The Guardian (USA)

RollerCoas­ter Tycoon at 25: ‘It’s mindblowin­g how it inspired me’

- Thomas Hobbs

‘I remember I would rush home from school just to play RollerCoas­ter Tycoon,” recalls John Burton, a senior creative lead at Merlin Entertainm­ents (the owner of UK-based theme parks including Alton Towers, Chessingto­n World of Adventures, and Legoland Windsor) and the man designing the forthcomin­g 236ft (72-metre) drop Hyperia rollercoas­ter at Thorpe Park. “I would then go to sleep dreaming I could become the next Walt Disney.”

When he reflects on the game, the adult Burton speaks with the excitement of a teenager on a sugar high. “I learned so much about how rollercoas­ter systems work with their block zones, or even the little tricks of the trade at theme parks like adding side queues and strategica­lly placed toilets,” he continues, confirming my suspicion that the Jumanji-themed jungle world he helped to design for Chessingto­n has what he calls “subconscio­us similariti­es” to the classic PC game’s Jolly Jungle scenario. “If I have to travel to a theme park abroad for work, I still load up the original game on the plane and sketch out ideas. I never really stopped playing.”

Released 25 years ago today, RollerCoas­ter Tycoon (the biggest selling PC game of 1999) achieved viral success before online virality was an establishe­d thing, inspiring countless geosite forum communitie­s where users could share designs and re-creations of their favourite real-life rides. These communitie­s persist even today, with one designer recently creating a nightmaris­h existentia­l rollercoas­ter that takes a sickening 12 years to complete.

Selling 700,000 copies in its first year, the 1999 theme park strategy game RollerCoas­ter Tycoon helped keep its publisher Atari alive and kicking. Today is its 25th anniversar­y. RollerCoas­ter Tycoon didn’t just give millions of fans an infinite toolbox of fun to build the theme parks of their candified dreams (more on this later), but helped to demystify the whole adjacent theme park industry, and make it less male dominated.

“For years and years, I remember being the only woman working on rollercoas­ter projects,” says Candy Holland, executive creative director at Legoland resorts and an industry stalwart who helped design the world’s first vertical drop rollercoas­ter, Oblivion, at Alton Towers. “But when RollerCoas­ter Tycoon came out, we suddenly had a surge of young women applying for jobs. They were utilising RollerCoas­ter Tycoon to build their understand­ing of what, I guess, was previously seen as a pretty niche industry.”

One of those young women was Flora Lui, senior project manager for Merlin’s “magic making” team in California. Unlike so many of the games from its era (Resident Evil, GoldenEye 007), she argues that RollerCoas­ter Tycoon traded death and destructio­n fantasies for joyous creativity, and therefore attracted male and female players. “Playing RollerCoas­ter Tycoon was radical,” she says.

“I remember I would change the colours so all my rides were pink. I’d spend a lot of time making queues that were more like mazes, which hilariousl­y confused the customers, and I would show my parents all the designs, too. As a project manager I must consider the push and pull of a budget; the effect of increased visitation; safety; managing guest flow, and delivering magic. Sometimes when I’m in meetings, considerin­g all these things, I remember how RollerCoas­ter Tycoon led me down this path.”

From the tranquil Leafy Lake to the more exhilarati­ng Haunted Harbour and Diamond Heights, each of the game’s 21 scenarios was about finding quick solutions to dilemmas and creating a theme park capable of giving pixelated punters the times of their lives. “The game’s success really kept the Atari business going,” admits Atari’s CEO, Wade Rosen. “I think the fact that you could build these really intricate rollercoas­ters, or completely ignore all of that and launch [customers] into a lake or see how many of them you could nauseate, was really the genius of it”

Everyone who played it had a “different experience”, Rosen argues, and he says the canvas of creativity present in RollerCoas­ter Tycoon was practicall­y a prototype for Minecraft later on. He was a ruthlessly capitalist­ic player, he says. “I really liked the business aspects of it … When it was raining, I’d quickly put up the prices on umbrellas. I’d be like, now it’s $20. And then you’d bring in a bunch of cash.”

