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RollerCoaster Tycoon 2 | |
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Developer(s) | Chris Sawyer Productions Frontier Developments (expansion packs) |
Publisher(s) | Infogrames Atari, Inc. (Time Twister expansion pack) |
Designer(s) | Chris Sawyer |
Programmer(s) | Chris Sawyer |
Artist(s) | Simon Foster |
Composer(s) | Allister Brimble |
Series | RollerCoaster Tycoon |
Platform(s) | Microsoft Windows |
Release |
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Genre(s) | Construction and management simulation |
Mode(s) | Single-player |
RollerCoaster Tycoon 2 is a construction and management simulation computer game that simulates amusement park management. Developed by Chris Sawyer Productions and published by Infogrames, the game was released in October 2002 as the sequel to RollerCoaster Tycoon and the second game in the RollerCoaster Tycoon series. Sawyer announced a mobile version under development in 2016.
RollerCoaster Tycoon 2 tasks players with managing amusement parks in different scenarios with the goal of having them succeed in different ways. The game returns to isometric projection which debuted with the predecessor, allowing for a large degree of compatibility. Various attractions, including transport rides, gentle rides, thrill rides, roller coasters, water rides, and shops or stalls, can be added to the parks as well as landscaping and decorating. The player satisfies the needs of the visitors by building food stalls, drink stands, bathrooms, and souvenir shops as well as facilities and services, such as ATMs (known as "cash machines" in-game) and information kiosks. Players must balance their budget in their expenses and income while doing this.
One notable difference from RollerCoaster Tycoon is a more robust system for building structures, in which one can lay each piece of wall and roof individually. The game provides greater flexibility by allowing a piece of scenery to be locked in place and having its height adjusted. The mechanics in the predecessor made custom building construction less efficient, and rides and shops are no longer allowed to be fixed at any elevation, including underground. In that game, only rides that had tracks could be built underground, since the player had to build the first piece above the ground, then extend the track below ground afterward. Many of the rides from the original RollerCoaster Tycoon have been modified and/or renamed, one example being "Scrambled Eggs" renaming to "Twist". Some old ride designs have been merged with others, such as the "The Wooden Twister Coaster" being included in the "The Wooden Roller Coaster".
User-created scenery items proved to be quite popular.[weasel words] The 'bulldozer' allows the player to remove multiple pieces of scenery instead of only one piece at a time. The scenario editor gives players more customization with their parks, having to select an objective with or without time restraints, how much money the player starts with, what rides are available, and which rides can be made available through research. Players can make and test their own roller coasters to save them for use in other levels with the Roller Coaster Designer, and the game includes a licensed promotion by Six Flags to include their own content and scenarios based on five of their amusement park branches (which are Magic Mountain, Great Adventure, and Over Texas. Walibi Holland and Walibi Belgium were also Six Flags parks during development, and thusly are included here). Many popular rides in Six Flags amusement parks can be used in other scenarios, but are locked from editing. The game also contains a variety of new themes and music for attractions. Players can track and rename guests by clicking on them, and their AI is improved, allowing for the creation of paved areas that would originally confuse park guests in the predecessor game.
All of the scenarios in RollerCoaster Tycoon 2 are available at first launch (which contrasts RollerCoaster Tycoon's unlocking system), and they are divided into five folder tabs: Beginner, Challenging, Expert, Real, and Other parks. The 'Real' tab contains the Six Flags parks preconstructed, while the 'Other' tab contains their empty versions. When creating a scenario, the player can save to any of the tabs.
As with the previous game, players could upload their saved track designs onto the 'Ride Exchange.' Track designs from both games can later be imported into RollerCoaster Tycoon 3 where they are no longer locked to the isometric views.
One Easter egg in the game allows a user to use up to two custom theme tracks. A text file is included that contains a guide to converting a song to a 16-bit wave file at 22 kHz Stereo and placing it in the data directory. These would appear in the game under the music selection for rides as Custom Music 1 and 2, respectively.
RollerCoaster Tycoon 2 was developed by Chris Sawyer who designed, coded, and created the game's artwork entirely alone. His base for the game was claimed to be "99% assembly" in an interview and on his website,[1][2] that was in development since 1996.[3] The game was then published by Infogrames and first released on October 15, 2002.
Two official expansion packs were released for RollerCoaster Tycoon 2. The first, Wacky Worlds, is a world-themed expansion. All seven continents of the world are featured; each has a unique park entrance, large scenery group, and several attractions themed to it. The second expansion pack, Time Twister, is based on a time theme. It is somewhat similar to Wacky Worlds in that the new scenarios are presented as additions to the existing RollerCoaster Tycoon 2 ones, and that there are several major new themes, each with plenty of new rides, scenery, and a park entrance. Chris Sawyer had no involvement with both expansion packs and were both developed by Frontier Developments.
In an interview with Eurogamer in March 2016, Sawyer revealed that he was working on ports for iOS and Android.[4][5] Afterwards, in an interview with the German site "Talk About Games" in July 2016, Sawyer revealed that the game would be written entirely in C, and would contain several new elements such as a launch track for giga coasters.
IGN gave Roller Coaster Tycoon 2 an 8.4/10[6] and GameSpot gave it a 7.0/10,[7] scoring somewhat lower than the original which got an 8.5[8] and 8.6[9] respectively.
Initially, RollerCoaster Tycoon 2 was not entirely popular with some fans of the first game, as the game engine and interface were almost the same as RollerCoaster Tycoon, with minor improvements in graphics (e.g. more images for coaster cars, allowing for smoother animations).[citation needed] Nevertheless, the game proved successful and attracted more people to the series, revitalizing the existing fan base. RollerCoaster Tycoon 2 was the most successful game in the RollerCoaster Tycoon series by 2006.[10]
After the end of official support by the developer and publisher, a fan-made project to reverse engineer RollerCoaster Tycoon 2 into platform independent C source code was started in April 2014.[11] The stated goal is to run RollerCoaster Tycoon 2 on modern operating systems, fix bugs and to add additional features including translations, support for OS X and Linux, support for higher resolutions, the ability to increase simulation speed, and online multiplayer functionality. The project is hosted as GPLv3 licensed open-source software on GitHub.[12]As of October 15th, 2016 (the anniversary of the NA Release), the game does not use any code from the original game, though the graphics files for it are still needed to play.[13]
Rollercoaster Tycoon 2 basiert nahezu komplett auf dem Code des original Rollercoaster Tycoon.
It's 99% written in x86 assembler/machine code (yes, really!), with a small amount of C code used to interface to MS Windows and DirectX.
Ever since the original, I've wanted to create a new version of Transport Tycoon. In fact, I've been working on new versions on and off since 1996. However, these projects were either abandoned or postponed while I concentrated on RollerCoaster Tycoon and RollerCoaster Tycoon 2. In fact, both [of these games] grew out of code written specifically for a new version of Transport Tycoon.
Newcomers will likely find RollerCoaster Tycoon 2 enjoyable, but if you were a fan of the original, you'll probably have a hard time believing that you waited so long for what the sequel has to offer.
I'm sure many of you remember the awesome game that is RollerCoaster Tycoon 2; a game by Chris Sawyer and published by Infograms in which you manage your very own theme park, with all it's rides, shops, guests and economic fortune. Well that same game is now being given a much needed adjustment with the latest release of OpenRCT2 Project. An open source development which improves the game even further with new features, original bug fixes, raised game limits and much more! [...] Development started on April 2nd 2014 by Ted 'IntelOrca' John and thanks to numerous contributions from others