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.

Just for anyone in the future trying to get the RollerCoaster Tycoon from GOG to work. Look for the files !Downloads then start setup_rollercoaster_tycoon_deluxe_1.20.015_(#).exe. Once you do this install, then go to the RCT.exe and change the Compatibility to WINDOWS 95.

The title contains the base game for RollerCoaster Tycoon of course hitting the Switch for the first time, now alongside the Soaked and Wild expansion packs so you can turn your theme park into a safari or a fully fledged water park. With these two additions the complete edition has 300 coasters and wides, 500 scenery pieces and 60 different shops and services as well as 20 animals.

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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.

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.

Construction is also simplified. For example, building coasters is much easier thanks to the smart track design. Instead of having to have an architect degree, the game just seems to know how I want to do things. It can be fickle at times, but for the most part it works. I had a lot more fun coming up with the ideas, and rarely was I restrained by the game in what I could come up with. This extends to all facets of the game as well. Building just feels simple and I was able to create a lot more things in less time, which let me come back over and over to try different things with little pushback for perfection. 0852c4b9a8

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