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SimCoaster

 
Games: SimCoaster

Game Description

SimCoaster takes the operation of an amusement park, introduced in games such as Bullfrog's 1994 Theme Park and 1999's SimTheme Park, and focuses on the roller coaster as the main attraction. Successful overall management of the theme park requires efficiency in ride designs, layout, finances, facilities, public relations, human resources, monitoring customer happiness, and researching technological advances. Players can, however, ignore the micro-management aspects of every day operations and concentrate entirely on researching, building, testing, and riding roller coasters.

For gamers interested in managing a simulated theme park, specific tasks are offered in a mission-style format. By successfully completing tasks, players earn stock in the company and eventually become the successor to the retiring park president. Efficiency in hiring and firing staff (janitors, engineers, entertainers, guards, gardeners, and scientists), building attractions and rides, providing comfort and necessary amenities for customers, and ensuring visitor contentment all play a part in SimCoaster.

The game features more than 100 rides and sideshows, 18 roller coaster styles, and three distinctive themes (Land of Invention, Polar Zone, and Arabian Nights). In addition to pre-built coasters for use in the park, a Coaster Design Kit allows the development of roller coasters and flumes after researching them within the game. Creations can be shared with other coaster enthusiasts via e-mail or on the Internet.
~ Michael L. House, All Game Guide

Roots & Influences

SimCoaster combines elements of RollerCoaster Tycoon and SimTheme Park; as it follows the latter, there is an included option to go on virtual rides. The coaster and amusement park genre began with Bullfrog Productions' Theme Park in 1994.
~ Matthew House, All Game Guide

Review: Overall

SimCoaster offers the amusement park enthusiast a chance to manage a theme park from the ground up and while the concept is admirable, execution is not problem-free. Although filled with a mix of goal-inspired tasks, challenges, coasters, carnival rides, and people management, the game never achieves that feeling of true realism sought by simulation fans.

The irritant most immediately noticeable is the weird "helper," a spherical blue being with a bland but cheerful mid-western woman's voice, who materializes in the lower right-hand corner of the screen every 30 seconds. Whether it's an emergency, such as employee revolts or rides breaking down, or a park shortcoming, like lack of food vendors or high prices, this munchkin is always there.

The problem is not merely cosmetic and messages delivered by this weird little helper sum up the general feeling of the game -- dull. During gameplay, you're constantly bombarded with advice like "Build a training room and educate your staff!" or "The bathrooms are getting messy. You should make sure a janitor is patrolling and have him stop in." You must constantly consult with the president, the human resources department, the accountant, and anyone else with half an interest in park management -- but the name of the game is SimCoaster, not SimBusiness 101.

Despite the many challenges that test your park-managing abilities and spice things up, such as "Hot Dog over-stock problem," "Customer Satisfaction Drive," or the "Employee Satisfaction Drive," most are tasks that competely fail to trigger any excitement.

The theme park isn't without some interest, though, as the tracks of the various coasters can be bought pre-fabricated or designed in nearly any ridiculous, loopy, vomit-inducing way imaginable (and there are copious amounts of vomit, which adds a bit of realism only true sim players will appreciate). The simpler rides, like the Ferris Wheel and free-fall machines, are all pre-fabricated, but have unique appearances designed to reflect various theme sections of the park.

Goals are arranged nicely, as you progress through several areas (beginning in the Land of Invention) by completing certain challenges before gaining access to other areas like the Polar Zone and Arabian Nights. Each theme area is divided into several sections, which are unlocked in a similar way. The succession of locales opening up for development generates a nice sense of expansion.

