Mid 90s-2000s (Management) Sims

The Root

A deep foundation of my gaming tastes comes from the likes of Sim Ant, Sim City 2000, Sim Tower, Sim Farm, Sim Earth, and Sim Isle (plus Theme Hospital at my PC-owning friend's house). As a kid, looking at the scholastic book catalogue I was immediately checking for a new Sim game. At some point in middle school I found someone had installed what was called Yoot Tower, which looked like some weird update of Sim Tower. (Only later would I realize that Yoot was the same Yoot Saito that I didn't register in the credits for Sim Tower, and that Sim Tower was just a rebranding of "The Tower" from Japan.) You can imagine how I feel about the ultimate outcome of the success of The Sims on the overall 'sim' landscape that I grew up with.

Since then, I've always had my eye out for things with a similar flavor.

What's a Sim to me -

I suppose my most defining features for games in this discussion are:
**1) Many layers of systems interacting** - I'm all for a good amount of placebo-effect with this as well. Make it complicated enough so I think it might matter how X is oriented, and it is as good as if that were a real feature.
**2) Many choices available** - Having too many things to choose from is a good thing here. I'm generally lax about game balance with these games, since there is an element of RP involved, and the third point below minimizes my drive to 'optimize.'
**3) Tamped-down "goals"** - many good games of this type have some form of 'stage' structure, but the drive to play and the enjoyment for me is nearly exclusive of 'progress' through some scenario. Some may completely eschew win conditions, and that's all gravy.
**4) Autonomous growth** - I haven't really sunk into games like Factorio because from my first-pass impression, there is little that doesn't happen at the will of the player, aside from decay. The ability of the game to serve as a 'screensaver' to some extent provides some level of meditative space that is a major element for me, and the other end of the spectrum here points towards RTS in my mind. I want my well-oiled machine to feel like it has a bit of a will of its own, and not just be a crank-driven Rube Goldberg machine (which has it's own separate merits)

In my eyes, the elder god of this genre is Dwarf Fortress. I can only imagine how the younger me would have responded to the sheer depth of simulation in that game.

I'm starting this thread namely because I've recently (over the last 2-3 weeks) fallen/dug into a handful of Japanese management sims that are quite nicely scratching that itch for me, and I wanted to share for those interested. I'm going to write at length about these things and I'm far from an expert, but this was a corner I wasn't aware of and I want to just share some of my joy.
(I've been hanging in there language-wise, enough to get a sense for what things do, even if I'm not 100% on my readings. There may be some english releases or patches for some of these, but I haven't really looked into them.)

ザ コンビニ スペシャル -

(The Conbini Special, PS1)

I had seen 'the conbini' on shelves here in Nagoya a few times, and the image on the back of the box had me slightly intrigued, though it looked a bit primitive. I recently saw ザ コンビニ スペシャル for pretty cheap and bought it on a whim along with other things I had actually been looking for. I've been pleasantly floored by its formula. (For those at home, this is a series that had many PC releases as well, but I'm coming largely from a PS1 perspective.)

The pleasant elements of this game layer one on top of another very well. It starts off with figuring out what type of shelves you can place, where you can place them in a relatively small area and still give foot access, and what you can stock on each type of case. Then, after hiring some employees you have to tune your hours to be manageable by your inexperienced staff, and you start to survey what sells and doesn't, when customers seem to be showing up. There are some rudimentary 'survey' data tools, but you can also learn by just observing the store in operation.

Then, you realize that your store really is oriented in space on a city map, and the type of customers, what they want, and when they arrive are all influenced by the nearby buildings. The city grows organically around you (like in A-Train and the ilk), and you get reports on the population as it goes from village to town to city, and special buildings pop up around you (swimming pools, middle schools, etc). Land values change, and you quickly realize that buying a second store isn't trivial. A rival chain in the area is autonomously growing and purchasing new stores, and you can pay to have a 'spy' go and check out the store, which I found useful in the beginning to get an idea for layout.

However, the city is not purely up to chance. You can select to pay to campaign/advertise/promote the sale of a plot of land for a particular purchase, which costs a certain amount per month, and has a % chance of success depending on your overall standing (or something). So, you can then gamble on trying to get a big apartment building opened near your store to get a captive audience.

