RollerCoaster Tycoon 3 Demo
by Maarten Goldstein, Sep 27, 2004 7:40am PDTAtari has released a RollerCoaster Tycoon 3 demo, offering you the chance to try out the 3D theme park game from Frontier Developments. The 185mb download includes three tutorials and one scenario called "A Taste of Paradise" which you can play for 45 minutes. The full game is due out late October.
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i found it hard to build a custom coaster in the demo park though, as the space was so tight/limited. i guess that was probably intentional, but it was frustrating.
not that I'm going to download it... just as a favor to the poor sob's who want it.... *cough*
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wtf
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the old rct games made "auto tunnels" as soon as you went into a section of the ground at a good angle.
basically you'd lower the ground on the steep parts and have the track enter the ground on flat piece and you were good to go.
now i can't build there >:(
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I'll be buying this one for sure.
SOLD
I think this game is going to be really great. My prediction is that, for most people, the game will be truly as enjoyable as the original, but only once the average computer matches or exceeds what is considered today's highest spec computer.
The game runs pretty well on my 2200XP/Radeon 9800 pro/512 mb PC, but there is sluggishness especially in coaster cam mode, and when the park paths begin to fill with many peeps.
As we all know, the original game only rendered park guests as tiny sprites, so thousands of them could be on screen at a time, and using the game's menus and navigating the park was pleasant. RCT3's guests are 3d animated models, and although low in polygon count, are exponentially more complex than the guests in RCT 1 and 2. The game just feels like more of a chore to please guests when the the more of them you get, the more they eat up your framerate.
RCT3 runs pretty well with many guests, but this is mostly a processor limited feature, and my concern is that most people won't get to experience the busy theme park feel that the original had, until our computers catch up.
The game is still enjoyable, but there are slowdowns and hitches that can be distracting. This is all of course expected.
My other issue is the menu system. The menu is made up of little blue circle buttons that really take some getting used to.
It would be great if the selected sidebar menu item was indented or highlighted to show which menu you opened, so that you could easily find it and click it again to close it's windows. I have no problems with the menus that these buttons open, just with how they are opened and closed.
The original games had simple rectangular windows with familiar 'close' buttons in the top-right corner, and simple title bars. In RCT3, the close buttons are located down the side of some menus, and are tiny blue circles with 'X's (floating separately from the menu that it closes). This isn't a huge problem, but it causes you to navigate slower because of our habit of looking for the close button in the top right corner of the window.
Basically the whole GUI takes getting used to, and this is understandable, for the most part it's done well. But I found that some GUI design ideas used in RCT 1 and 2 were more efficient and usable than RCT3's when doing the same tasks. I think people will have to adjust to the task of building rides, and even placing paths and waiting queues, just based on the option's placement in the GUI.
Luckily my two problems with this game are going to be solved with time. Computers will catch up to the game's graphics demands, and we'll get used to the in-game GUI.
Everything else is great.
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My only complaint is with the placement of the quit button in the tutorial I kept having the urge to hit it thinking it was continue, and unfortunately there isnt a confirmation prompt.
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i guess i just don't like these type of games anymore, but for fans of the genre this should be the shiat
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how the hell am i going to fit this in between rome: total war, football manager 2005, half-life 2, etc etc?
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I will report back...