Parkitect in the test - Rollercoaster Tycoon is alive!

Author: Martin Deppe
Date: 2018-12-18 17:00:00
Come closer, come on: With Parkitect, a three-man team delivers a sensational unofficial successor to the classic Rollercoaster Tycoon.

And not just the genre-typical mechanics who take care of the unusual Ferris wheel after a lightning strike, or the caretakers who bravely remove the stomach contents of cocky roller coaster riders - no, the porters are completely new to the genre. Namely, they carry crates of supplies for burger stalls, umbrella sellers and souvenir shops.

For the strong types, we are even creating their own network of paths between the warehouse (plus relaxation room) and the individual sales outlets. Because that is also new (and realistic): The valued guests do not even want to notice how the employees are sweating - so please do it out of sight.

That is why we hide these separate delivery routes, which are taboo for guests, behind hedges, rocks or other decorative objects, which fortunately have a huge selection. Or - even better - we will lay the supplier paths directly underground .

Strong three-fighter

As in many other areas, Parkitect does not put on a tight corset when building the supply infrastructure: You have to build the delivery routes (otherwise the hungry and thirsty visitors will leave without a souvenir ), but not necessarily camouflage.

The sight of the busy Kistenwupper lowers the satisfaction of the guests, but is not decisive for the war. If you still want to perfect everything, you can still turn a lot of screws: For burgers, for example, not only set the sales price, but also the amount of ingredients . In the case of rides, indicate whether they should start at fixed intervals or only when the visitors are half or full.

Even the genre of music for each individual ride can be ticked off, which contributes a lot to the typical hype atmosphere with its sound carpet of music, screeching guests and the rattling of the attractions. The colorful but not silly Parkitect manages the daring balancing act between building, managing and simulating a park.

There are over 70 rides in the game, from the snoring teacup carousel to free-fall towers, monorails across your park to several types of white water and roller coaster you can build yourself. Attractions such as ship swings or double Ferris wheels are simply placed in the area, entrance and exit, done.

On the other hand, you can design your own tracks (whether go-kart slopes, white water courses or rollercoasters), especially on the roller coasters with loops, corkscrew curves, pulling and braking systems, you can really let off steam.

The track construction kit is not as extensive as with Planet Coaster, but much more accessible and easier to use - with patch 1.2 from December 14th, for example, rails with almost the same height level automatically snap into place, we no longer have to level them by hand.

Too bad: There is no first- person camera , so you cannot test drive in first-person view, as with Planet Coaster.

Glass guests

Parkitect scores with extensive, well-prepared statistics. You can even see where a guest has been hanging around in the park, what he is carrying (umbrella? Overpriced souvenir?) And what is on his mind (hopefully not the cheap burger from Booth 3).

With roller coasters, the various G-forces that work during the ride are shown: verticals are great because they push the occupants into the seats, horizontal ones, on the other hand, stupid because they press the driver against the side walls or the skinny neighbor .

Great: The »air time«, the short phase in which the drivers feel weightless because they are racing down the rails almost vertically or almost standing still in a loop at the top. But the same applies here: you can look at each other, but you don't have to. Because you can tell from the queue whether a train is popular or not. Or the swaying drivers.

Shortly before the release, the Texel Raptor mini-team put together a campaign with 26 missions including a tutorial. There are main tasks like "attract X visitors to your park", "make so many dollars in profit" and so on. So not particularly exciting, but the parks have their pitfalls, for example very bumpy or wooded terrain or other challenges.

For example, we are only allowed to build on a former airfield along the runway and not tear down the old buildings. In the campaign, you gradually research new attractions and unlock decorative themes, then you continue with the next mission. You can also save your DIY attractions and reuse them for other parks.

Huge construction kit

As an alternative to the campaign, you can also play in the sandpit by having a terrain set up in the editor according to your specifications. Then all attractions are immediately available.