Thrillville video game

DawgByte II's avatar
If you CLICK HERE, Gamespot has an E3 video of it you can download that's fairly different than the official trailer from the Frontier/Lucas Arts website.

Aside from the coaster building aspect & similar graphic style, this game looks and plays completely different from RCT3. Some key elements that I've noticed in the trailer includes:
- Designing AND playing your own mini-golf.
- Free driving your go-karts
- Some 1st person western shoot-out shooter mini-game
- Camera being a lot more free-roaming.
- Some mini trampoline jumping game (rewards for certain flips & jumps)
- Mini arcade games
- Sims-like interactions with other park guests

It only showed one park with a lot of theming, a few coasters & a couple of rides including the Huss Jump2... but I'm sure there'll be oodles of others, and it's going to be release for current-gen systems. Release date is currently Q4 2006... so if no delays, it could be November of this year.

Here's Joystiq's take on the game:

http://www.joystiq.com/2006/05/13/lucasarts-ready-to-thrill-in-new-park-sim/

Still sounds an awful lot like RCT3 with worse graphics. Oh, and a shooting mini-game, woohoo.

Looking at the screenshots it appears you're limited to the same transitional elements as before.

Come on Frontier, other coaster sims have allowed you to tweak the attributes of track pieces for years. Haven't you milked Chris Sawyer's coaster engine long enough?

I bought RCT3 and after an hour of playing, I went back to playing RCT2, probably using one of RCT1's maps. Shows how I feel the series has progressed.... or is it regressed?
i may be alone, but i loved rct3 but the slowdown is what made me put it away. i think thrillville will be pretty good, but to be honest, i wouldn't care if they even put rct3 on a console and eliminated the lag, i would be happy with that

Wabash Cannonball said:
The thing that made the original game fun for me was the unlocking of new rides and scenarios. That was the reason that I was compelled to finish a level before I went to sleep for the evening.

Amen....I LOVED that. And it took a long time until you finally had all therides, etc. It was a great paced progression. RCT2 was good, but like others said...they lost me at the RCT2 expansions. I have no desire to even try RCT3.


Real Cbuzz quote of the day - "The classes i take in collage are so mor adcanced then u could imagen. Dont talk about my emglihs" - Adamforce
All I know is there is a serious lack of amusement park type games for the current console generation, so I welcome this title to the mix. Looks fun to me.

Sometimes I'd rather just sit on the couch in front of my television and play these type of games so it's cool with me. Any word on the price at release?

RCT3 no longer works on my system thanks to that scenery pack download that completely corrupted the files & what's worse is that thanks to the horrible glitches in the expansion packs<the registry keys won't delete> I can't simply uninstall the game to reinstall it so I'm stuck playing RCT2 as a result.
Lord Gonchar's avatar

Peabody said:
RCT2 was good, but like others said...they lost me at the RCT2 expansions.

Which, I believe, is when Frontier got their little grubby hands on things.

Coincidence? I doubt it.


Vater's avatar
^^Can't say I'd be too upset if that happened to me. ;) I was 'stuck' playing RCT2 after losing interest in RCT3 in a record day and a half. Actually, I don't really play many PC games anymore, but when I get the urge to build parks, I generally break out the original RCT. *** Edited 10/1/2006 10:23:32 PM UTC by Vater***
This game is coming out on November 15, in case anyone didn't know, Depending on price, ill get it for ps2....hopefully it will be in the 30-40 range and not 50.

#1 Canobie Lake Park Fan!!! M/M's top 10 coasters: 1. S:RoS @ SFNE 2. Boulder Dash 3. Montu 4. Yankee Cannonball 5. Kumba 6. Gwazi 7. Mind Eraser 8. Thunderbolt (SFNE) 9. Cyclone (SFNE) 10. B:DK
games for the psp are typically $40. hey a bit off topic, but did any of you dig the more "direct" approach coaster games, where you only built and rode coasters, without dealing with prices, ppl, other rides, etc? in alot of cases they seemed to do the build/simulator quite well (disney ultimate coaster, coaster works, etc) i dig them, just curious if anyone else does
DawgByte II's avatar
No... those games were "games" in just the sense that you build to ride, but it loosely defines the term. There's no real goal, no real objective... and despite the poor graphics of yesteryear... they were just unfun. One for the Dreamcast which I THOUGHT was Coasterworks (and a sequal Coasterworks2) wound up being a real disappointment with the lack of freedom.

No Limits isn't truly a "game" either, but at least it puts all of those to shame because there's a lot more fun to be had since you have the freedom & realism of a real coaster.

With Thrillville, I think the set price will be $39.95 for X-Box & PS2.

Thrillville will be RCT3 + Sims put together. If anyone enjoyed RCT3 (sans the slow-down), you won't be disappointed with Thrillville. Then you have to add more objectives since it's a console game... which is why they added the "sims" aspect, so your characters aren't all just generic boobs, but a more realistic representation of a character you can interact with (yea, you could create a family in RCT3, but you couldn't do much with them)...

...as long as you aren't too picky on details trying to make comparisons to how RCT1 & RCT2 was, and if the coaster-building aspect has as much freedom as RCT3, I think this could be a lot better & more fun than RCT3 (and yes, I was a fan of RCT3).

rollergator's avatar
When RCT first came out, I spent ALL night playing a few times...(maybe more than a few, hehe). My work suffered. Social life suffered. Hygiene made it OK, with concessions. ;)

By the time RCT2 came out, I was already bored and DONE with the game. Not challenging at all. The "objectives" were FAR too easy to reach.

Now here's where it gets funny (well, to me anyway). I suggested at one point, I'd guess around 2001, making the game "competitive" by having, say, three players, one each running SFMM, Knott's, and DL. Alternatively, you could have taken, say, SFWoA, CP, and PKI.

That way you could build new attractions, advertise, run your park, maintain staffing levels (or not!), and see where your decisions got you.

Hard to imagine even *amateurs* could have done any worse than SFI did in those two markets...LOL!

bobthecoasterguy's avatar
I, too, imagined having multiplayer (or even AI) controlled competing parks. That would be awesome if done correctly. :)

--Erich

Jeff's avatar
I was invited to fly out to Lucas Arts for their launch/PR thing, but I had to decline as it's the day of BooBuzz. My luck rules!

Jeff - Editor - CoasterBuzz.com - My Blog

Lord Gonchar's avatar
I'd rather be at BooBuzz. :)

i dig sandbox mode way more than objective mode anyways, so i totally love those strictly build a coaster and ride it kind of games like ultimate coaster, coaster works, etc
DawgByte II's avatar
Invited to fly out?
Hmm... free plane ride... free accomidations...

I don't know, my priorities would be over which one could I milk the system with more.

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