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The CRPG Renaissance, Part 2: Might and Magic VI

From the 1980s until well into the 1990s, the CRPG genre was typically dumped into the same broad bucket as the adventure game by the gaming press. Indeed, as late as the turn of the millennium, Computer Gaming World magazine had an “Adventure/RPG” department, complete with regular columnists whose beat encompassed both genres. Looking back, this lack of distinction might strike us as odd: CRPGs, which are to a greater or lesser extent simulations of an imaginary world with a considerable degree of emergent behavior, are far more procedurally intensive than traditional adventure games and provide a very different experience.

Back in the day, however, no one blinked an eye. For the one thing the genres did plainly have in common was sufficient to set them apart from all other sorts of games: their engagement with narrative. Whatever else they might happen to be, both an adventure game and a CRPG were a story that you engaged with much as you might a book — that is to say, you played through it once to completion, then set it aside. Contrast this with other kinds of games, which provided shorter-form experiences that you could repeat again and again.

As you are well aware if you’ve been reading my more recent articles, the adventure game suffered its own commercial slump in the 1990s. Said slump began a couple of years after the CRPG slid into the doldrums, but it proved vastly more sustained — so sustained, in fact, that the genre has been more or less consigned to niche status ever since. It’s frequently been argued that the adventure game didn’t so much die on the vine as get eaten alive by other gaming genres. Already at the very dawn of the 1990s, games like Wing Commander started to appropriate the adventure’s interest in telling a relatively complex story and to insert it into new gameplay contexts. That left set-piece puzzle-solving as the adventure’s only remaining unique attribute, and it soon turned out that most people had never been all that keen on that gameplay paradigm in the first place. Of course, this is a hopeless oversimplification of the adventure genre’s fall from grace — bad design and a more generalized drift toward more action-oriented forms of gameplay surely played major roles as well — but that doesn’t mean there isn’t something to the argument.

I bring all of this up here because I think that we can see a variation of the Wing Commander syndrome afflicting the CRPG as well during its own years in the wilderness. That is to say that, even as the profile of games that explicitly called themselves CRPGs was waning during the mid-1990s, games of other types were starting to betray the genre’s unmistakable influence, via the rise of what we’ve come to call “RPG elements.” We see these especially in the strategy games of the era.

In MicroProse’s 1994 classic XCOM,[1]The game was known as UFO: Enemy Unknown in its British homeland and elsewhere in Europe. you guide squads of soldiers who each have their own distinctive strengths, weaknesses, and personality traits, who can “level up” and improve their skills and equipment as they fight battles against alien invaders. Many players have described the tight bond they form with their soldiers as being at the heart of their love for the game as a whole, described feeling real bereavement and even guilt when one of their stalwart veterans gets killed in action after following their orders.

The same year as XCOM, SSI celebrated  their impending loss of the Dungeons & Dragons license by releasing Panzer General, a “beer and pretzels” wargame which casts you in the role of a Wehrmacht general during the Second World War, passing through campaigns and battles drawn from real and alternate history, bringing your most loyal units along with you and watching proudly as they too grow in effectiveness — and perhaps crying when your well-intentioned orders get them blown to Kingdom Come.

These trends have persisted down to today, when RPG elements are found in such far-flung genres as sports games that let you guide an athlete through a “career mode” and language-learning apps that deal in experience points and “daily quests.” The point of contrast between the adventure and CRPG genres in all of this lies in the fact that the latter has fully returned from its brush with death and retaken its old place as a recognized part of the mainstream gaming landscape. In the heyday of XCOM and Panzer General, however, it was by no means obvious that the CRPG was not destined to be looted for whatever ideas other genres found of use and then left high and dry, just as the adventure would shortly be.

If we’re looking for a poster child for the trend, it would be hard to find a better one than New World Computing, a studio and publisher that was located not that far from Interplay in Southern California. New World’s equivalent of Brian Fargo was one Jon Van Caneghem, who built his company on the back of a CRPG franchise known as Might and Magic, producing five installments of same between 1986 and 1993. Might and Magic’s commercial fortunes paralleled those of the genre writ large. Plotted on a grid, they would yield an almost perfectly symmetrical bell curve, rising to a peak with Might and Magic III in 1991 and then declining markedly again with the next two games.

By 1994, then, Van Caneghem had to face up to the reality that it might be time to take a break from the genre that had gotten New World this far. So, instead of jumping right into a Might and Magic VI, he came up with a simple fantasy strategy game that used CRPG-style character-building as its special sauce. Hoping to capitalize on the residual goodwill toward New World’s flagship series, he called it Heroes of Might and Magic, even though it had nothing to do with those games in terms of either its gameplay or its fiction, beyond their mutual use of the broadest archetypes of epic fantasy. In all honesty, the choice of a name for the new game probably didn’t make that much difference one way or the other. What did matter was that Heroes served up tons of accessible fun, being one of those rare gaming specimens that is equally appealing to both the hardcore and the more casual crowd. Upon its release in late 1995, it sold better than any of the CRPGs of which it had been positioned as a spinoff. Understandably enough under the circumstances, Van Caneghem and company left the mother series on the shelf for a while longer, concentrating instead on getting a Heroes of Might and Magic II ready to go in time for the following Christmas. Some might have called this another sign of the CRPG’s declining fortunes; Van Caneghem just called it a smart business decision.

