I think I understand what took Atari this long to get us a RollerCoaster Tycoon game on a handheld system. They forgot to click the little green flag, is what happened. I understand the problem — it happens constantly to me when I’m playing. I’ll set up the biggest, best, most bad-ass park the world has ever seen. Perfect layout. Rides as tall as skyscrapers. Burgers to fill you up, and janitors to clean up after you’ve spewed them all over the sidewalk. Everything is in place for perfect customer satisfaction — and then, nothing. People wander my park, doing nothing, taking advantage of none of my awesome attractions. “What’s wrong with you?” I lament, tearing at my hair. “Don’t you want to come and have the time of your life?” And then I see the fatal flaw: once an item is in place, you have to flag it as ‘Open for Business.’
Well, TriplePoint client Atari has clicked that flag at last, so we can all stop just looking at RollerCoaster Tycoon 3D, and start playing it. I mean, don’t get me wrong, the game’s in 3D, so looking at it is already pretty great. But I want to generate some more digital vomit, man.
From the press release:
Developed by n-Space, RollerCoaster Tycoon 3D recaptures the classic gameplay of the RollerCoaster Tycoon games that have delighted gamers since 1999, while tailoring the fun for the 3DS through an intuitive touch-screen interface and portable game sessions. Just as players will be challenged to craft an enjoyable experience for their in-game customers, the look and feel of RollerCoaster Tycoon 3D has been designed to use the system’s features for smooth gameplay, including 3D graphics, park exploration via gyro sensors, and coaster-sharing abilities via StreetPass™.
Now, if you’ll excuse me, I’m going to delete the exit path so my visitors are stuck in an endless loop between the tilt-a-whirl and the ice cream stand. It’s going to be so, so colorful.
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