Welcome yet again to another edition of The Feeling. A blog series where I talk about games I used to, and still do love and play. Some of
these games may not be all that great when you look at em' from a
reviewing standpoint, but common for them all are that they gave me
'The Feeling'. Now explaining it in detail would take up half the blog
post, so feel free to check out my introduction
where there's a lot more to be found. This time around are we
gonna take a look at a thrilling game from all the way back in 1999, and
a game I still play to this very day.
Those of you who regularly follow my blog may remember my 400 mhz computer I got in a present when I
turned 10 years old back in 1998. A monster like no other if you
will... or well, at least for it's time. As we all know does a monster
computer means monster games, and you will find out that many of the
games I include in 'The Feeling' will be from around that time. Why's
that? Well the late 90's were basicly the highlight of my "gaming
career" and loads of games from that period are stuck in my mind as
small nostalgia flicks.
Ahem! Anyways... I have always been fascinated by Tycoon and the genre as a whole, so when
Chris Sawyer
brought this game to life back in 1999 was I all over it. Yea, some of
you already know which one I'm talking about don't you? Well the
first time I experienced the game was actually trough a demo I got from
my beloved computer magazine 'Komputer' (mentioned in my previous entry of 'The Feeling'). The demo only featured the
first level "Forest Frontiers", but trust me, it was more than enough
to keep me entertained for hours on hours... on hours! After convincing
my mother to spend my "hard earned" money, did we went out and got one of the best games I have ever
bought.
I remember when I got games back in the day - opening the box
in the car like a child opens his presents at x-mas. Nowadays are all my purchases done online,
but I still prefer actually going to the store and pick up the games
like I used to do, it's just that much more satisfying (though a little more complicated).
This game came
in a big box. Remember those? You know, those huge cardboard boxes that took up way too much of your shelf space. God do I miss em'. I can't really explain
what it is, but they were just amazing with the huge front art, and a
back with loads of info and big pictures. Shame they decided to remove
em', though I kinda understand why they did it. Sure is a treasure from
back then in my opinion.
Anyways!
Almost got off topic there. The game we're talking about is of course the
king of the genre -
Rollercoaster Tycoon for the PC. Developed by Chris
Sawyer/MicroPose and released by Hasbro Interactive in 1999. One of the
first games I ever played was a Tycoon game (we'll get back to that
one another day) so I really love the whole genre and aspect of it. Build,
manage and make it all run around are one of the best
things in gaming for me, and RCT managed to deliver on all this.
As said
was it developed by the computer programmer Chris Sawyer who wanted to
make a sequel to his renowned game Transport Tycoon (1994). Under
development did his interest for rollercoasters kick in and he decided to change
the whole theme of the game. The amusing thing is that he programmed most of
the game himself - what an achievement!
Rollercoaster Tycoon
puts you in the shoes of a theme park manager. You get some money to
work with, and from there on does it all kick off with construction of
rollercoasters, rides and stall/shops from the ground up. Make it all run around, and get a
certain amount of visitors/park value within the given time was just some of the objectives you could face. These
where the main aspects of the game and it all functioned extremely
well. Make advertising for the park, handle economics, hire staff and look out for ride maintenance was also
some of the stuff you had to tackle. However there were much more to it
than just that. RCT was deep for it's time and the possibilities, not
only in ride builds, but also all the scenery, footpaths, staff
etc. gave you the option to creature a unique park straight from your
mind.
Constructing
a rollercoaster from the ground up was probably the most exiting aspect of
the game. Make sure not to make it too intense, and remember that the nausea rating
has to be held at a comfortable level as well. How high was it's
excitement numbers? Whew, these 3 factors were to be noticed and I can't
count all the hours I've spent tinkering and twisting a coaster to make
it work in the end. With a good ride comes customers and managing
ticket prices, not only on the park entrance, but also on all
individual rides and stalls, gave the game a little extra fun. How much
would they pay to go on your newly made coaster? What's it's
popularity? etc. these were just a few of the stuff you had to think
about when creating a coaster, but it was really satisfying when it all
payed out in the end.
Rollercoaster Tycoon stands out as one of the best
tycoon games I've ever played, and as mentioned before do I still play it to
this day. It was followed up by RCT 2 and 3 in 2002 and 2004, but none
of them manages to catch whatever it is the first one had. Yup, even
though I own the two others is it still the first one I keep coming
back to, just to play it over and over... and over. A masterpiece from a
mastermind that everyone who haven't already played definitely should check
out. Trust me, it's timeless.
Don't forget to check out my top 20 favorite video game music of all time
- mnB