In still another sign of the changing times in gaming, Van Caneghem began looking for a buyer for New World in early 1996, waving the success of Heroes around as his banner while he did so. The decision to surrender his independence wasn’t an easy one, but he felt compelled to make it nevertheless. As the gaming marketplace continued to expand in scope and revenues, it was getting harder and harder for boutique publishers like New World to secure space for themselves on the shelves of big-box retailers. They had managed to score a hit despite the headwinds with Heroes I, but Van Caneghem knew that he would need to harness his games to a bigger engine if he wanted the good times to keep on rolling. On July 10, 1996, New World was acquired by The 3DO Company, just in time for the latter to place the forthcoming Heroes II in more stores than ever that Christmas.

3DO had been spun out of Electronic Arts five years earlier, with EA’s own iconoclastic founder Trip Hawkins at its head. His vision at the time was to build a different kind of games console — different in at least two ways from Nintendo and Sega, who dominated that space during the first half of the 1990s. Rather than being a single chunk of hardware that was manufactured and sold from a single source, the 3DO console was to be a set of specifications that any hardware maker could license. On a similarly empowering note, 3DO would treat those who wished to make software for the platform like partners rather than hostages or supplicants, charging them significantly lower fees than Nintendo or Sega and encouraging more diverse content. Speaking of which: the 3DO was envisioned as much as a multimedia set-top box for the living room as it was a conventional games console. In addition to games, you’d be able to buy interactive encyclopedias, interactive road atlases, interactive documentaries. Even when it came to entertainment, “interactive movies” starring real actors would ideally predominate over the likes of Super Mario. All of this was expected to drive the age of the average 3DO user dramatically upward; it was to be the first console made for and widely adopted by adults.

Alas, none of it panned out as Trip Hawkins had hoped, for a variety of reasons. When the first units finally began to arrive in stores in late 1993, they were expensive in comparison to the competition from Nintendo and Sega. The consoles never gathered the halo of prestige that might have made their higher price survivable; despite Hawkins’s best efforts to talk up the multimedia revolution, most of the adults he had hoped to reach persisted in seeing the 3DO box as just another games console for the kiddies. When judged by this standard, the interactive movies and other highfalutin titles it boasted didn’t make it very appealing.

Thus the 3DO consoles were already under-performing expectations in late 1995, when Sony came along with the PlayStation. Sony did some of what Hawkins had tried to do, fostering a better relationship with developers and offering content that could appeal to a slightly older demographic than that of Nintendo and Sega. Yet they did it in a more judicious way, without completely abandoning the walled-garden approach that had dominated in the console space since the mid-1980s and without venturing too far afield from videogames as they were conventionally understood. Most importantly, they combined their blended approach with better hardware than 3DO had to offer, sold at a far cheaper price. 3DO’s attempt to remake the living-room console as a more open and diverse platform had been a noble experiment in its way, but after the PlayStation hit the scene it became abundantly clear that it had failed.

This failure left The 3DO Company with no obvious reason to exist. Yet the rump of Trip Hawkin’s original grand vision was still fairly flush with venture capital, and nobody there was prepared to just turn out the lights and go home. With his revolutionary agenda having failed him, Hawkins decided to pivot into conventional game publishing — in effect, to return to the business model of Electronic Arts, the very company he had walked away from to found 3DO. But much to his disappointment, he couldn’t make lightning strike twice in this way either; suffice to say that 3DO’s early software portfolio was nothing like the list of early games from EA, which included such future icons of the medium as M.U.L.E., Archon, Murder on the Zinderneuf, and Pinball Construction Set. The one clear exception to a general rule of derivative also-rans from 3DO was Meridian 59, a graphical MMORPG which beat the more celebrated Ultima Online to market by a year, only to be left to slowly die of neglect.

Against such underwhelming competition, the acquisition of New World stands out all the more as the wisest move ever made by 3DO as a publisher. For this deal would yield almost all of the other games to appear with the 3DO logo that have a legitimate claim to being remembered today.

In the beginning, the deal seemed equally beneficial to New World. Jon Van Caneghem was thrilled to be able to turn most of the details of finance and logistics over to 3DO and concentrate on the reason he had founded his company in the first place: to make great games. “I think we started to do our best work after I sold the company to 3DO,” he says, “because I could focus 100 percent on the game development.” The partnership hit the ground running with Heroes of Might and Magic II, which not only refined and expanded upon the gameplay template of its predecessor but added a slew of cutscenes and other audiovisual bells and whistles that were made possible only by the sudden injection of 3DO’s cash. Buoyed by the latter’s extensive distribution network, a happy outcome of ties to Electronic Arts that had still not been completely severed, Heroes II became an even bigger hit than the original.

3DO’s money made it possible for New World to take on multiple high-profile projects at one time. Thus before Heroes II was even released, Van Caneghem had already set some of his staff to work on Might and Magic VI: The Mandate of Heaven, his return to the core series of CRPGs. This might have seemed a risky decision on the face of it, given the current moribund state of the CRPG genre, but the relationship between Van Caneghem and 3DO was strong enough that his new bosses were willing to trust his instincts. Just as 1996 expired, those instincts seemed to be at least partially vindicated, when Blizzard’s Diablo appeared and promptly blew up to massive popularity.

Might and Magic VI has nothing to do with the history of imperial China. The phrase “Mandate of Heaven” is used as its subtitle just because someone at New World thought it sounded cool. Pretty much everything else to be found in the game has the same justification.