With just those pieces, the game suddenly feels very deep to me. The nitpicky design choices of laying out your store feel like distant memories when you open your third store, and import the pristine layout you've figured out, just like any reasonable chain store would. The game becomes about monitoring the health of multiple spaces, and making bold choices in investing in your surroundings or going for more stores. You even can switch to a view that is just a balance sheet while the game runs at max speed and watch numbers go up and down till you decide to act. At any point, though, you can zoom in and decide that you want to swap where you're selling the canned food with your cold case full of cheap sashimi.

What makes this game 'special'? The fact that none of it is just normal conbini stuff. There are three 'worlds' to select at the start, each of which has different items, graphics, characters, and city design. (I'm spoiler tagging from here on out, because if you're interested, you'll have the most fun just finding out what's in this game). The first option is a ||cat|| world, where every customer is a ||humanoid cat||, and you sell ||cat foods of many kinds, brushes and shampoo, cat toys, and cozy places for cats to sleep, like a kotatsu||. The second is ||an RPG|| world with ||healing potions, gauntlets and helmets, grappling hooks and tents, crystal balls and magic wands, as well as way too many weapons to fit all in one store.|| The third is the most 'normal' in that you can sell steamed buns in a case, but it's a ||punk/post apocalyptic|| world where people ||need things to survive on the street||.

These different themes would be simply a reskin if it weren't for one simple fact - different world types' shelving stocks a different cross section of goods. In the ||RPG|| world, there is a specific category of item that requires a 3x1 shelf (||long weapons||), which are a huge pain to fit into your store. With that simple change, the 'optimum' layout I had going in my ||cat|| world simply wasn't relevant, and I had the opportunity to re-solve the entire problem. I haven't even touched ||'punk'|| world yet, aside from just seeing that you can sell things like ||gas masks|| and ||med packs||.

But that's not to dismiss the quality of the flavor differences. The buildings on the world map are all uniquely drawn for each world, and are pretty creative. ||Dark lord's castles|| in the ||RPG|| world, ||cat fisherman guilds|| in the ||cat|| world. And what originally are licenses for tobacco, alcohol, and medicine (in the original conbini games), get converted to ||fresh fish, cat toys, and heating/cooling appliances (like laps)|| in the ||cat|| world, ||healing herbs, magic items, and special weapons|| in the ||RPG|| world. Plus, all the customers you get are highly varied and cutely tiny. I have a ||slime|| customer who always takes forever to shop and buys the same thing each time at about the same time of day.

Obfuscation -

I don't yet know how 'shallow' this pool really is, in terms of what really determines who shows up, how successful I am at levying for a development, or what other disasters other than accidentally burning your whole interior down can happen. I'm happy with that, since undoubtedly my mind is filling in plenty of gaps that are likely there, since, after all, it's a game made by people.

The thing I'm still split on is whether I think there should be more stuff to 'unlock.' A feature of Sim Tower that was fun for me was the minor goals of earning star ratings, each star unlocking some new set of facilities that you then need to consider how to incorporate. Something like a limited-time item or such might be a fun addition, but even without anything like that, this game feels rich enough. I have unlocked at least one more layout, but I'm not sure how much more there may be. I'm glad to be in some state of uncertainty, and I've only tried the beginner levels in two worlds, so don't know if there are any other differences in the 'high level' stage for each world.

If you want to check the game out, there's not a ton of great footage of this version of the game, but [this](https://www.youtube.com/watch?v=QUdwIbdZxcY&t=2558s) is a pretty good video, which just shows one of the three worlds. Unfortunately they're just playing at high speed the whole time, which misses part of the chill charm of this game for me.

Other sims in this space -

On my horizon is ザ ファミレス (The Famiresu - family restaurant). Well, I guess it's more like its on my coffee table right now, but I've just launched it once last night, and am pleased with at minimum the pathing dynamics of the waiters seating, taking orders, refilling water, bringing food, and clearing plates. It's sequel (史上最強のメニュー) is not yet in my hands, but looks good as well. I'm also going to be looking into Burger Burger (and 2), 'The Drugstore' and at least The Conbini 4. I also haven't ever really played an A-Train game, so I've been trying out the last 3DS release.

That said, I'm having enough fun with these games that just thinking and talking about them is sufficient entertainment for me at the moment, hence me spending my couple free hours after work typing this up. I'll aim to return here to talk at least about Famiresu,

Any discussion of other games you enjoy in this class are welcome! I only really mentioned the timeframe because for whatever reason, I feel like there was a distinct period in which people had this particular focus in game design that permitted much less goal-orientation than I feel games demand nowadays. (Also I thought I was going to imbed a bunch of videos so tagged this high data, but decided against it)

interesting taxonomy and I really enjoy these things in games too. I’d add an appropriate sense of scale or at least a sense of a wider world as important features. If things are too abstract or game-like then they don’t work for me: eg that 2013 simcity or the anno games.

