The king of theme park management sims is here. It’s not some godawful spin-off that bears the name but none of the fun, it’s not the great-but-not-as-good-as-the-first-two RollerCoaster Tycoon 3, this is the first and second games in the series stitched together and bundled with some modern quality-of-life features, such as speeding up time, which is a godsend. This is Rollercoaster Tycoon Classic on Switch, and expectations are lofty.
If you’re unfamiliar with the premise, you’re given a plot of land or an existing theme park and a goal to reach; it might be housing a certain number of guests, achieving a high park value, or perhaps even paying off a debt that someone incurred by not charging for anything.
The way to do any of these is largely the same: create a big, elaborate, exciting, and profitable theme park filled with freefall launchers, merry-go-rounds, refreshment stalls, and of course rollercoasters. Despite its vintage, RollerCoaster Tycoon Classic absolutely slaughters the competition with its flexibility, simple-yet-powerful design controls, visuals that – whilst technically dated – look stunning, and bags of charm.
The game comes with a whopping 95 scenarios for you to tackle, and that doesn’t even include the 43 ‘extra parks’ found in the menu selection of the same name. These are all but a handful of the scenarios from RollerCoaster Tycoon and its immediate sequel, plus all of the expansion packs that were released for them over 20 years ago. The only omissions are some of the ‘real parks’ that we’re assuming developer Chris Sawyer and publisher Atari weren’t able or willing to renew the rights to. Alton Towers was never our favourite, so we can live without it.
The scenarios are as strong and varied as they ever were, but this souped-up version includes some small changes such as additional scenery in previously barren parks, mostly thanks to the (at the time) new additions from RollerCoaster Tycoon 2.
Also from that sequel is the Designer, a workspace that allows you to create your own custom roller coaster designs free of the stresses and finances of a scenario, and with the ability to save your rides so you can plop them into the real game whenever you fancy. Unlike other versions of the game, the scenario side of the toolkit is missing, meaning you can't create custom parks, or indeed share them with your friends, which is a bit of a blow. This could be a result of the .sc6 file import and export system not aligning with Nintendo’s locked-down approach to their console, but it would’ve been nice to see it in some form rather than being entirely gutted.
So it’s all largely what you’d expect, except the UI has had a total overhaul, and this is where we get into the weeds of the Switch version specifically. Visually things are different, that much is immediately obvious, but changing the controls from mouse and keyboard to a twin-stick layout is never a straightforward task. As it happens, the porting team at Graphite Lab has put some serious thought into how the Switch version handles.
You will be moving a cursor around with the left stick, which may initially sound like a solution that doesn’t fall in line with what we just said, but the reality is that there’s no elegant way to get around the fact that the whole game was designed with a cursor in mind, and stripping that away would only diminish things or remove flexibility. Well, there is one way, but we’ll get onto that later.
Various mode switches and shortcut keys make the whole experience a lot smoother than it could be, jumping between the different path tiles and track pieces, rotating what needs rotating, you can do it all and more without ever having to rely on the in-game cursor more than one or twice. It takes a little bit of getting used to, and these shortcuts are somewhat hidden in the options menu, but once you’ve got them down, it might be one of the most comfortable ways we’ve built custom roller coasters to date.
Having said that, there are still some small nuisances with the controls. The map, for example, is in the top right corner and has no shortcut associated with it as far as we can tell, despite inputs such as clicking the right stick going unused. Instead, you have to move the in-game cursor slowly over to the appropriate corner, and there’s no adjustment for how quickly it moves. Don’t get us wrong, as far as moving a cursor with the left stick goes, it’s dead smooth and we’re not sure we’ve ever mis-selected something that wouldn’t be just as tricky with a real mouse, but some flexibility in the options to change how fast it moves would’ve been nice.
The game also runs rather well… provided you don’t zoom out at all. For some reason at the ‘standard’ zoom level the game runs perfectly acceptably, dropping frames in busier scenes, but given the nature of the game, it’s never something that really affected enjoyment. Zoom out, on the other hand, and suddenly the game starts to really struggle, and panning the camera only makes things worse.
Given that the original games could run on a machine as powerful as a wet flannel, it’s disappointing to see the frame rate take such a dive in these instances. You don’t even need to be in a busy park, the initial Forest Frontiers scenario with nothing added is choppy as all hell when panning around and zoomed out. What’s even more bizarre is that our console didn’t seem to be struggling in a similar manner, the fan remained whisper quiet.
It’s very unclear why the performance tanks quite so much, but in truth you’re not likely to be spending much time at anything other than the default zoom level. Whilst it doesn’t really affect gameplay in any significant sense, it is still disappointing to see such an old game getting frame rates in the single digits in certain instances.