Indeed, of all the games and series I’ll be discussing in these articles, the Might and Magic series was in some ways the closest in spirit to Diablo. This isn’t to say that the two were peas in a pod: just to begin the list of differences, those first five Might and Magic games were all turn-based rather than real-time, first-person rather than third-person, with hand-crafted rather than procedurally-generated dungeons and with far more complex and demanding systems to master, whilst quite possibly requiring an order of magnitude more hours for the average player to finish a single time. For all that, though, they did share with Diablo a strident ethic of fun as the final adjudicator. They had no interest in elaborate world-building or statement-making in the way of, say, the Ultima series. At heart, a Might and Magic game was a giant toy box, overflowing with challenges and affordances that could be engaged with in a nearly endless number of ways. Although a Might and Magic CRPG might not represent much of an argument for games as refined storytelling vehicles, much less as art, you were generally too busy messing with all the stuff you found inside it to care.

Do you remember me telling you that Fallout raised the bar of sophistication in CRPG aesthetics? You won’t catch me saying that today. Might and Magic VI’s aesthetic principles are pure, unadulterated teenage Dungeon Master.

Being himself not a particularly artsy guy, Jon Van Caneghem saw no reason to alter this philosophy for Might and Magic VI. Still, he was keenly aware that some things would have to change if the new game was to fit comfortably into a post-DOOM, post-Quake world. Like its predecessors, Might and Magic VI would be a first-person “blobber”: an entire party of characters under your control would be “blobbed” together into a sort of lethal octopus, with you the player staring out from the center of the writhing mass. The big difference with the sixth installment would be that the amalgamation would move about freely — i.e., DOOM (or Ultima Underworld) style — rather than over a step-wise grid of possible locations on the map.

That said, the engine used for Might and Magic VI was not anything to leave shooter fans of its era overly impressed. New World decided not to require or even support the new breed of 3D-graphics cards that were taking gaming by storm just as work on it was beginning. In retrospect, this decision was perhaps a questionable one. For it left Might and Magic VI’s visuals lagging miles behind the state of the art by the time of its eventual release in the spring of 1998; comparisons with Unreal, the latest shooter wunderkind on the block, did not redound to its benefit.

This is not to say that the graphics aren’t endearing. A willingness to be goofy was always intrinsic to the series’s personality. The pixelated environments and the monsters that sometimes look like cut-out dolls that have been pasted on top of a picture of their surroundings are part and parcel of that. If it looked more refined, it wouldn’t look like Might and Magic.

Was anything ever more late 1990s than these digitized character portraits? Xena: Warrior Princess called, asking for Lucy Lawless back.

As I mentioned when discussing Fallout, one of the hidden stumbling blocks for those who dreamed of resuscitating the CRPG was reconciling free-scrolling, real-time movement with the genre’s tradition of relatively complex, usually turn-based combat. I found Fallout’s approach more frustrating than satisfying; I’m therefore happy to say that I like what Might and Magic VI does much better. As with Fallout, there is a turn-based mode here that the game can slip in and out of. But there are two key differences. One is that you choose when to enter and exit the turn-based mode, by hitting — appropriately enough — the enter key. The other is that you can also fight in real-time mode if you like. In a lot of situations, doing so tends to get you killed in a hurry, but there are places, especially once you’ve built up your characters a bit, where you can run and gun almost as if you’re playing a first-person shooter. In turn-based mode, on the other hand, the game plays much like the Might and Magics of yore, except that your party is frozen in place; adjusting your position requires a quick trip in and out of real-time mode. It may sound a little wonky, but it all hangs together surprisingly well in practice. I find Might and Magic VI’s combat to be good fun, which is more than I can say for Fallout.

Sometimes you meet really strange collections of opponents.

And it’s fortunate that I feel that way, because fighting monsters, preparing to fight monsters, and traveling to where monsters are waiting to be fought are what you spend most of your time doing. Might and Magic VI has none of Fallout’s ambitions to reinvent the CRPG as a more holistic sort of interactive narrative. It gives you a collection of blatantly artificial stage sets rather than a lived-in world, filled with non-player characters who function strictly as antagonists to slay, as irrelevant blank slates, or as quest-giving slot machines. Sure, there’s a story — in fact, a story that follows directly on from the main campaign in Heroes of Might and Magic II, representing an effort to integrate the two series in some other sense than their names, their bright and colorful visual aesthetics, and their epic-fantasy trappings. Evil forces are about to destroy the world of Enroth, and Archibald, the villain from Heroes II, is mixed up with them, but not in the way that you might think, and… You know what? I really can’t remember, even though I didn’t finish the game all that long ago. No, wait… I do remember that aliens turn out to be behind it all. This gives you the opportunity to run around shooting robots with lasers before all is said and done. As I mentioned, Might and Magic VI is never afraid to be goofy.

Fighting killer robots, because by now I’ve trashed everything not made of metal.

It’s weirdly freeing to play a game that so plainly answers only to the dictates of fun. Might and Magic VI is a monument to excess sufficient to make a Saudi prince blanch. Whenever I think about it, I remember Gary Gygax’s stern admonition against just this sort of thing in the first-edition Advanced Dungeons & Dragons Dungeon Master’s Guide, that staple work of literature of my generation’s nerdy youth.

Many campaigns are little more than a joke, something that better Dungeon Masters jape at and ridicule — rightly so on the surface — because of the foolishness of player characters with astronomically high levels of experience and no real playing skill. These godlike characters boast and strut about with retinues of ultra-powerful servants and scores of mighty magic items, artifacts, [and] relics adorning them as if they were Christmas trees decked out with tinsel and ornaments. Not only are such “Monty Haul” games a crashing bore for most participants, they are a headache for their Dungeon Masters as well…

Might and Magic VI is the perfect riposte for old Gary’s po-faced pronouncements. It lets you advance your characters to level 90 and beyond, by which time they pretty much are gods, able to teleport instantly from one side of a continent to the other and to cover shorter distances by flying high above the mountaintops, raining fiery death from the heavens upon any poor earthbound creatures who happen to be visible below. And you know what? It’s not boring at all. It’s actually kind of awesome. Like Diablo, Might and Magic VI zeroes in relentlessly on the lizard-brain appeal of its genre. We all like to watch the numbers associated with our characters go up and then go up some more, like to know that we’re more formidable today than we were yesterday. (If only real life worked like that…)

Is this really a good idea? Ah, don’t worry about it. This isn’t the sort of game that goes in for moral dilemmas. If it feels good, do it.

