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Rollercoaster Tycoon (or, MicroProse’s Last Hurrah)



This article tells part of the story of MicroProse Software.

I think it touches on two of the most fundamental aspects of human nature. We all like doing something constructive, where we can see that we are creating something from virtually nothing, and we all have a desire to nurture or look after things. This is what the game is all about. You spend hours painstakingly building your park and roller coasters up piece by piece, and then it becomes your own baby, which you want to look after and keep running smoothly, watching it grow in popularity and delighted by all the little guests who are enjoying all your hard work. Of course, the subject matter, roller coasters and theme parks, helps a lot as well. What could be more fun in a game than to build and run a park which is full of little people also having fun?

— Chris Sawyer

When Jeff Briggs, Brian Reynolds, and Sid Meier resigned from MicroProse Software in 1996 in order to found their own studio Firaxis, they left behind one heck of a parting gift. Civilization II, the last project Briggs and Reynolds worked on at MicroProse, became one of the rare computer games that sell in big numbers for months and months on end. Combined with a brutal down-sizing that involved laying off half the company and finally retiring the redundant Spectrum Holobyte brand, Civilization II managed to put MicroProse in the black in 1997 for the first time in more than half a decade. The $7.9 million profit the company posted that year, on revenues that were up by more than 40 percent, may have paled in comparison to the $120.2 million it had bled out since being acquired by the Spectrum Holobyte brain trust in December of 1993, but it was better than the alternative.

Unfortunately, Civilization II was a one-time gift. The departures of Briggs, Reynolds, and Meier, combined with the layoffs, completely destroyed any ability MicroProse might have had to come up with a similar game in the future. Meanwhile the action-oriented military simulators on which management had staked the company’s future in lieu of grand-strategy titles were proving a dud; with the Cold War and the Gulf War having receded into history, there just wasn’t the same excitement out there around such things that there once had been. Recognizing that the brief return to profitability was an anomaly rather than a trend, MicroProse’s CEO Stephen M. Race let it be known on the street that the company was up for sale, hoping against hope that a buyer with more money than sense would emerge before the rotten fundamentals of his business boomeranged back around to crush it. His hopes were gratified from a very unlikely quarter. Hasbro, which alongside its arch-rival Mattel ruled the American market for toys and family-oriented board games, took the bait.



Hasbro had been founded in 1923 in Rhode Island, by an industrious Polish immigrant named Henry Hassenfeld. It existed as essentially an odd-job factory until 1951, when the founder’s son Merrill Hassenfeld, who had inherited the enterprise after the death of his father, partnered with an inventor named George Lerner to create Mr. Potato Head. A bizarre idea on the face of it, it was a kit that children could use to dress up a potato or other vegetable of their choice with noses, ears, eyes, mustaches, glasses, hats, etc. (Later on, a plastic potato would be included as well to keep the tykes out of the pantry.) Thanks largely to savvy advertising (“The most novel gift in years, the ideal item for gift, party favor, or the young invalid!”), much of it on the brand-new medium of television, Mr. Potato Head became a sensation, selling millions upon millions and transforming its parent company forever. Indeed, Hasbro can be credited with inventing the modern industry of branded, mass-produced toys in tandem with Mattel, whose Magic 8 Ball made its debut at almost the same instant as Mr. Potato Head.

Many more toy-store successes were created or bought up by Hasbro over the ensuing decades: G.I. Joe, Transformers, Nerf guns, Play-Doh, Raggedy Ann and Andy, My Little Pony, Tonka trucks. Hasbro also collected an impressive stable of family board games, including such iconic perennials as MonopolyScrabble, Candy Land, Battleship, and Yahtzee. In 1996, the conglomerate’s revenues exceeded $3 billion for the first time. Remarkably, it was still in the hands of the Hassenfeld family; the current CEO was Alan Hassenfeld, a grandson of old Henry.

Yet despite the $3 billion milestone, Alan Hassenfeld was an insecure CEO. He had grown up as the free spirit — not to say black sheep — of the family, overshadowed by his more focused and studious older brother Stephen, who had been groomed almost since birth to be the heir apparent. But when Stephen died way too young in 1989, after just ten years in the top spot, the throne passed down to Alan. Stephen’s brief tenure had been by many reckonings the most successful period in Hasbro’s history to date; Alan felt he had a lot to live up to.

In particular, he was obsessed by the long-standing rivalry with Mattel, which, soaring on the indefatigable wings of Barbie, was growing even more quickly than Hasbro; Mattel’s revenues for 1996 were $3.8 billion. To add insult to injury, Hasbro had only narrowly managed to fend off a hostile takeover bid by Mattel the previous year. Alan Hassenfeld was looking for a secret weapon, some new market that he could open up to unleash new revenue streams, prove his mettle as CEO, and vanquish his enemy. He decided that his secret weapon might just be computer and console games and educational software.

Alas, Hasbro and Mattel always seemed joined at the hip, such that the one could never escape the orbit of the other. Alan Hassenfeld decided to set up a new division called Hasbro Interactive at the same instant that Mattel was also launching a push into software. Mattel Media scored a home run right out of the gate with Barbie Fashion Designer, the sixth best-selling computer game of 1996, despite being available for purchase only in the last two months of that year.

Like Mattel Media, Hasbro Interactive made games and edutainment products based on its panoply of well-known brands, selling them mostly through the same department stores that sold its toys and board games rather than through traditional software channels. Sometimes it bought licenses for other brands that had little appeal with the hardcore gamers being chased by most of the other big publishers, meaning that the digital rights could be picked up cheap; the television game shows Jeopardy! and Wheel of Fortune were among this group. The end results weren’t masterpieces of ludic design by any stretch, but they did what was required of them competently enough. Some were made for Hasbro by perfectly reputable studios, such as the Canadian Artech, whose history stretched back to Commodore 64 classics like Ace of Aces and Killed Until Dead. Hasbro Interactive’s biggest two titles of 1997 reflect the boundaries of its target demographic: a revival of the old quarter-eater Frogger for nostalgic children of the early 1980s and Tonka Search & Rescue for these people’s own kids.

So far, so uninteresting for the sorts of folks who read magazines like Computer Gaming World and self-identified as “gamers.” But then, in 1998, Hasbro Interactive made its presence known to them as well. In August of that year, it bought two companies: the moribund Avalon Hill, which had ruled the roost of paper-and-cardboard wargames during the 1960s and 1970s and had been trying without much success to adapt to the digital age ever since, and the equally moribund MicroProse Software. It paid $6 million for the former, $70 million for the latter, a deal which left most of the rest of the industry scratching their heads. And for good reason: its brief-lived window of profitability having well and truly slammed shut again by now, MicroProse was on track to lose $33.1 million in 1998 alone. Alan Hassenfeld, sitting in an office whose walls were covered with mid-century Mr. Potato Head memorabilia, seemed the very personification of the dilettantish, trend-hopping games-industry tourist, more and more examples of which species seemed to be entering the field as the industry continued to grow.