The final problem, though, is the game's absurdly easy nature. It takes no time at all to expand your park to crazy dimensions, and most of the challenges are quickly dispensed with. The chance to make huge piles of computer money so easily is actually a bit embarrassing to the sim entrepreneur. Unfortunately, SimCoaster never really achieves a sense of urgency or player immersion found in similar games.
~ Ted Smith, All Game Guide

Review: Enjoyment

Endlessly expanding your amusement park empire is an essentially fun activity, but the speed in which you can do so in SimCoaster dampens the challenge.
~ Ted Smith, All Game Guide

Review: Graphics

Each ride has a very well realized visual concept and the carnival atmosphere is unmistakable.
~ Ted Smith, All Game Guide

Review: Sound

The constant harangue of the "helper" is enough to make you leap off the tallest coaster. Ambient sounds are decent.
~ Ted Smith, All Game Guide

Review: Replay Value

The potential for building differently designed theme parks guarantees several replays.
~ Ted Smith, All Game Guide

Review: Documentation

The manual is comprehensive and offers good technical troubleshooting advice.
~ Ted Smith, All Game Guide

Production Credits

BULLFROG PRODUCTIONS LTD.; Producer: Stuart Whyte ; Development Manager: Henrik Steen, Nicola Weatherup ; Additional Development Support: Alex Peters, John Miles ; Executive Producer: David Ratcliffe, Jeff Gamon ; Executive in Charge of Production: Richard Leinfellner, Colin Robinson ; Administrator: Lisa Stokes, Lisa Watt; Lead Designer: Karl Fitzhugh ; Additional Design: Shelagh Lewins, Phil Mansell, Nick Ricks, Ken Malcolm; Balancing: Shelagh Lewins, Phil Mansell, Nick Ricks, Ken Malcolm; Scriptwriting: James Leach, Karl Fitzhugh, Danny Bilson ; Focus Testing: David Amor ; Molly Square Font: Molly Fisher; Audio: James Hannigan; Composer: James Hannigan ; Sound Designer: Richard Joseph, Malin Arvidsson ; Recording Engineer: Bill Lusty; Voice Editing: Bill Lusty ; Audio Producer: Nick Laviers ; Voice of the Advisor: Jacqueline Duff ; Voice of the President: Lewis MacLeod; Voice of Mr. Banks: Lewis MacLeod; Voice of Mr. Topp: Lewis MacLeod ; Voice of Miss Moody: Rachael Preece; Voice of Miss Buckle: Rachael Preece ; Voice of Professor Newton: Miles Anderson ; Programming: David Bryson; 3D Optimization: David Bryson; UI Programmer: Will Leach ; QA Manager: Andy Bussell ; QA Project Leader: Darren Tuckey ; QA Team Leader: Robert Stevens, Darren King ; Senior Tester: Nathan Jacobs, Chris Gambold, Richard Wilderspin ; QA Software Tester: Toby Bushnell, Michael Charles, Alex Chirivella-Tienda, Richard Diaz, Paul Dolton, James Fry, Ramon Gamma, Nick Gerig, Bruce Glazier, Jean-Christophe Gouin, Tom Kilminster, Carl Maynard, Rupert Moss, Jordan Nigrelli, Joe Nunn, Lee Smith, Matt Smith, Terry Streeter, Justin Thomas, Dan Tilbrook, Barrie Tingle, Matt Whayman, Steve Winning, Alex Young ; QA Technical Tester: Martyn Sibley, Ricky Watts ; Localization Manager, France: Christine Jean, ; Localization Manager, Sweden: Inger Marshall; Localization Manager, Dutch: Claire Parkes, Rebecca Gordon; Localization Manager, Germany: Michaela Bartelt; International Development, United States: Atsuko Matsumoto, Gabriel Gils Carbõ, Lafayette Taylor, John Pemberton, Dan Roisman ; Translation Coordinator, France: Nathalie Duret; Translation Coordinator, Sweden: