[comp.sys.mac.games] Railroad Tycoon Review

szy@Apple.COM (Steven J. Szymanski) (05/08/91)

 
 The following is a review of "Sid Meier's Rail Road Tycoon" published by 
 MicroProse for the Mac.
 
 REVIEWER CALIBRATION
 I like strategy games where one wins by planning and thought rather than 
 by quick reaction or eye/hand coordination. I like games where I have a 
 lot of control over what is going on. I like games where I receive a 
 clear sense of accomplishment if I do well. My three favorite games on 
 the Mac are Sim City, Playmaker Football, and (reluctantly) Harpoon.
 
 QUICK REVIEW
 I can finally get Harpoon off of my "Three Favorite Games" list. Railroad
 Tycoon is a GREAT!!!! game. It has everything I like in Sim City and 
 more! The quality of the User Interface is excellent (it's a port of a 
 DOS game, but a VERY good one). The game play is interesting and varied. 
 It is just plain a good Mac game.
 
 On the down side, it is somewhat buggy. I have had several random 
 crashes, although fewer once I have removed various INITs (I have not yet
 figured out which ones cause problems, sorry). My advice is: save after 
 every financial report. By the way, I have yet to have a problem running 
 it under System 7.0. All of my crashes were when running it on a machine 
 with System 6.04.
 
 The other down side is display speed, which is moderate to poor. In 
 particular, there is information which the programmers chose to display 
 in a collection of floating windoids; very "Mac-like", but in the long 
 run it slows down the redisplay process, particularly when scrolling the 
 window underneath.
 
 SYSTEM REQUIREMENTS
 I suppose the third down side is that the program is FAT. It takes up 3.2
 Meg on disk; and 2.5 Meg in RAM for color (750K in RAM for B&W). It also 
 depends on a high bandwidth to the user through the screen, so I would 
 hate to try and play it on a 9" monitor (all of the windows can be 
 resized, so you can take advantage of larger monitors. Take that 
 Harpoon!). Likewise, there is so much information which is conveyed to 
 the user through color, when available, that I suspect it is a much more 
 difficult game to play in Black&White. Performance (other than the 
 scrolling/redisplay problem mentioned above) is fine on a MacIIx, I have 
 not had a chance to test it on any slower machines.
 
 GAME DESCRIPTION
 
 The World:
 When you start a new game, you get to choose from four venues: Eastern 
 USA starting in 1830, Western USA starting in 1866, England starting in 
 1828, and Europe starting in 1900. The game then takes the basic 
 geography/economy of the venue and generates a randomized map of the 
 region. Each space in the map has an elevation (the grade of piece of 
 track is dependent on the difference in elevations between the spaces it 
 connects); and a type of terrain. There are natural types of terrain: 
 Mountains, Hills, Foothills, Forrest, Clear, Farmland, Swamps, Oceans, 
 Lakes, and Rivers; and developed types of terrain: Brewery, City, Cattle 
 Ranch, Chemical Plant, Coal Mine, Factory, Food Processing Plant, Fort, 
 Glass Works, Grain Elevator, Harbor, Landing, Lumber Mill, Oil Well, 
 Paper Mill, Power Plant, Refinery, Salt Mine, Sheep Farm, Steel Mill, 
 Stockyard, Textile Mill, Village, Vineyard, Winery.
 
 There is also competition in the world. The computer will generate up to 
 three competing companies at a time. One will always start right away, 
 and the others will be generated at random times. If a company goes out 
 of business, it may eventually be replaced by a new company. Each of 
 these competing companies will be played by the computer with one of
 several randomly chosen strategies (which is represented by the computer 
 naming one of several historical railroad tycoons as "President" of the 
 company). The strategies used ARE really different, and definitely effect
 play.
 
 Economics:
 There are various commodities which you can transport by rail: Mail, 
 Passengers, Food, Livestock, Goods, Grain, Paper, Steel, Petroleum, Wood,
 Coal, Beer, Hops, Textiles, Chemicals, Cotton, Wine, Grapes, Armaments, 
 Fertilizer, Nitrates, Wool. Each of the types of developed terrain has a 
 (perhaps empty) set of commodities it will produce, a set of commodities 
 it will pay to receive, and a set of commodities it will transform into 
 other commodities. For instance: Coal Mines produce Coal, Steel Mills pay
 for Coal and transform it into Steel, Factories pay for Steel and 
 transform it into Goods, Cities pay for Goods. Cities both produce
 Passengers and pay to receive them. 
 
