RollerCoaster Tycoon is a series of construction and management simulation games about building and managing an amusement park. Each game in the series challenges players with open-ended amusement park management and development, and allowing players to construct and customize their own unique roller coasters and other thrill rides.

The first game was created by Scottish programmer Chris Sawyer, with assistance from various leading figures from the real-world roller coaster and theme park industry.[1] The rest of the series contains three other main games, expansion packs, a number of ports, and a mobile installment. A refresh of the series, RollerCoaster Tycoon World, was released in November 2016, and followed up by RollerCoaster Tycoon Adventures for Nintendo Switch in 2018 and PC in 2019.[citation needed]


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RollerCoaster Tycoon World was developed by Nvizzio Creations for Atari Interactive and RCTO Productions and released on 16 November 2016. The installment is different from previous games in that players build coasters with a spline-based system. It also introduced a new "Architect mode" and "safety-rating" options when building coasters. The game is also the first to incorporate the Steam Workshop.

RollerCoaster Tycoon 3D was released on 16 October 2012. It was developed by n-Space for the Nintendo 3DS. While using many assets and engine content from Rollercoaster Tycoon 3, this game reverted to an isometric view and, due to the limitations of the Nintendo 3DS, removed features such as additional scenery and pools.[5]

The free-to-play title is based on the tile-matching genre, in which the tiles to match move each turn on rollercoaster tracks within each level. Completing levels helps the player to restore a run-down theme park as part of the game's narrative.[26]

The player is responsible for building out the park such as modifying terrain, constructing footpaths, adding decorative elements, installing food/drink stalls and other facilities, and building rides and attractions. Many of the rides that can be built are roller coasters or variations on that, such as log flumes, water slides and go-kart tracks. The player can build these out with hills, drops, curves, and other 'special' track pieces (such as loops, corkscrews and helixes), limited only by cost and the geography of the park and other nearby attractions. There are also stationary rides, such as Ferris wheels, merry-go-rounds, and bumper cars, most of which only contain single ride 'piece' and are very limited in terms of variation. Rides are ranked on scales of excitement, intensity, and nausea, all which influence which park guests will ride those attractions and how they will behave afterward. The player can set the prices for park admission rides and guest amenities, although care must be taken so that guests will not think prices are too high. The player is also responsible for hiring park staff to maintain the rides, keep the park clean, enforce security, and entertain guests. Players may also invest in 'research', which unlocks new rides and improvements as time goes on, though it costs money to continue research. Research in a particular category is disabled when all attractions in that category are researched.

I realize this is an old game, but it's fun to pull out every once in awhile. However, I've found that I never make it very far into the game because I'll end up crashing one or more roller coasters on a particular level.

It doesn't seem to be avoidable. The crashes just happen eventually, even if your maintenance worker is checking it every 10 minutes. Every time this has happened, I can't recover or re-open the coaster after it's fixed. All I can do is delete the entire roller coaster, which can be costly and very annoying.

An easy way to avoid a crash is to place brakes before the station platform. Also, it's best to have a mechanic that fixes only that ride. If your roller coaster crashes, double-click the stop light to reset it. This will reopen it, but more than likely no one will want to go on it because "It isn't safe." Best thing to do is to save frequently andd just load a file after it crashes.

Following up on Shek's answer, your coaster will suffer from reduced popularity because the guests will see it as unsafe. Frankly, the only way to get back up to your pre-crash numbers on it is to delete it and rebuild it. Fortunately, it's easy to save the coaster, delete it, and then build it from the save file. It will cost you money, since you're "selling" the original coaster, which has depreciated in value, but as a side benefit, you do get a new installation, which means the coaster will be more reliable.

If you're not familiar with the series, it's SimCity with a theme park. Build your park, give it a bunch of sweet rides, design custom roller coasters, and rake in the virtual cash. For the less creative, there's also a campaign mode that gives you challenges to complete within wholly or partially created parks.

The campaign mode won't do anything to satisfy serious fans of the genre, as it is essentially a very comprehensive tutorial. It does, however, serve as a good introduction to the sandbox mode, which is exactly as advertised. You start with an empty slab of terrain and build your ultimate theme park. The parks look nice enough, and the 3D camera helps with planning (that is, when it isn't zoomed out too far). It's genuinely neat to see your self-made roller coasters in 3D, and watching from the train's camera is a fun gimmick as well. But even that wears off soon with all the game's flaws piled on top.

