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Posted
Though I feel that in some ways this is an irresponsible kind of post it is nice to see publishers going straight to the fans. It is also kinda exciting to know that TPR is on the radar of a company like Lucas. I guess some of us would be very happy if you guys make a sequel if you come here for feedback or give us a place to go to give feedback.

 

Understood. I was certainly hesitant about making this post in fear of backlash, but it seems that many of you have embraced it. Thanks for your interest!

 

Well all that said onto the questions!!

-Can you give us an approximate length of the game? Based on what I have heard about the game it sounds like a lot of it is a story type mode where you keep moving to bigger and better bits of land but with a bit more limited scope than things like RCT3. (whoa that was a long run on sentence)... So I guess what I'm wondering is am I right about the game being mission based more than just open and from that how free are we to continue building if we like a park?

 

Yes, the game is mission-based, but by the time you're at the end (anywhere from 10 to 30 hours, probably -- it totally depends on how much time and effort you put into building), you're given a park that gives you total freedom. Actually, you can finish the story, but the game is never really "over" until you decide to stop playing it.

 

-How much space will an average sized save take on the PS2. This is a huge concern as those memory cards still aren't cheap and some games are irresponsibly big. I know Frontier has made console games before so I hope they are being good to the memory cards.

 

Back of the box says 650KB. I hope that works for you.

 

-How many different rides/coasters are there. I love different rides and hopefully there will be plenty of variety.

 

There's a total of 101 attractions. From the fact sheet for the game: "Thrillville boasts the simplest, most intuitive development tools available for all 75-plus ride types, from wooden, corkscrew and inverted coasters to merry-go-rounds, trains and all your favorite carnival rides." The other 20-plus attractions are the minigames.

 

-How flexible is placement? Is it like RCT3 where things are on an absolute grid or is it more flexible about placing things at angles?

 

Honestly, I'm not familiar with RCT3 enough to make comparisons, so I'm not sure if it's more flexible. I can tell you that there are designated "build areas" within each park, and, for example, if there's a tree within the topogrophy but you want to put your ride there, the game will automatically move the tree.

 

-Last Question for now: Do the coasters all have specific operation types still or can we create wacky off the wall things like a launched woodie? Or heck a shuttle multi-dimensional coaster. At least I hope that there are a number of coasters that support shuttle behavior.

 

Again, I can't give you a definitive answer on that (there's still quite a bit of this game for me to play myself), but I can tell you that, with an emphasis on fun versus realism, you can create some pretty wicked rides that defy the laws of physics.

 

Well hopefully I've kept your job interesting... Sorry...

Just to get a bit personal if you are gonna be around here:

Do you actually ride coasters?

Which ones have you been on? If you need a refresher on coasters at certain parks check out rcdb.com which is fairly complete.

 

Yes, I quite like visiting amusement parks and riding the rides within. I grew up in Houston and visited AstroWorld (may it rest in peace) about seven or eight times, though it wasn't until the last few of those that I finally overcame my fear of the Texas Cyclone. I've also been to Six Flags Over Texas in Dallas, Libertyland in Memphis (which I believe is also closed now), Six Flags Great America in Chicago, Disneyworld (including Epcot, MGM, etc.), Disneyland, both Universal Studios, Islands of Adventure, Fiesta Texas in San Antonio... that might be it, though I may have forgotten one or two. One of these days I'll make it to the parks out here in the Bay Area. Anyway... Thanks for asking.

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Posted
Is there a sandbox mode in this game like in RCT3?

 

I don't believe it's the same thing, but there are a couple of different "sandboxy" things about Thrillville.

 

For one, the last park in the game, after you've "beaten" it, is totally open to you to create and change to your heart's content.

 

There's also a "Blueprint" mode, where you can create super-high, crazy coasters that take up so much memory they can't fit into your true parks.

 

Also, though there is a mission structure, you have a lot of freedom as to how you go about accomplishing them. You don't have to complete every mission, so if, say, you don't want to play a certain minigame or establish a love connection between two guests, you don't have to. Plus, each park gives you a certain set of missions that you can accomplish in any order you please. You can even just mess around in your park the whole time and not bother with the missions if you so desire. But that prevents you from moving on to the next park.

Posted

From what I've seen, this game looks like a console version of RCT3, but without the $930 price tag. ($30 for the game, $900 for the video card)

 

Anyhoo...

 

It is a real pity that the game will not be coming out for the DS. What about the Wii? After all, Nintendo (the greatest video game system company ever, IMO) should get some of the love.

 

And another thing. Thrillville will be coming out for the PC, eventually. Emulators take time. Also, will there be expansion packs?

