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Railroad Tycoon II (PC)

Developer: PopTop Software
Publisher: Gathering of Developers

Reviewed by: Mack Westbrook
[Feedback] [Author Bio]

Review Date: July 12, 1999

Summary and Rating

What's Good What's Bad Railroad Tycoon II (PC) received a rating of 4.0 out of a possible 5.0.
4.0 out of 5.0
  • Excellent graphics and sound effects
  • Well done user interface
  • Scenario creation (map editor)
  • Missing details on cargo routing in the documentation
  • Poor industry layouts in some scenarios
  • Too many financial areas to worry about



Railroad Tycoon II is an historical simulation that allows the gamer to start their own railroad company and build train lines in different locations around the world. The main goal is to haul freight from where it is produced to where it is demanded. In addition, the game defaults to a financial model that determines success primarily on making your company wealthy. You determine which industries and cities to connect and which types of cargo to haul. Then you establish train stations with varying levels of support services for the trains, purchase trains, and then schedule them on your existing rails.

There are a number of scenarios and campaigns to play with a good degree of customization for difficulty and play style. The time period is one of the variable features and it is interesting to try and upgrade your trains and stations as new technology is developed following historically appropriate time lines. Running a train line in 1850 has a very different look and feel from the more modern trains and this keeps things changing and interesting. A bonus feature is the "sandbox" mode where you can build and operate what would amount to a model railroad without worrying about the financial or competitive aspects of the game. I found this refreshing when you just want to build some interesting train lines and watch the trains run.

The game randomizes some factors in each pre-made scenario -- which increases replayability -- however there are two specific problems for me in the scenario creation logic:

  1. The industries are generated in a somewhat controlled but variable pattern. This helps keep the game interesting over time, but some aggravating quirks result. For example, I tried to play a scenario with vast grain and cattle production areas in the mid-western U.S. (sensible enough), but with no demand for these goods anywhere in the region. The closest buying point was about 1,000 miles away. OK, this is challenging, but to me it is frustratingly unrealistic. I think the randomizing feature needs a little tweaking to provide some limited demand in the general area, otherwise, why would all of these productions centers even exist?
  2. You can minimize the stock market and other corporate financial dealings but there does not seem to be a way to do away with them. I think it is interesting to track the financial success of the trains but I strongly dislike always having to deal with purchasing stocks and issuing bonds and paying dividends. It would be nice to just cut this part off without going to sandbox mode where you also drop the aspect of hauling loads for money.
A map editor is included for crating your own scenarios. The "event" generation is an excellent touch that helps make the scenarios you create very detailed and believable. A nice touch for extending playing life which helps compensate for some of the weaknesses mentioned above. In fact, many such fan-made scenarios are readily available on the 'net.

In all, the artificial intelligence (AI) of the computer players is pretty good. There were, however, some times where I found a competing rail line that seems to stop expanding and for all practical purposes just ceases to compete. This is not common but does expose at least some weakness and limitations in the AI.

The user interface is extremely well done. It is easy to control and monitor the trains. Mundane tasks (using sidings to pass trains, scheduled maintenance, etc.) are handled for you. Switching routes and load types is simple and graphically pleasant. Laying track can sometimes be frustrating when you are trying to get a long line over rolling terrain with the least possible grade. Sometimes, I had $100,000 worth of track laid out perfectly and as I let go of the mouse (to build the line) I move the mouse by the tiniest margin and end up with steep grades, a vastly higher track price, completely unusable lines, or a combination of these. The function that lays out the track for you is, for the most part, very good and useful. An improvement would be the ability to lay the track out, get the price tag, and then accept or decline it thereby eliminating errant rail lines.

The graphics and sound effects are excellent. The variety of train cars, stations and buildings is impressive and the map detail is very good without being overdone. Watching the trains rolling along is fun and so well done it is almost as good as watching a well constructed model train set.

The documentation is acceptable and the historical side bars are interesting and add to the feel of the game. There are, however, some aspects of actually playing the game that are missing. Several samples on how to layout a train for specific types of tasks would be useful. For example, if cotton is hauled to city A (that does not demand cotton) and a train from city B (which does demand cotton) arrives in city A to pick it up, was the cotton stored at city A or does the train have to travel all the way from source to demand? If I haul cotton to city B but do not detach the cotton cars is the cotton unloaded at city B anyway? Experimenting will give you the answers but these types of issues should have been prominently addressed in the documentation.

Railroad Tycoon II is an excellent game that is enjoyable to play and recommended for anyone interested in simulation games or who just likes trains.

 
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