Thrillville - impressions

Could this be the Grand Theft Auto of roller-coaster sims? Signs point to 'maybe'

Minigames aside, the real meat of Thrillville is in building coasters, something the game will enable players to do quickly and easily. The interface looked pretty simple when we saw it in action; just pick a type of ride (wooden coaster, log flume, kiddie train, etc.) and plot it out piece by piece, telling it which direction to go next. An energy meter will let you know if you've got enough momentum built up, and there's an auto-finish function that'll quickly complete the thing for you if you get bored or paint yourself into a corner. And once you're finished, you can get on board and see what it's like to ride your creation at high speeds.

Best of all, you'll even be able to intersect your creation with other coasters, creating all kinds of cool intertwinings and near-misses a la Six Flags' Batman and Robin coasters.

We haven't yet had a chance to try out anything but a few minigames - which were fun - but Thrillville already looks like it could be a good time. It's still rough around the edges (especially on PS2), but it definitely gets points for sheer volume - in addition to all the minigames, players will get five huge theme parks to explore and 75-plus different types of rides to mess around with. Aspiring theme-park barons can expect this one to roll into stores in November.


After graduating from college in 2000 with a BA in journalism, I worked for five years as a copy editor, page designer and videogame-review columnist at a couple of mid-sized newspapers you've never heard of. My column eventually got me a freelancing gig with GMR magazine, which folded a few months later. I was hired on full-time by GamesRadar in late 2005, and have since been paid actual money to write silly articles about lovable blobs.
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