 Laying Tracks:
 So, you start by laying tracks between places which can exchange
 commodities. You survey the land (to get the elevations), and then taking
 into account the grades and the cost to purchase right-of-ways (which 
 varies with terrain), you use the mouse to build the track one segment at
 a time. You can build bridges to cross rivers (with a choice of building 
 materials). You can build tunnels through mountains where the grade would
 have been too steep. You can set up ferries to cross large bodies of 
 water. You can double track segments of track to increase their 
 throughput.
 
 Stations:
 At places where you want to pick up or deliver commodities you build
 stations. There are 3 different sizes of station, which have different 
 areas of coverage. A station will accept deliveries for and deliver 
 commodities to any developed terrain feature within its area of coverage.
 Thus a "Terminal" will accept deliveries for any Factory/City/etc. within
 3 spaces, while a "Depot" will only do it for ones within 1 space.
 
 In addition to the basic station types, there are various improvements 
 you can make. Some, like switching yards and maintenance shops, help you 
 run the railroad. Some, like Hotels and Restaurants, help you earn a
 little extra money. Some just let you store commodities for future 
 delivery.
 
 Trains:
 Once you have track and stations, its time to get some trains running. 
 For each train, you first need to choose which type of locomotive engine 
 you want to pull it. Each type of engine has different characteristics, 
 some are very fast with a small number of cars, but quickly die as you 
 add more weight to pull. Others are slow but have the horsepower to pull 
 long trains. Some are good on steep grades, others are only useful in the
 flatlands. Some engines have higher maintenance costs than others, and 
 some wear out faster than others.  As the game progresses, new engine 
 types come to market and you may want to switch some existing trains over
 to use them.
 
 Given an engine, you next define where you want the train to stop, and 
 what cars you want it to carry between each set of stops. For each train,
 you specify at most 4 stops, but you can also indicate how many of the 
 other station in between those stops it should stop at as well. Thus, the
 real limit is that you can change the set of cars carried (the "consists"
 of the train) at most 4 times in its route. At each of these stops you 
 also indicate if it should wait until all of its cars are full before 
 moving on to the next station. 
 
 Operations:
 Once you have the trains rolling, the computer tasks care of most of the 
 detailed dispatch work. In general, to insure that there will be no 
 collisions, the computer will allow only one train on the stretch of 
 track between stations at a time (two if it is double tracked). To 
 expedite progress, you can add signal stations on the track to dive the 
 track into multiple blocks. The computer dispatcher will then allow only 
 one (two) trains to enter a block at a time. Even this is often too 
 conservative, and so the game allows the user to override the switches at
 their own risk. 
 
 Randomness:
 While randomness is not a major factor, not everything is completely
 predictable in the game. Bridges, particularly old wooden ones, will wash
 out in floods. Industries change. This can be good in the case where a 
 new industry you need suddenly appears, but can really hurt when a Steel 
 Mill you have been making deliveries to suddenly folds. In addition, 
 there is an overall economic level which effects the price of track and 
 the interest rate on bonds.
 
 Business:
 You can get money in several ways: You start out by selling 100,000 
 shares in your company; and through the game you may be given an
 opportunity to issue more stock. You can speculate in the stock of your 
 own and competing companies. You hopefully will make money from the
 operation of the railroad. You can get extra money by selling Bonds (for 
 which you need to pay interest each year until you buy them back). You 
 can also make money on certain improvements to you stations.
 
 Through it all, you need to keep you stock holders happy. That mean you 
 need to maintain a profit, and to keep you net worth growing. Investors 
 get particularly nervous if you get too highly leveraged (your debt in 
 Bonds get to high relative to your Net Worth).
 
 Competition:
 There are three realms of direct competition between companies: First 
 there is the basic build-a-better-railraid aspect. At the end of each
 period, the computer reports on the relative value/profit/statistics of 
 the existing companies, and you can see who is doing better. Second, two 
 companies can build tracks into a single station and start a price war 
 for ownership of the station. Whoever can meet the needs represented by 
 the station better is rewarded with control of the station. During this 
 period, all income from deliveries made to that station is halved; but 
 once/if you have won, income is doubled for some period of time 
 thereafter. Third, companies can try to take control over other companies
 by purchasing over 50% of their stock. The kind of control you get is 
 limited but significant (after all, you only a majority stockholder not 
 the president). 
 