Personal favorites would be simcity 4+ mods, a train, paradox grand strat, and football manager. In fact I don’t know anything about soccer but I like the games just as huge simulation experiences.

I like the kairosoft games a lot too



Agreed on the sense of scale.

I’ve got to give sc4 a fair shake sometime. I could barely not run it back in the day on my old G5 tower (pretty sure it overheated my video card). I played 3000 a bunch and that’s the one sim city I ever got a really successful city in (2000 always ended in max negative demand for all zones that as a child I never figured out how to avoid). Any easy suggestion for a chunk of mods?

I love The Conbini series but never played this Special entry. Sounds like a lot of fun.

@“MDS-02”#p40767 I was a latecomer to sc4 for the same reason lol

my knowledge of the "good mods" is probably a little out of date, but there's a psycho amount of community made buildings, architectural styles, customization tweaks etc. Makes the game look real great imo

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@“Syzygy”#p40804 OpenRCT2 is fantastic. The type of thing you wish existed for every game, just a great port with any and all quality of life improvements you could ask for.

Being the sole vote behind Football Manager on the _2021 forums.insertcredit.com Video & Game Poll_ , I was gonna write something about it in that honor roll thread but didn't know where to begin. Maybe I'll get around to it, maybe I won't. Either way, it's an incredible thing.

Rather, I'm here to spread the good word of Sid Meier's SimGolf. Fundamentally, golf is a great motif for the sim genre. The management, creative design, and "play" aspects harmonize really well. Just building an 18 hole course without finding yourself in debt is no easy task, and you'll have to be economical and patient to make it that far. Along the way you'll have to consider players of all skill levels, pace of play, etc. if you're really serious about your budding golf empire.

[upl-image-preview url=//i.imgur.com/NqMwBHo.jpeg]

You get your own player avatar, who can play your course with the Slightly More Advanced Than A Flash Game golf mechanics present here, while "god you" makes renovations. You can challenge other members of your club or host tournaments for some extra cash, while raising your stats through play and completing course building goals. You can even set your own contextual dialogue. (Imagine being eight years old ---and you can make your guy say _The F Word_ every time he clubs one into a water hazard)

[upl-image-preview url=//i.imgur.com/9mbWsP4.jpeg]

There's lots of other weird little mechanics in here too. Side stories that will develop between members of your club, parodies of mid-2000s celebrities buying up land on your course, [vaguely horrifying faces](https://i.gyazo.com/24cc726a95a7eff84bd2505598651906.png), and so forth.

I have $10,000 cash here in a big 'ol bag with a dollar sign on it if anyone wants to build an OpenSimGolf.


@“MDS-02”#p40763 What’s a Sim to me

> 1) Many layers of systems interacting

> 2) Many choices available

> 3) Tamped-down “goals”

> 4) Autonomous growth

If you have the means and budget, I would strongly encourage you to skip the 3DS entry of A-Train and directly play the Switch version, as I think it checks these four specific boxes better than any previous episode in the series – at least I can vouch for the comparison with the 3DS version as I played both games.

While not perfect, its two tutorial maps boast the best introduction to the series’ systems (although one might complain some mechanics get introduced way too slowly), and ③ is covered by the double layer of:
a) the "tourism" theming of the game, which give you a clear objective for each scenario map yet allows you finding your own solutions and pursuing a map after you have successfully completed the objective, and
b) the "time travel" element, each scenario being set in the context of a specific time in Japan with fictional regions and issues that mimic easily recognized real-life events and cities throughout the last century.

[upl-image-preview url=//i.imgur.com/sca6uQW.jpeg]

Just a few examples: you’ll be tasked with transforming a post-war Japan bumpkin countryside flooded with old buddhist temples into a sightseeing attraction connected to neighboring cities (this scenario starts in 1955), help the railroad company’s struggling baseball team become an economic and cultural pillar for the region (1967), help a formerly popular touristic valley suddenly threatened by the avent of cheap charter flights and the boom of international tourism at the height of the Economic Bubble (1986), recover from the disastrous deficit of a mid-size city which went deep in debt to receive a Shinkansen station right at the moment the Bubble burst (1990), transform an industrial harbor zone located on the bay of a massive city into a desirable residential area with trendy entertainment hotspots (2006), etc.

