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This
feature is almost a follow up to an essay I wrote a while ago called
Funfair King. In it I discussed an idea I had for a strategy game where
you're the owner of a funfair or carnival company. Well it turns out I
wasn't the only one too have this idea, as recently I was in the Worthing
branch of Game, where my girlfriend was looking for a Christmas present
for her nephew and saw a game on the shelves called Carnival Tycoon.
As a game, I wouldn't say it's
a serious contender to the Roller Coaster Tycoon series. It has quite a
clumsy menu system, you have to call up, and go through the menu to place
each individual bin or bench. This is very annoying if you're doing a food
court and need to place multiple items.
The A.I. of the visitors is also a problem. I found myself having to place
bins at the back of food shops because people were wandering off the main
midway, even if there were no attractions in that area. These though don't
present to major a problem, and are more annoyances than something that
will have a major effect on the game play.
Perhaps what puts this behind
Roller Coaster Tycoon the most is the lack of things to do. There are a
limited number of rides and challenges available, meaning you will
probably tire of the ride selection in a short period of time. Another
problem, which hi-lights why when I thought of this idea I wanted a turn
based strategy as opposed to a real time one is once you've designed and
opened your funfair for the day there isn't that much to do other than
order rides to be repaired, and correct any design mistakes you might have
made. It's hard to tweak exhisisting attractions as well, as you get very
little information about them. I couldn't even find out how much money an
attraction was making, yet alone how people felt about the price, or why
they where unhappy about an attraction.
To be fair though the game
only cost me £10.00. For that price I still think it's quite an enjoyable
game, if you have the patience to get the most out of it. I got a couple
of afternoons enjoyment from it, which is everything I'd reasonably expect
from a game that only cost me £10.00.
This wasn't my first
experience of a theme park related computer game. My first experience,
well technically it was themed around a circus was a game I played back on
the 8-bit commodore 64. This brings back nostalgic memories of watching
the loading screen of flashing coloured stripes (someone should make that
in to a screensaver) and trying to get all the diamonds on Magic Land
Dizzy. One other game some of you might remember was
Fiendish
Freddy's big top'o'fun. It was a collection of Minigames, linked by
the theme of a circus. It played pretty well for a game of it's era,
unfortunately the slow loading times of the cassette tape based storage of
the C64 meant we couldn't really get the best out of this type of
game until
Aquatic Games
on the Amiga 500+ several years later.
The mention of the Amiga
brings me to my next theme park related game,
Theme Park
Mystery. What do you mean you've never heard of it? I brought it under
similar circumstances to which I brought Carnival Tycoon. Mainly it was
theme park related, and going cheap, so impulse took over. The game was
mostly a platformer, accompanied by a nice selection of minigames. The
game had four levels, each being themed around a different world at a
deadly theme park.
The Amiga was my first
experience of a theme park game that had more to do with theme parks,
other than just a theme, a game appropriately enough called
Theme Park. It was
the first ever theme park designing strategy game, which spawned a whole
sub genre of games, starting with
Hillsea Lido
on
the Amiga, a game I have fond memories of playing the demo of, continuing
on to the
Rollercoaster Tycoon and
Thrillville
series.
At the time Theme Park, along
with
Lemmings 2 was one of my most played games. This was despite the fact
it was pretty limited by today's standards. The theming was limited to a
lake and a few trees, and the ability to customise rides was also limited.
I do remember using a lots of money cheat to design a water ride that
lasted about 10 minutes. The little people wouldn't complain about being
stuck on it so long, but instead would come of with the happiness rating
"as happy as can be."
Theme Park spawned several
sequels,
Theme Park
World in 1999, and
Theme Park Inc
in 2001. Unfortunately for the makers of the Theme Park
series 1999 was also the year of the first game that spawned the series
most people consider superior,
Roller
Coaster Tycoon.
Having played all three in the Theme Park series I'd say the main problem
is they play more like a strategy game, where the theme of the game
happens to be a theme park. You don't get the creative freedom like you do
in the Roller Coaster Tycoon series, where it feels like you could be
designing a real life park.
This brings me to the
Roller Coaster Tycoon series itself. The first one was released in
1999, with two sequels released in 2002 and 2004. Plus each version of the
game had 2 expansion packs released, making a grand total of 9 versions
released from 1999 up to the last one in 2005. The third game was a big
leap, as the graphics went from isometric 2D to full 3D. As well as
improving graphically you could now ride your creations for the first
time.
From a game play perspective I
do prefer the first and second one to the third version. The third one I
found that big thrill rides and pre designed coasters took a much bigger
emphasis in park design, and there was less scope for being creative in a
mission to design your own coaster, and when it came to theming your park.
The other game type that came
out in this period was the Roller Coaster Designer, such as
Ultimate
Ride in 2001, and
No Limits.
In these you can design a huge number of coasters. You could
even set the angle and banking for each piece of track giving you
the chance to design your own new ride elements and inversions if
you wished, you were no long constricted to the limits of the Roller
Coaster Tycoon coaster designer. You can still get hold of Ultimate Ride
on E-bay, and you can download
No Limits
as shareware from the official website. Be warned though
that designing a coaster like this is more complex and takes more time and
effort. If you don't want to make that kind of effort stick to Roller
Coaster Tycoon.
Ultimate Ride and No Limits
weren't the only Roller Coaster game released. There was one game released
towards the end of the days of the Dreamcast called
Coaster Works. It was a simplified version of the coaster designer
genre, where you had to design a coaster to match a set of objectives over
six levels. It was easy to complete, but the fun was replaying levels to
design new coasters. It was a very limited game in terms of what you could
design, but was a lot more accessible than some of the more complex games.
This brings me on to the
present day. It will be interesting to see where this sub genre of game
goes from here. Certainly the recent release of
Thrillville
on the X-box show there's still life in these games yet. |