Posted
It is a real pity that the game will not be coming out for the DS. What about the Wii? After all, Nintendo (the greatest video game system company ever, IMO) should get some of the love.

It makes perfect sense to me the platforms that have been chosen. XBOX, PS2, and PSP to some extent can share the same game code base because the systems have similarities. Creating a game for the DS is a completely different beast all together (I'm going through that right now!)

 

I'm sure if the the franchise takes off, Wii and DS would be good options for Lucas to consider.

 

And another thing. Thrillville will be coming out for the PC, eventually. Emulators take time. Also, will there be expansion packs?

Well, saying it's coming out for the PC via an emulator really isn't "coming out for the PC."

 

I think fans of the RCT series need to understand that this game isn't RCT, it's ThrillVille. Having spoken to David Braben myself about the game, this was something they've wanted to do for a long time ever since they ported the original RCT to the XBOX. A 'point and click' game just didn't work right on the console systems (and if you've played RCT on the XBOX I'm sure you'll agree), and they really wanted a "roller coaster/theme park game" for consoles and the only way to do that right was to build it from the ground up.

 

From what I've played of the game a year ago I thought it was GREAT! Especially the ability (if it's still in the game) to create interactive dark rides, shooting galleries, go kart tracks, and then play them against friends.

 

From the version I've played, it seemed a lot more like The Sims or Animal Crossing meets RCT. But it's NOT "RCT" and you guys need to take that into consideration when you first play.

 

The only thing that I'm a bit disappointed about (if this is the case) is the lack of connectivity to XBOX Live to be able to share your tracks/parks with other people.

 

But knowing first hand the difficulty that adding multiplayer can create for development schedules, QA testing, etc, I can understand the reasoning for not including it this time around, but would hope that would be a high priority for any future versions.

 

Thanks for posting Chris! We look forward to hearing more news about the game!

 

--Robb

Posted
From what I've seen, this game looks like a console version of RCT3, but without the $930 price tag. ($30 for the game, $900 for the video card)

 

Anyhoo...

 

It is a real pity that the game will not be coming out for the DS. What about the Wii? After all, Nintendo (the greatest video game system company ever, IMO) should get some of the love.

 

And another thing. Thrillville will be coming out for the PC, eventually. Emulators take time. Also, will there be expansion packs?

 

I wouldn't rule out that we'd NEVER release it for a Nintendo system -- we definitely have franchise plans for Thrillville. However, we haven't made any announcements for anything beyond what's coming out next week.

Posted
It is a real pity that the game will not be coming out for the DS. What about the Wii? After all, Nintendo (the greatest video game system company ever, IMO) should get some of the love.

It makes perfect sense to me the platforms that have been chosen. XBOX, PS2, and PSP to some extent can share the same game code base because the systems have similarities. Creating a game for the DS is a completely different beast all together (I'm going through that right now!)

 

I'm sure if the the franchise takes off, Wii and DS would be good options for Lucas to consider.

 

And another thing. Thrillville will be coming out for the PC, eventually. Emulators take time. Also, will there be expansion packs?

Well, saying it's coming out for the PC via an emulator really isn't "coming out for the PC."

 

I think fans of the RCT series need to understand that this game isn't RCT, it's ThrillVille. Having spoken to David Braben myself about the game, this was something they've wanted to do for a long time ever since they ported the original RCT to the XBOX. A 'point and click' game just didn't work right on the console systems (and if you've played RCT on the XBOX I'm sure you'll agree), and they really wanted a "roller coaster/theme park game" for consoles and the only way to do that right was to build it from the ground up.

 

From what I've played of the game a year ago I thought it was GREAT! Especially the ability (if it's still in the game) to create interactive dark rides, shooting galleries, go kart tracks, and then play them against friends.

 

From the version I've played, it seemed a lot more like The Sims or Animal Crossing meets RCT. But it's NOT "RCT" and you guys need to take that into consideration when you first play.

 

The only thing that I'm a bit disappointed about (if this is the case) is the lack of connectivity to XBOX Live to be able to share your tracks/parks with other people.

 

But knowing first hand the difficulty that adding multiplayer can create for development schedules, QA testing, etc, I can understand the reasoning for not including it this time around, but would hope that would be a high priority for any future versions.

 

Thanks for posting Chris! We look forward to hearing more news about the game!

 

--Robb

 

Thanks for your comments, Robb! Xbox Live was in the plans for a while, but it was ultimately decided that, because the game is being targeted at a younger audience (which in turn lowers the already-low 10% of Xbox owners who have Xbox Live), the developer's time was better spent refining the rest of the game.

 

Just out of curiosity, what company do you work for, Robb? (If you can say, of course...)