It isn’t necessary to figure out the real life references to have fun, but it’s a cool cultural bonus if you do so. And the characters will often make appropriate historical comments when you reach certain specific dates, like when Cup Noodles became a thing, when the 1964 Olympics signaled the modern transformation of Japan, or when the Super Famicom launched and was impossible to find in stores for a while – and one character interjects that they don’t like this recent trend of increasing the retail price of cartridges on that new fancy system.

The [digital version](https://store-jp.nintendo.com/list/software/70010000030779.html) is too rarely on sale but the physical version can be currently found new on Amazon.jp for pretty cheap (under ¥5000 new).

There were tons of issues with memory management at launch, which caused the game to crash about once a "year" (in game, so every two hours or so), but these and other pesky bugs have been almost entirely resolved by the most recent update.


I didn’t know about The Konbini SP, fascinating entry! I am a bit miffed that this episode only came to the PS1 and not the Saturn haha. Then again, Human was in charge of the series on the Saturn while it seems this is an Artdink original.

I have several thirty-something Japanese friends who are very nostalgic about this IP and have periodically asked me if The Konbini was available on Switch (especially when I tried to coax them into playing A-Train). Two Points Hospital also performed quite well on the Japanese eShop charts when it recently came out so it seems like someone’s missing easy money here.


My only exposure to Sim Golf was seeing it on the shelves of EB and being confused about who this Sid Meier guy was, disinterested because I felt golf was for old people, and fully checked out because it was only on PC. It definitely looks like a neat thing I‘ll have to explore. Looks like it’s just in the grey space of ‘abandonware’ right now.


@“chazumaru”#p40821 I would strongly encourage you to skip the 3DS entry of A-Train and directly play the Switch version

I had this exact question when I was poking around. I wasn't sure if the extra 3D modeling stuff on the switch may have come at the cost of other gameplay features, and I mostly just was seeing people with loud voices complaining about the length of the tutorial. Will definitely pick it up (though may give it a bit of time, since I'm on a bit of a buying spree). Thanks for all the detail, too.


Skatepark Tycoon with the ability to skate in your parks? Nutty.


These games are incredibly nostalgic to me. When I was in third grade, we had a computer in our classroom, and our treat for finishing work early was we would get to play Ice Cream Truck (2000). It's one of my coziest childhood memories, even though the “game” was basically just teaching kids math, there was a light management/inventory mechanic that I picked up on, and it was my first game that I would try to min-max my route to get the highest profit per day. I think the actual sales were RNG, but the fact there was a balance sheet gave enough of an illusion of control that I would try to master it.

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Years later I discovered the shockwave game Lemonade Tycoon (2002) which took the same concept, but was more mature and refined by having a lot more variables and progression. To this day I think this was the best "pure" business management sim I have played, Not to say that I haven't enjoyed the business management aspects of other games much more -- such as RCT, Sim City, Patrician, Anno, Tropico, the Guild, Pirates!, and Victoria 2 -- it's just that those games are considerably bigger in scope, and have you working toward city building or more satisfaction. When it comes to simply building a profitable business and min-maxing it, this one was at the right place and right time for me.


I think the reason is, these games have to meet you where you are in life. When you're 10, it's enough to have a balance sheet be the main goal of a game, but when you're an adult who balances their own finances and has taken college calculus or statistics or economics classes, it's a lot less interesting. I think a lot of devs who set out to make business sims for adults encounter this problem, and so many of them get into puzzle mechanics, like Game Dev Tycoon, Hundred Days, Startup Company, and Megaquarium. But when I'm looking for a game about managing a business, I don't want puzzles as much as I want to do micro-manage the inventory, logistics planning, and dig into sales projection spreadsheets in a challenging way, but I haven't really seen anyone new attempt that kind of thing since the mid 2000s.


Super point about the idea of “meeting you where you are.” Some of the magic of Maxis for me has been the ability for me to revisit many of the “Sim” titles as an adult and find a ton of tracked data to muck around with, while my younger self was content with either trying to get the basics to work, let the game play itself, or to enjoy smashing things.

Also, the design-line between puzzle mechanics and effectively engaging simulations must be a difficult line to walk. I’d be really curious to hear from (or see interviews with) devs who have grappled with the choices involved with that.

Shocked to realize it has been a full year since I last posted in this thread. Continuing to muck around in this genre, and recently bought “Theme Aquarium” on PS1.