The world in which this progress narrative takes place may not be terribly believable even as fantasy goes, but it’s appropriately sprawling. The lovely, throwback cloth map that came in the original box contains no fewer than fifteen discrete regions that you can visit, each of them dauntingly large, full of towns and castles and roaming creatures and hidden and not-so-hidden curiosities, among them the entrances to multiple dungeons that are sometimes shockingly huge in themselves. Although I’m sure some of our modern DLC-fueled monstrosities have far surpassed it in size by now, Might and Magic VI might just be the biggest single CRPG that yours truly has ever played from start to finish.

The game was able to hold my interest for the 100 hours or more I spent with it by giving me so darn much to do. Every town has at least a few quests to see through. Sometimes these are related to the main story line, but more often they’re standalone,. Each of the character classes can evolve into two more advanced incarnations of itself; an archer, for example, can become a “battle mage” and then a “warrior mage.” Doing so entails hunting down the necessary trainer and completing a quest for him or her. Your characters’ more granular skills, which encompass the expected schools of magic and types of weaponry alongside miscellaneous talents ranging from “Bodybuilding” to “Repair Item,” also require trainers in order to be advanced to “Expert” and then “Master” status. There’s always something to do, some goal to pursue, whether it’s provided by the game or one you made up for yourself: collect every single spell; pray at every shrine during the one month of the year when you get something out of it. Because there’s no complex plot whose own needs have to act as a check on your wanderings, it’s always you rather than the game who gets to decide what you do next. This world is truly your oyster — as long as you’re tough enough to take on the many and varied monsters that infest every corner of it that you enter, that is.

Anyone who faces my party has to first make a saving throw against Fashion Atrocities.

The toy-box quality of Might and Magic VI lets it get away with things that less sanguine, more self-serious peers would get dinged for. The jank in the engine — and make no mistake, there’s a lot of jank here — feels more like a feature than a bug when, say, you find just the right angle to stand in a doorway, the one that lets you whale away on a group of monsters while they for some reason can’t hit you. Fairly early in my play-through, I found myself in a sewer filled with living oozes that were impervious to weaponry and shot blobs of slime that were corrosive to armor. The sensible thing to do would have been to go away and come back later. Instead of being sensible, I found a stairway from whose top I could throw my one effective spell at the oozes while they were unable to hit me at all. I spent several evenings luring oozes from all over the sewer back to that killing floor, harvesting huge quantities of experience points from them. Sure, it was kind of tedious, but it was kind of great at the same time. Finding exploits like this — exploits that would undermine a less gonzo, more finely calibrated game — is just another part of the fun of Might and Magic VI. Everyone who’s ever played it seems to come away with her own list of favorite ways to break it.

I’m not even all that bothered that the game feels a little bit unfinished. As you play, you’ll probably find yourself exploring Enroth in an eastward to westward direction, which is all too clearly also the direction in which New World built their world. The last couple of regions you’re likely to visit, along the western edge of the map, are deserts filled with hordes of deadly dragons and not much else. It’s plain as day that New World was running out of gas by the time they got this far. But, in light of all they had already put into their world by this point, it’s hard to begrudge them the threadbare westerly regions too much. I’m well aware that I’m not usually so kind toward such failures to stick the landing; this is the place where I usually start muttering about the need for a work to be complete in an “Aristotelian sense” and all the rest. Never fear; we’ll doubtless return to such pretensions in future articles. But in the case of a joyously goofy, loosey-goosey epic like Might and Magic VI… well, how much more of it do you really want? It’s just not a game to which Aristotelian symmetries apply.

The game is old-school more in spirit than in execution. Among its welcome conveniences is a quest log that’s more reliably to-the-point than the one found in Fallout or even the later Baldur’s Gate. Its interface too is clean and easy to come to grips with, even today. Again, the same can’t be said of Fallout

Might and Magic VI was released on April 30, 1998. This places it at almost the exact midpoint between Fallout, that first exemplar of a new breed of CRPGs in the offing, and the CRPGS that Interplay would publish near the end of 1998, which would serve to cement and consolidate Fallout’s innovations. For its part, Might and Magic VI can be seen as a bridge between the old ways and the new. In spirit, it’s defiantly old-school. Yet there are enough new features and conveniences — including not just the free-scrolling movement and optional real-time combat, but also such niceties as a quest log, a superb auto-map, and a raft of other information-management functions — to mark it out as a product of 1998 rather than 1988 or even 1993. It sold 125,000 copies in the United States alone, enough to justify Jon Van Caneghem’s risky decision to take a chance on it in the midst of the driest period of the CRPG drought. And its success was well deserved. Few latter-day installments of any series have done as good a job of ratcheting up their accessibility whilst retaining the essence of what made their predecessors popular.

For all their vast differences in form and spirit, aesthetics and gameplay, Diablo, Fallout, and Might and Magic VI together left gamers more excited about the CRPG genre in general than they had been in years. Interplay was now preparing to seize that opportunity. Ten years after the much-celebrated Pool of Radiance, Brian Fargo and company, working in concert with a card-game publisher called Wizards of the Coast, were preparing Dungeons & Dragons for a brand-new star turn. The first mover of the RPG was about to get its mojo back.