And yet the MicroProse deal would turn into a resounding success for Hasbro in the short term at least — not because Alan Hassenfeld was playing five-dimensional chess, but simply because he got very, very lucky, thanks to a reclusive Scottish programmer he had never heard of and would never meet.


Transport Tycoon. Anyone who has played Chris Sawyer’s later and even more popular Rollercoaster Tycoon will recognize the family resemblance. The interfaces are virtually identical.

Back in 1994, MicroProse had published a game called Transport Tycoon, by a lone-wolf programmer named Chris Sawyer, who worked out of his home near Glasgow, Scotland. Building upon the premise of Sid Meier’s earlier Railroad Tycoon, it tasked you with building a profitable people- and cargo-moving network involving not just trains but also trucks, buses, ships, ferries, and even airplanes. Written by Sawyer in pure, ultra-efficient Intel assembly language — an anomaly by that time, when games were typically written in more manageable higher-level languages like C — Transport Tycoon was as technically impressive as it was engrossing. When it sold fairly well, Sawyer provided a modestly upgraded version called Transport Tycoon Deluxe in 1995, and that also did well.

But then Chris Sawyer found himself in the throes of a sort of writer’s block. He had planned to get started right away on a Transport Tycoon 2, but he found that he didn’t really know what to do to make the game better. In the meantime, he took advantage of the royalty checks that were coming in from MicroProse to indulge a long-running fascination with roller coasters. He visited amusement parks all over Britain and the rest of Europe, started to buy books about their history, even joined the Roller Coaster Club of Great Britain and the European Coaster Club.

One day it clicked for him: instead of creating Transport Tycoon 2, he could leverage a lot of his existing code into a Rollercoaster Tycoon, making the player an amusement-park magnate rather than a titan of transport. Granted, it had been done before; Bullfrog’s Theme Park had been a big international hit the same year that the original Transport Tycoon had come out. But that game didn’t let you design your own roller coasters from scratch, like Sawyer wanted to do, and it dripped with the laddish cynicism that had always been one of Bullfrog’s calling cards, regarding the visitors to your park more as rubes to be fleeced than customers to be pleased. Chris Sawyer wanted to make a more wholesome kind of game, aimed more at the tinkerer than the businessperson. “There’s a Lego-like philosophy to my games,” he says. “They’re games where you build things block-by-block in a rather simplistic and restrictive environment, and then interact with those models to keep things working well, improving and rebuilding things when needed and being rewarded for constructive skills and good management.”

So, working with exactly one part-time visual artist (Simon Foster) and one sound person (Allister Brimble), Chris Sawyer programmed Rollercoaster Tycoon from his home over two years of sixteen-hour days. He was the last of his kind: the last of the bare-metal assembly-language coders, and the last survivor from the generation of bedroom programmers who had once been able to get rich — or at least enriched — by making commercial computer games pretty much all by themselves and entirely on their own terms. When the game was just about finished, he gave it to his agent Jacqui Lyons, another survivor of the old days who had done much to create the legend of the British bedroom boffin back in 1984, when she had represented a pair of wunderkinds named David Braben and Ian Bell, organizing a widely covered publishers’ auction for their landmark creation Elite. She placed a bookend on the era now by taking Rollercoaster Tycoon to MicroProse, with whom her client had a prior relationship. This was just after the Hasbro acquisition, which may have made MicroProse ironically more receptive to such a light-hearted game than the previous, military-sim-obsessed management of the company might have been. At any rate, Jacqui Lyons didn’t have to stage another auction; the deal was done in short order. She ensured that the contract was written in such a way as to keep the Rollercoaster Tycoon trademark in the hands of Chris Sawyer; MicroProse merely got to license it. Neither she nor her client could possibly have realized what a fortune that stipulation would prove to be worth.

“I personally felt I’d achieved something worthwhile,” says the terminally modest Sawyer, “and I knew from the few testers who got to see the game early on that they were really enjoying playing it. However, the wider feeling was that it was always going to be a niche product, much more so than Transport Tycoon, and might not take off sales-wise at all.” MicroProse’s willingness to give it a shot was to a large extent driven by the fact that Sawyer was about to hand them what was essentially a finished game; this was a markedly different proposition from what had become the norm in the industry by now, that of a publisher agreeing to fund a project for some number of months or years, hoping that it didn’t get mired in development hell and finally came out the other end of the pipeline as good as the game that had been promised. Little did MicroProse know how extraordinarily well its bet would pay off, even without perpetual ownership of the trademark, another break with the industry norm.

Rollercoaster Tycoon was released on March 12, 1999, with almost no advance publicity and only limited advertising. The deal had come together so quickly that there had been no time to dangle previews before the magazines or engage in any of the other standard practices that accompanied a big new game, even had MicroProse wanted to. Nevertheless, one choice the publisher made would prove key to the game’s prospects. At that time, there were two typical price points for new first-run games. Big releases aimed at the hardcore set generally ran between $40 and $55, while budget titles — often derided as “Wal Mart games” by the hardcore, because so many of them sold best from that temple of the great unwashed Middle American consumer — ran about $15. Unsure where Rollercoaster Tycoon fit in, MicroProse elected to split the difference, giving it a typical street price of about $25. This move would prove to be genius — even if it was largely accidental genius. For in staking a claim right between the two opposing camps, it allowed Rollercoaster Tycoon to trickle up and down to reach both of them; the hardcore couldn’t dismiss it out of hand as lowest-common-denominator junk like the much-ridiculed Wal Mart staple Deer Hunter, even as casual players still saw a price they were just about willing to pay.