Mai Opancar; Translation Coordinator, Germany: Bettina Bachon; Translator, France: Phuong Tran-Mai; Translator, Sweden: Jens Regenberg; Translator, Dutch: Sacha van Ginkel, Olga Hagemeier, Natasja Hagemeier voor U-TRAX M.M.P.; Translator, Germany: Rolf D. Busch, Bettina Bachon; Lead LT Tester, United States: Sean Gardner; LT Tester, United States: Brad Frazier, Jonathan Silverman; LT Tester, France: Lionel Berrodier; LT Tester, Sweden: Sami Valkama; LT Tester, Dutch: Ralph Jung; LT Tester, Germany: Dirk Vojtilo, Tanja Ratajczyk; Test Coordinator, France: Lionel Berrodier; Recording Studio, Paris: Lotus Rose; Recording Studio, Sweden: HannaH Productions; Recording Studio, Dutch: Geluidsstudio; Recording Studio, Hamburg: Toneworx; EARS Audio: David Whittaker, Marc Farly, Rob Hubbard; French Voice Talent: Christine Paris, Pascale Jacquemont, Michel Tureau, Stéphane Ronchewski, Gilbert Lévy ; Swedish Voice Talent: Vicki Benckert, Peter Sjöquist ; Dutch Voice Talent: Marlies Somers, Fred Delfgaauw, Sander de Heer, Maura Renardel ; German Voice Talent: Christine Pappert, Gernot Erdmann, Wolf Frass, Isabelle Grothe, Rolf Jülich, Micaela Kreissler, Christian Rudolph ; United States Voice Talent: Sumalee Montano, Doug Boyd, Roger Jackson ; ELECTRONIC ARTS EUROPE Product Manager: Susann Oelschelegel ; UK PR: Lidia Stojanovic ; Documentation: James Lenoël ; Website: Lloyd Sharp ; Website Architecture: Chris Morgan ; Documentation Translation Coordinator: Joanna Taylor ; Export Territory Localization Manager: Clare Parkes ; Account Handler: Jenny Whittle ; Localization Project Manager: Sandra Picaper ; Audio Localization: David Lapp ; Materials Coordinator: Piers Dodds, Silvia Byrne ; Customer Quality Control: Andrew Chung, Simon Romans ; CLIMAX Producer: Barry Simpson ; Executive Producer: Chris Hadley ; Creative Director: Joseph Cavalla ; Managing Director: Gary Liddon ; Lead Artist: Adam Attew ; Artist: Kelvin Liew, Jim Manning, Mike Baxter, Kate Wright, Lewis Cooper, Mike Green, Mike Todd, Sebastian Michna, Niki Broughton, Paul Jasicki, Jerry Smith, Matt Cooper, Doug Townsley, Simon Cope, Paul Marchant, James Brace, Jon Baker, Lee Piper ; Lead Programmer: Leigh Bird ; Programmer: Nick Vincent, Will Baker, Duncan Colvin, Dave Elton, Ben Potton, John Lydon, Janusz Grzyb, Ed Key, Dave Murphy, Richard Duff, Chris Delay, Steve Legg ; Special Thanks: The Theme Park World team, Carol Aggett, Richard Castle, Jason Lord, Susan Oelschlegel, Adele Kellett, Emily Kenner, Robin Chandler, Patrick Buechner, Steve Perkins, Alex Peters, John Miles, Roy Meredith, Jonathan Bunney, Ross Dearlsey, Jon Lawrence, Evan Hirsch, Morten Pedersen, Simon Harris, Paul Brooke, Andy Kerridge, Bullfrog Productions; ELECTRONIC ARTS REDWOOD CITY Product Manager: Emily Kenner ; Public Relations: Robin Chandler ; Documentation Layout: Big Idea Group ; Package Design: Blind Mice Studio ; Package Project Management: Adrienne Rogers ; Package Illustration: Jon Watson; Photography: Jon Watson ; Documentation: Ede Clarke ; Customer Quality Control: Andrew Young, Dave Knudson, Micah Pritchard, Darryl Jenkins, Tony Alexander, Dave Kellum, Benjamin Smith, Anthony Barbagallo ; CAT LAB: Jacob Fernandez, John Hanley, Mark Gonzales, Brian Sqwyer, Emiliano Miranda, Dave Caron ; Special Thanks: Patrick Buechner
~ Matthew House, All Game Guide
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