I played Might and Magic VI for 100 hours, and all I got was this lousy certificate. Am I proud of my achievement? Maybe just a little…



Did you enjoy this article? If so, please think about pitching in to help me make many more like it. You can pledge any amount you like.


Sources: The book Gamers at Work: Stories Behind the Games People Play by Morgan Ramsay and Advanced D&D: Dungeon Master’s Guide by Gary Gygax. Computer Gaming World of October 1997, June 1998, August 1998, and April 2004; Retro Gamer 49; XRDS: The ACM Magazine for Students of Summer 2017.

Online sources include Matt Barton’s interview with Jon Van Caneghem, the RPG Codex interview with Jon Van Caneghem, the Arcade Attack interview with Trip Hawkins, and “Trip’s Big Interactive Reset” by Ernie Smith at Tedium.

Where to Get It: The first six Might and Magic CRPGs are available as a single digital purchase from GOG.com. What a deal!

Footnotes

Footnotes
1 The game was known as UFO: Enemy Unknown in its British homeland and elsewhere in Europe.
 
 

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Railroad Tycoon II

Like a lot of boys, I grew up loving trains. And like a lot of men, I retain my fascination for them today.

Once upon a time, I could happily spend hours and hours with my Lionel locomotives. They were, back in that era at least, satisfyingly heavy, made out of the same good solid iron as the full-sized models they imitated; they even smoked the same as the real things when you dropped a bit of “smoke fluid” down the stack. I whiled away many an afternoon driving my trains around and around in circles, learning through trial and error just how fast I could take those corners before disaster struck. But for better or for worse, after I was given a Commodore 64 for Christmas in 1984, model railroading fell by the wayside pretty quickly. (How’s that for a parable of the modern homo digitalis?)

Nevertheless, and much to the chagrin of my long-suffering wife, I’m always chomping at the bit to visit any train museum that happens to be within range, whether I’m in Dallas or Nuremberg, Odense or London. I look upon any opportunity to actually ride the rails even more favorably; I love me a vintage tourist railroad, no matter how cheesy. Heck, I still get a little thrill from boarding a train that serves merely as everyday public transportation, something that’s a lot more common here in Europe than it is back in the States. Speaking of which: back in the 1990s, when I was still living in my country of birth, I took a break from my usual backpacker holidays to foreign climes in order to ride the trains of the perpetually underfunded underdog Amtrak all the way from one side of the United States to the other. In marked contrast to most people who have dared such a journey, I’d do it again in a heartbeat. Ditto the trip I once took from Vladivostok to Moscow on the Trans-Siberian Railroad (if and when Russia comes to its senses and stops being a geopolitical Doctor Evil, of course).

Just what is the appeal of trains? I could prattle on here about how they’re a far more environmentally friendly way to travel than planes or cars, but that’s not what causes them to tickle my romantic fancies. The range of feelings that trains evoke in me and in countless others is as rich as it is diverse. Small wonder that they’ve been such a staple of folk and pop music practically since Robert Stephenson’s Rocket first puffed down a track in 1829. The rock and roll of a train became the rhythm of twentieth-century music. A train can carry you away to a better life, or it can carry your baby away to a life without you. A train can be as life-affirming as a heartbeat or as mysterious as a nightmare.

But trains are more than just a set of all-purpose metaphors. They’re also feats of engineering that continue to entrance the little boy in me. The biggest locomotives from the Age of Steam are nothing short of awe-inspiring in their sheer size, artifacts of a lost epoch when high technology meant building on an ever more gigantic rather than an ever more miniaturized scale, when a single piston could be several times the size of a person and a single wheel taller than a willow tree. The newest railroading wonders may not have quite the same nostalgic allure as their coal-fired ancestors, but they too live at the ragged edge of technological feasibility, traveling at more than 300 miles per hour on the magnetic cushions that serve them in lieu of wheels.

Then, too, the historian in me marvels at trains as the wellspring of the modern world. As the first form of fast, efficient mechanized transportation, they produced first-order and knock-on effects that touched every aspect of people’s lives. The very concept of the nation-state as we know it today is largely a tribute to railroads, those steel ties that bind a multiplicity of localities together in a web of travel and trade. The clocks that regulate so much of our lives owe their existence to the emergence of “railroad time,” to which everyone had to learn to synchronize their activities in place of the older, less precise practice of reckoning time by the position of the Sun in the sky. Wide-angle corporate capitalism as we know it today was invented by the great railroad trusts and the oligarchy of so-called “robber barons” who ran them, ruthlessly enough to make Jeff Bezos blush.

Indeed, the facts and figures and lore and legends of railroading are so bottomless that some people get obsessed with the subject almost to the exclusion of all else. Personally, I missed my chance at becoming a hardcore trainspotter as soon as I got my hands on that childhood Commodore 64. That said, the old flame still burns brightly enough that any computer game which focuses on trains is likely to get a little bit of extra attention from me.

