The ride and the people waiting for it
The theme park began as a detour. Sawyer spent most of 1996 writing new code for Transport Tycoon 2. In 2018 he described having had “a crisis of confidence” about whether it would be a big enough advance, and the project was shelved in August 1996. By then he had been to a couple of small theme parks with friends and had been leafing through the photographs in the book White Knuckle Ride. As a side experiment, he put a simple coaster into the new engine. RollerCoaster Tycoon, he said in 2004, “started off as just an experiment using Transport Tycoon 2 game code.” It shared nothing with the first game, though. In 1999 he explained that a park needed tracks, paths and other objects stacked at several heights on the same square, which required a completely different map structure from Transport Tycoon’s single layer.
The publishing arrangements changed as well. When Sawyer described a roller-coaster game to people in the industry, the response was “so dismissive” that he decided to build the whole thing independently. He worked on it for about a year and a half before approaching anyone. Hasbro Interactive took it on, and Sawyer hoped a company with a toy business would understand a game that plays like a toy. When Hasbro later bought MicroProse, the Tycoon name became available. Because the game was almost finished before any publisher saw it, and because Jacqui Lyons at Marjacq negotiated hard to protect his rights, Sawyer kept ownership of the series. He said in 2000 that Simon Foster was the only other full-time member of his team. The 1999 manual credits Allister Brimble for sound and music and FISH (UK) Ltd for additional programming. It also thanks the ride designer John Wardley, the European Coaster Club and others for help with research and testing. Sawyer wrote the game about 99 per cent in x86 assembly with Microsoft’s Macro Assembler, using a small amount of C to talk to Windows and DirectX.
The coasters are a construction kit. Sawyer explained in 2002 that every track piece has to line up with the map squares and every inversion has to meet set 3D coordinates so that all the pieces plug into each other. After a test run, the manual explains, the game gives each ride three ratings: excitement, intensity and nausea. Intensity is calculated from the forces, accelerations, inversions and speed a rider experiences. Push it past ten and no one will ride, “even for free.” Scenery near the track raises excitement, especially when it creates the illusion of a near miss. Guests then decide for themselves, based on their own tolerances, and the Guest Info window shows what each one is thinking. “Listen to the guests!” Sawyer advised in 2000. “You can’t force the guests to go on rides they don’t like.” The difficult part, he told GameSpy in 2002, was keeping each guest’s decisions simple and fast enough for a park of more than 5,000 people, even though that meant some of them would get lost.
RollerCoaster Tycoon was released in March 1999, followed by two expansion packs. The sequel, published by Infogrames in 2002, kept the same look but added larger maps, vertical scenery, a scenario editor and saved ride designs that include their scenery. Foster and Brimble were credited again. Looking back in 2016, Sawyer named RollerCoaster Tycoon 2 as the game he was proudest of as a design. He said Frontier Developments, David Braben’s company, made its later expansion packs.