tool.

The business simulation aspects of Rollercoaster Tycoon 3 are also enjoyable; better parks attract more guests, and advertising campaign or getting awards also contribute to the number of people passing through. Players are able to click on any guest they wish to see their thoughts about the park and rides they've been on. The hiring and firing of staff for the park is another aspect of gameplay (especially in scenario mode); entertainers or park officials who are in a bad mood may have a negative influence on guest moods also.


One of the best and most charming aspects of Rollercoaster Tycoon 3 is the ability to ride the rollercoasters you've created in a first person view. There's some fun to be had in attempting to copy a real world coaster and then seeing how well it matches up. The build mode is well balanced; it's not so freeform that building a functional rollercoaster is difficult, but it's not so rigid that every creation seems to be similar either.

Another great feature of the game is the ability to plan events such as fireworks displays, at a certain time of the day in any part of your park. Coupled with the themed rides, objects and scenery, this makes for a good way to personalise your park. Each time I've played the game, I've been able to explore different ideas, layouts and ride possibilities, which is hugely important to replayability.


Graphically the game looks very nice, with a mix between cartoon styles up close and a more realistic look when zoomed out. The menus are clearly laid out and although sometimes it can take a bit of digging to find the required options, this is only due to the large amount of variables. The day/night cycle is a nice touch, especially for players wanting to emulate "Fright Nights" with a horror theme. Musically the game features an upbeat accompaniment to park building and overseeing events while allowing players to experience the atmosphere when zoomed in. These combine to provide a general feeling of excitement.

Overall Rollercoaster Tycoon 3 has all the content, options and design tools to give players a huge amount of control over how their theme park turns out. Whether playing to the limitations of scenario mode in an attempt to run a successful park or just building the park of your dreams, the game has all of the tools needed to shape a unique and personal experience. There's not much more you could ask for from a theme park building simulation game.

Rating: 78/100
Grade: B


Game: Rollercoaster World
Console: Sony Playstation 2
Developer: Bimboosoft
Release Date: 21st May 2004

And so to Rollercoaster World; surely even a simplified version of RCT3 would be the best game I've played in the Simple Series so far. Well, just like Rollercoaster Tycoon 3 there are 2 main modes; Challenge Mode and Management Mode. They're somewhat different to Scenario and Sandbox mode, however. Challenge Mode has players designing different types of rollercoasters to meet certain speed, thrill and safety ratings, in a sort of grid based view, while Management mode is a little more like RCT3, though not a lot.

There are 5 challenges in total in Challenge Mode, each with its own type of rollercoaster to construct. Players must stay within certain height and turn angle restrictions while building in a strange quadruple view; showing the coaster from above, beside, onboard and another view which I couldn't quite get my head around. Once the track reaches the station players may test their creation, and if the car gets back to the station they're then scored against the target ratings to see if the level has been passed.


Needless to say, this mode is pretty shallow with only 5 challenges, as well as being restrictive in terms of what can be built, and not a lot of fun. After quite a few tries, I wasn't able to get past the second challenge and so decided to give "Management Mode" a go. After a fairly long and boring tutorial (there's one for Challenge mode, but it's shorter), players are allowed to place attractions and custom rollercoasters in a style vaguely resembling RCT3, but there's no real depth to anything as the burger stands, restrooms, arcades and other attractions cannot be interacted with by guests.

Even guests themselves can't be viewed from the overhead mode and require players to change to "Free Walk" view to be seen. It's not worth the effort though as in this mode, despite being able to walk around the park as you please, everything is a low resolution 2D picture. Attractions, scenery, facilities and guests alike are blurred, immobile and generally unimpressive. There's some element of being able to earn money for guests entering your park in Management Mode, but it's really not worth it when you can't see, hear or get feedback from them.


The only thing the game does seem to have going for it is the ability to ride the rollercoasters you've created, just like in RCT3. It's just a shame that the camera is far shakier and the action far less exciting. Graphically, nearly everything else is a low resolution 2D image and even the few things that aren't could have been rendered on the original Playstation. The music featured in the game is annoying and repetitive.

Overall Rollercoaster World can hardly even be called a Rollercoaster Tycoon clone, due to the gap in quality. Neither Challenge Mode nor Management Mode has any hint of excitement, and the "Quickride" Modes where players can see the sort of coasters they can make almost seems to be taunting me with the type of creations it claims are possible. Yet again a Simple Series game fails miserably at something which should have been easy to emulate.

Rating: 30/100
Grade: E

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