I don’t want the game to be too dry or technical; it has to bring the culture of the rails to life, has to make me feel something. Do that, and chances are I’ll be all over your game. Sid Meier’s Railroad Tycoon is one game that did it, marrying an aesthetic presentation that is executed as perfectly as was possible with the computers of 1990 — the theme song that plays over the opening credits is one of the few pieces of game music I occasionally find myself humming at random while I’m doing something else — with a rich and compelling layer of strategic possibility; for my money, it’s rivaled only by Pirates! for the title of Meier’s very best game, beating out even the storied Civilization. I like Railroad Tycoon’s spiritual successor, Chris Sawyer’s Transport Tycoon, a lot as well, even though its focus on trains is somewhat diluted by all the trucks, planes, and ships it throws in. And on a very different note, Jordan Mechner’s adventure game The Last Express uses the last voyage of the Oriental Express from Paris to Constantinople as a metaphor for the passing away of the entire Belle Époque in Europe during the fateful summer of 1914; I find playing it to be an experience of almost unbearable poignancy, filling me with nostalgia for a lost past of dinner jackets, evening gowns, and refined drawing-room conversation that I never actually knew.

Needless to say, then, I wanted to like Railroad Tycoon II even more than I do the typical game that I play for these histories. That always produces a certain trepidation of its own. I’m therefore thrilled to be able to say that — spoiler alert! — it lived up to the high expectations I had for it, enough so as to become the fourth train game to find a place in my intensely idiosyncratic Hall of Fame.


The story of Railroad Tycoon II begins with a young Missourian named Phil Steinmeyer, who in 1994 sold to the Los Angeles-based studio and publisher New World Computing a light wargame called Iron Cross that he had designed and programmed all by himself during evenings and weekends. In some ways, Iron Cross was quite forward-looking, doing a lot of what SSI’s Panzer General did to major commercial success that same year: it personalized the experience of war, by having you create a character, CRPG-style, and lead him through a dozen scenarios, with the possibility of promotion or demotion looming at the end of each of them. Sadly, though, it didn’t fully live up to its concept, failing to find the sweet spot between simplicity and interesting choices that Panzer General had nailed, coming off more like a prototype than a finished product. It was not an injustice that Panzer General revitalized its publisher and spawned a long-running series of similar games, while Iron Cross came and went from store shelves in a scant few months.

Still, it was good enough to become Steinmeyer’s entrée to the games industry. Impressed by his enthusiasm, work ethic, and programming talent, New World’s founder Jon Van Canegham asked him to stick around as a regular contractor, working remotely — a rarity at that time — from his Midwestern home. Steinmeyer’s next project for New World was another strategy game with CRPG flavorings, one whose legacy would prove far more enduring than that of Iron Cross: he became the main programmer on Van Canegham’s own Heroes of Might and Magic, which was released in late 1995 to strong sales. He moved even further up in the pecking order with the sequel. On Heroes of Might and Magic II, which was released barely one year after its predecessor, he was credited not only as the lead programmer but as the co-designer, alongside Van Canegham.

Steinmeyer and New World parted ways just after Heroes II was finished, for reasons that are a little obscure. In a 2000 magazine column, Steinmeyer claimed that “my publisher [i.e., New World] was experiencing financial troubles, and abruptly cut relations with all third-party developers, including me.” I’m actually not aware of any serious financial problems at the company around this time, although it had just been acquired by 3DO, which may have led to a change in policy regarding contractors. In later years, there was significant bad blood between Van Canegham and Steinmeyer. I don’t know whether it stemmed from the circumstances of the latter’s departure from New World or from subsequent events. (See my postscript below for more on these matters.)

At any rate, Steinmeyer decided to turn PopTop Software, the little one-man company under whose auspices he had been developing games for New World, into a real studio with real employees and a real office, located in St. Louis, Missouri. For the re-imagined PopTop’s first project, he wanted to create another colorful, accessible strategy game, yet one very different from Heroes of Might and Magic in theme and mechanics. He had decided that, with the capabilities of computers having come such a long way since 1990, the time was ripe to build upon the template of legendary designer Sid Meier’s Railroad Tycoon, one of his favorite games of all time. He hired a staff of half a dozen or so others — mostly industry neophytes who were willing to work cheap — to chase the dream alongside him.

His timing was propitious: MicroProse Software, the publisher of the original Railroad Tycoon, wasn’t doing very well and was desperate to raise cash. Having moved on to Transport Tycoon, they saw little commercial potential in returning to a railroad-only strategy game. In fact, they had already rejected Bruce Shelley, Sid Meier’s co-designer on Railroad Tycoon, when he came to them inquiring about the possibility of a direct sequel. Steinmeyer was amazed when MicroProse answered his own initial query not by offering to publish the sequel but by offering to sell him the rights to the name outright. Steinmeyer would later call clinching that deal his most “awesome” single moment during the development of the game.

But it did leave PopTop still in need of a publisher. In early 1998, Steinmeyer signed on with an upstart consortium known as Gathering of Developers — or, to use the acronym that they positively reveled in, G.O.D.

G.O.D. could only have come to exist during the late 1990s, a heady time in gaming, when people like John Carmack and John Romero of DOOM and Quake fame were treated as rock stars by their adoring fans. Scatter-bombing rhetoric that smacked more of a political revolution than a business startup, G.O.D. trumpeted their plan to upend the traditional order in gaming and give control and money to the creatives at the studios instead of the suits at the major publishers. The full story of G.O.D., an incongruous cocktail of naked greed and misplaced idealism, will have to wait for another day. For now, suffice to say that G.O.D. never succeeded in becoming the revolutionary collective its founders wanted it to be, not least because the only people willing and able to pony up the seed capital they needed were the folks at Take Two Interactive, one of the very same traditional publishers that they so loudly professed to despise. For PopTop, however, Take Two’s involvement was ultimately all to the good, as it gave them access to a mature international distribution network of which Railroad Tycoon II would take full advantage.

