RollerCoaster Tycoon was the last of its kind [video]
youtube.com
youtube.com
https://atari.com/products/rollercoaster-tycoon-classic#play...
https://play.google.com/store/apps/details?id=com.netflix.NG...
That other game you linked is something else entirely. It's a modern mobile interpretation of RCT, but not at all related other than sharing a name and them. Where-as the one I linked IS the original legendary game. I would skip the modern mobile game personally, as I don't like that of game.
The thing I really don’t like is that it puts too much emphasis on scenery and not the tides themselves.
Edit: yes, work in progress at https://github.com/OpenRCT2/OpenGraphics
To this day I still don't know how it was possible to bypass the protection.
Could have been some sort of Race Condition maybe, which is more likely on an older resource constrained system?
Maybe if the copy protection process became unavailable, the game loaded anyway as a way of providing a better user experience?
I'm probably being too generous there LOL
— Install the base game and both expansions normally.
— Copy and merge the `ObjData` and `Data` folders from the CDs directly into the install folder.
— Open RegEdit, navigate to `HKEY_LOCAL_MACHINE\SOFTWARE\Fish Technology Group\Rollercoaster Tycoon Setup`, and change `Path` and `SetupPath` to the path to your install folder.
Source: Did this just a couple months ago on my HITACHI FLORA 270HX.
Or if it was a game for a LAN, just boot the game with the CD in, then pass the CD along for others to do the same.
Source: was once 10
> He volunteers with the media team at a local primary school. Sawyer travels the world to visit roller coasters as an enthusiast, and gave his "coaster count" at 770 in 2024.
Here's a video of him checking out a roller coaster https://youtu.be/UU73g72NTHc
There are still a few successful solo developer or small team games even today. Manor Lords, Tiny Glade and Townscaper come to mind. But certainly fewer than 30-40 years ago.
- It was relatively late. The heyday of coding games in assembler was years prior (maybe there were some exceptions in portable platforms?). Was there any other smash hit PC game in 1999 coded in x86 assembler?
- It's a pretty substantially complex and large-scale game, at least relatively speaking. It's one thing to write a game like Tetris in assembler, RCT is magnitudes more complicated than the vast majority of games on e.g. the SNES. Doesn't mean the games are bad or anything, and there are probably exceptions. (I know the SNES in particular has a Sim City port, though it's pretty slow.)
- It's not just about assembler really, it's about the whole mindset. RCT is very well-optimized. For example, gameplay mechanics are adapted (e.g. stretching the length of months, shaping algorithms for calculating scores and ratings, etc.) around reducing the number of multiplications, and even on fairly crummy computers of the early 2000s it was possible to have huge parks with a lot of guests running quite well. Contrasting RCT2 with RCT3 paints a pretty good picture, because if you ran both on contemporary computers for their respective releases RCT3 with its fancy 3D graphics and modern development practices couldn't handle a fraction the size of parks without becoming a laggy unplayable mess.
I admit that I think people focus on it a bit much, especially since I'm not sure most people who repeat this fact actually understand what it means. But honestly, I'm willing to be arrogant enough to say I understand, and I salute. Writing scalable and complex code that actually works in macro assembler is not at all impossible, but it's certainly not easy. It requires a discipline that is not to be taken for granted.
That said, I watched the video, and while it did talk on this point, it was largely about the death of hit games from small teams and the bedroom coder.
I think programmers just haven't had that experience, so it's other worldly.
But in general I think the video is just remarking how the industry evolved and it became significantly harder to compete against bigger studios in the 2000s and beyond. I think it is undoubtedly true that the benchmark for many types of games has risen beyond the capabilities of the average solo developer in terms of graphics, content and gameplay scope. But many types of games do not have the burden of high end graphics and a particularly motivated individual can still make breakthroughs.
It gets easier every year now, whereas for a while it was getting harder every year.
OpenRCT2 – RollerCoaster Tycoon 2 in browser using emscripten https://news.ycombinator.com/item?id=42318673
RCT was basically start to finish developed by one person with some sound and graphics work done by a couple other people.
https://minecraft.fandom.com/wiki/Java_Edition_Alpha_v1.2.0
https://blog.omniarchive.uk/post/1096322756/working-on-a-fri...
It was “quite advanced” but at the same time very much in its infancy in terms of the timeline of the game.
I personally don’t think the game would have gone as far as it did if it continued as a solo project.