Of course, the price would have meant nothing if the experience itself hadn’t been compelling to an astonishingly broad range of people. When you stopped to think about it, you realized that your everyday Quake-loving teenager was actually pretty crazy about roller coasters as well, the more extreme the better. Meanwhile folks who were less enamored with hands-free loop-de-loops could focus on the other aspects of an amusement park. Tim Jordan, the owner of a software store in Eugene, Oregon, observed of Rollercoaster Tycoon that “there is something timeless and familiar about it. Everybody loves an amusement park, and the idea of being able to create your own had such a broad appeal. Mothers could get it for their kids, since it’s non-violent; kids might grab it because they like the idea of making their own rides; and adult strategists might get it for the challenge of making a viable economy in the park. A game like this doesn’t have to have the latest 3D-graphics engine to still keep the public’s attention.” On a similar note, Chris Sawyer himself remembers that “what became apparent to us early on was that the game was appealing to such a wide demographic — girls as well as boys, women as well as men, and people of all ages. And people were playing the game in different ways; some were just enjoying designing the flowerbeds and footpaths and making sure the guests were enjoying their stroll around the park, while at the opposite end some were pushing the limits of roller-coaster construction and creating the most technically amazing rides.”

A fellow named Greg Fulton, who had served as lead designer of New World Computing’s Heroes of Might and Magic III, was firmly within the hardcore-gamer demographic. His recollections of playing Rollercoaster Tycoon with his buddy Dustin Browder — a noted game designer in his own right — demonstrate its ability to win over just about everyone, whether they were after sweetness and light or death and mayhem. (I always hear Beavis and Butthead laughing in the background when I read this story…)

Scanning the terrain, Dustin clicked on a tall, narrow tower ride named “WhoaBelly.”  It was a “drop tower” ride. After eight patrons filled the car at the bottom, the ride would shoot them to the top of the tower, then drop them back to the ground.

Dustin: “How about this one? We can change the height of the tower.”

Me: “Yeah. Add a bunch of levels.”

Dustin, adding several tiers: “I think that’s enough. Just the thought of this height is making me sick.”

Dustin found and surveyed additional options.

Dustin: “Okay. We can change the min and max wait time, wait for a full load, up or down launch mode, and the launch speed.”

Me: “Change the launch speed. Let’s see if we can make them vomit.”

Dustin, shaking his head, turned up the ride speed to its maximum: “90 miles per hour is as fast as it goes.”

Me: “That should do it. Let it rip.”

Dustin: “Shouldn’t we test it first?”

Me: “Nah. Just run it.”

Shrugging his shoulders, Dustin opened the ride to the park patrons. After ten or fifteen seconds, enough patrons had filled the ride car. It took off like a shot out of a gun and rocketed off the top of the tower, off the top of the screen.

Both Dustin and I sat there in stunned silence. A moment later, the car returned, crashed onto the top of the WhoaBelly tower… and exploded.

Across the bottom of the screen, a message flashed: “8 people have died in an accident on Tower 1.”

Dustin stifled a laugh. I wasn’t so mannerly and laughed out loud.

Dustin, looking back at me: “Did you know that would happen?”

Me, still giggling: “No. Not a clue. I had no idea it was even possible.”

Dustin: “I can’t believe they allowed us to do it.”

Me: “Well, I guess they didn’t have a choice. I mean, how would the game know when you were done building a roller coaster?”

Dustin, thinking about it for a second: “I wonder what else you could do.”

Me, excitedly struck with a burst of energy and inspiration: “Wait, wait, wait. I know. Give all the food away for free. Okay. Then charge $20 to use the bathrooms.”

Dustin, his mouth agape, squinted and glared at me, absolutely disgusted with what I had just proposed.

Me, still excited by my proposed idea, despite Dustin’s obvious revulsion: “Go ahead. Try it. It might work.”

Dustin, shaking his head with an exasperated snort: “All right, all right. Give me a second.”

Navigating to the first bathroom he could find, Dustin opened up the properties tab. Ironically, $20 was the maximum you could charge. He then dropped the price of various nearby food stalls to free. We waited, and within a minute or two, it was clear the patrons weren’t going for my “pump and dump” scheme.

Dustin: “It’s not working.”

Me, still hoping to make the idea work: “Maybe we’re charging too much. Cut the price in half.”

Dustin, shaking his head: “No. Nope. I think we’re done. I don’t wanna treat the park patrons like lab rats. I wanna play Diablo.“

Me, half laughing: “Okay. Okay.“

As the above attests, you can play Rollercoaster Tycoon cynically if you want to. Unlike the earlier Theme Park, however, it never pushes you to play that way. On the contrary, the core spirit of the game is pleasant and winsome. The graphics are full of cute little touches that capture the ambiance of those magical annual visits to Coney Island, Six Flags, Disney World, or Cedar Point that have become cherished childhood memories for so many of us. (Insert your own favorite amusement parks here if you grew up in Europe or somewhere else rather than the United States.) And the sound design is if anything even more evocative than the visuals; some of the sound effects were actually recorded by Chris Sawyer on location at real amusement parks. In its bright, juicy guilelessness, Rollercoaster Tycoon was a harbinger of the casual games still to come, coming before that aesthetic grew as stale from overexposure as the “gamer dark” audiovisuals of games like Diablo.




That said, there is one somewhat strange design choice in Rollercoaster Tycoon that I have to call out. Transport Tycoon had no campaign mode whatsoever, offering only a century-long free-play mode to test your logistical talents. Rollercoaster Tycoon, by contrast, responded to changing fashions in strategy-game design by offering nothing but a single-player campaign: no sandbox mode, no multiplayer, no standalone scenarios. Yet the campaign we do get is about the most minimalist one that could possibly have been implemented to still wind up with something to which that name could be applied. There’s no connecting tissue of story here, just an extended series of empty plots of land to build successive parks on, with goals that never go beyond abstractions like “have X number of guests by Y date” or “have park rating X and an annual income of Y.” The geography you must build upon gets more rugged and inhospitable as you progress, and more rides become available to research and construct, but that doesn’t keep the experience from becoming a little bit too samey for this player. I enjoyed tinkering with my first couple of parks; by the third one, I was starting to wonder if this was all there was to the game; by the fourth, I was more than ready to play something else. I had the same feeling that sometimes dogged me when playing Transport Tycoon: that this was a great game engine and a great setting for a game, just waiting for an actual game designer to come along and turn it into a real game.

Now, I hesitate to insist too stridently on the steps that should have been taken to “fix” Rollercoaster Tycoon, given that the game was one of the most breathtaking commercial successes of its era just as it was. Still, I can’t help but think about how much better the campaign might have been had Chris Sawyer partnered with a more conventional game designer. You could have come in as a fresh-faced junior amusement-park mogul, and faced a series of more interesting challenges that were given more resonance through a touch of narrative. Maybe a forest fire threatens your park in the Everglades; maybe your rival park one county over declares a roller-coaster arms race, and you have to pull out every plunge and curve and tunnel and loop you have in your toolbox in order to win the battle for hearts, minds, and butterfly-filled stomachs. These sorts of challenges could be woven through your construction of a mere handful of parks, instead of making you go through the same construction process from scratch over and over and over again. Of course, some people don’t want to play this way; they just want to set up the park of their dreams, fill it with the coasters of their dreams, and watch them all run. But for these people, why not just include a free-build mode, economy optional? The lack of such a thing in this of all games is fairly baffling to me.

