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PLATFORM   PC

Ultimate Ride Review

GAME INFO
publisher: Gigawatt Studios
developer: Disney Interactive
genre: Strategy

MINIMUM REQUIREMENTS
PII-300, 32MB RAM, 8MB 3D accelerator
ESRB rating: E
homepage:
www.ultimateridegame.com/

release date: Sep 30, 01 (released)
» All About Ultimate Ride on ActionTrip


Many people consider the roller coaster ride a symbol of good fun. Those who had enough courage to try it out say that the greatest trick is to overcome your fear before you ride it for the first time, and after that, the adrenalin shock it causes becomes so addictive that it will keep making you return for another ride. The Disney Interactive programmers got this idea that within the population that identified itself as "computer gamers" (strange sort, is it not?) exist people who would actually rather be roller coaster designers. This is how Ultimate Ride was born.

The game has two modes: Imagineering, in which you build an object according to your current task, and Build mode, where you are only limited by laws of physics and your own imagination. Imagineering is in fact sort of a campaign, where you have to advance through missions, and design roller coasters according to your employers' desires. Some will ask you to design a light track for the kids, and some will unleash your sadism and demand that you create an adrenaline-pumping monster. Your status will grow with every project you successfully finish, and your main goal is to achieve the status of Rollergod - the God of the death track. As I already said, the Build mode will let you create anything your heart desires, with no restraints.

The screen on which you design the coaster is a typical editor with gridlines, in which you have to fit basic structures. Default view is in full 3D, and you can use your mouse to rotate the camera. You will have to assemble the structures step by step. The element you have to attach the next element onto is painted blue, and the icons with the parts you can use next (chains, breaks, bend, loops) is in the lower section of the main screen. Just take care to attach the end of the tack to its beginning, and always keep in mind that the train has to have a designated G-force when passing over every single element, otherwise, both the train and the passengers would fall out. You will be able to monitor key parameters (speed, altitude, horizontal and vertical G-force) for each element on special displays.

There are three basic types of coasters: the classical (wooden), modern (metal), an hanging; and each of them can be built in one of the available themes: medieval, "Guiles Verne", mountain, cave, space and empty technical drawing. Each of these themes has a unique set of props, some of which are animated, which create the atmosphere of the coaster.

Graphics are really high quality. The surroundings and backgrounds are impeccable, but some objects do seem a bit bare and blocky. This, however, does in no way spoil the overall visual impression. The animation speed (which is crucial in a game like this) is astounding, and barely hardware dependant. The feeling you get from rushing down the coaster at more than 100 miles per hour is probably far from the real thing, but powerful nonetheless; and the satisfaction you get from a job well done is even batter. There are three kinds of lighting, and they depend on the time of day the ride takes place. The cameras have been perfectly positioned. Sound is probably the worst aspect in the entire game - it will give you no inspiration, the effects are poor, and the soundtrack obsolete.

When you get proficient and design a good roller coaster (one that works), you can post it on the game's official web-site, where you can also see what other people have designed, leave your comments and compare designs. But, beware: the way to the Rollergod title is long and paved with the bodies of victims who dared try out your designs...

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ACTIONTRIP SCORE
7.7   Good


HIGHS
Realistic and quick animation, great web support;

LOWS
Poor sound, too easy.

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