Another strange omission is that RollerCoaster Tycoon Classic doesn’t support touch controls on Switch. Given that the original release back in 2016 was exclusive to smart devices, we’re frankly agog that this functionality hasn’t made its way to Nintendo’s touchscreen-toting hybrid. It’s not a dealbreaker by any means, and the quick, sleek controller inputs make for a seriously pleasant time on the big screen, but the touchscreen is right there in handheld mode, and with an interface designed with touch controls in mind, it’s baffling that such a function is not present on Switch.
We’d really like to see these issues addressed in a future update, but if we’re being brutally honest, once we were deep into Diamond Heights upping the ride fee for Arachnophobia and slapping together a custom Looping Roller Coaster with an excitement rating of over 7 and making absolute bank off the hapless tiny guests we’d lured in, we stopped caring about those minor inconveniences completely.
Conclusion
RollerCoaster Tycoon Classic maintains its crown as the lord of all theme park management sims. Despite not supporting touchscreen inputs at all for some bizarre reason, and sudden performance dips when zooming out, the move to Nintendo Switch is a great one. With smartly designed controls and that timeless RCT gameplay (vertical) loop (right) completely intact, the best way to play this classic in your living room TV might, ironically, be Nintendo’s handheld hybrid.
Comments 39
Lack of touchscreen support is a very good reason to not buy this.
I used to love this game on pc back in the day. Playing it on console will feel weird but the review did take some of my worries away. I'll probably pick this up some day.
i think it's insane that Switch doesnt simply support bluetooth (or usb!) keyboard and mouse.
or does it? 🤔 let us know in the comments.
@-wc- The Switch supports wired keyboards. But not everywhere (only when there is a system text input dialog, and certain games but only if the developer wanted it to)
Thanks for the review, not particularly interested in this myself, but I love to see the classic RollerCoaster Tycoon on Switch and as great as ever except for the cons mentioned (the most baffling of them all being the lack of touch controls)!
The Adventures games had full touch screen support, so why the hell doesn't this?!
The choice to not add touch screen support for this game is baffling
@SillyG Sadly, I don't think so. Yesterday Origins don't have full touchscreen support.
Corpse Party and Corpse Party: Blood Drive, despite being released on mobiles before, don't have full touchscreen support.
All Danganronpa games don't have full touchscreen support. (released on mobiles years ago)
Crypt of the NecroDancer don't have full touchscreen support. (released on mobiles years ago)
ATOMIK: RunGunJumpGun don't have full touchscreen support. (released on mobiles years ago)
Zombie Night Terror is mostly playable in touchscreen, but it doesn't have a pause(!) button.
Why Am I not surprised it doesn't have touchscreen functionality haha. I knew they would sabotage it somehow. Played the same game on my iPad and Classic is great and looked forward to have touchscreen functionality and shortcuts via buttons. Oh well.
@-wc- You could use both a mouse and keyboard in Hypnospace Outlaw,
Thanks for the review. I want to feel comfortable playing on PC again. These are two of the classics, which I would like to replay.
I'll play it on GOG instead, if I ever felt like doing that. It truly baffles me that this old game can't even work properly when fully zoomed out. And no touch screen support... What a lowball effort for a port of a great classic.
I've loved this game since I was a kid and got the original cd-rom in a cereal box. Even with the cons, I will definitely pick this up later today.
I have a hard time accepting that a game designed to have Doom levels of PC compatibility couldn’t be ported properly.
It’s Metal Gear all over again.
@-wc- Quake and DOOM support USB keyboard and mouse IIRC
It’s interesting how RCT3 has such an amazing control scheme, I don’t miss touch there at all yet it does accept touch inputs I think to remember. I’m interested in this one so will pick it up just to see wether the cursor was actually necessary or just lazy.
If my disk for the OG game didn't still miraculously work on Windows 10 (There's an odd exit code, but it doesn't affect saving), I'd grab this. Still might if there's a physical release coming. The lack of touch controls isn't an issue for me since I play docked most of the time.
@-wc- Game Builder Garage has mouse support
With touch screen support this would have been perfect.
Without it this release feels almost pointless.
@Yosher
i sometimes miss the days when companies like Nintendo (perhaps especially Nintendo) would simply say "if you want to publish for our platform, your game needs to have (or not have) X."
EDIT - related thought , I'd gladly lose the bottom 3/4 of switch's vast library in exchange for some Quality Control, within Nintendo and without, on the platform. Wouldn't miss it.
@sanderev @PrinceCharmander @montrayjak @Bucky
thanks, all. 👍
answer: depends completely on the game? I suppose of it were possible in this game, it'd have come up and maybe we'd be playing Rollercoaster Tycoon right now instead of having this conversation. ✌️ cheers.
I don’t care about the touch screen controls. I’ve been waiting for this for a long time. They are amazing games, and just tried it last night and seems comfortable. Not PC comfortable… but something I’m willing to sacrifice while on a trip or in bed.
