Thrillville
Fall 2007 Video GamesStart with RollerCoaster Tycoon 3, the PC amusement-park build-and-manage mega hit, and try to ratchet its complexity down a bit for younger gamers. Then try to ratchet up the wow factor to create a winner console game. And you've got Thrillville.
The good news is that the central creative challenge of this game, building roller coasters and other carnival rides, is well-done, easy to do, and fun. Good and at times vibrant graphics and animation makes riding your designs a real kick.
But, as in all build-and-manage tycoon-type games, there's business to be done. In this game, the business is divvied up into five "mission" categories--upkeep, guests, games, build and business. Specific tasks range from training your park mechanic, which borders on tedious, to cleaning up vomit when training groundskeepers--just yucky! Guest missions primarily require chatting up the customers, which is cool because of the on-the-ground perspective but unfortunately the customers can be torturous conversationalists and the text-crazed dialogue boxes just plain boring.
Suffice to say biz-schoolers won't find this game as satisfying as the micro-manager coaster builders such as RollerCoaster 3 and Sim Theme Park. When it comes to business in Thrillville, the thrill is gone. But, then, it's not made for them. It's made for a younger audience certain to stay more focused on the fun of 20-some mini-games (from pop-gun shooting galleries and go-kart tracks to bumper cars and arcades). While this rollercoaster has its ups and downs, for kids who'd like to run an amusement park and build a few rides, it'll amuse.