If you read one of [the few articles](https://www.gamedeveloper.com/business/what-the-heck-is-bullfrog-s-theme-aquarium-) written in English about the game, you will learn about how it was essentially an outsourced project that was given the "theme" label to boost name recognition.

Really, though, it has a lot of the same bones as Theme Hospital or Theme Park in terms of presentation and basic operation. The visuals are nice and there is quite a high number of different items to place. Given that I was mostly interested in the latest Animal Crossing just for the aquarium, and in FF14 my main disappointment with fishing was the limited nature of aquarium-displayable fish, this game scratches some itch.

Typical interface for placing objects/tanks, but the level of micromanagement (at least initially) is interestingly high. Unlike TH or TP, placing an 'attraction' (a tank with fish in this case) isn't just a set and go process. Of course salt and fresh water settings are to be considered, but each fish has preferred temperatures, and reasonably so, preferred tank-mates. The information for this is presented in an in-game 'encyclopedia', which you have to go and access.
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Without looking it up, you are basically playing blind as to what the correct settings are, and will likely just kill your fish. This initial setup, for me at least, puts me in some mindset of taking the whole affair seriously, and just slowing down and paying attention. A valuable thing to be encouraged to do by a game, even if there is friction introduced.

Each screen transition takes about 3-5 seconds to load, which again just slows you down. In order to see the specific needs of your fish, you need to zoom in on the tank and enter preview mode, which gives you a nice animated scene with basic sprites moving around.
[upl-image-preview url=https://i.imgur.com/kCT2yAY.png]
Fish have a bunch of different emotes, and there really doesn't seem to be a way to see this information without zooming in to this tank view. You can see general health/hunger, but not whether they feel crowded or too cold or what.

When selecting fish to purchase, you can first buy them from suppliers, who group the fish by region (NA, Japan, Great Barrier Reef, etc), but only have a limited selection depending on the game mode. The other novel element of this game is the expeditions - you can choose to send (almost any of) your staff members out on trips to try to gather / catch fish on a world map. You do this by first rolling some handful of dice to determine the number of moves you can make for scooting your little boat along the world map, and you might face random events like storms that throw your expedition off. The video below shows the last move of coming back to the aquarium and unloading the acquired fish.


I don't yet know much about getting fish this way, but each staff member seems to have different skills that are associated with what they can acquire as well as their expertise as a caretaker.
[upl-image-preview url=https://i.imgur.com/tdXjRsZ.png]
You also can do a fish exchange via memory card with another save, so if your friend has caught a particular fish you want, you could trade. This feels pretty similar to Jurrasic Park - Park Builder on GBA, with the DNA system.

Finally, there is pocketstation support, which involves being able to train your dolphin (which appears to be the kind of crowning achievement of an aquarium). The dolphin show is showcased on the game case for its polygonal graphics, and it looks like you can train your dolphin on-the-go with the pocketstation, and do things like race an opponent dolphin.

If you're curious and want to play in English, it appears it came out as "Aquarium" on PC in Europe, likely can be found somewhere online. No idea what changes they may have made between the versions, but I was pretty stoked about this find. While not maybe as prestigious as TH, as a concept, it really works as a Theme game.

Someday I‘ll share some of the steps on how I got to this point, but after following a few more threads in the Japanese PS1 scene, I have found myself squarely in the business management sim scene. The true ’business management sim' as discussed above in the context of Lemonade Tycoon can boil down to spreadsheets and graphs only, but some of these games maintain some graphical semblance of the real world while growing deep numerical roots.

Both games I've fiddled with in this genre allow you to produce raw materials from natural resources, manufacture products in multiple steps, track costs and value across each step, track specialization and quality improvements, face shifting demand conditions, invest in research, develop brand recognition through advertising, face consequences for brand recognition across multiple products if they vary in quality, and do all of the above in competition with other companies who may be supplying or consuming products you sell or produce at all levels. Both games I've played also feature stock trading in your own company and in that of your competitors.

The essence of these games feels like the following:

  • - They are the yin to the yang of a transit simulator like Simutrans or OTTD. Your focus is on the 'what' of supply chain management, as opposed to the 'where' and 'how' - costs of moving goods are typically abstracted away to a single number that varies with distance, but no laying of track or worrying about routes is on your plate. That's for the transit sim people to concern themselves with.
  • - The amount of individual playstyle is staggering. Do you want to role play Asahi? Go for it. Do you want to just stick with trying to make an effective egg farming business? Sure. You also often have the power to turn off or on different layers or aspects of the game (product types, stock markets, etc), to build an 'arena' in which you get to play.
  • - Ultimately these are fighting games in some multidimensional space over a long period of time. Do you try to get a gut punch in on this other company by gradually raising prices on these grapes you are supplying them? How do they dodge that incoming hit? What are the hits they are throwing towards you? What are the hits the world is throwing at you? Something has clicked in my mind to see it that way.
  • The game I wanted to most shine a light on is Capitalism Lab (https://www.capitalismlab.com/) (especially for @Tradegood ).

