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Rollercoaster Tycoon 3 Review

PC Review by Kieron Gillen

5 November, 2004

My Dad built the rapids ride at Alton Towers.

No, really.

Well, not by himself. But being a Brickie-cum-foreman-cum-construction worker chap, he was one of the people who performed manual tasks and hard, outdoor labour that would mentally scar lightweights like me. He also claims credit for having the water flow over red sandstone rocks to get a slight scarlet tint to the waters for the bit where the giant rubber tubes pass between two water-falls in a parting-of-the-red-seas style. His working there lead to a batch of free tickets which took the family a couple of years to exhaust, so acting as a beam of light in an otherwise dreary midlands existence. Through my youthful eyes, this was the second best job my Dad ever worked on, just ahead of constructing Stafford’s McDonalds (so bringing home bags full of Hamburglar pens) and just behind Drayton Manor Park and Zoo (from which he managed to secure a splendid polystyrene replica skull).

And difficult introductory paragraph out of the way, that Rollercoaster Tycoon 3, eh?

Championship management

'Rollercoaster Tycoon 3' Screenshot 1

It’s been a game that’s always been easy to damn with faint praise. It walked that odd line by being both a genuinely great game while also crossing over to the non-hardcore gamer market. It’s easy to view it through the filter of a proto-Sims, filling the niche of a Management game that sold millions (both of itself and add-on packs) to both gamers and people who wouldn’t normally pick up a game box. And, post-Sims, it lost some of the stigma that it had picked up among the sort of gamer who objects to games that sell to people who have no interest in whether Id’s next graphic engine will be tuned for best rendering brown or grey. Because – well – the Sims now gets that particular stigma.

Which just leaves it as a magical management game. But why does it work so well?

The concept helps, clearly. This, like the original Rollercoaster Tycoon, takes the concept of Bullfrog’s groundbreaking Theme Park and just runs with it. You have money. You have a park full of rides and other glad-making machines. By spending the money to make the park more glorious, guests will arrive and give you more money on making your park more magnificent. Compared to Theme Park, Rollercoaster Tycoon had a stroke of pure inspiration: you were actually able to design your rollercoasters in a manner which rests half-way between art and science.

Crunchy numbers

'Rollercoaster Tycoon 3' Screenshot 2

All of this remains in Rollercoaster 3, expanded hugely with the pretty-meter turned to blistering… but what, specifically, is so special about running a amusement park that racks the sales figures up so?

My theory is that – like the Sims, in fact – it comes back to the aforementioned “Art and Science” aspect. Many management games lean purely to the economic number crunching, having satisfaction based purely on managing to make a few dozen variables balance and everything to not come grinding to a halt. It’s the ordering principle of the human mind in action – the part which can’t help but shuffle a pile of papers so the edges meet. However, Rollercoaster Tycoon has an equally well developed artistic side. Some of this feeds back into the simulation – that making a beautiful park by positioning statues and other items leads to the customers being more impressed. But much of what you do is relatively irrelevant – choosing the colours of various parts of your rides, for example. That adds nothing to the game… except the glowing sense of satisfaction the creator gets when looking across their perfect creation.

When approaching Rollercoaster Tycoon 3, its developers – this is the first time Chris Sawyer has worked with a full team on one of his games – clearly understood its two poles of appeal. Both the heart and mind of the game have had close attention paid to it, and the results mostly speak for themselves.

(Well, they don’t, hence this review. I was trying one of those writerly figure of speech things I’ve been hearing so much about.)

Scream if you wanna go faster

'Rollercoaster Tycoon 3' Screenshot 3

The shallower side first. And stating the obvious: Rollercoaster Tycoon 3 is as gorgeous as I’ve ever seen a management game. Crowds of thousands mill around your carefully constructed pathways. On night levels, illumination is only cast by lanterns, with your cursor surrounded by a pale nimbus of light. The fact this is a full 3D engine also allows more convincing parks to be constructed, especially with the landscape shaping tools with which you can carve the very soil itself into two enormous earthy bosoms. Er… if you want to. Others could manage some rudimentary phallus if they so desired.