Posted
It is a real pity that the game will not be coming out for the DS. What about the Wii? After all, Nintendo (the greatest video game system company ever, IMO) should get some of the love.

It makes perfect sense to me the platforms that have been chosen. XBOX, PS2, and PSP to some extent can share the same game code base because the systems have similarities. Creating a game for the DS is a completely different beast all together (I'm going through that right now!)

 

I'm sure if the the franchise takes off, Wii and DS would be good options for Lucas to consider.

 

And another thing. Thrillville will be coming out for the PC, eventually. Emulators take time. Also, will there be expansion packs?

Well, saying it's coming out for the PC via an emulator really isn't "coming out for the PC."

 

I think fans of the RCT series need to understand that this game isn't RCT, it's ThrillVille. Having spoken to David Braben myself about the game, this was something they've wanted to do for a long time ever since they ported the original RCT to the XBOX. A 'point and click' game just didn't work right on the console systems (and if you've played RCT on the XBOX I'm sure you'll agree), and they really wanted a "roller coaster/theme park game" for consoles and the only way to do that right was to build it from the ground up.

 

From what I've played of the game a year ago I thought it was GREAT! Especially the ability (if it's still in the game) to create interactive dark rides, shooting galleries, go kart tracks, and then play them against friends.

 

From the version I've played, it seemed a lot more like The Sims or Animal Crossing meets RCT. But it's NOT "RCT" and you guys need to take that into consideration when you first play.

 

The only thing that I'm a bit disappointed about (if this is the case) is the lack of connectivity to XBOX Live to be able to share your tracks/parks with other people.

 

But knowing first hand the difficulty that adding multiplayer can create for development schedules, QA testing, etc, I can understand the reasoning for not including it this time around, but would hope that would be a high priority for any future versions.

 

Thanks for posting Chris! We look forward to hearing more news about the game!

 

--Robb

 

Thanks for your comments, Robb! Xbox Live was in the plans for a while, but it was ultimately decided that, because the game is being targeted at a younger audience (which in turn lowers the already-low 10% of Xbox owners who have Xbox Live), the developer's time was better spent refining the rest of the game.

 

Just out of curiosity, what company do you work for, Robb? (If you can say, of course...)

 

Is thirteen considered younger audience?

Posted

Man I hate those sort of statements about "Target Audiences"... Why did you have to say that...

 

Now I feel too old to get the game... I mean seriously I keep feeling older and older and I'm only freaking 25... I mean hell these kids these days... Spoiled with their millions of colors... I remember the amazing rainbow of 25 colors on the NES. Heck when the SNES came out I was in absolute awe of how amazing 256 colors could make characters look.

Posted
Just out of curiosity, what company do you work for, Robb? (If you can say, of course...)

I work for Activision, currently the Senior Producer on Transformers: The Movie. Been doing games for many years: http://www.imdb.com/name/nm0994791/ Which is how I know Chris Sawyer.

 

Although I very much keep my "day job" and my theme park stuff quite seperate!

 

--Robb

Posted
Just out of curiosity, what company do you work for, Robb? (If you can say, of course...)

I work for Activision, currently the Senior Producer on Transformers: The Movie. Been doing games for many years: http://www.imdb.com/name/nm0994791/ Which is how I know Chris Sawyer.

 

Although I very much keep my "day job" and my theme park stuff quite seperate!

 

--Robb

 

COD2 AND Aladdin?! Loved those games! And I totally understand keeping the day job separate from the theme-park stuff.

 

Very cool!

Posted
Man I hate those sort of statements about "Target Audiences"... Why did you have to say that...

 

Now I feel too old to get the game... I mean seriously I keep feeling older and older and I'm only freaking 25... I mean hell these kids these days... Spoiled with their millions of colors... I remember the amazing rainbow of 25 colors on the NES. Heck when the SNES came out I was in absolute awe of how amazing 256 colors could make characters look.

 

My apologies! And for the record, SNES games STILL look amazing!

Posted
Man I hate those sort of statements about "Target Audiences"... Why did you have to say that...

 

Now I feel too old to get the game... I mean seriously I keep feeling older and older and I'm only freaking 25... I mean hell these kids these days... Spoiled with their millions of colors... I remember the amazing rainbow of 25 colors on the NES. Heck when the SNES came out I was in absolute awe of how amazing 256 colors could make characters look.

Dude...chill...it's not like this is the first time you've heard that. Hell, I'm sure every theme park you go to has a much lower "target audience" than your current age.

 

Seriously, you complain about just about everything, and I welcome complaints that have merit, but in this case you're just bitching for the sake of it, especially to someone who's actually here to give some good feedback about the game.

