Disney Coaster - Ultimate Ride Redux?
PC Game A Rockin' Roller
by Jim Bray
Roller Coaster nuts have a new virtual best friend, thanks to Disney's
Interactive's "Disney Coaster."
Very similar, in fact nearly identical to, "Ultimate Ride," "Coaster" is
a Windows 9x/XP game that lets you design and build your dream coaster
and then virtually ride it until you lose your virtual lunch.
Sounds like heaven, doesn't it?
It's pretty addictive and it really does let you design, customize,
test, and then ride a variety of roller coasters that either come in
the box or that you create from your own "twisted imagination."
Build mode lets you indulge your fantasies to your heart's content,
mostly, while if you deign for the "reality" of Imagineering you have
to confront such mundane issues as the laws of physics and the number
of gravities a human body can take before it becomes a soggy bit of
jam on the coaster seat. I preferred throwing the science out of the
window and going for maximum "Whee!"
Oh, you can also customize your coaster with various characters and
props to make it look more "amusement park"-like.
I started things with a couple of trips on pre-created coasters that
come with the game. This whetted my appetite for action, so I went
straight into Build mode to unleash my own creativity on the theme
park world.
After you've chosen your "world" (including asteroid, grid, or mountain
area) you pick a "station", the place where your unsuspecting customers
get onto and off of (if they survive!) the coaster. Then you can start
laying track, in my case the steepest and highest hill I could build
into the chosen setting. Alas, the area of your coaster is strictly
limited, but that only means you have to be more creative with your
curves and hills.
After a long and steep hill (you can customize the length and steepness,
too), a longer and steeper downhill was in order, followed by custom-banked
curves, a few loops and/or corkscrews, and back into the uphill work
of returning the roller coaster to the heights of ridiculousness.
A good, and needed (and fun), feature lets you test the coaster as
you design it, even though it doesn't yet close on itself to make a
full track. Using this you can find out if your train has enough velocity
to actually make it up those incredibly steep hills you've built. If
it doesn't, you can change the hill, or add accelerators onto the track
that'll speed the car up to something more approaching that of light
itself.
The game keeps an eye on things for you, too, so if your track strays
too close to another piece or to the edge of your "world" you'll get
a warning and have to change the configuration.
You can build a non-traditional traditional wooden coaster, a steel
rocket, or one of those ones where the train hangs below the track
(until you loop over onto your backs, of course).
The graphics and sound are pretty good, and you can watch your coaster
ride unfold from a variety of camera angles, the best of which put
you on board the coaster train and let you experience the ride. I was
using a 19 inch monitor and it was pretty neat; when I get around to
it I think I'll output the video to my 57" TV and see what kind of
a rush that gives.
My favorite tracks were the steel ones, but you can put together some
pretty interesting rides no matter which of the three types of coaster
you choose.
Jim Bray's technology columns are distributed by the TechnoFILE and Mochila Syndicates. Copyright Jim Bray.
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