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|Sid Meier's Railroad Tycoon|
|Genre(s)||Business simulation game|
A port of the game for the Super NES was planned for a summer 1993 release, and screenshots were shown in the March 1993 issue of Nintendo Power, however the port was never released. Though no reason was officially given, it may have been due to the release of Transport Tycoon for PC, and its planned release on the up coming Playstation console.
The objective of the game is to build and manage a railroad company by laying track, building stations, and buying and scheduling trains. The player may start companies in any of four geographic locales: the Western United States, Northeast United States, Great Britain, or Continental Europe. The company starts with one million dollars in capital; half equity, half a loan. The company may raise additional capital through the sale of bonds.
The player manages the business as described above and may also handle individual train movement and build additional industries. The game models supply and demand of goods and passengers as well as a miniature stock market on which players can buy and sell stock of their own or competing companies. The game also has other railroad companies attempting to put the player out of business with stock dealings and "Rate Wars".
There are four types of stations: Signal Tower, Depot, Station, and Terminal. The Signal Tower acts as a passing loop and may control movements. The rest service surrounding areas: the Depot serves its own square and the adjoining eight squares, the Station takes another ring, and the Terminal handles up to three squares away. The player can build at most 32 stations. When the player builds the first station they also build their first engine shop. Each engine shop is the manufacturing area for the player's different trains. The player can upgrade and downgrade Depots, Stations, and Terminals. Other facilities such as stores and hotels may be added.
Once the player builds a station they can build their first train (of the 32 permitted) at any engine shop. The player then can add cars to the train and send it on its way. The player can at any time change the "consist", which is the list of cars the train is to pick up at the various stations along the way. These include pure mail and passenger cars and specialized freight cars for each of the other nine types of commodity produced in the game.
The player can continue to build the track network and build stations until the player runs out of funds. The game runs for a century, with accounting periods two years long. Stations built or rebuilt in a particular accounting period pay the player double freight rates for everything they purchase in that period.
Not every station buys everything offered to it. Some good producers buy nothing. There are two alternatives the player can choose between: Simple Economy (where, for example, a station serving two or more cities will buy anything) and Complex Economy (where "two cities" will buy mail, passengers, and a couple of other products; "four villages" will buy passengers and different freight products; only a station with a steel mill will buy coal; and other products have other buyer types). There are product variations over the four geographical scenarios.
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On its release in 1990 Railroad Tycoon was hailed by reviewers as one of the best games of the year.
- Sid Meier's Railroads - Downloads
- Lockwood, Russ (December 1990). "Holiday alert: the year's best games; Accolade's Cycles, Broderbund's Galleons of Glory, Taito's Qix, MicroProse's Sword of the Samurai, Origin Systems' Ultima VI and more; Leisure Forum; product announcement". PC Sources 1 (12): 58.
- Lesser, Hartley, Patricia, and Kirk (January 1991). "The Role of Computers". Dragon (165): 47–55.
- Lesser, Hartley, Patricia, and Kirk (October 1991). "The Role of Computers". Dragon (174): 57–64.