Phil Steinmeyer shows off an early build of Railroad Tycoon II at the 1998 E3 trade show. PopTop’s little booth was all but blotted out and drowned out by a colossus next door devoted to Space Bunnies Must Die!, a schlocky and deafening melange of everything trendy in gaming at the time. In the end, though, Railroad Tycoon II won “Best Strategy Game” at the show and has aged like fine wine, while Space Bunnies has aged like milk.

First released in North America in November of 1998, Railroad Tycoon II was later translated into German, French, Spanish, and Portuguese for the European market, and, even more far-sightedly, into Chinese, Japanese, and Korean to cover the fast-growing consumer economies of East Asia. Combined with a Mac port, a Linux port(!), and reasonably credible ports to the Sony PlayStation and Sega Dreamcast consoles, all of this outreach delivered worldwide sales that may have exceeded 1.5 million copies.

In light of this, it’s remarkable how under-remembered and under-sung Railroad Tycoon II is today. To be sure, you can still buy a “Platinum edition” of the game at the usual digital storefronts. Yet it keeps a weirdly low profile for a title that at the turn of the millennium was the third most successful “builder”-style game ever, trailing only the perennially popular SimCity and Rollercoaster Tycoon, a game by Chris Sawyer of Transport Tycoon fame that was released five months after Railroad Tycoon II.

In this reviewer’s opinion, Railroad Tycoon II was a sparkling creative success as well as a commercial one, making it all the more deserving of remembrance. We’ve seen a fair number of train games built on similar premises in the years since 1998, but I don’t know that we’ve ever seen a comprehensively better one.


If you haven’t played a “traffic simulator” like this before, the first thing to understand about Railroad Tycoon II is that it’s an extremely abstract simulation, where each trip you see on the screen stands in for hundreds if not thousands of ones that you don’t see. In the opening scenario of the campaign, which begins at the dawn of American railroading in 1830, it will take your little engine that could more than a year to drag two wagons full of passengers from Baltimore to Washington, D.C. The real first locomotives were slow, but they weren’t that slow.

From a purely technical perspective, the most amazing thing about Railroad Tycoon II is its pseudo-3D graphics engine, which lets you rotate the camera to peer around mountains and to zoom way in or way out, depending on whether you need to fuss with the details of track and station placement or take in the big picture of your transport empire. Here we’ve zoomed out far enough to see a goodly chunk of eastern Canada in the late nineteenth century.

Surrounded by other robber barons as you are, you can’t afford to neglect the financial angle in the more complicated scenarios, where buying and selling stock cleverly can be more important than laying down the most efficient routes.

Almost every new scenario in the campaign sent me off to learn more about the real history behind it. Here I’m on the verge of rewriting history by fulfilling the quixotic imperialist dream of the British mining magnate Cecil Rhodes: that of building a single railway line that stretches across the length of Africa, from Cape Town to Cairo.

The generic, randomized newspaper messages of the first Railroad Tycoon have been partially replaced by headlines ripped from real history.

With its globalized commercial ambitions, Railroad Tycoon II is careful to steer clear of touchy politics. For example, the era of Chairman Mao’s “Great Leap Forward” for China, which killed twice as many people as the First World War and six times as many as the Holocaust and set Chinese agriculture back by two decades through a combination of malice and incompetence, is presented strictly as an engineering problem.


A comparison of Railroad Tycoon I and II provides a good education in just how much gaming changed during the eight years that separate them. The first game relies heavily on procedural generation to add variety to its handful of maps. There are only a few ways to customize your experience, and no broader framework of progression beyond the “New Game” button.

Railroad Tycoon II, on the other hand, has two 18-scenario campaigns to offer if you include its Second Century expansion pack, plus plenty more singleton hand-crafted scenarios, each with its own historical context, starting and stopping dates, and victory conditions. But if you don’t want to mess with most of that — if you just want to set up a bunch of trains and watch them run — you can do that too by playing in sandbox mode. If, by contrast, you want maximally cut-throat competition, you can play in networked multiplayer mode with some of your mates, engaging in epic business conflicts that can become, as Bob Proctor wrote in his review for Computer Gaming World, “as vicious as any Starcraft game.” In short, Railroad Tycoon II does everything it can to let you turn it into exactly the kind of train game that you most want to play. In my case, that means playing through the campaigns, which I absolutely adore.

The first campaign — the one found in the base game — is divided into thirds: six scenarios taking place in North America, six in Europe, six in the rest of the world. It gives you the sense of living through a huge swath of railroad history, even as it gradually teaches you the ins and outs of what proves to be a deceptively complex game, slowly ramping up the difficulty as it does so. Its scenarios challenge you in a wide variety of different ways, guaranteeing that, by the time you finish all of them, you’ll have engaged with if not completely mastered all of the game’s facets. Some of the scenarios are all about logistics: get a line built from City A to City B before time runs out. Some make you think about your larger role in the economy, by demanding that you adequately service a range of industries. And still others force you to engage with the nitty-gritties of the financial game, by insisting that you acquire a certain corporate or personal net worth by a certain date.

Indeed, in some of the most difficult scenarios, the efficient operation of your railroad provides no more than the seed capital for the real key to victory, your shenanigans on the stock market. If you want to win gold on every scenario — the gold, silver, and bronze victory levels are another way the game lets you set your own goals for yourself — you’ll need to learn to wheel and deal as shrewdly as Cornelius Vanderbilt and as heartlessly as Jay Gould. I recall struggling futilely for days with the thirteenth scenario, which expected me not only to connect Delhi, Calcutta, and Kabul between the years 1850 and 1880 but to be the only surviving railroad left on the Indian subcontinent at the end of that time period if I wanted the gold medal. Then one day I figured out that I could pump and then dump all of my starting company’s stock, leaving it as nothing more than a one-station rump on the map, and use my windfall to buy up a controlling interest in the most dangerous of my two rivals. After that bit of skullduggery, it was smooth sailing. Guile never felt so good.

