GAME INFO
THE EVOLUTION OF ROLLERCOASTER TYCOON
(aka The Editing Room Floor)

PART 2
Most people know about the burger stalls and the Panda-costumed entertainers, the corkscrew ride and the simple interface, but very few have seen the items that didn't make it into the game.

In part 1, we looked at the evolution of RollerCoaster Tycoon starting with its first prototype, which was actually a sequel to Chris Sawyer's earlier game Transport Tycoon, up until April 1997. In this second part, we continue our look at the areas of the game that were radically altered during development in 1997 and some items that didn't make it to the final game at all.

Note: Please be aware that the contents of this article must not be copied/reproduced/published elsewhere without permission.
 


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PLUS
The other parts of this feature are available too. Why not read part 1 and part 3.


 
07 April 1997
One idea which was dropped later on - Rusty track! The plan was that as rides deteriorated over time, the nice bright paint finish would peel off the steel track to reveal rusty and bare metal, and would require re-painting.


 

25 April 1997
One of the most detailed (for it's size) 3D models created for RollerCoaster Tycoon was the steam locomotive for the miniature railway. It's based on 'Northern Rock', a narrow gauge locomotive built for the Ravenglass and Eskdale Railway in England.


 


 

 
13 May 1997
After successfully solving all the problems involved in creating vertical loops, a great deal of work went into trying to create corkscrews. This shows some early attempts, which are far from satisfactory!


 

15 May 1997
Not content to have only square entrance and exit buildings for rides, these are some trial circular entrance buildings, including a circular name banner which scrolls around the top. However, there were too many problems with entrances of this shape, so they never made it into the final game.


 


 

 
18 May 1997
Lots of sculptures and statues were created but many didn't make it into the final game. This is just one example of those that were cut out.


 

24 June 1997
A very strange one this. When asked about it, Chris Sawyer had the following to say, "Errr, I don't know!". (Seriously, his exact words). We're sure you'll agree with him, but to us it will always be affectionately known as "the odd panda-bench-type-thing".


 


 
13 July 1997
For a short time, the game interface took on a 'woody' look-and-feel - in fact, the ideas for the buttons in this interface took shape a few months earlier and can be seen at the end of part 1 of this feature. It looked great for a few weeks, but had too many drawbacks. It had some nice features though, including buttons at the top of the screen which 'swung' gently back and forth while selected or clicked. However, before long, the game adopted a much 'cleaner' look which allowed more information to be displayed clearly in more compact windows.


Size:130Kb 

04 September 1997
And, here is that 'cleaner' look to the interface and windows. At last, there are little people wandering around and riding the rides too. No sign of much in the way of scenery, or non-roller coaster type rides yet though.


Size:130Kb 

07 November 1997
How about this miltary tank vehicle for the car ride? This never made it into the final game which seems a shame as it looks really cool and chunky.


 


 

 
13 November 1997
This item shows one of the 'car' models that were built. This wasn't built for the car ride but was originally intended to be used where public roads and car parks were to appear in the game.


 

22 November 1997
Many styles of pavement were experimented with before the final selection was made. You can see a few styles that were not used in this example.


 


 

 
27 November 1997
A guest playing mini-golf. Although this was used in the expansion pack, it didn't make it into the original game. This meant that these graphics sat unused for around 18 months.


 


 
NEXT...
In Part 3 of this series, (the final part) we take a look at the final stages of work through into 1998 including the robot entertainer, some very unusual awards and a whole ride that didn't make it - and that's just for starters! You won't want to miss this one. Click here to read part 3 now.

Also, if you missed it, the initial part of this feature showed the first work on the game incuding the very first screenshots of the prototype as well as sculptures, track ideas and cars that were never used. Read part 1 now.

Note: Please be aware that the contents of this article must not be copied/reproduced/published elsewhere without permission.

©1999, Chris Sawyer. All Rights Reserved
©1999 Hasbro Interactive,Inc.