Rollercoaster Tycoon Joyride Metacritic

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  1. Rollercoaster Tycoon Joyride Metacritic Pc
  2. Rollercoaster Tycoon Joyride Ps4
RollerCoaster Tycoon Classic
Developer(s)Origin8 Technologies
Publisher(s)Atari
Producer(s)Laurence McDonald
Designer(s)Chris Sawyer
Programmer(s)Steve Clark
Jason Austin
Chris Sawyer
Artist(s)Simon Foster
Laurence McDonald
Composer(s)Allister Brimble
SeriesRollerCoaster Tycoon
Platform(s)iOS, Android, Microsoft Windows, macOS
ReleaseiOS, AndroidMicrosoft Windows, macOS
  • WW: September 28, 2017
Genre(s)Construction and management simulation
Mode(s)Single-player

RollerCoaster Tycoon Classic is a construction and management simulation video game developed by Origin8 Technologies and published by Atari. The game combines features that were first seen in RollerCoaster Tycoon and RollerCoaster Tycoon 2, which were both amusement park management simulators created by Chris Sawyer for the PC. The game was released worldwide for iOS and Android in December 2016, while a version for Microsoft Windows and macOS was released in September 2017.

Gameplay[edit]

Classic implements the same gameplay as the first two games in the RollerCoaster Tycoon series. Played from an isometric view, players are tasked with building or revitalizing an amusement park by adding rides, attractions, facilities, paths, landscaping, and staff to manage the park. In particular, the game allows players to plan out a wide array of custom roller coasters and other rides using tracks, such as log flumes and go-karts. The player also must manage the park's finances to make sure they bring in sufficient revenues from guests to cover the cost of running the park and installing new features.

Development[edit]

Chris Sawyer had developed the original RollerCoaster Tycoon and its sequel RollerCoaster Tycoon 2, which released respectively in 1999 and 2002. The games had come out of his work developing a sequel to Transport Tycoon, which he released in 1994.[1] Sawyer allowed Frontier Developments to develop RollerCoaster Tycoon 3 while he worked on Locomotion, a 2004 spiritual successor to Transport Tycoon.[1] Following this release, Sawyer had appeared to disappear from the games industry; according to Sawyer in a 2016 interview, he took this absence in part over the legal difficulties he had over securing unpaid royalties from Atari, whom had acquired the rights to publish the RollerCoaster Tycoon series through Infogrames' purchase of Hasbro Interactive. He also stated that he was disappointed with the state of video games during this period which focused too much on violence.[1]

Sawyer re-emerged in 2010 with the opening of 31X Ltd. a holding company for his Transport Tycoonintellectual property. However, he saw there was interest in a mobile version of this game, and took 31X in a direction towards mobile development.[2] In 2013, he announced the mobile version of Transport Tycoon, developed with Origin8. With Origin8's help, Sawyer was able to convert the original Transport Tycoon code from a form that relied heavily on assembly code to transfer it into a more portable form.[1] The title was released in late 2013. He considered the mobile release of Transport Tycoon a success, and that Origin8 was willing to continue to help port RollerCoaster Tycoon into a similar mobile format. Sawyer also recognized that there was a demand for a game that used the more simple controls and graphics offered in the original Tycoon games, which worked well for mobile and touch-screen devices.[1]

In March 2016, Sawyer affirmed he had started work on RollerCoaster Tycoon Classic with Origin8, to be released for mobile devices.[1] As with the rework of Transport Tycoon, this required Sawyer and Origin8 to rework the assembly code from RollerCoaster Tycoon 2 into C. They were also able to add new elements to the game during this period.[3]

The game was released for both Android and iOS devices on December 22, 2016.[4][5] On that same day, Sawyer released a statement explaining his reason for developing the game: 'It was my long term ambition to bring the classic game to modern touch screen devices as its visual style and tactile nature are so well suited to smartphones and tablets.' Meanwhile, the CEO of Atari stated that the game should appeal to both long-time fans, as well as new players.[6]