Again, though, Chris Sawyer obviously did a lot of things very, very right to appeal to such a diverse cross-section of people, so take my carping with a grain of salt. All evidence would seem to indicate that, campaign or no, most people did approach Rollercoaster Tycoon more as a software toy than a ladder of challenges to be climbed. Just as a huge percentage of Myst players never got beyond the first island, quite a lot of Rollercoaster Tycoon players likely never got much farther than the first scenario in the campaign, and yet were left perfectly satisfied. Perhaps that was for the best. I’m loath to even guess how many hours it would take to actually complete the original game’s 21-scenario campaign, not to mention the two 30-scenario campaigns that followed in two expansion packs.


The picture of Chris Sawyer on the back of the Rollercoaster Tycoon box was taken on the real roller coaster Megafobia, at Oakwood Leisure Park in Wales. The amusement park agreed to run the coaster for several hours in the dead of winter so that Sawyer and his people could get just the photograph they wanted. Sawyer remembers that “it was so cold that we had to wait for the ice to melt on the track before the engineer would let the train run.” (There’s another amusing parallel with Elite here: fifteen years earlier, that game was introduced to the press at Thorpe Park, an amusement park near London, which was closed to the general public on that day so that the journalists could get their fill of the rides. When you’re looking for positive publicity, it never hurts to bribe the messengers…)

As you’ve no doubt gleaned by now, Rollercoaster Tycoon became a hit. A big hit. An insanely big hit. This didn’t happen right away, mind you. In the weeks after its release, it was greeted with surprisingly milquetoast reviews in the gaming press. But a demo which MicroProse was wise enough to make available spread far and wide on the Internet, and, lo and behold, the numbers the game put up increased month by month instead of falling off. By the Christmas buying season of 1999, Rollercoaster Tycoon had become a juggernaut, a living demonstration of the pent-up demand that existed out there for games that didn’t involve dragons, aliens, or muscle-bound men in combat fatigues, yet were not intelligence-insulting schlock like Deer Hunter either. Belatedly waking up to the fact that it had a sensation on its hands, Hasbro finally began advertising the game widely, on the same Saturday-morning television and in the same glossy family magazines where it plugged its toys. The game sold more than 4 million copies in three years in the United States alone, single-handedly justifying all of the money Hasbro had paid for an ailing MicroProse. And that’s without even considering the two best-selling expansion packs, or 2002’s Rollercoaster Tycoon 2 — another lone-wolf production from Chris Sawyer — and its own two expansion packs. For a good half a decade, Rollercoaster Tycoon was simply inescapable.

The biggest hit by far that MicroProse had ever published, Rollercoaster Tycoon was ironically also very nearly the last. Beyond Chris Sawyer’s fortuitous bolt out of the blue, MicroProse’s output as a subsidiary of Hasbro was marked by attempts to computerize old Avalon Hill board games like Diplomacy and Squad Leader, along with military sims like Gunship! and B-17 Flying Fortress, tired would-be successors to the games that had built the company under Sid Meier and “Wild” Bill Stealey. They would have felt anachronistic at the turn of the millennium even had they been good, which they generally were not. The one other slight bright spot was the moderately successful Majesty: The Fantasy Kingdom Sim, a real-time-strategy game which did manage to feel contemporary. Like Rollercoaster Tycoon, it was developed by an outside studio and only published by MicroProse. A couple of lucky breaks aside, the broader question of just why Hasbro had acquired MicroProse remained unanswered.

Nevertheless, the incredible sales of Rollercoaster Tycoon encouraged Alan Hassenfeld to dream bigger dreams than ever for Hasbro Interactive, as did the actions of Mattel, who in the midst of the current dot.com frenzy had acquired The Learning Company, the biggest name in educational software, in a blockbuster deal worth more than $3.5 billion. (The deal included Broderbund Software, itself bought by The Learning Company the previous year; its nearly two-decade-long legacy included such bestselling standard bearers of the industry as Choplifter!Lode RunnerCarmen SandiegoSimCityPrince of PersiaMyst, and Riven, alongside cult classics like MindwheelThe Last Express, and The Journeyman Project 3. It was retired as a publishing label after the Mattel acquisition.) Hasbro too went shopping, collecting a wide array of digital licenses, from Pac-Man to Formula 1 auto racing. It spent $100 million to open a state-of-the-art hub for its software developers in Silicon Valley, and even made a serious bid to buy Electronic Arts, the biggest American games publisher of them all.

Positively reeking of tourism as it did — Alan Hassenfeld entrusted the day-to-day supervision of his software division to his COO Herb Baum, most recently of that well-known purveyor of digital technology and entertainment Quaker State Oil — Hasbro struggled mightily to convince credible developers to come to its shiny new complex. Those that did tended to deliver sub-par products late and over-budget. Thanks to Hasbro Interactive’s ocean of red ink, and notwithstanding the ongoing Rollercoaster Tycoon phenomenon, the company as a whole lost money in 2000 for the first time in twenty years. The stock price plunged from $37 to $11 in just twelve months. The dot.com bubble was bursting, and investors suddenly wanted no part of Hasbro’s digital dreams and schemes; they wanted the company to turn its focus back to physical toys and board games, the things it knew how to do. At the end of 2000, a pressured Alan Hassenfeld sold all of his software divisions, MicroProse among them, to the French games publisher Infogrames for $100 million. One has to presume that a good part of the reason Infogrames was willing to pay such a price was Rollercoaster Tycoon, whose sales were not just holding steady but actually accelerating at the time as it spread into more and more international markets. Then, too, Chris Sawyer was already under contract to provide Rollercoaster Tycoon 2.

For Alan Hassenfeld, there was just one silver lining to his bold, would-be reputation-making initiative that had turned into a fiasco. And that was the fact that Mattel’s acquisition of The Learning Company had proven to be a disaster of a whole other order of magnitude, reflecting a failure of due diligence on a potentially criminal scale. The Learning Company began reporting huge losses almost before the ink was dry on the acquisition paperwork. Hemorrhaging cash from its ailing subsidiary and facing legal threats from its shareholders, Mattel agreed to pay — yes, pay — a “corporate turnaround firm” known as Gores Technology Group $500 million to take the albatross from around its neck only eighteen months after the purchase had been made. It would cost another $122 million to settle the shareholder lawsuits that resulted from what Funding Universe describes as “one of the biggest corporate blunders ever.” Mattel’s stock ended the year 2000 at less than $10, down from a recent peak of $45; it posted a net loss for the year of more than $400 million. Alan Hassenfeld must have felt like he had gotten off comparatively lightly. Badly shaken but far from destroyed, both Hasbro and Mattel vowed to their shareholders to put their digital fever dreams behind them and get back to doing what they did best. Now as ever, the two giants of American toys seemed doomed to walk in lockstep.

