Rollercoaster Tycoon Joyride Release Date

RollerCoaster Tycoon World
Developer(s)Nvizzio Creations
Publisher(s)
  • RCTO Productions
SeriesRollerCoaster Tycoon
EngineUnity
Platform(s)Microsoft Windows
ReleaseNovember 16, 2016
Genre(s)Construction and management simulation
Mode(s)Single-player

RollerCoaster Tycoon World is a theme park construction and management simulationvideo game developed by Nvizzio Creations and published by Atari for Microsoft Windows. It is the fourth major installment in the RollerCoaster Tycoon series. The game was released on November 16, 2016.

Gameplay[edit]

Players are able to build rides, shops and roller coasters, while monitoring elements such as budget, visitor happiness and technology research. Unlike RollerCoaster Tycoon 4 Mobile, the game does not include any micro-transactions.[1] Similar to RollerCoaster Tycoon 3, the game features 3D graphics instead of the 2D isometric style of the first two installments in the series. When building roller coasters, the game makes use of a spline system instead of the old style of laying individual pieces. Players are also allowed to 'ride' the roller coasters they have created, and other rides they have placed in their park in the game, in either a first or third-person view. A new 'Park Pulse' mechanic was also introduced, allowing players to quickly find out how their park is doing and the customers' thoughts, similar to Zoo Tycoon titles.[2]

The game contains several scenery and ride themes at launch, with more in development that will be released via free updates and paid expansion packs.[3][4] The game also introduces an 'Architect mode', allowing players to plan and layout the coaster's model before constructing the coasters. Similar to the past installments, there are four different types of coasters available to build: steel, inverted, wooden, and launch-track coasters. In addition, there are ten roller coasters per type. Coasters can be built freeform or the player can place pre-made designs into their park.[5]Unlike in the previous games, the roller coaster train may fly off the tracks if the roller coaster is built incorrectly. As a result, a new 'safety-rating' option and medical staff has been added. User-generated content (including custom scenery) was available from release, as well as Steam Workshop support.[6] While terrain and environments are randomly generated in a map, players can still gain access to a terrain editor.[7]

Development[edit]

Mar 26, 2020 Nice game, very creative world building capabilities for a roller coaster. Played the pre built ones, and you may think it’s stupid. Let me correct you, I’ve done a lot of VR and roller coaster in my time and this game got me good. It literally had me getting nauseous and ready to vomit. It was awesome!! RollerCoaster Tycoon Joyride Soar through the sky with RollerCoaster Tycoon Joyride™, a fully immersive coaster builder and rider exclusively for PlayStation® 4 and enhanced for PlayStation®VR. In the first virtual reality game in the RollerCoaster Tycoon® series, players are challenged to build and ride breathtaking roller coasters in.

When Atari announced RollerCoaster Tycoon 4 Mobile, they also promised that a title for Windows was also being developed.[8] The game was officially announced during Gamescom 2014 with a teaser trailer, subtitled World.[9] The first screenshots and details of the game were revealed during PAX Prime 2014. Part way through development, Area 52 Games took over as the developer of the game from Pipeworks Software. The reasoning behind this has not yet been published by Atari, who announced the change along with the relaunch of the RollerCoaster Tycoon website. The game was due for release in early 2015, although it was revealed that they would not announce an official launch date until closer to the release of the game.[10] A closed alpha was also in development.[7] A new trailer showing gameplay was uploaded on March 5, 2015, showing an intro featuring real life POV footage of Goliath and Colossus at Six Flags Magic Mountain.[11]

Sep 27, 2017  RCT Joyride: Experience the thrill of your life with a new roller coaster manufacturer offering an entirely immersive attraction thanks to a virtual reality module for the first time in the series. Expected release in the first half of 2018. TL;DR: RCTT has sold 10 million units and will be updated with Mattel IP. RCTC has sold a comparatively.

Atari later revealed that a third developer had taken over from Area 52 Games, later confirmed to be Nvizzio Creations.[12] At the NVIDIA booth on PAX Prime 2015, Atari unveiled interactive gameplay for the game showing off their development build that featured coaster building and sandbox mode. On September 29, 2015, it was announced the release date would be December 10, 2015.[13][14] Two beta weekends preceded the release of the game. The first beta weekend was the last weekend of October and this beta was focused on the new spline-based Coaster Builder.[15] The first beta weekend took place as planned. However, feedback from this beta weekend led to Atari deciding to delay the game's release to early 2016.[16] The developer noted the additional development time would allow them to add requested items and features such as “predefined piece” coaster building, additional coaster test feedback, a robust fencing tool, improved on-demand grid, and various smaller improvements.' Consequently, the second beta weekend was also delayed from November to December.[17]

Release[edit]

Atari had decided that its theme park game, RollerCoaster Tycoon World, would be launched into Early Access on 30 March, instead of going with a full release. The early access release was met with negative reviews, mostly complaining about the poor graphics, coaster builder, lack of detail, and ride animations.[18] In November 2016, Atari announced that the game will be released on November 16, 2016, one day before Planet Coaster's release.[19]

The game was available for both standard and deluxe editions. The deluxe edition contained two additional maps, terrain texture additions, a digital art book, a gold park entrance, and the panda mascot from the previous games.[20][21]

Reception[edit]

Reception
Aggregate score
AggregatorScore
Metacritic43/100[22]
Review score
PublicationScore
EurogamerAvoid[23]

Pre-release[edit]