A Microsoft Windows and macOS port of the game was released on September 28, 2017.[7][8]

Reception[edit]

Reception
Aggregate score
AggregatorScore
MetacriticiOS: 90/100[9]
Review score
PublicationScore
TouchArcadeiOS: [10]

Rollercoaster Tycoon Joyride Metacritic Pc

Bob Fekete of iDigitalTimes praised the game for faithfully porting the original games on mobile devices for a low price tag, but criticized the game's 'cramped' feel and occasionally low framerates.[11]

Tycoon

References[edit]

  1. ^ abcdefYin-Poole, Wesley (March 3, 2016). 'A big interview with Chris Sawyer, the creator of RollerCoaster Tycoon'. Retrieved April 3, 2016.
  2. ^Rose, Mike (July 19, 2013). 'Chris Sawyer on his reentry back into video games'. Gamasutra. Retrieved September 28, 2017.
  3. ^Zarrouk, Alexander (July 15, 2016). 'Chris Sawyer Interview anlässlich der Eröffnung von Klugheim im Phanatasialand - TALK ABOUT GAMES' (in German). Retrieved July 24, 2016.
  4. ^Souppouris, Aaron (December 22, 2016). 'Classic 'RollerCoaster Tycoon' comes to iOS and Android'. Engadget. Retrieved December 22, 2016.
  5. ^Sarkar, Samit (December 22, 2016). 'First two RollerCoaster Tycoon games arrive on Android, iOS'. Polygon. Retrieved December 22, 2016.
  6. ^Moscaritolo, Angela (December 22, 2016). 'RollerCoaster Tycoon Classic Arrives on iOS, Android'. PCMAG. Retrieved December 23, 2016.
  7. ^Devore, Jordan (September 27, 2017). 'RollerCoaster Tycoon Classic is sliding onto Steam'. Destructoid. Retrieved September 27, 2017.
  8. ^Yin-Poole, Wesley (September 28, 2017). 'RollerCoaster Tycoon Classic launches on Steam'. Eurogamer. Retrieved September 28, 2017.
  9. ^'RollerCoaster Tycoon Classic for iPhone/iPad Reviews'. Metacritic. CBS Interactive. Retrieved February 22, 2017.
  10. ^Ford, Eric (January 3, 2017). ''RollerCoaster Tycoon Classic' Review – The Perfect Classic Ride'. TouchArcade. Retrieved October 5, 2018.
  11. ^Fekete, Bob (December 27, 2016). ''RollerCoaster Tycoon Classic' Review: Wonderful Nostalgia To Go'. iDigitalTimes.com. Retrieved December 31, 2016.

External links[edit]

Retrieved from 'https://en.wikipedia.org/w/index.php?title=RollerCoaster_Tycoon_Classic&oldid=880733927'
Switch

Rollercoaster Tycoon Adventures (Switch) Review

by Daan Koopman - November 28, 2018, 3:59 pm PST
Total comments: 1

The game's entertaining coaster editor can't save an underwhelming experience.

Rollercoaster Tycoon is one of the greatest video game series ever made. The originals, made by Chris Sawyer and his team, kept me hooked for hours on end and are my fondest memories of a video game. Everything that happened during the gameplay loop felt raw and instantly required a reaction from the player. This is why Rollercoaster Tycoon Adventures, a title based on the mobile version, doesn't exactly leave an impression. The connection between you and the world is extremely minimal, which quickly made Adventures boring to look at. It has the general idea of a Rollercoaster Tycoon game, but it fails on plenty of fundamental levels.

If you are looking for what Rollercoaster Tycoon used to be, you won't find it here. Instead of hiring employees and actively following your customers, this version of the theme park simulator focuses on the building aspects. No longer will you hire employees to do your bidding or really feel you are steering the day-to-day operations. Instead, you are building attractions and facilities to keep your guests happy. Your numbers will go up and down, and with statistics you will find out what needs to be changed. Adventures doesn't really offer fun indicators as there are no longer lines at the attractions, nor can you see the costumer's thoughts in any coherent way.