So in this case how much faster would Rollercoaster Tycoon be written had Chris used C or Java or Javascript or ...? Probably it wouldn't have mattered other than the fact that he may have been a bit slower using a higher level language that he didn't have 14 years experience with...

I sat through a hands-off demo of Rollercoaster Tycoon World at PAX this weekend, though to be honest I spent a good portion of my time talking to the Pipeworks dev team about the different ways you can torture park goers.

From pay toilets and free soda, to blocking off the entrance and trapping park inhabitants forever, to creating roller coasters with the sole intent of rocketing them off the track as quickly as possible, the original RollerCoaster Tycoon was a game that had so much customization you could play out even your most sadistic park manager dreams. And while they were reluctant to confirm or deny my death coaster initiative, from what I saw of Rollercoaster Tycoon World it looks like you'll be able to do much the same thing.

Considering my hesitation walking into RCT World's demo, I left feeling optimistic they'll give the series the respect it deserves. It looked like an proper resurrection of Roller Coaster Tycoon, and the new ideas being put into the game seem like positive inclusions. I just hope they listen to my killer coaster proposal.

My experience playing Rollercoaster Tycoon World began with confusion. Upon launching, it presented me with an entirely black screen, and remained that way for the duration of my mid-afternoon coffee-break. As black screens go it's a very good one, the kind of fathomless void you'd expect Lovecraftian horrors to float around in. In fact, I briefly wondered if this was Rollercoaster Tycoon World's new, avant-garde direction, a theme-park sim set in a dimension where the rides drive you insane.

Rollercoaster Tycoon World is worse than No Man's Sky, but not in the way that the Steam users mean that. A nasty part of me wishes it was "car-crash into an orphanage for bush-babies" levels of awful, because it would be more interesting to write about. Yet developer Nvizzio has put in a fair amount of work since the game's atrocious Early Access debut, and the result is a game that is merely a bit shit.

What we're faced with is the boggiest of bog standard theme-park builders. You are Alton, God of Rollercoasters, and from your lofty position in the skybox, you're tasked with transforming a prime piece of wilderness into an offensively expensive way for weary parents to alleviate the mithering for a few hours. You lay pathways, plonk down rides, scatter a few toilets around for your punters to vomit their twelve-dollar hotdogs into, before raking in enough money to buy a four-year stay in the White House.

There are three ways to play Rollercoaster Tycoon World. Career mode, sandbox, and unlimited sandbox. The career mode essentially acts as a tutorial for the game's systems, with each of the eight stages setting a new challenge that instructs you on a different mechanic. One stage asks you to return a run-down theme park to its rails by installing some basic facilities, while another has you building a park around a deep gorge, thus introducing you to the terrain sculpting mechanics.

You may think this a good thing, as it means you can swiftly move on to sandbox, which is where the fun of these types of games is ultimately to be had. Except, you can only unlock new rides and coasters by completing "optional" challenges in the career mode, a baffling design decision that defeats the point of having a progressive sandbox mode in the first place. Nevertheless, if you want to just dive-in and construct a great-big theme park, Unlimited Sandbox offers all the rides and infinite funds to do so.

At an elementary level, Rollercoaster Tycoon World works adequately. Creating paths and placing rides is straightforward and intuitive. Sculpting terrain is also very easy, enabling you to flatten mountains or create vast lakes within minutes. My only gripe about the basics is having to manually remove trees and rocks that obstruct building projects, a chore which is both fiddly and, for larger rides, time-consuming.

Meanwhile, the game's main attraction, the ability to create your own rollercoasters, is largely enjoyable. RTW's coasters are built using a node-system. Stretches of track are pulled out with the mouse and fixed into place with a click. These can be manipulated later by selecting emplaced nodes or adding new ones to the track. Twists and elevations can be tweaked with the mouse-wheel. Perhaps most importantly, testing the coaster always provides clear feedback on things like safety, intensity, and entertainment. 0852c4b9a8

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