Oh.. OH! You are THE Timberwolf from the OpenTTD addons 😮 I am having a good time with RCT Classic at the moment and inhale all the videos I can find at the moment about it 😂 But OpenTTD is waiting in the shadows again already to draw me back, as I can play it now with a new, not broken tablet finally 🎉😅 Did not expect to stumble over your name like this, I didn't even know that you have a RUclips channel. But that's awesome, guess I will stick around then 😁
Wow! That was a really high quality, well done video! That must have taken a massive amount of time to make! This deserves hundreds of thousands more views. Just subscribed and looking forward to your future content. Thank you for making it! It brought back a lot of memories and nostalgia.
RCT1 is one of my favourite games of all time. I never bought 2 until the era of OpenRCT2. When I was 13 when RCT2 came out and honestly I couldn't justify getting it when it looked so similar to the original. Obviously having played it now, its brillian, but I could only get so many games at that age and no matter how shallow this may seem, 2 didn't seem like much of an upgrade from a casual viewpoint.
Anytime anyone mentions game progression, I'm reminded of Radical Entertainment's Hulk Ultimate Destruction, how it makes that game so much better and how a similar system doesn't feel as great in their own Prototype game and later is just terrible in Prototype 2. It's the same system: earn points to acquire new moves. The difference? in later games (Prototype 1 and then worse in 2) they made a lot of abilities too cheap to make the game's beginnings more impressive, but as you progress there are many moves that pale in comparison to the new ones you can get right after the mission, while the more expensive ones are endgame-type moves that you can't use that often, or they are for specific situations. The end result is that you get the standard set of moves just a couple of missions in and then that's how you play the rest of the game. Hulk Ultimate Destruction, on the other hand... you start with very few moves, you're always looking for the next move and it always takes you a couple of missions to get it so you get intimate with each move and add it to your repertoire.... and none of them become obsolete. Prototype looks way better and it's more spectacular (as it came after, for more advanced hardware), but Hulk just plays better just on progression alone.
I’ve no idea which video I first found, but you are so much better than the view count 🤷🏻♂️ (you probably know this, and I think you’ve even stated as such in a video). Have you done Fragile Allegiance or Moonstone yet (on my phone, so too lazy/tricky to google and get back here. 😂
I was pleasantly surprised by how many people were willing to watch me spend 52 minutes complaining about the difficulty curve of RCT2! (Give or take 20 minutes of being enraged by Wacky Worlds and Time Twister). Hadn't thought about those two, good suggestions.
Something I've wondered about before is whether it would be possible to convert all the content of the Frontier expansions into 8-bit color format and apply some color correction so it better matches the Simon Foster style. I don't know a thing about RCT modding but it seems like it would be a simple thing to do. 🤔
Kinda besides the point of the video but now i wish youtubers could put a custom sound for when you click subscribe or the like button. I'd love to hear that duck sound on Like. Edit after watching video: Damn man, i didn't know people were that passionate about scenarios. I just played whatever random scenario i had unlocked until i got bored, like an endless mode. Coming from Transport Tycoon, i hated RCT telling me if i failed or won. To me it was simple, if i had enough money to continue building, like in Transport Tycoon, i didn't lose. And i wanted to be the one that decides when a scenario was over, not some arbitrary limit. Looking back, i guess i lost a lot of challenge and fun in trying to beat all of them. But i can't fucking believe the screwup with the alphabetical order of scenarios. What a tiny mistake that probably caused a lot of people needless frustration.
The thing that used to drive me mad was having one scenario with the landscape I wanted, and one scenario with the roller coasters I wanted available to research, but not both at the same time. Weird thing I have is keeping the motivation to continue with a park once the game tells me "you've won", I have a few save games where there's a coaster abandoned mid-construction because that's the point the win screen popped and I immediately wanted to get on to the nest one.
@@TimberwolfK It's even worse when i was having fun, enjoying having a pretty park with happy guests and the game telling me "well this is crap, try again". They did a great thing with scenario/rides combo. So you can never have everything in one endless playthrough, giving you a reason to try many scenarios.
I first came across corkscrew follies in the bargain bin for $2, back in the early naughties, I enjoyed quacking the ducks and grabbing anyone who complained that they were lost by the scruff of their neck and dropping them in a pond.
The 3D from then looks objectively worse. I love the look of detailed crafted sprites. I can't imagine most of these games of this type NOT having this style. The requirement for everything must be 3D is really only a thing for a very dilluted minded gamer...
I think a lot of it was the excitement that machines could finally *do* this, and especially in an era where a dedicated 3D card was still quite a new (and expensive!) idea people wanted games to show them off. It's something I've seen come up in demoscene discussions from the era, people complaining of demos doing lots of swooping movements over 3D objects with coloured lighting, which looked good but didn't really push the limits of the machine in any interesting way.
Oh.. OH! You are THE Timberwolf from the OpenTTD addons 😮
I am having a good time with RCT Classic at the moment and inhale all the videos I can find at the moment about it 😂
But OpenTTD is waiting in the shadows again already to draw me back, as I can play it now with a new, not broken tablet finally 🎉😅
Did not expect to stumble over your name like this, I didn't even know that you have a RUclips channel. But that's awesome, guess I will stick around then 😁
Wow! That was a really high quality, well done video! That must have taken a massive amount of time to make! This deserves hundreds of thousands more views. Just subscribed and looking forward to your future content. Thank you for making it! It brought back a lot of memories and nostalgia.