 

Just like any park or ride manufacturer who posts here, please treat them with some respect.

 

Thanks.

 

--Robb

Posted
Dude...chill...it's not like this is the first time you've heard that. Hell, I'm sure every theme park you go to has a much lower "target audience" than your current age.

 

Seriously, you complain about just about everything, and I welcome complaints that have merit, but in this case you're just bitching for the sake of it, especially to someone who's actually here to give some good feedback about the game.

 

Just like any park or ride manufacturer who posts here, please treat them with some respect.

 

Thanks.

 

--Robb

It was intended as a joke actually... I guess it wasn't taken as one. Maybe I need to put in a next time...

 

Seriously though I've been looking forward to this game since it was announced. It just comes at kinda a bad time for those of us who are trying to buy our own games...

Posted
Will the game have like scenery like Rct3? Like buildings are like seperate pieces. Not just a pre-made one.

 

Thanks,

Zack

 

I'm not entirely sure what you're asking, but there is scenery outside of the rides themselves, if that's what you mean.

Posted

INTERACTIVE DARK RIDES!!!!!!!!!!!!!!

 

 

 

that is all

 

 

 

 

 

also, will the graphics or whatever be reduced depending on the amount of rides there are in a park?

 

ps: love the video!!!

Posted
Sorry I wasn't too clear. I was trying to ask if you can build your own buildings. Like stations for coasters, for example.

 

You can place and move buildings, I believe, but I don't think you can build them from scratch.

Posted

Anyone get a copy yet? I'm kinda trying to decide on whether to get it or not... I'm so tempted but I'm still worried about how deep it is going to be. Parts sound really fun but I'm just not sure about how flexible the building will be.

 

Eh who am I kidding... I'll probably get it anyway...

Posted

I wrote this in the main forum because some people were complaining about the limited availability of detailed roller coaster parts and it's probably valid for me to post this here too -

 

I also think it should be pointed out that this game isn't really a "roller coaster simulator" so if you're looking for the same detailed oriented elements that make up RCT, then this game is probably not for you.

 

IMO, it really shouldn't be compared to RCT because it's a very different type of game.

 

Yes, the setting of the game is in a theme park and you can create rides, and yes it's made by the RCT3 guys, but I actually feel the game is more like Animal Crossing or Sims meets Mario Party than it is like Roller Coaster Tycoon.

 

What I've played of it so far I really like! But then again, I'm much more of the "casual gamer" even when it comes to roller coaster and theme park games. For example, No Limits is not the kind of game for me. Never played it, never plan on it. But ThrillVille is more of what I'd be looking for in a console theme park game as a casual gamer.

 

--Robb

Posted
I wrote this in the main forum because some people were complaining about the limited availability of detailed roller coaster parts and it's probably valid for me to post this here too -

 

I also think it should be pointed out that this game isn't really a "roller coaster simulator" so if you're looking for the same detailed oriented elements that make up RCT, then this game is probably not for you.

 

IMO, it really shouldn't be compared to RCT because it's a very different type of game.

 

Yes, the setting of the game is in a theme park and you can create rides, and yes it's made by the RCT3 guys, but I actually feel the game is more like Animal Crossing or Sims than it is like Roller Coaster Tycoon.

 

What I've played of it so far I really like! But then again, I'm much more of the "casual gamer" even when it comes to roller coaster and theme park games. For example, No Limits is not the kind of game for me. Never played it, never plan on it. But ThrillVille is more of what I'd be looking for in a console theme park game as a casual gamer.

 

--Robb

 

I think you nailed what Frontier was trying to do with this, Robb. Glad you're digging it so far!

Posted

I writed a post there, too.

 

Yes, Robb said it

The game is not a Tycoon Game, is a social simulator, but a bit strange, (where have you seen a 12 years old guy managing a theme park?) but it's a funny game.

About the rides... I can remember Corsqcrew, Launched Coaster, SitDown Coaster(Similar to Xtended), Suspended Coaster, Mine Train, Railway, Wooden Coaster and Twisted Coaster, all of them are with a rails similar to B&M ones(excep Wooden, Mine Train & RailWay), and about other rides, there are Jump2, a ride I think is called "Tango" and some more strange flat rides.

Also there are Kartings, Trampolines, and some hability games like Planes Fighting, Soccer, Destruction Derby, Jumps...

You can also select the "Training Staff" option.

If you're a mechanic, you've to make a way from Point A to Point B to repare a ride, if you're an animator, you've to dance, similar to DDR or PIU but with the bottons, and if you're a waste cleaner(I don't know how to say this in English :S) you've to clean the papers, the bottles and every things that people throw away.

Bye!

 

Bye again!

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