A trailer released by Atari containing gameplay of RollerCoaster Tycoon World was received poorly by critics and fans.[24][25][26] Some critics noted that the game appears graphically worse than 2004's RollerCoaster Tycoon 3 and that it 'looks little better than a basic mobile game.'[27] Atari later issued a statement that the game was still in 'pre-alpha' stages, and that the graphics were not yet coded to their full resolution and would also receive a major overhaul when the game's engine is upgraded from Unity 4.6 to Unity 5.0. They also promised that the new visuals would be of higher definition and higher level of realism.[28]

Release[edit]

Rollercoaster

The release of RollerCoaster Tycoon World was met with negative reactions by critics. According to review aggregatorMetacritic, the game holds a score of 43 out of 100, based on seven reviews.[22]

Eurogamer suggested to avoid the game, comparing the game to a 'car-crash into an orphanage for bush-babies.'[23]

TechRaptor rated the game a 1/10, citing the large interface and variety of bugs and glitches within the game.[29]

Rollercoaster Tycoon Joyride Release Date

See also[edit]

References[edit]

  1. ^'Rollercoaster Tycoon World coming to PC in 2015'. CVG. 12 August 2014. Retrieved 12 August 2014.
  2. ^'RollerCoaster Tycoon World in-game screenshots revealed'. Eurogamer. 2 September 2014. Retrieved 2 September 2014.
  3. ^Hayden Dingman (13 September 2014). 'RollerCoaster Tycoon World preview: The ride never ends'. PC World. Retrieved 7 February 2015.
  4. ^Mattlab. 'RollerCoaster Tycoon World Production Blog Post #2'. Atari. Archived from the original on 6 February 2015. Retrieved 6 February 2015.
  5. ^Mattlab. 'RollerCoaster Tycoon World Production Blog Post #3'. Atari. Archived from the original on 7 February 2015. Retrieved 6 February 2015.
  6. ^'RollerCoaster Tycoon World Production Blog #13'.
  7. ^ abMattlab. 'RollerCoaster Tycoon World Production Blog Post #1'. Atari. Retrieved 6 February 2015.
  8. ^'RollerCoaster Tycoon 4 Mobile out now, PC version to be introduced holiday 2014'. Gamespot. 2 September 2014. Retrieved 2 September 2014.
  9. ^'RollerCoaster Tycoon World Reveal Trailer'. IGN. 2014. Retrieved 2 September 2014.
  10. ^David Scammell (15 December 2014). 'RollerCoaster Tycoon World has a new developer'. VideoGamer.com. Retrieved 15 December 2014.
  11. ^'RollerCoaster Tycoon World™ Gameplay Reveal Teaser'. YouTube. Atari, Inc. 5 March 2015. Retrieved 5 March 2015.
  12. ^Grub, Jeff (13 May 2015). 'Roller Coaster Tycoon World is still in development — but it's under a new studio'. VentureBeat. Retrieved 14 May 2015.
  13. ^Hayden Dingman (30 August 2015). 'RollerCoaster Tycoon World preview: A wild(ly easy to get into) ride'. PC World. Retrieved 5 September 2015.
  14. ^Pr Newswire (20 August 2015). 'Atari® Rides into PAX Prime 2015, Unveils RollerCoaster Tycoon World™'. Retrieved 5 September 2015.
  15. ^'Buy - RollerCoaster Tycoon World'.
  16. ^'RCTW – Blog #23 – RollerCoaster Tycoon World Releasing in Early 2016 | RollerCoaster Tycoon World'. www.rollercoastertycoon.com. Retrieved 13 November 2015.
  17. ^Pereira, Chris (13 November 2015). 'RollerCoaster Tycoon World Delayed Following First Beta'. GameSpot. Retrieved 25 November 2017.
  18. ^Falcon, Jonah (25 March 2016). 'RollerCoaster Tycoon World coming to Steam Early Access on March 30th'. GameWatcher. Retrieved 25 March 2016.
  19. ^Livingston, Christopher (11 November 2016). 'RollerCoaster Tycoon World release date announced, and it's one day before Planet Coaster's launch'. pcgamer. Retrieved 11 November 2016.
  20. ^'RollerCoaster Tycoon World preorders now available at Steam & GMG'. Venture Beat. Retrieved 22 March 2016.
  21. ^'RollerCoaster Tycoon World™: Deluxe Edition'. Steam. Retrieved 15 January 2016.
  22. ^ ab'RollerCoaster Tycoon World'. Metacritic. Retrieved 26 November 2016.
  23. ^ abLane, Rick. 'RollerCoaster Tycoon World Review'. Eurogamer. Retrieved 12 July 2017.
  24. ^Plunkett, Luke (5 March 2015). 'New RollerCoaster Tycoon Game Looks Like Shit'. Kotaku. Retrieved 5 March 2015.
  25. ^Leack, Jonathan (5 March 2015). 'RollerCoaster Tycoon World's Gameplay Trailer is Tragically Bad'. Crave Online. Retrieved 5 March 2015.
  26. ^George, Daniel (5 March 2015). 'RollerCoaster Tycoon World Gameplay Trailer Is... Something'. Fansided. Retrieved 5 March 2015.
  27. ^Wesley Yin-Poole (6 March 2015). 'Puke! RollerCoaster Tycoon World looks...'Eurogamer. Retrieved 6 March 2015.
  28. ^Owen S. Good (21 March 2015). 'RollerCoaster Tycoon promises graphics overhaul after gameplay trailer raises complaints'. Polygon. Retrieved 21 March 2015.
  29. ^Blouin, Alec. 'Roller Coaster Tycoon World Review – How to Destroy a Franchise'. TechRaptor. Retrieved 12 July 2017.

External links[edit]

  • Official website
Retrieved from 'https://en.wikipedia.org/w/index.php?title=RollerCoaster_Tycoon_World&oldid=920114376'
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.

Rollercoaster tycoon joyride release date 1

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'