@-wc- I mean, if the game is playable perfectly fine without touch screen controls, then I don't think it's the biggest deal in the world. I'm sure there'll still be people who will be enjoying this a lot without the touch screen.
Though I absolutely agree with your edited statement. There's so much garbage on the Switch. But maybe it's just really hard to quality control all of that? I don't know. I'm not in this business so I can't say. I feel like a large library will just inevitably come with a load of bad things in said library in general.
If you have an iPad, it's on there with touch screen support. Might be on android too, but I'm not certain.
@Kazman2007 But that is also the point, it's exactly the same version as iOS/Android but missing features like touchscreen support. It plays great on iPad.
I used to love the first game, but I think Ill wait till physical gets released.. I hope they fix the framerate and add in touch screen controls by then.
Another lovely review.
was actually thinking about getting it, but will not without touchscreen support. what a ridiculous omission, especially since this was on mobile, wasn't it?
Just because it’s RCT 1 and 2, gonna toss a complimentary 10/10 rating on it. On of my all-time favorite games. Very likely in my top 10 most played games in my lifetime.
@EarthboundBenjy Yes it is the same version as on mobile, same interface which was designed for touchscreen input.
I asked them on social media why it has no touchscreen support and this is the reply I got: "We know people want it and hope to add it in the future so we'll make sure to keep you updated."
So hopefully it will be added someday Both control options would be perfect.
So has the expansion packs, has 1 & 2, (I mean that's good but if people already care about OpenRCT2 then they use it already on PC). Performance for zoom in is unfortunate but hopefully they fix that, otherwise if the outer zoom view is good enough and it's up close crowds/rides or otherwise I'd say it's fair enough but still odd.
Controls I'd always wonder about. It's been a long time since I remember the OG Xbox controls for RCT1 at all and other types of games city builder/tycoon/strategy always are weird on console whether all buttons to map menus or otherwise they always feel weird or 'get close'.
Then again as eh as Theme Hospital on PS1 is versus PC it was still better than Two Point Campus (I know not the same) or Project Highrise versus Sim Tower/Yoot Tower. The depth and changes just felt off. So however this goes I do wonder.
I think while a freeform mode would be nice the games have enough scenarios as 'solve this prior unfinished coaster' as well as the other park objectives from no money of the desert one in Loopy Landscapes to other basic objectives. I think they vary a lot, sure it takes hours and a fair bit of time, the research/marketing campaigns are fair to use and so on.
No riding the rides but to me that didn't matter as Theme Park World you can but I sucked at that game while didn't at RCT 1 or 2 ever unless it was my own stupidity. 3 offers it I think but didn't get into 3 as much anyway. Thrillville was it's own different game though.
The UI changes I don't like, they look cheap not 'modern' and 'sci-fi' or whatever they think is fancy. They look dull and hilarious next to the old design of the originals and fair enough transition to Switch I'd say it looks a bit off but it may be the screenshots or an illusion I'm seeing.
I'd have like to see more updated cartoony fairly detailed versions of the old UI that would show effort, not comfort I'm asking for just more effort put in and matches, sure sure they take up space but, not with these generic shapes/see through ones and more space to show the environments..... very mobile, safe, cheap, no effort and boring.
Otherwise it's probably a solid duology/complete edition of both games.
Touch screen I can agree should be here, the isometric view, the zoom in is fair for the time and modern era even so a touch screen should be usable and the series was on phones (well the later ones). No idea if the OG ones these are were on mobile I only know of 2 on Xbox OG and that's it.
Does it have gyro/cursor support even to be like a mouse. I doubt it. Stick/d-pad is good enough but still. The extra helps. Especially as if mobile had it (forget port existed or other entries have it) then yeah why?
Fair version if it's close enough as possible to the originals then it seems.
Anyone know if this is getting a physical
Had a gift card so I brought it.
It's taking some time to get used to the controls, but I don't care.
I opened up Forest Frontiers, saw I could build the Twist and Pirate Ship right away, and all these memories came flooding back 😭
I do really want to buy this but I know I'll HATE the controls so much that I just won't play it.
You can have this on smartphone. It's cheaper, has touchscreen and no framedrops
I remember the year I took shop class in high school, they were remodeling the shop. We had to have the class in the computer lab. One of the assignments for like two months straight was beat Roller Coaster Tycoon 2. It was a really fun time, and I'm very excited to jump back in!
Thanks for the review!
I got Rollercoaster Tycoon Deluxe a few months back on GOG for around £1.50 in a sale. That's why I won't be getting this, but for those who do, enjoy it!
Why need touch screen for when original mouse and keyboard . Just me I guess. Bit over top for marking it down for that
Recently purchased RollerCoaster Tycoon 3 on Switch, so probably won't bother with this.. unless it's on a big sale.
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