The step into 3D also expands the ability to customise the game. As well as prefabricated scenery, you’re able to go into a separate designer and make something that suits your desires. Music files can be imported, and linked to individual rides – and, as long as you identify their genres, the simulation appears to respond to your DJing choices, with demographics either enjoying it or being repulsed. So if you really want to make your entire park play Belle and Sebastian records, you’ve only got yourself to blame if it fills up with skinny guys with backpacks. [Hey! I don't wear backpacks! - Belle & Sebastian loving Ed]

Also you can now climb aboard any of your rides and experience it in glorious first-person-o-vision. Now, we’ve seen similar modes before – perhaps first in Theme Park World – but it’s only now with the this generation of graphics which it really works. For this virtual-rider, there’s a genuine rush as you’re around the track, corkscrewing before plummeting down a steep slope. On the slower rides, it’s a supremely relaxing way to admire your park.

Oooh, ahh, a little bit more

'Rollercoaster Tycoon 3' Screenshot 4

But the most impressive of the aesthetic additions also crosses over into the more functional sides: the firework displays. Here, you’re able to arrange joyous pyrotechnics with a control system akin to a music sequence. That is, you have a number of tracks, each of which can have a different firework releasing at any one time. While nowhere near as deep as the coaster-design aspects, it’s an amusing and beautiful distraction, and a fine way to turn bored crowds into a giggling mob incapable of doing anything other than say “oooh” and “ahhh”.

And now we mention it, a few brief words on the coaster design – still a fascinating skill, forcing you to balance the need to excite the riders without causing so much physical stress on their forms their body snaps in two. For newcomers, expect your first few rides to be physically unbearable, until you start to master ideas like banking turns to reduce Gs, breaks to control the momentum and corkscrewing all the way around the bloody thing. It’s a little easier to get hang of than the last game, due to an improved track-laying system and a “Join End” option which tries to connect your two ends of tracks together, ideal for checking whether there is an actual solution to the mess you’ve created. You can even import your old rides from the previous game in, which will clearly be a boon for its considerable community.

Not that it’s perfect. There’s some points where you can’t actually tell whether the simulation is being terribly obscure, or whether it’s an actual bug. Moments where rides just decide to stop working – without actually being broken down – almost certainly fall into the latter category. Those which fall into the former are doubly difficult to decide upon, due to the increased difficulty of gaining information about the general mood of the visitors to your park, with no simple poll functions. It’s fairly demanding on the hardware, so a world away from the low-entrance 2D world of previous Rollercoaster Tycoons. And while the building tools are improved, they’re still far from perfect, often leading to a lot of difficult backing up when you realise its interpreted something in a way other than you wish.

As good as it gets

'Rollercoaster Tycoon 3' Screenshot 5

But despite this, it just scrapes the nine, if only for the simple reason there hasn’t been high-level management game with this level of wit, style and vision since the dear departed Mucky Foot’s Startopia. This is as good as its genre gets, and deserves recognition.

Anyway: it’s the only way I’m ever going to follow in my family’s footstep and make a splendid rapids ride. And it’s at least as good as a polystyrene skull.

9/10

Read our Scoring Policy

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Comments: 1-33 of 33 in total

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Rankin
05/11/04 @ 08:53
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I haven't got much money right now, but I'm going to beg, steal and possibly even borrow to get this. I loved the first two.

Great review, btw.
Blerk
05/11/04 @ 09:09
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Are there Th4rg01d5 in it?
UncleLou
05/11/04 @ 09:21
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Maybe it's just me, but the review isn't really on the frontpage, is it? How did Rankin find it, I wonder?

Good review - unfortunately, the topic of the game doesn't really appeal to me.
Hicksy
05/11/04 @ 09:35
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excellent review for a game which i hope is sitting on my doormat

/prays for postie to behave

:)
Blerk
05/11/04 @ 09:40
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How did Rankin find it, I wonder?

It's on the RSS feed.
lost_soul
05/11/04 @ 09:41
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It was on the front page earlier.
malloc
05/11/04 @ 09:56
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I lurved Theme Park, spent hours on that game, superb. Never really got into RTycoon though. Didn't have the charm of Theme Park really. Maybe should give this one a try.
Killerbee
05/11/04 @ 10:26
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Good review.

Is there any kind of objective-based "campaign" structure to it?