Rollercoaster Tycoon Adventures was set on building a wall between me and the game from the outset. For the first two hours, I tried to make it fun by making neat arrangements and building up a park that I would love to be in. The problem is that it felt incredibly empty after those initial moments. Once again, I would put an attraction down and see how customers would barely touch it. This is what made the originals so good: you got the instant feedback you needed to push forward. Now and again, you will get some feedback, but that mostly comes down to something being simply good or bad. When I tried to solve a problem, the customers would remain negative. A good example of this is how I would place additional arcade machines to satisfy the crowds, but it almost seemed like only one cabinet seemed to exist for them. It felt discouraging.

The greatest interaction that the game offered was with the coasters. Within the coasters, you can change up the individual nodes and change the structure the way you want. I was able to change the height, alter the curve or move it further in and out. It was possible to make your own simple coasters, which worked surprisingly well. In particular during the sandbox portion of the game, I would go for the full two kilometers and build something absolutely massive. This is literally the saving grace of the package, and even then, you can't really do anything outside of further tweaking what you made. You can't hop into the ride or get any strong feedback for a future project.

Outside of the Sandbox mode, where you can build the park with everything unlocked, there are two more ways to play Rollercoaster Tycoon Adventures. In the Adventure Mode, you will build a park from absolutely nothing and try to earn everything over a longer period of time. You won't have much money to do whatever you want with, and new attractions need to be researched before you can use them. In addition, the game throws you curveballs that can have an impact on sales or the hygiene levels within your theme park. This is how likely how I experienced the game the most, and it suffers from all the problems mentioned above. The player will, at least, encounter some unique situations that need to be dealt with swiftly.

Rollercoaster Tycoon Joyride Ps4

The most fun I had was in the Scenario Mode. Here, you have to deal with restrictions that are placed on you from the get go. Within these restrictions, you will need to react speedily and get the job done fast. There are three awards to shoot for on each of sixteen stages, depending on your performance. While it works within the boundaries of Rollercoaster Tycoon Adventures, it benefits quick play sessions and knows to not waste much time. This content is very appreciated and offers a more traditional video game challenge.

Rollercoaster Tycoon Adventures doesn't run fantastic on the Nintendo Switch. When you really start building, the frame rate is the first thing being sacrificed for the sake of playability. It slows down the general movement more and more to a halt, the more you continue to build. At the end of building a massive park, the movement couldn't keep up with my button presses and stopped registering sometimes. In an ideal world, the game would've restricted the building space to maintain a decent performance. While you won't keep building into infinity during Scenario Mode, it heavily impacts how you approach the other modes. Regardless of that, Adventures is at least a colorful endeavor that isn't visually draining by any stretch.

Rollercoaster Tycoon Adventures is somewhat of an underwhelming game. While a younger player could find potentially some fun in building attractions and coasters, it will feel absolutely flat for most. The placing of buildings doesn't continue to entertain, and the feature set is remarkably slimmed down. There is some fun to be had in the Scenario Mode, but even that has its fair share of limits. The worst thing about Adventures is its performance. There were plenty of instances where the game slowed down for no apparent reason. While Adventures absolutely looks the part, it doesn't stack up to any of the older games. This game doesn’t quite deserve its moniker.

Summary

Pros
  • Coaster making somewhat entertaining
  • Looks the part
  • Scenario Mode fun for a while
Cons
  • Building up a park becoming boring
  • Instant disconnect between park and player
  • Much missed potential
  • Performance issues

Talkback

whitewitch2December 30, 2018

i paid £39.99 for this game and feel like I've been robbed no employs cant seem to fix rides its just putting down buildings so disappointing wish i could get my money back

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Worldwide Releases

Rollercoaster Tycoon Adventures
ReleaseDec 13, 2018
RatingEveryone
Rollercoaster Tycoon Adventures
ReleaseNov 29, 2018
PublisherNacon
Rating3+

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