Rollercoaster Tycoon Joyride Gameplay

Freed from the Financials

Typically, games with ‘Tycoon’ in the title simulate management and economic policy. But that’s not the case with developer Nvizzio Creations RollerCoaster Tycoon Joyride. This PlayStation 4 exclusive permits players to build and ride mountains of meandering metal. But you won’t have to worry about park financials, hiring works, and keeping the patrons from losing their lunch on one of your stomach-inverting rides. Instead, the game focuses on mingling coasters with gun shooting, which feels like an amped up version of Disneyland’s Buzz Lightyear Astro Blasters.

Head into the game’s mission mode and you’ll encounter Joyride’s coaster construction component. Here, you’ll be able to fashion a rollercoaster in one of two types of contexts- either a Thunder Mountain-esque setting or a city environment. For better or worse, you won’t have to worry about sharing space with other attractions or coasters. Joyride only permits one roller coaster per map.

Building with an Uncooperative Camera

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On the upside, the stages are expansive and filled with possibility. The desert map has a number of natural arches, hidden ravines, and high peaks inviting coaster engineers to utilize the topography. The Urban map has a cluster of skyscrapers and buildings to weave track through. Creating your coaster is straight-forward in theory, which players first placing a station on the map, when laying down pieces of track that can curve or shift in elevation.

But often you’ll find yourself fighting the camera. Even after toggling a selection in the game’s options menu, obtaining a suitable perspective proved occasionally difficult. As such, keeping an eye on the location of your station was awkward. To help remedy this, Joyride offers an ‘autocomplete’ function, but if you’re too far away from the station it might not be able to connect track.

Loops, Twists, and Inversions

Rollercoaster

Despite issues in obtaining a suitable perspective, Joyride’s offers a lot of flexibility. Pleasingly, the menu system is decently organized. While you might have to back out of construction mode to attempt to autocomplete your coaster, otherwise, the interface is intuitive. Some players will appreciate the game’s relaxed approach to roller coaster engineering. Many titles demand ride designers to work within a realistic physics system, where there needs to be enough momentum to carry cars around to the next lift hill. But RollerCoaster Tycoon Joyride shuns realism. While players can lay down boost tracks to increase the car speed, they don’t have to worry about the coaster coming to a dead stop in the middle of the circuit.

Instead of constructing with pre-built shapes like corkscrews and bowties, Joyride favors free-building. Pleasingly, there’s few limits on the system and with a little practice, players can create the kind of dive loops, camel backs, and roll overs seen across most modern amusement parks. If you’re not careful, your coaster can become a misshaped mess. But that matters little, as missions evaluate your engineering on basic criteria like the length of track.

Aw, Shoot

Once you’re build your own coaster or ready to take a first-person jaunt on one of the game’s own tracks, you’ll be prompted to put on the PS VR headset. If you don’t own one, you can still go for a simulated ride. But you’ll have to opt out of VR output every time, which is bothersome. Either way, you’ll use the DualShock 4’s gyroscopic functionality to aim. If you’re using PSVR, camera control is coupled to head movement. But if you’re not, it’s mapped to the right stick, which can be a bit unwieldy. Ideally, the developers would have provided the option for dual analog aiming for those who don’t own VR. It needs to be mentioned that at release, RollerCoaster Tycoon Joyride is about as stable as a 70’s Tilt-A-Whirl. Across fifteen hours of playtime, the title crashed more than five times.

Joyride’s core gameplay centers on the roller-coaster ride, while you shoot at a multitude of objects. Some are fixed, while others rotate, and their point values are color coded. Coupled with combo multipliers, power-ups, power-down gates, and the ability to temporarily slow down time, you’ll undoubtedly want to prioritize your shooting. While there’s a certainty incentive to improve your score, the target shooting isn’t near as enjoyable as Bizarre Creation’s The Club. Most likely because you are literally on-rails. The other issue stems from the game not compensate for the speed of the coaster. Slower rides give you more time for aiming. As such, score chasers will likely make their roller coaster as exciting as the two-ticket yawn inducer from the traveling carnival.

A Decent Admission Price

Rollercoaster Tycoon Joyride Gameplay Free

If you own a PS VR, RollerCoaster Tycoon Joyride’s amusements can be rousing. Although you’ll have to remove the headset for coaster creation, zipping around on simulated coasters. Those longing for more traditional amusement park management or a deeper experience than building and blasting will likely want to visit older titles in the RollerCoaster Tycoon franchise. Still, if you can stomach a few (game) crashes, Joyride’s twenty-dollar price isn’t too high-priced.

Rollercoaster Tycoon Joyride Gameplay Pc

RollerCoaster Tycoon Joyride was played on the PlayStation 4
with review code provided by the publisher.
Rollercoaster tycoon joyride gameplay 3

Review Overview

Controls - 60%
Content - 75%
Performance - 50%

Summary : RollerCoaster Tycoon Joyride focuses on building rides and blasting targets rather than managing the bottom line of a simulated amusement park. If you’re looking for a reasonably price, stomach-churning VR experience, this fit the bill quite nicely.

User Rating: 4.49( 5 votes)
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]

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]

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'