I always found the free 'build a park' thing fun for a while but it never really had massively long lasting appeal.
groovychainsaw
05/11/04 @ 10:42
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played the demo, and loved it, which was surprising, havent enjoyed a management game for years now..... but i'll still have to wait to complete all the console goodness before i get this (£17.99 @ play tho....)
spindizzy
05/11/04 @ 10:43
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"Hey! I don't wear backpacks! - Belle & Sebastian loving Ed"

No, he probably wears an arab strap or something similarly alarming.

/sorry
deepmenace
05/11/04 @ 10:47
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as good as space colony?

luved that 1
Khanivor
05/11/04 @ 10:53
#12
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Not the most informative reivew I have ever read, not by a country mile. Stil, as the game is sitting on my desk I'm not too fussed about what someone else maybe thinks of the game. I just wish it wasn't friday with all its attendant commitments.
05/11/04 @ 11:59
#13
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I'm sold.

think this will wait nicely for when I need a change from Rome: Total War
marilena
05/11/04 @ 12:08
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Ahem. Isn't it supposed to be buggy as hell though?
Jos
05/11/04 @ 12:17
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Just ordered this one. Quite excited about it as I remember the fun had with the original.

Hopefully the jump to full 3D isn't going to upset my PC too much.

Can't beat one rollercoaster, 2 cars, and opposite directions. He he he.
Hicksy
05/11/04 @ 12:35
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I've heard there are numerous bugs too :/

I'm going to just sandbox play to get used to the game and then
Hicksy
05/11/04 @ 12:35
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... wait for a patch :)
HyZepher
05/11/04 @ 12:36
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This game is a brilliant addition to the RCT series - except that is is full of bugs that make it impossible to play. Customers avioding rides & stalls for no reason, standing around doing nothing, rides breaking down too frequently - the list goes on.

I know there is a beta patch available for the US game but no good for the UK retail one. Even then the US patch still has issues.

Hopefully Atari will get their act together and get a patch out soon but until then the game is unusable
Mr Sleep
05/11/04 @ 14:17
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What are the required specs like?
Blerk
05/11/04 @ 14:29
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What are the required specs like?

Michael Caine stylee, like Mr Gillen's. Is that not what you meant?
UncleLou
05/11/04 @ 14:33
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lol, excellent, Blerk :-)
Mr Sleep
05/11/04 @ 15:06
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"Michael Caine stylee, like Mr Gillen's. Is that not what you meant?"

I was debating whether to put specification or specs for the sole reason that I assumed someone would make some witty comment. Unfortunately I chose wrong!
Dant
05/11/04 @ 15:13
#23
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The patch for the UK retail version is out on Monday.
The bugs are very annoying
paulioo
05/11/04 @ 16:00
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Whats wrong with Belle and Sebastian!! My cousin is the guitarist, stevie Jackson.

Their latest album is great by the way.
Teeth
08/11/04 @ 11:39
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B&S rule the roost, and now I can say I post on the same forum as their guitarist's cousin.

What's all this about bugs? That's a shame. CS's stuff is generally fairly bug-free.
Edited 1 times, most recently on 08/11/04 @ 11:39
magicpocket
09/11/04 @ 12:21
#26
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From what people have said it looks like they've changed the way that you play the game, taken a new angle - which can only be a good thing when it's the 3rd in the series IMO. Change IS good.
Hicksy
10/11/04 @ 08:57
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Any update on the progress of the patch?

I really don't want to get into this and have my experience reuined by bugs so I'm holding out for the pacth to fix the major ones :/

Hurry up!

:o
magicpocket
10/11/04 @ 14:06
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I've heard that the patch has only been made so that franchise fans can play it in a smilar way to the original games, rather than adapting to the newer style of gameplay.... honestly, if you always got stuff when you whined!!
Hicksy
10/11/04 @ 14:29
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i was hoping for a patch to fix the bugs... not change the game...
magicpocket
10/11/04 @ 15:20
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No, no - i dont think i made my point clear - it's not buggy, it just plays differently
Hicksy
10/11/04 @ 15:31
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So is the patch out soon? :)
magicpocket
10/11/04 @ 15:33
#32
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*does quick search* there's a US patch. Only a matter of time before a European one is ready
Hicksy
22/11/04 @ 12:46
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Just thought you would like to know that the final patch v.1 is out - I got mine from Gamers Hell last night - claims to fix a variety of bugs and balancing issues

/starts playing tonight after owning it for 2 weeks

Comments: 1-33 of 33 in total

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