Caillou Two started making little cheering noises as he went through one of the long banked turns at over 40 km/h. It wasn't a great ride, limited both by the simplistic engineering of the Alpine design template and my own inexperience with the tools, but it had a few big drops and steadily built-up speed through a series of downward corkscrews on the back-half of the track. ![]() ![]() The first person to ride my Alpine rollercoaster was a little bald kid in a blue shirt and baseball cap that looked almost exactly like that awful Caillou character, which meant I hated him on sight.įortunately, I hadn't done any safety tests of the new coaster, which was really just a test of my own ability to design and build my own coaster using Parkitect's layout tools. There are, of course, the kind of weird, macabre touches you'd expect from a game that works so hard to channel Rollercoaster Tycoon. On another level, which only tangentially relates to that first game, it's a rollercoaster construction kit, where you build a variety of different rides in a variety of different styles, customizing each twist, dip, and dive to make sure it's giving riders the experience you-not necessarily they-want. On one level it's a lighthearted, lightweight business-management game about building, maintaining, and expanding a profitable theme park. Parkitect takes most of its cues from the original Rollercoaster Tycoon, which means it's effectively two games in one. It's a good-enough park, and the customers who walk back out through the gates feel like they got what they came for, but with a little more care and convenience it could be great. Most of the rides are full or at least half-full, I have a cool rollercoaster or two that are drawing a lot of customers, and I'm turning a handsome profit every month. ![]() After a couple hours of tinkering and revising, I've almost got a decent amusement park in Parkitect, Texel Raptor's pseudo-remake of Rollercoaster Tycoon.
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