Anyway, comments? *** Edited 12/5/2003 11:34:47 PM UTC by Danimales***
The rollercoaster design tool stunk. There was no challenge to it. If a hill was too high it just added a lift hill automatically, and people would ride it no matter how bad it was. There was also no code to check for clearances with other attractions so it would often allow rides to pass right through shops.
I also could not stand the amount of micromanagement that was needed. There was no way to provide for inspections. You had to tell you mechanics to go fix the ride even though it was not broken. This would cause the ride to be closed until the mechanic got there and fixed it. If you didn't have the mechanic fix it then it would fail catastrophically. You also had to tell your cleaners to clean the restrooms and that would cause them to be closed until they were cleaned. After you built up the park nicely, you would find yourself doing nothing but going from ride to ride and restroom to restroom telling your staff to perform maintenance, and that just wasn't fun anymore. Also I found the flat landscape very boring and did not allow for tunneling and other neat features and challenges that RCT has. I will gladly give up the ability to ride my creations if it means not having to close my ride after two runs just so that I can tell a mechanic to go fix it.
...BUT, like the first... the flaws seemed to over-ride the good points. Don't get me wrong, I bought both games because I love theme-park games that are halfway decent... but I didn't buy it for the coaster building... I bought it because of the theme-park management aspect.
It had decent graphics & I liked how you could walk around your park... but it could have used a lot more polish, as the game stuttered a lot unless you had a high-end graphics/CPU chip. Problem is... the longeitivy of the game isn't NEAR the longeitivy as RCT is... because it just simply isn't as fun nor addictive.
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