

Maybe that’s deliberate too there’s a liberal splash of comedy and cartoon slapstick within. You’re aiming to achieve mass public adulation, heaps of cash and the domination over the rival company Globo-Joy, which sounds like a sex-toy brand name. Starting with only one park with three themed areas, progress sees you unlock other parks, special items, more rides, stalls, games and so on. And you have a lot of tools to accomplish this.
#Thrillville off the rails series
A lot of tin pot back-story, a Doc Brown look-alike and garbled information about what you are tasked with doing makes you hesitant, but it really all boils down to the player building and running a series of theme parks under the Thrillville banner, to the highest criterion. The outline and objectives of Thrillville: OTR are actually quite straightforward, but it does seem daunting in the very beginning. The concept sounds tremendous both for single and multiplayer, but would it really deliver what I have long for in a fairground simulation all these years? It falls short by a smidge like a real rollercoaster, it starts out great, has its ups and downs, but gets less exciting after repeat rides. Sadly, I didn’t really gel with these titles, so expectations for Thrillville: Off The Rails weren’t great, even with it coming at me on Nintendo’s trendsetter platform.

When the likes of Theme Park and Rollercoaster Tycoon came around, I feared that much more of it would be poured into an artificial world of amusement park micromanagement. Construct and manage simulation titles of the nineties like Sim City and Civilization were very kind to me providing great entertainment whilst claiming a good segment of my teenage life into the bargain. So when two big interests of mine collide head-on I’m going to take notice. Rollercoasters! Some love them, some hate them.
