Roller Coaster Tycoon Beta

Thursday, December 3, 2015 4:48 PM

I wonder if that British kid that did the series of NoLimits tutorials (theCodeMaster) took part in the beta? If he was having problems with the coaster building system then it probably is shot. Hmmm...think I'll go check his YouTube page.

EDIT: Nope. He did check out Parkitecht, though. Wonder if any of the other NL regulars had access.

Last edited by maXairMike, Thursday, December 3, 2015 4:50 PM
Thursday, December 3, 2015 5:15 PM

It's visually quite appealing. The glitches and coaster tool and all the little annoying things here and there will add up enough to ruin everything though.

Thursday, December 3, 2015 5:22 PM

maXairMike said:

Wonder if any of the other NL regulars had access.

Well, there are videos of people making it work for better or worse. But I look at it two ways:

1. This was supposedly a beta about 6 weeks out from release. It looks nowhere near ready. I'm not sure even the latest backed-up date will be enough,

2. The spline tools might work just fine, but there is clearly a learning curve (an arguably steep one) and that's not something you want to see in a 'mainstream' game.

You're right though, visually it's a pretty enough game. It just doesn't look very fun to play. Overall, there's little that appeals to me in what I've seen.

Thursday, December 3, 2015 7:46 PM

I'm just proud that I got through 37 uses of the word "embankment" without eating my foot.

Thursday, December 3, 2015 8:35 PM

Wow, that editor is really super awful. There is no way they can ship that to the audience that loved RCT. Honestly, had they adopted the engine for RCT 3, tweaked the building system and then looked hard at the game rules of RCT 2, that would have been the right direction.

Friday, December 4, 2015 12:34 AM

It looks really good when done right, but it looks so hard to do it right. I get anxious and frustrated just watching people work with the editor...and I've yet to see one where the loop didn't look like absolute crap.

Friday, December 4, 2015 1:06 PM

Well look at all of the fiddling around in that video just to build the lift! If it's that much trouble to make a straight piece of track, it's hopelessly broken. And then you look at the finished product, with the train going through supports, impossibly hideous and unrealistic inversions... no thanks.

Friday, December 4, 2015 1:26 PM


Saturday, December 5, 2015 8:29 PM

I have watched plenty of videos on YouTube of people attempting to build coasters, and I do not get what people are wanting/expecting out of the game. People are wanting to be able to be expert coaster designers the minute they start playing the game. That is understandable to a degree but people need to play around with it a while to realize that you cannot build anything totally unrealistic like flat turns at the bottom of a large drop. What did the Nerd3 guy expect to happen?? That it would be this awesome incredible coaster that guests and other RCTW players would admire?

I agree the loops people have built have not looked good thus far, but I thought being able to modify the size and shape of the loop would be a good thing. Instead of every loop/corkscrew being a standard size or two, this may allow you to build more uniquely shaped elements on our roller coaster designs.

Sunday, December 6, 2015 3:22 AM


Sunday, December 6, 2015 11:00 AM

That Nerd3 video elicited some guffaws from me. The game in its current state looks like a series of exercises in frustration.

Tuesday, December 15, 2015 6:55 PM

Well... now they will have piece-by-piece along side of the spline editor.

Tuesday, December 15, 2015 10:10 PM

Man, when we were doing the podcast, we should've done it video style in front of a chroma board.

Wednesday, December 16, 2015 9:47 AM

There's a reason that you and Lord Gonchar only have radio voices.

Now if it was Carrie doing the podcast? Bring her on! ;)


Wednesday, December 16, 2015 5:42 PM

Maybe they should have two modes. Realistic mode where the train crashes at the slightest touch, and RCT original mode where you can build crazy **** that doesn't crash as easily.

Sunday, December 20, 2015 8:22 AM

I don't know what they were thinking by making it fly off the track when g-forces are too high. Honestly, it would be cool if they made those parts of the track deteriorate faster over time.... that would be cool.

Sunday, December 20, 2015 12:05 PM

What they should have is a G force color map on the track that shows you what it's going to do before you test it, so you don't have to guess, run a train, make changes, run another train, so on and so on.

Tuesday, March 29, 2016 10:57 PM

In case anyone wants to get this game, looks like you can pickup this title discounted now for $19.84 from CD-Keys --- delivered as a steam key, early access for this game on steam starts tomorrow.


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