 And More:
 While this has taken a lot of text, I still have not covered all of the 
 features of the program, much less some of the interesting interactions. 
 What I do want to point out is that while there is a lot to the game, it 
 does not FEEL complex. Most of the actions and interactions are "common 
 sense" sorts of things, and I have yet to see anything happen which I 
 though was not reasonable to expect. Thee are 4 basic levels of play and 
 3 other choices which control the difficulty of a game. It is very easy 
 to get started at the lowest levels and work your way up. If you can play
 Sim City, you can play Tycoon.
 
 PROTECTION
 The game disks are not copy protected, but it does use a manual based 
 anti-piracy scheme where you are asked to identify a model of locomotive 
 based on a picture displayed on the screen. The number of different 
 engines are small, and people who have played the game on IBM machines 
 claim you do eventually learn to identify them without the book.
 
 USER INTERFACE
 Like I said at the top, they did a very good job of providing a real Mac-
 like interface for the program. With one exception, it abides by the Mac 
 User Interface Guidelines better than most of the productivity tools I 
 use. The one exception is that there is no "New Game", "Open Game", or 
 "Close Game" menu commands. Instead, there is a opening screen which 
 allows you to choose between open and new by clicking on "buttons" in a 
 splash screen. All of the information for the start-up sequence is 
 actually contained in a separate file, and it really looks like the 
 engineer responsible for that file had never seen a Mac. Sigh. The real 
 problem with this is not the esthetics; but is the fact that once you are
 running the only way to start a new game or reopen a saved one is to quit
 and relaunch the application; forcing you to go though the piracy check 
 again.
 
 FINAL REVIEW
 Like I said earlier, I really like this game. The closest thing I can 
 compare it to is SimCity, but I think it is better than Sim City on 
 almost all counts.
 
 The game is more varied than Sim City. The only REAL difference between 
 two games of Sim City is the placement of water and trees. (I know there 
 are micro-differences in the behavior of the Sims, but my experience is 
 that those tend to average out). In Tycoon, the are MANY more variables 
 in the map itself, plus there are many different strategies for the
 competition. I have a real confidence that no two games will be alike.
 
 The game play is more intricate than Sim City. You have many more 
 variables to control, some of which don't cost money to change. Thus 
 while you are waiting to accumulate enough money to build that new spur 
 out to a rich oil field, you can still be productive refining your
 existing train routes. You don't end up waiting around for money with 
 nothing to do.
 
 The game has a better feeling of reward and completion than Sim City (and
 certainly more than Sim Earth). At various points in the game you are
 offered other jobs which you can retire into. The quality of the jobs is 
 a rough measure of how you are doing; ranging from Hobo to President of 
 the USA. After 100 years of play you will finally be forced to retire, 
 and a score is developed based on the net worth of the company, the level
  you are playing at, and how well you did.
 
 All in all, Tycoon is an excellent game, and is on my recomended must-buy
 list.
 
.szy

-- 
AppleLink: szy				       "Apple has no idea what I am
Internet:  szy@apple.COM			saying here and should not be
UUCP:	  {sun,voder,amdahl,decwrl}!apple!szy   held responsible for my raving"

pb1p+@andrew.cmu.edu (Peter Glen Berger) (05/09/91)

Hey, thanks for that review ... now I sort of want the game!

I went out and bought Pirates! after playing a pirated version,
because when I couldn't enter the right "codes" it let me play a sort
of "demo mode" that 1) Wouldn't let me do well at all, but 2) Let me
see the complexity and coolness of the game.  Does RT have a similar
mode?  If it does, is there any way to get the "demo" version?

Thanks in advance,

------------------------------------------------------------------------
Pete Berger		       ||  ARPA:     peterb@cs.cmu.edu
Professional Student	       ||            Pete.Berger@andrew.cmu.edu
Univ. Pittsburgh School of Law ||  BITNET:   R746PB1P@CMCCVB
Attend this school, not CMU    ||  UUCP: ...!harvard!andrew.cmu.edu!pb1p
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