Alas, MicroProse was not so lucky. Seeing little remaining value in the brand, Infogrames decided to phase it out. Thus when Rollercoaster Tycoon 2 appeared in 2002, it bore only the name of Infogrames on the box. (The sequel sold almost as well as the original, despite complaints from reviewers that it improved on its predecessor only in fairly minimal ways.) MicroProse’s old office in Hunt Valley, Maryland, whence had once come a stream of iconic military simulations and strategy games for a generation of Tom Clancy-loving boys and young men, was kept open for a couple of years more to make the little-remembered Xbox game Dungeons & Dragons: Heroes. But it was officially shuttered in 2003, as soon as that project was complete, to bring the final curtain down on the story that had begun with Sid Meier’s Hellcat Ace back in 1982. Ah, well… just about everybody could agree that the best parts of that story were already quite some years in the past. I’ve said it before in the course of writing these histories, but it does bear repeating: whimpers are more common than bangs when it comes to endings, in business as in life.

As for Chris Sawyer, that modest man who came up with a hit game big enough to gratify an ego a hundred times the size of his own: he followed up Rollercoaster Tycoon 2 in 2004 with Locomotion, which was his long-delayed Transport Tycoon 2 in all but name. Unfortunately, his Midas touch finally deserted him at this juncture. Locomotion was savaged for looking and playing like a game from ten years ago, and flopped in the marketplace. Deciding that his preferred working methods were no longer compatible with the modern games industry, he licensed the Rollercoaster Tycoon trademark which Jacqui Lyons had so wisely secured for him to the studio Frontier Developments — helmed by David Braben of Elite fame, no less! — and ambled off the stage into a happy early retirement. “It was time to change priorities, take a break, reduce the workload, and put a bit more time and effort into my personal life and other interests rather than spending sixteen hours a day in front of the computer,” he says.

Traveling the world to ride roller coasters remains among his current interests — interests which his wealth from Rollercoaster Tycoon allows him to indulge to his heart’s content. He still surfaces from time to time on the Internet, whether to promote mobile versions of his old games or just to chat with a lucky member of his loyal fandom, but these occasions seem to be ever fewer and farther between. “I’m really not into self-promotion and not sure I can actually live up to the mythical character the online community sometimes perceive me as,” he said a little ruefully on one of them. It seems pretty clear that the game-development chapter of his life is behind him. The last of the British bedroom boffins has moved on.



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Sources: The books Games That Sell! by Mark H. Walker and Toy Wars: The Epic Struggle Between G.I. Joe, Barbie, and the Companies That Made Them by G. Wayne Miller. Computer Gaming World of August 1996, July 1999, July 2002, and January 2003; PC Zone of April 1999; Retro Gamer 138 and 198. Also the Tuck School of Business at Dartmouth case study on Hasbro Interactive, written by Professor Chris Trimble, and the Her Interactive archive held at the Strong Museum of Play, which is full of interesting information about those parts of the millennial games industry that didn’t cater exclusively to the hardcore demographic.

Online sources include Wesley Yin-Poole’s interview with Chris Sawyer for EuroGamer, Chris Sawyer’s personal website, and the Funding Universe history of Mattel. The dialog between Greg Fulton and Dustin Browder is taken from a newsletter the former sent out in association with a now-abandoned attempt to create a successor to Heroes of Might and Magic III. And thanks to Alex Smith for setting me straight on a few things in the comments after this article was published, as he so often does.

Where to Get Them: Rollercoaster Tycoon DeluxeRollercoaster Tycoon 2: Triple Thrill Pack, and Locomotion are all available as digital purchases on GOG.com.

 
 

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Transport Tycoon

Anyone who has followed the career of the British game developer Chris Sawyer down through the years knows that he prefers to go his own way. This was true from the very beginning.

In 1980, when Sawyer was fourteen years old, Sinclair Research subcontracted out the manufacture of the ZX80 — the cheap microcomputer that was about to take all of Britain by storm — to the Timex plant located in his hometown of Dundee, Scotland. From that moment on, Dundee was a Sinclair town. And small wonder: by 1983, with the cheap and cheerful Sinclair Spectrum pushing Britain toward the status of the most computer-mad nation on earth on a per-capita basis, the house that Uncle Clive built had become a significant part of the city’s economy. Half of the Dundee kids who were interested in computers seemed to have gotten jobs at the Timex plant, while the other half had just gotten Speccys for their living rooms.

Sawyer was no less fascinated with computers than his peers, but he was also a dyed-in-the-wool iconoclast. Just as the Spectrum boom was nearing its peak, he saved up his money to buy… a Camputers Lynx, one of those oddball also-rans of the 1980s which are remembered only by collectors today. And when it became clear that this first computer of his was destined for orphandom, he chose to invest in a Memotech MTX, another doomed machine.

His strange taste in hardware proved a blessing in disguise. With very little software available for the likes of a Lynx or MTX, Sawyer was forced to learn how to make his own fun, forced to become a programmer of games rather than a mere player of them. He would read about a game for another, more popular platform in a magazine, look carefully at the screenshots thereof, and make his own version that played as he imagined the original must.

One day in 1984, Sawyer’s chemistry teacher called him aside. Knowing that his student liked to program, the teacher showed him a newspaper article he had clipped out, telling how another local boy had made £1000 selling his games. Sawyer was inspired. By the time he moved to Glasgow to attend university in the fall of that year, he had made contact with Memotech themselves, who were eager for software of any stripe for their struggling machine. Absolutely no one — least of all the soon-to-be-bankrupt Memotech — got rich off the MTX, but Sawyer did make enough money to buy a printer and floppy-disk drive.

Even after Memotech bit the dust, he continued to go his own way as stubbornly as ever. Instead of a Commodore Amiga or Atari ST like his friends were buying, he scraped together the last of his Memotech earnings to buy an Amstrad MS-DOS machine, another definite minority taste at the time among gamers in Britain.

