THE MAKING OF: Roller Coaster.

Λεπτομέρειες βιβλιογραφικής εγγραφής
Τίτλος: THE MAKING OF: Roller Coaster.
Συγγραφείς: CARROLL, MARTYN
Πηγή: Retro Gamer; 2026, Issue 289, p40-45, 6p, 24 Color Photographs
Θεματικοί όροι: Video games, Video game development, Publishing, Personal computers, Computer programmers, Amusement parks
Γεωγραφικοί όροι: Blackpool (England)
Περίληψη: This article focuses on the development and legacy of *Roller Coaster*, a 1986 platformer game for the ZX Spectrum developed by S Brocklehurst and published by Elite Systems. Inspired by the Blackpool Pleasure Beach amusement park, the game featured innovative mechanics allowing players to explore and ride various attractions across 60 screens, distinguishing it from typical platformers of the era. Despite receiving critical acclaim for its design and gameplay, *Roller Coaster* did not achieve strong commercial success, partly due to limited marketing support from Elite. The developer, who used his wife’s name as a pseudonym, later reflected on the game’s impact and his subsequent career shifts, while the game itself saw re-releases and an unexpected adaptation as a reskinned title for the Game Boy. [Extracted from the article]
Copyright of Retro Gamer is the property of Future Publishing Ltd. and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
Βάση Δεδομένων: Complementary Index
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  Data: This article focuses on the development and legacy of *Roller Coaster*, a 1986 platformer game for the ZX Spectrum developed by S Brocklehurst and published by Elite Systems. Inspired by the Blackpool Pleasure Beach amusement park, the game featured innovative mechanics allowing players to explore and ride various attractions across 60 screens, distinguishing it from typical platformers of the era. Despite receiving critical acclaim for its design and gameplay, *Roller Coaster* did not achieve strong commercial success, partly due to limited marketing support from Elite. The developer, who used his wife’s name as a pseudonym, later reflected on the game’s impact and his subsequent career shifts, while the game itself saw re-releases and an unexpected adaptation as a reskinned title for the Game Boy. [Extracted from the article]
– Name: Abstract
  Label:
  Group: Ab
  Data: <i>Copyright of Retro Gamer is the property of Future Publishing Ltd. and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract.</i> (Copyright applies to all Abstracts.)
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              Text: 2026
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