Whether it is real-world rollercoasters or the RollerCoaster series of video games series, some of us love them and some of us just can’t stomach them. Regardless of those feelings, with RollerCoaster Tycoon Adventures releasing on Nintendo Switch this December, we were granted the chance to do a small interview with Atari’s Mark Perloff and this is how we got on:
Miketendo64: Being an adaptation of RollerCoaster Tycoon Touch, how does the Switch release compare to the original title? What changed and what stayed the same?
Mark Perloff: RollerCoaster Tycoon Adventures borrows from the visual style and design of RCT Touch, but evolves from that title in a huge number of ways. RCT Touch is a free-to-play mobile game, whereas RCT Adventures is a premium Switch title, with no in-app-purchases, selling at retail and on the eShop.
Miketendo64: Just how long did RollerCoaster Tycoon Adventures for Nintendo Switch take to develop?
Mark Perloff: RollerCoaster There’s a lot of RollerCoaster Tycoon Touch DNA in RollerCoaster Tycoon Adventures, but we rebuilt it to create the most fitting experience on the Switch. The development process took approximately one year.
Miketendo64: As the latest instalment in a series that dates back to 1999, with 4 core games and 5 spin-off games not counting RollerCoaster Tycoon Adventures, was there anything in particular that you wanted to do with RollerCoaster Tycoon Adventures that you couldn’t with previous RollerCoaster Tycoon titles?
Mark Perloff: For the most part, the RollerCoaster Tycoon franchise is synonymous with PC gaming. When we saw the unique capabilities of the Nintendo Switch as a platform, we jumped at the opportunity to tailor an RCT experience to the portable/home console hybrid.
With RollerCoaster Tycoon Adventures, we’ve created an exciting and accessible entry point into the series for new players – something that offers rewarding play experiences regardless of playtime or player experience level. You can jump in and play for a few minutes in handheld mode, or dock your Switch and sit on your couch for hours designing your dream park. That versatility is certainly something new to the franchise.
Miketendo64: Having developed RollerCoaster Tycoon Adventures for the Nintendo Switch, is the hybrid platform one you wish to develop for again in the future? For example, when you choose to do a follow-up to 2016’s RollerCoaster Tycoon World, would Switch be one of the platforms you develop the game for?
Mark Perloff: We absolutely want to continue publishing games on the platform. We love the capabilities of the Switch and see it as a great fit for what Atari brings to the table as a publisher. We already have another title, Atari Flashback Classics, coming soon to Nintendo Switch. As for future RCT games on the Switch, you’ll have to wait and see.
We would have loved to ask Mark plenty more questions, but during the time the interview was granted, the dev team was very busy, so we may have only got to ask Mark 4 questions, but we’re still grateful all the same! Have a great release you guys!
This post was written by Solid Jack