Once again, though, the road less traveled proved advantageous. In need of a job just after graduating from university, he contacted Jacqui Lyons, a former literary agent who had made a spectacular debut as Britain’s first ever software agent when she auctioned off to the highest bidder the porting rights to Ian Bell and David Braben’s game Elite, a sensation on the BBC Micro that went on to become the British game of its decade, thanks not least to her efforts. Now, Sawyer learned from her that the British industry had need for MS-DOS specialists — not so much for the domestic or even continental European market, but in order to bring its games to American shores, where MS-DOS was fast becoming the biggest platform of them all. Thus Lyons gave Sawyer a contract to port StarRay, an enhanced version of the old arcade classic Defender, from the Amiga to MS-DOS (the end result would be published in the United States as Revenge of Defender). When that went well, he was entrusted with the MS-DOS port of Virus, the long-awaited second game from David Braben himself.

Sawyer spent the next five years doing yet more ports. He worked alone from his Scottish home, evincing already the reclusive tendencies that would eventually get him labelled one of gaming’s greatest “enigmas,” whilst building a reputation for speed and efficiency that would also never desert him. He was arguably better versed in the tricky art of Intel assembly language than any other person in the British games industry; he refused to write in a high-level language, a resolve he has stayed true to to this day. “I enjoyed the work and it paid well,” he remembers, “though I became very frustrated that often I was unable to finish a contract because I’d caught up with the original game’s programmer and had to wait for him before I could convert the remainder of the game. My solution was to take on two conversions at the same time.” He developed a particularly good relationship with Braben, becoming the only programmer besides himself to which the latter was willing to entrust the hallowed name of Elite. In 1991, Sawyer coded Elite Plus, an enhanced version of the game for the latest MS-DOS machines; he then ported Frontier: Elite II, its belated, ambitious, and ultimately underwhelming sequel, to MS-DOS in 1993.

Up to this point, Chris Sawyer had been widely and fairly judged as a technician rather than a creative force. The teenager who had cloned games he had never actually seen from magazine reviews seemed every bit the father of the man who still earned his living by making other people’s games look and play as well as possible on alternative hardware. But now came the great leap that would elevate his name into the firmament where lived the superstars of British game development — names like David Braben, Peter Molyneux, and David Jones (another product of the tech-obsessed city of Dundee, as it happened). Sawyer may have been a late arrival, but in the final reckoning he would outshine all of them in terms of the sheer quantity of pounds his games brought in.

As so often happens when you look closely at such things, Sawyer’s inexplicable dizzying leap into original game design is perhaps less inexplicable or dizzying than it first appears. Certainly his first masterstroke wasn’t made from whole cloth. It sprouted rather from the fertile soil of Railroad Tycoon from MicroProse Software, Sid Meier’s brilliant 1990 game of railroad logistics and Gilded Age financial warfare. Sawyer:

I was fascinated with Sid Meier’s Railroad Tycoon game. I played it for hours and hours; it was definitely my favorite game at the time. The viewpoint was just an overhead 2D map, though, and I wondered whether [an] isometric viewpoint would be better, and if other modes of transport should be included. I was inspired.

So, while he was waiting for his better-known colleagues to send him the next chunks of their own games for conversion to MS-DOS, Sawyer began to tinker. By the time Elite II was wrapping up, he had an ugly but working demo of an enhanced version of Railroad Tycoon which did indeed shift the viewpoint from vertically overhead to isometric. “I decided to devote all my time to the game for a few months and see what developed,” he says. He convinced a talented free-lance artist named Simon Foster, who was already an established name in commercial graphics but was looking to break into games, to provide illustrations, even as he made the bold decision to step up to cutting-edge SVGA graphics, at more than twice the resolution of standard VGA. At the end of that few months, he was more convinced than ever that he had a winner on his hands: “Even people who didn’t normally play computer games would sit for hours on end, totally engrossed in building railway lines, routing trains, and making as much profit as possible.” He soon made his train simulator into an all-encompassing transportation simulator, adding trucks and buses, ships and ferries, airplanes and even helicopters.

The choice of publisher was obvious. Jacqui Lyons connected him with MicroProse’s British office, who immediately saw the potential for marketing the game as a pseudo-sequel to Railroad Tycoon; thus it was agreed that it would be known as Transport Tycoon. It shipped under that name in Europe and North America in time for the Christmas of 1994. And just like that, Chris Sawyer’s days of toiling as an anonymous porter were behind him, as he took his place among the stars. His elevation was richly deserved based on his game’s surface qualities alone.



Indeed, its groundbreaking interface is as good a place as any to begin to sing Transport Tycoon‘s praises. Any long-running, in-depth historical project such as this one of mine winds up becoming a form of time travel for its propagator, who comes to live a part of his life in the past which he studies. The fact is, I just don’t have much time to play modern games that aren’t on the syllabus. My near-complete immersion in ludic antiquity means that I get some sense of how these old games must have looked to the people who saw them for the first time. When I fired up Transport Tycoon after years of playing VGA games sporting interfaces that were technically mouse-driven but still lacking most of the flexibility we’ve come to expect from a modern GUI, my jaw dropped to the proverbial floor. Transport Tycoon plays, looks, and even sounds completely different from any of its peers of 1994.

Transport Tycoon

But no need to take my word for it: Julian Gollop, the mind behind the iconic X-Com series, happened to visit MicroProse while the folks there were playing around with a pre-release version of Transport Tycoon. He describes it as looking “awesomely sophisticated” in comparison to anything else on the market: “Especially the interface, because he [Sawyer] had essentially programmed his own Windows-style interface on top of DOS, which in itself must have been quite a lot of effort, let alone making the actual game. The X-Com interface was incredibly primitive by comparison.”

Windows, windows everywhere. All of them are dynamically updated in real time, all of them are interactive, and all of them can be dragged where you will.

As Gollop notes, Transport Tycoon‘s interface is built around windows which you can open and close whenever you wish and drag around the screen to wherever you want them. All of these windows are updated in real time. If you bring up a view of a vehicle, you see it going about its business there in its window, moving through the same world that fills the screen behind it. Bring up ten vehicles, and you can watch all of them at once with a little judicious clicking and dragging. Click on a certain icon in any of those windows, and the main view jumps to the location of that vehicle. In the context of its time, all of this is absolutely stunning.

