It's hard to believe that it has been 25 years since this iconic game launched and RCT is one of those titles that will always have a fond place in my heart. This is a relatively short interview...
It's hard to believe that it has been 25 years since this iconic game launched and RCT is one of those titles that will always have a fond place in my heart. This is a relatively short interview with Chris but still offers some interesting insights into his choice to use machine code and how some of the instantly recognizable sounds came to be.
Wow I remember begging my parents to buy this for me when I was a kid. I played that first demo level so many times. I got it with an expansion pack for Xmas. I grabbed it on gog or somewhere a...
Wow I remember begging my parents to buy this for me when I was a kid. I played that first demo level so many times. I got it with an expansion pack for Xmas.
I grabbed it on gog or somewhere a few years back and it was kinda hard to return to. The interface and ui felt awkward by modern standards with every menu button opening another window
OpenRCT2 really is the only reason I can go back to playing RCT these days. The quality of life additions, higher resolution support and uncapped framerates go a long way in making it playable by...
OpenRCT2 really is the only reason I can go back to playing RCT these days. The quality of life additions, higher resolution support and uncapped framerates go a long way in making it playable by todays standards.
That said, I still find myself preferring Parkitect when I do get the urge to manage a park and design some coasters.
I poured countless hours into RCT when I was a kid. The only game I can think of that I’ve spent more time on is SimCity 2000. I remember learning years and years ago that the game was largely...
I poured countless hours into RCT when I was a kid. The only game I can think of that I’ve spent more time on is SimCity 2000.
I remember learning years and years ago that the game was largely programmed by one person in assembly and having my mind blown that someone could even do that.
I love that he just tried going to a theme park to record the sound effects.
I'm unreasonably happy that even Chris himself thought 90° train tracks in Transport Tycoon looked ugly. It's a non-issue now with OpenTTD but back then it was always ever so slightly annoying...
I'm unreasonably happy that even Chris himself thought 90° train tracks in Transport Tycoon looked ugly. It's a non-issue now with OpenTTD but back then it was always ever so slightly annoying that the AI would make these butt ugly 90° angles making trains do these weird right angle turns that looked off even then.
I'm also interested in the design philosophy versus Theme Park, as that was my personal favourite. Growing up and meeting people along the years that played games almost always meant they played Rollercoaster Tycoon and not Theme Park. In fact, I don't think I know anyone in real life that played Theme Park but I know multiple that played RTC.
Good article. Chris Sawyer was instrumental in 90s/00s isometric game development to the point that even now we have games inspired by his games, or even direct descendants in the form of OpenTTD.
It's hard to believe that it has been 25 years since this iconic game launched and RCT is one of those titles that will always have a fond place in my heart. This is a relatively short interview with Chris but still offers some interesting insights into his choice to use machine code and how some of the instantly recognizable sounds came to be.
From what I heard he's really not into being interviewed and hardly answers questions people send him. So this is very refreshing!
Wow I remember begging my parents to buy this for me when I was a kid. I played that first demo level so many times. I got it with an expansion pack for Xmas.
I grabbed it on gog or somewhere a few years back and it was kinda hard to return to. The interface and ui felt awkward by modern standards with every menu button opening another window
I bought the GoG version when it was released and was disappointed to learn it didn’t work with trainers and kind of gave up on it after that.
You can always use OpenRCT2, which also has a full cheat menu now if you want it.
OpenRCT2 really is the only reason I can go back to playing RCT these days. The quality of life additions, higher resolution support and uncapped framerates go a long way in making it playable by todays standards.
That said, I still find myself preferring Parkitect when I do get the urge to manage a park and design some coasters.
I poured countless hours into RCT when I was a kid. The only game I can think of that I’ve spent more time on is SimCity 2000.
I remember learning years and years ago that the game was largely programmed by one person in assembly and having my mind blown that someone could even do that.
I love that he just tried going to a theme park to record the sound effects.
I'm unreasonably happy that even Chris himself thought 90° train tracks in Transport Tycoon looked ugly. It's a non-issue now with OpenTTD but back then it was always ever so slightly annoying that the AI would make these butt ugly 90° angles making trains do these weird right angle turns that looked off even then.
I'm also interested in the design philosophy versus Theme Park, as that was my personal favourite. Growing up and meeting people along the years that played games almost always meant they played Rollercoaster Tycoon and not Theme Park. In fact, I don't think I know anyone in real life that played Theme Park but I know multiple that played RTC.
Good article. Chris Sawyer was instrumental in 90s/00s isometric game development to the point that even now we have games inspired by his games, or even direct descendants in the form of OpenTTD.