    I discovered that this 2014 release has been getting continuous updates to this day. From what I can gather, this is one of the few lingering threads between maximum there-are-no-graphics financial sims and approachable visually engaging simulations. It is not available on distribution services like steam, just directly from the developer's page (good for them, I say).

    This guy's review is coming from the right place: https://youtu.be/r8R0HAHIzbQ

    Take a look. There is something in that corner of the world still.


    @“chazumaru”#p40821 I would strongly encourage you to skip the 3DS entry of A-Train and directly play the Switch version

    By the way, there was a huge paid DLC for A-Train on Switch last November, adding new features and licensed JR trains. They didn’t bother translating the PV but I believe it’s also available in the Western version.


    I made it a point to stay in the spirit of the thread by not including raising/dating sims, even though they would've fit the definition.

  • - Dekitate High School. I brought it up in the Year of Release Game thread, but for those who haven't seen it, imagine simultaneously building and managing your very own school.
  • - *Gakkou o Tsukurou: Let's Make a School*. I think this one's just managing the school.
  • - *Aqua Paradise: Boku no Suizokukan*. Really, about 40% of Victor Interactive's output around the mid to late 90s would fit this thread.
  • - The *Ajito* games.
  • - *Pet Pet Pet*.
  • - *Standby Say You*.
  • - *Free Talk Studio*. (This studio management sub-genre is definitely something I'll have to study at some point.)
  • - *Salary Man Kintaro: The Game*. I only include this as a representative of the "licensed management sim based on a salaryman manga" trend, of which there are a lot in the 90s.
  • - Where do sports management sims land, again? I can't name any off the top of my head, but I know there are a billion of those fucking things, too.
  • >

    @“MDS-02”#p100086 Capitalism Lab

    This is a good find! I'm glad there are small, dedicated groups still modding games like that. It's giving OpenTTD.


    @“Video Game King”#p100160 I made it a point to stay in the spirit of the thread by not including raising/dating sims, even though they would’ve fit the definition.

    I remember a couple flash-based dating sims as a kid and the stats-based ones were totally compelling. I've never found anything quite like it again. I suppose tokimeki memorial girls side would be in theory, but I dislike the orientation of holding the 3DS like a palm pilot.

    I'm curious if anyone has played a game called Hollywood Mogul (1997)? Here are some screenshots that might jog your memory. It was one of the coolest things in the world, I think I downloaded it as a kid but when we upgraded the family computer I lost it.

    [upl-image-preview url=https://i.imgur.com/ThFoeJr.jpeg]
    [upl-image-preview url=https://i.imgur.com/Cbh1yHo.jpeg]

    I have searched the internet far and wide and haven't been able to find a copy to download. Whenever I've downloaded something that looks safe to download, it installs different game called Hollywood Mogul (2006), which might be a sequel but is terrible. It looks like this and is a broken mess when I've tried playing it:

    [upl-image-preview url=https://i.imgur.com/6hlXx8P.jpeg]
    [upl-image-preview url=https://i.imgur.com/7ZJrhKK.jpeg]

    If anyone ever comes across the former, please share it here. I have to know what the game was like.


    Did some digging for you, and I found a copy on a private tracker I‘m on. They’re having some connectivity issues this morning so unfortunately my download is stalling out before it starts, but it‘s actively-seeded and this is as legit a source as it gets. I’ll upload it to Archive whenever the tracker issues are sorted out.

    It's also included in the [eXoWin3x](https://www.retro-exo.com/win3x.html) project, which is a big download but might be easier to get up and running.

    I worked on Roller Coaster Tycoon 3 which released in 2004, and people love to tell me they love Roller Coaster Tycoon ‘but not that one’. I’ve heard this hundreds of times! I could never get a concrete answer as to why. Parkitect exists now but hasn’t satisfied the audience either.

    What are the defining parts of late 1990s games that were ruined by the mid 2000s 3D versions?

    (I did art on the final RCT2 expansion pack too)