But we should step back now and cover the basics. Transport Tycoon presents 100 years of shipping — by railroad, by road, by sea, and by air — stretching from 1930 until 2030. It plays in real time, but is nevertheless a sedately paced, even relaxing affair on the whole. You begin with a modest bank loan and a map full of cities, factories, and natural resources craving connection, and go from there. Up to seven computer opponents can join you, or you can play with another human via a modem link-up, but competition isn’t the real heart of the game’s appeal. No, the core appeal — the thing that will bring you back to it over and over — is laying out your transportation network as efficiently as possible, then sitting back to watch it in action. You need to raise and lower land at times, build tunnels and bridges at others. You need to see to the signals on your railroad to ensure that traffic moves briskly but safely. And of course you need to purchase the vehicles themselves and assign them their routes. It’s almost indescribably satisfying to watch your network in action, just as it’s almost impossible to resist tweaking it constantly to squeeze that much more efficiency out of it. Transport Tycoon is a software toy of the highest order, as well as a series of endlessly intriguing spatial puzzles. (How can I get from Point A to Point B most effectively when I’ve already built all this other stuff in between?)

As with Railroad Tycoon, the economy of the world in Transport Tycoon is to at least some extent linked to your actions as a transportation mogul. And also as in Railroad Tycoon, subsidies will occasionally pop up to bring attention to under-served places. (These windows too are interactive. Clicking them once brings you to the first location mentioned; twice brings you to the second. The interface never ceases to amaze.) Hardcore puzzlers can take the subsidies as challenges; these places have often remained unlinked because getting between them is hard for one reason or another.

For all the obvious and acknowledged inspiration of Railroad Tycoon, Transport Tycoon gradually reveals a very different personality. Whereas Sid Meier’s game is at least as much a cutthroat business simulation as a model-railroad set, Chris Sawyer’s really is all about its busy little vehicles, lacking the stock trading of the earlier game or even its rate wars. Here you compete with your opponents for the choicest spots on which to build stations and terminals, and try to serve your mutual customers better so as to win more of their business, but none of it ever feels quite so life-or-death. This is a much more easygoing experience.

Unlike Railroad Tycoon with its maps based on different regions of the real world, Transport Tycoon takes place in a landscape of the imagination — more specifically, the computer’s imagination; each new map is randomly generated. This makes its relationship to real history that much more attenuated. Although its timeline covers some decidedly fraught decades in our world, wars are never fought in its, and crises of any stripe are unheard of. Big-picture circumstances never change at all beyond more and more people needing to haul both themselves and more and more of their stuff from place to place.

Pleasantness is an underrated quality in games, as it perhaps is in people, but it’s one that Transport Tycoon has in spades. After a long stressful day, watching this bustling but orderly little world is a nice way to unwind, even if you’re not actually doing all that much. This was by design; Sawyer says that he consciously created “something that was fun to watch as well as rewarding to play.” Simon Foster’s graphics are the perfect compromise between clarity and detail. Nothing is static; everything in the environment, not just the vehicles that drive through it, is moving, changing, developing. Buildings go up before your eyes, towns expand, crops appear and then disappear on the farms as you haul them away, forests grow and are cut and grow again. Meanwhile John Broomhall, MicroProse’s long-serving in-house composer, outdoes himself with a jazzy soundtrack that screams mid-century Americana. Despite the game’s British origins, the whole experience evokes that time of boundless American optimism and prosperity before the costs of Progress became clear, back when better living and heavy industry were synonymous. It’s a soothing balm to our current disillusioned, pandemic-addled souls.



Then again, Transport Tycoon needs every ounce of good will it can generate — because, taken purely as a piece of zero-sum game design, it’s horribly, hopelessly broken. Pretty much none of the mechanisms that surround the core simulation engine — the things that ostensibly make Transport Tycoon into a proper game rather than just a software toy — work properly.

The drawn-out length of the thing is a good starting point for a discussion of its flaws. Transport Tycoon runs at only one speed; there is no fast-forward function. By my calculation, playing through the full 100 years would take you somewhere north of 30 hours if you never paused it at all in order to plan your construction projects. This is problematic in itself; some other, shorter options for playing a complete game would hardly have gone amiss. Yet it’s made worse because the rest of the game just isn’t set up to support such an extended length.

There’s a limit of 40 trains, 80 road vehicles, 50 ships, and 80 airplanes in the game. If you’re expanding with any degree of energy whatsoever, you’ll begin to hit those limits before you’re a third of the way in. After this, all you can do is optimize to take advantage of the newer vehicles which allow you to haul more stuff more quickly. But there’s nothing that compels you to do so beyond the siren song of your inner perfectionist because the economy is completely broken. Your finances might be mildly challenged during the first few years of a game of Transport Tycoon, especially if you choose the Hard difficulty level, but after that you have all the money in the world; you couldn’t go bankrupt if you tried.

This effectively infinite bankroll makes cost-benefit analysis meaningless, causing what ought to be interesting dilemmas — the meat of a good strategy game — to become moot. Consider: you need to run a railroad line over some very uneven terrain in order to connect a farm to a factory. In theory, you should be forced to balance the delays caused by steep grades on a track against the considerable cost of raising and lowering land to avoid them. In practice, though, you need do no such thing: money is flowing like water, so you just flatten out the land without giving it a second thought. Or: you need to choose which locomotive to employ for a vital but short jaunt between two neighboring cities. In theory, you should contemplate whether buying the latest 120-mile-per-hour silver streak of an engine is really worth the money on a local commuter route like this one, where the train will spend as much time loading and unloading in the station as traveling. In practice, though, you just buy the silver streak, because why not? What else are you going to do with your money?

Transport Tycoon likes to present itself as a hardcore business simulation. Don’t believe it for a second.

And as for the competition… oh, my. Your computer opponents succeed only in annoying the heck out of you with their epic stupidity; they’re forever building absurd Gordian knots of roads and rails that go absolutely nowhere, inadvertently blocking you from reaching the places that you actually need to get to. Building your way around their mess is a challenge of a sort, to be sure, but not a very satisfying one in that it demolishes any semblance of the clean, efficient networks that are such a pleasure to watch in action. Like a lot of players, I usually just turn the computer opponents off completely so I can concentrate on my own logistical works of art. The only way to get a really enjoyable competitive game out of Transport Tycoon is presumably to connect two computers, each with a real human behind the screen. (Unfortunately, I was never able to test that side of the game myself, as getting such a link-up working in DOSBox today is a tall order indeed.)

The artificial “intelligence” of your computer opponents provides the most vivid demonstration this side of a populist politician of what happens when extreme ambition collides with extreme incompetence. Its stupidity has become so legendary that at least one web page is devoted to showcasing the best or worst — depending on how you look at it — of its roads to nowhere.

