I completed the RollerCoaster Tycoon base game last week and started working on the first expansion, Corkscrew Follies. Two things were immediately apparent. First, Corkscrew Follies employs the same challenges and difficulties as the base game, but provides different and additional rides and shops to meet a scenario’s demands. In fact, the research tree will tend to focus on the new elements more than the old elements, requiring you to learn to use the new facilities. The second obvious change was the implementation of scenery and ground elements to represent artificial structures like castles and a variety of other buildings, really enhancing the “themed” idea of your amusement park. Honestly, I had previously associated this change with RollerCoaster Tycoon 2. Probably because I played a lot of the RCT2 base game before I obtained the expansion packs for RollerCoaster Tycoon. It was interesting to see where RCT2’s theming came from. It becomes clear, seeing how these ideas were originally implemented, how the building structures in RCT2 are really the same thing…just with “land” that is invisible (and intangible and non-obtrusive in most situations, if I remember correctly. In RCT, there still has to be a physical piece of land which retains it’s inherent properties to apply the “appearance” of walls, ceilings, etc. to.) Unfortunately, while interesting, I never found this part of the game to be as captivating as the core park management gameplay. A big reason why I never spent all that much time in RollerCoaster Tycoon 2.
Upon realizing I was mainly dealing with cosmetic differences, I started getting a bit bored with RollerCoaster Tycoon, and went looking for other games to mix in…all sim games, of course.
Continue reading 〉〉 “RCT’s Final Challenges, and Other Sim Games”
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