The only bit I found painful was having to play through both RCT2 expansion packs in their entirety!
@@TimberwolfK Ha! I believe it!
RCT1 is one of my favourite games of all time. I never bought 2 until the era of OpenRCT2. When I was 13 when RCT2 came out and honestly I couldn't justify getting it when it looked so similar to the original. Obviously having played it now, its brillian, but I could only get so many games at that age and no matter how shallow this may seem, 2 didn't seem like much of an upgrade from a casual viewpoint.
Such a good game documentary! Deserves a lot more views than it seems to have ...
Not your Wacky Worlds apologist, but I'll stick my neck out there for the poor boat hire.
This is a high quality video for sure
Iconic clicking duck game 😂
I just watch a guy nitpick a game I've never played from 20 years ago for 51 minutes. 10/10 would happily listen to your ramblings again
Anytime anyone mentions game progression, I'm reminded of Radical Entertainment's Hulk Ultimate Destruction, how it makes that game so much better and how a similar system doesn't feel as great in their own Prototype game and later is just terrible in Prototype 2.
It's the same system: earn points to acquire new moves.
The difference? in later games (Prototype 1 and then worse in 2) they made a lot of abilities too cheap to make the game's beginnings more impressive, but as you progress there are many moves that pale in comparison to the new ones you can get right after the mission, while the more expensive ones are endgame-type moves that you can't use that often, or they are for specific situations. The end result is that you get the standard set of moves just a couple of missions in and then that's how you play the rest of the game.
Hulk Ultimate Destruction, on the other hand... you start with very few moves, you're always looking for the next move and it always takes you a couple of missions to get it so you get intimate with each move and add it to your repertoire.... and none of them become obsolete.
Prototype looks way better and it's more spectacular (as it came after, for more advanced hardware), but Hulk just plays better just on progression alone.
I’ve no idea which video I first found, but you are so much better than the view count 🤷🏻♂️ (you probably know this, and I think you’ve even stated as such in a video). Have you done Fragile Allegiance or Moonstone yet (on my phone, so too lazy/tricky to google and get back here. 😂
I was pleasantly surprised by how many people were willing to watch me spend 52 minutes complaining about the difficulty curve of RCT2! (Give or take 20 minutes of being enraged by Wacky Worlds and Time Twister).
Hadn't thought about those two, good suggestions.
i love your content. Do more openttd! Loved the fridge joke.
6/10 seems about right, esp. taking the rating inflation into account.
Something I've wondered about before is whether it would be possible to convert all the content of the Frontier expansions into 8-bit color format and apply some color correction so it better matches the Simon Foster style. I don't know a thing about RCT modding but it seems like it would be a simple thing to do. 🤔
I love your videos. Keep them coming. :-)
Lovely stuff!
Kinda besides the point of the video but now i wish youtubers could put a custom sound for when you click subscribe or the like button. I'd love to hear that duck sound on Like.
Edit after watching video: Damn man, i didn't know people were that passionate about scenarios. I just played whatever random scenario i had unlocked until i got bored, like an endless mode.
Coming from Transport Tycoon, i hated RCT telling me if i failed or won. To me it was simple, if i had enough money to continue building, like in Transport Tycoon, i didn't lose. And i wanted to be the one that decides when a scenario was over, not some arbitrary limit.
Looking back, i guess i lost a lot of challenge and fun in trying to beat all of them.
But i can't fucking believe the screwup with the alphabetical order of scenarios. What a tiny mistake that probably caused a lot of people needless frustration.
The thing that used to drive me mad was having one scenario with the landscape I wanted, and one scenario with the roller coasters I wanted available to research, but not both at the same time.
Weird thing I have is keeping the motivation to continue with a park once the game tells me "you've won", I have a few save games where there's a coaster abandoned mid-construction because that's the point the win screen popped and I immediately wanted to get on to the nest one.
@@TimberwolfK It's even worse when i was having fun, enjoying having a pretty park with happy guests and the game telling me "well this is crap, try again".
They did a great thing with scenario/rides combo. So you can never have everything in one endless playthrough, giving you a reason to try many scenarios.
I first came across corkscrew follies in the bargain bin for $2, back in the early naughties, I enjoyed quacking the ducks and grabbing anyone who complained that they were lost by the scruff of their neck and dropping them in a pond.
Drowning guests does appear to be the universal RCT shared experience :D
The 3D from then looks objectively worse. I love the look of detailed crafted sprites. I can't imagine most of these games of this type NOT having this style. The requirement for everything must be 3D is really only a thing for a very dilluted minded gamer...
I think a lot of it was the excitement that machines could finally *do* this, and especially in an era where a dedicated 3D card was still quite a new (and expensive!) idea people wanted games to show them off. It's something I've seen come up in demoscene discussions from the era, people complaining of demos doing lots of swooping movements over 3D objects with coloured lighting, which looked good but didn't really push the limits of the machine in any interesting way.
I will always be disappointed by the lack of duck noises when you click on a video's thumbnail.
Something about RollerCoaster tycoon 2 feels…lazily made imo