Beginning about twenty years in, maintenance begins to annoy you even more than the computer players. Every vehicle in the game has a service life which, once exceeded, results in a constant stream of schedule-destroying breakdowns. It’s an interesting mechanic in theory, but utter tedium in practice. When you get a message that a vehicle is getting old, you have to manually send it to the nearest depot, wait for it to arrive, and then manually replace it with a newer version. There’s nothing fun or challenging about doing so; nor, what with all the money you’ve banked by this point, are there any financial concerns to balance. It’s just pure busywork. Not coincidentally, it’s right when vehicles start to age out of service that I tend to bail on most of my games of Transport Tycoon — and, if anecdotal evidence is any guide, I’m far from alone in that. If you become one of the few to persevere, however, you’ll eventually reach the late stages, where you get to contemplate manually pulling up all of your railroad tracks to replace them with monorail tracks. This is exactly as much fun as it sounds like it would be.

The end of a century of Transport Tycoon — a screen shockingly few players ever see.

Recluse that he is, Chris Sawyer has given very few in-depth interviews over the course of his career. He did, however, talk with Retro Gamer magazine at some length in 2015. I was particularly intrigued by one thing he said there, in response to a question about how much input MicroProse had in shaping the finished Transport Tycoon: “I think they did suggest some changes, but few made it into the game — either it wasn’t possible to do what they wanted or I was too stubborn!” I do have to wonder if those rejected suggestions might have fixed some of the game’s obvious, fundamental issues. But then again, the all-important Christmas deadline was just as likely the real determiner. MicroProse was one of the publishers most prone to releasing games before their time, and Transport Tycoon actually reached stores in far better shape than many of their other games.

A game with as many fundamental design issues as this one has shouldn’t be recommendable. And yet I find Transport Tycoon impossible not to like, much less to hate. The presentation is just so slick and charming, and building out your transportation infrastructure is just so soothing and satisfying, that the game transcends its faults for me, blows a hole through all of the critical facilities which tell me that a game needs to succeed as a whole to receive the label of classic. In fact, it leaves me in what feels perilously close to an ethical dilemma, as my critic’s brain wrestles with my player’s heart. The closest point of comparison I can offer is a game that is as different as can be from Transport Tycoon in most other ways: the CRPG Ultima VII. Please bear with me while I engage in the supreme arrogance of quoting myself:

Classic games, it seems to me, can be plotted on a continuum between two archetypes. At one pole are the games which do everything right — those whose designers, faced with a multitude of small and large choices, have made the right choice every time. Ultima Underworld, the spinoff game which Origin released just two weeks before Ultima VII, is one of these.

The other archetypal classic game is much rarer: the game whose designers have made a lot of really problematic choices, to the point that certain parts of it may be flat-out broken, but which nevertheless charms and delights due to some ineffable spirit that overshadows everything else. Ultima VII is the finest example of this type that I can think of. Its list of trouble spots is longer than that of many genuinely bad games, and yet its special qualities are so special that I can only recommend that you play it.

The special qualities of Transport Tycoon are special enough to yield the same recommendation. Most games focus on destruction in one way or another; the designer presents you with a complete, functioning system, and then you go through and tear it all down. How wonderful to be able instead to point at a smoothly humming thing of beauty on the screen and know that you built that.



So, the superlative reviews that followed Transport Tycoon‘s release were perhaps justified in spite of it all. “If you like the kind of ‘toying around’ and micromanagement offered by SimCity,” wrote Computer Gaming World magazine, “you might find that your romantic partners will split up with you, you will lose your job, your pets will starve, your computer will overheat, and you won’t even notice.” PC Gamer, the emerging populist rival to that older, more high-toned magazine, simply said that Transport Tycoon was “as good as PC gaming gets.” Edge magazine in Britain wrote that “it’s clear that Railroad Tycoon was a mere rehearsal. Transport Tycoon takes open-ended strategy games a giant step further.”

The game proved popular enough that MicroProse released a modestly enhanced Transport Tycoon Deluxe the following year, with optional fixed instead of randomly generated maps, with an editor for making your own versions of same, with new environments (arctic, tropical, or the ultra-whimsical Toy Land), and with some tweaks to gameplay (railroad signals grew somewhat more complex and flexible, and the timeline was shifted twenty years forward to run from 1950 to 2050, with a correspondingly more futuristic selection of vehicles on offer by the end). Rather bizarrely, however, no effort was made to fix the game’s fundamental issues of poor artificial intelligence, too much busywork, a broken economy, and an over-extended play time. In this sense, the deluxe edition was a colossal missed opportunity. Transport Tycoon is a really fun game even with all of its infelicities; without them, it could have been a staggeringly great one.

Indeed, Transport Tycoon‘s peculiar combination of fascination and frustration caused it to become one of those games that players felt a compulsion to somehow fix. Ten years worth of fan-made patches and tweaks finally yielded in 2004 to the first release of OpenTTD, an open-source clone of the game. The latter has continued to receive updates ever since, and has joined the likes of FreeCiv and NetHack as a staple of what we might call “hacker gaming.” As such, it evinces both the typical advantages and disadvantages of its species. A huge array of options and add-ons is available to correct every one of the problems I’ve outlined above and then some, but the process of choosing the right ones and putting them all together can be daunting, enough so as to drive away the player who just wants a fun, balanced game that plays well right out of the (virtual) box.

But enough of that; this is intended to be a review of the original Transport Tycoon rather than its later incarnations. In any such review, the obvious point of comparison remains its inspiration of Railroad Tycoon. This fact is not always to Transport Tycoon‘s benefit: it cannot be denied that the older game is also the more fully-realized. There are many reasons to prefer it: its carefully honed balance, the verisimilitude provided by its deeper connection to real history, its slightly more advanced train management (I dearly miss in Transport Tycoon the ability to change your trains’ consists automatically at stations), the fact that you can reasonably expect to finish a single game in an evening or two. And yet there’s something to be said as well for Transport Tycoon‘s more easygoing personality and more pronounced sandbox flavor, not to mention its groundbreaking interface and delightful aesthetic presentation. If I had to choose one, the critic and the pedant in me would demand that I take Railroad Tycoon. But luckily, we don’t really have to choose, do we?

(Sources: Computer Gaming World of October 1991 and March 1995; Edge of December 1993, February 1994, and February 1995; Electronic Entertainment of March 1995; Retro Gamer 4, 8, 58, 74, 98, and 138. Online sources include a Wired profile of Chris Sawyer and a EuroGamer interview with him, as well as his own home page.

Transport Tycoon has never received a digital re-release. I therefore take the liberty of hosting a version here that’s ready to run; just add the Windows, Macintosh, or Linux version of DOSBox. Do note, however, that most modern players prefer OpenTTD, which is free in all senses of the word.)

 
 

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