Vegas Tycoon | |
---|---|
Developer(s) | Deep Red Games |
Publisher(s) | Global Star |
Platform(s) | Windows |
Release | |
Genre(s) | Business simulation game Strategy |
Mode(s) | Single player PEGI 3+ |
Vegas Tycoon (also styled Vega$: Make It B!G) is a business simulation game for Windows that was released October 14, 2003 in Europe and January 19, 2004, in North America.[ citation needed ] [1]
The player is tasked with building and maintaining a Las Vegas resort with hotels and casinos while keeping guests entertained. [2] [3]
Aggregator | Score |
---|---|
Metacritic | 76/100 |
Publication | Score |
---|---|
Computer Games Magazine | 80/100 |
Edge | 6/10 |
GameSpy | 85/100 |
GameZone | 8.2/10 |
IGN | 7.7/10 |
PC Games (DE) | 73/100 |
The game has received mainly positive reviews [4] with IGN calling it "a pretty fun and complex tycoon experience". [5]
4X is a subgenre of strategy-based computer and board games, and includes both turn-based and real-time strategy titles. The gameplay generally involves building an empire. Emphasis is placed upon economic and technological development, as well as a range of military and non-military routes to supremacy.
Chris Sawyer's Locomotion is a video game designed and programmed by independent game developer Chris Sawyer, and published by Atari in September 2004. The game is a simulation game in which the player takes on the role of a transportation company manager, building transportation networks and managing the flow of goods and passengers in order to compete against rival companies. Sawyer independently developed the game over nine years from the 1990s as a "spiritual successor to Transport Tycoon", with the game featuring "fundamentally the same" gameplay but with "differences in detail, scale and presentation" to update and refine the features that Sawyer "wanted to get right" in its predecessor.
Gathering of Developers, Inc. was an American video game publisher based in New York City. Founded by Mike Wilson and associates in January 1998 and originally based in Dallas, the company was acquired by Take-Two Interactive in May 2000. Between May 2000 and March 2001, Gathering of Developers also operated a division, On Deck Interactive, which acted as their mass market label. In August 2001, Take-Two Interactive closed Gathering of Developers' Dallas headquarters and moved the label in-house, to New York City. The label was shut down in September 2004, with all assets consumed by Global Star Software.
RollerCoaster Tycoon 2 is a 2002 construction and management simulation game developed by Chris Sawyer and published by Infogrames Interactive. Released in October 2002 as the sequel to RollerCoaster Tycoon, the game simulates the management of amusement parks.
Monopoly Tycoon is a construction and management simulation PC game published in 2001 by Infogrames Interactive and developed by Deep Red Games. The player operates a business that owns stores and apartments in a city derived from the Monopoly board game. Instead of using dice, the game relies more on the speed and innovativeness of the players. In the standard mode, the user plays against the AI opponents. In the multiplayer version, players go against other online players in order to gain victory.
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Railroad Tycoon II is a business simulation video game in the Railroad Tycoon series developed by PopTop Software and published by Gathering of Developers. It was released for Microsoft Windows, Mac OS, PlayStation and Dreamcast
Railroad Tycoon 3 is a video game, part of the Railroad Tycoon series, that was released in 2003.
Business simulation games, also known as economic simulation games or tycoon games, are games that focus on the management of economic processes, usually in the form of a business. Pure business simulations have been described as construction and management simulations without a construction element, and can thus be called simulations. Indeed, micromanagement is often emphasized in these kinds of games. They are essentially numeric, but try to hold the player's attention by using creative graphics. The interest in these games lies in accurate simulation of real-world events using algorithms, as well as the close tying of players' actions to expected or plausible consequences and outcomes. An important facet of economic simulations is the emergence of artificial systems, gameplay and structures.
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