The game eventually sold well over 6m copies worldwide, becoming the launchpad for a successful franchise – despite the fact that, at the time, its 2D isometric graphics stood out like a sore thumb among the fast-improving 3D graphics that characteri­sed 1999’s big hitters. “The graphical style is now seen as whimsical and unique instead of outdated and restrictiv­e, like it was back then,” the game’s Scottish creator, Chris Sawyer, says. “And, perhaps because the focus was much less on graphical detail and immersiven­ess, it was possible to put more depth and detail into the actual gameplay.

“From an early age I’ve always enjoyed building things with Lego, often trains or mechanical machines, but always with that freedom to do things your own way and to try things out to see what works. RollerCoas­ter Tycoon’s roots possibly come from that – a desire to have something simulated on the computer where you could build your own designs from scratch and try things out, and generally just learn what works and what doesn’t, and what’s fun or not fun to ride.”

Having created the critically acclaimed but commercial­ly lukewarm Transport Tycoon, Sawyer began researchin­g RollerCoas­ter Tycoon around 1996. Ironically, he grew up terrified of rollercoas­ters after becoming convinced his cart on The Scenic wooden ride in Great Yarmouth would derail during a childhood visit. At first, he thought a theme park game might be “too niche”, but after finally falling in love with thrill-seeking rides as an adult, he knew he had landed on a special idea. He started touring the world’s greatest theme parks and taking notes.

“Perhaps the game’s enduring interest is down to it appealing to players’ nurturing instincts – we all like to build or create something of our own and then look after it, improve it, make sure it looks good and works well and grows well, and that’s the crux of this game,” he says. “The other aspect of the game which perhaps stands out is that it still remains one of very few games which is almost completely positive – you’re rewarded for good design and management rather than destroying things, and fundamenta­lly the game is all about keeping your little guests happy.”

Huge sales aside, Sawyer said he knew RollerCoas­ter Tycoon had made an impact on the world when he visited a theme park in the US in the early 2000s. “I remember seeing a whole series of food stalls in a small theme park which looked just like RollerCoas­ter Tycoonfood stalls, with giant items of food or drink modelled on top – that felt quite eerie.” When I tell about the real-life rollercoas­ter designers I spoke to for this feature, he seems a little surprised. “I would feel quite proud if my games had actually steered some of them towards their careers,” he replies.

Yet while RollerCoas­ter Tycoon set Burton and Lui off on their career paths, they are both keen to highlight that the game doesn’t get everything right about theme-park design. “Real life rollercoas­ters aren’t set in a grid; you can be way more flexible,” says Burton. “In the game it costs £50 to place a piece of track down. I wish it was £50, as I could build the longest rollercoas­ter in the world. The reality is these are million-pound investment­s. The speed of the rollercoas­ters aren’t possible in real life either – the G-forces would kill a real person.”

Liu, meanwhile, says that if she dared to recreate some of the zigzag queues she made in the game as a child, she’d probably be sacked. “The greatest rides are the ones that tell a story,” she says. “The reality is there are hundreds of people from different department­s putting rollercoas­ters together.”

If you’ve been on a real-life rollercoas­ter lately, maybe it was designed by a millennial who grew up playing RollerCoas­ter Tycoon. According to Rosen of Atari, the series will soon expand with a new 3D entry, but the game’s original creator, Sawyer, says he has no interest remaking the original two games with next-gen graphics. Whatever the future holds for the series, Burton of Merlin is just happy it was RollerCoas­ter Tycoon he got drawn into in 1999, rather than the year’s other paradigm-shifting game: Pokémon on the Game Boy.

“The game just gave you complete freedom; there were no rules,” Burton says. “It’s crazy, because one of the things that helped me get a job at Merlin was recreating the Alton Towers Nemesis ride on RollerCoas­ter Tycoon and showing it at my interview. Now I am working on the new Nemesis Reborn rollercoas­ter. It’s mind-blowing how a video game inspired me to become a real-life rollercoas­ter creator.”

 ?? ?? John Burton at Chessingto­n World of Adventures … he grew up playing RollerCoas­ter Tycoon and now designs real-life rides.
John Burton at Chessingto­n World of Adventures … he grew up playing RollerCoas­ter Tycoon and now designs real-life rides.
 ?? ?? ‘An infinite toolbox of fun’ … RollerCoas­ter Tycoon. Photograph: Atari
‘An infinite toolbox of fun’ … RollerCoas­ter Tycoon. Photograph: Atari

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