The Second Century campaign is even more audacious and creative, if a bit shakier in its granular implementation. As the name would imply, it focuses on the later period of railroading that gets somewhat short shrift in the original campaign, beginning during the Great Depression and winding up in a surprisingly dystopic middle 21st century, when global warming and nuclear war have led to civilizational regression on a global scale and you’re now forced to work with old-time steam locomotives once again. Whether this sobering vision will prove prescient remains to be seen, but, in the meanwhile, I can’t say enough admiring things about PopTop’s determination to continue bending and twisting their core game in intriguing new directions. Some of the Second Century scenarios are essentially new games unto themselves, like the one where you have to keep Britain connected and functional during the Blitz, or the one where you have to bring up sufficient troops from the eastern hinterlands of the Soviet Union to resist the Nazi invaders pouring in from the west. Sometimes the scenarios play radically with scale, as in the one that wants you to build a subway system to service a city instead of a railroad network to serve a country or a continent.

Even when giving due consideration to the premise that this is a campaign for veterans, most of the Second Century scenarios are really, really hard — a little bit too hard in my opinion. Less subjectively, there’s a general lack of polish to the second campaign in comparison to the first, with more bugs and glitches on display. In too many of these scenarios, your chances of winning gold are heavily dependent on luck, on the economy turning just the way you need it to just when you need it to. All of this would seem to indicate that the second campaign got a lot less testing than the first, such that PopTop may not have even fully realized how difficult it really was. It’s still worth playing if you finish the first campaign and want more, mind you. I just wouldn’t get too stressed about trying to win gold on every single scenario; I had a lot more fun with it once I accepted that silver or even bronze was good enough and stopped save-scumming and putting myself through all manner of other contortions to bring home the gold.

Inside the scenarios, Phil Steinmeyer made an unusual and refreshing choice in strategy-game sequels, electing not to build upon the blueprint of Railroad Tycoon I by heedlessly piling on additional layers of complexity. In some ways, this sequel is actually simpler than the original, despite the gulf of eight years of fairly frenetic technological development in computing that lies between them. There’s generally less emphasis placed on the mechanics of running your railroad. You must still choose between single or double tracks, and must learn when one or the other is more desirable from a cost-benefit standpoint, but you don’t have to futz around with signals. Two trains running in opposite directions on the same piece of track don’t ram into one another; the one just pulls politely over to a siding that magically appears and waits for the other one to pass by. Likewise, your options for manipulating cargoes and consists[1]In railroad speak, a “consist” — the noun is pronounced with the accent on the first syllable, not on the second as in the verb — is the particular collection of wagons that a given locomotive pulls. at stations are reduced. Most strikingly, tunnels don’t exist at all in Railroad Tycoon II; your only option for getting to the other side of a mountain range is to go around it, to go over it — very slowly! — or to try to find a natural pass through it.

Any way you slice it, the absence of tunnels is kind of weird. Otherwise, though, if you haven’t played the first Railroad Tycoon, you’ll probably never notice the things that Railroad Tycoon II is missing. If you have, you will, and you might even be a bit put out — there’s real joy to be found in getting a complicated network of signals functioning like the proverbial smoothly running machine — but you’ll soon get over it. For Railroad Tycoon II makes up for its simplifications in traffic and cargo management with a lot of meaty sophistication in other areas. The stock market and the management and investment of your corporate and personal wealth are, as I already noted, as vital and rewarding as ensuring that your trains run on time. Meanwhile the specificity of the scenarios turns the game into a form of living history that the more generic, semi-randomized maps found in the original are unable to match. The same tool that PopTop used to build all of the campaign scenarios is included with the game, for those who want to roll their own. There was once a thriving community of scenario builders on the Internet. This is no longer the case, but their leavings can still be found and downloaded. Or, if you buy the Platinum edition of Railroad Tycoon II, you’ll find that a curated selection of 40 of the very best fan-made scenarios is already included.

Last but not least, I have to pay due tribute to the masterful aesthetics of Railroad Tycoon II. There are some contrary old grognards out there who will tell you that audiovisuals don’t matter in strategy games. That’s an opinion that I’ve never shared. Whatever else they may be, computer games are a form of mediated entertainment, and good mediation goes a long way toward making our time spent with them enjoyable and memorable.

Railroad Tycoon II is a fine case in point. Even today, it’s a lovely game just to see and hear, with audiovisuals that immerse you deeply in its subject matter. Every control you manipulate is presented onscreen as a mechanical switch, which, when you click on it, clunks with the same satisfying metallic solidity that I appreciated so much in my Lionel trains as a kid. The video clips that play before the campaign scenarios, mostly sourced from old public-domain newsreel footage, have a graininess that only adds to the period flavor. Playing in the background as you watch your trains puff along is an old-timey blues soundtrack recorded on real acoustic instruments, all wailing harmonicas and resonator guitars, fit to accompany Robert Johnson down to the crossroads for his meeting with the Devil. Each scenario in the campaign is introduced by the game’s one and only voice actor, a crusty geezer who likes to use words like “whippersnapper.”

Now, you could say that all of this is best suited to the Age of Steam, that it’s becoming more than a little anachronistic by the time you’re driving sleek, high-speed electric locomotives through the Chunnel, and you’d be absolutely right. But those sentiments must be tempered by the understanding that Railroad Tycoon II was developed on a shoestring by barely half a dozen people. Phil Steinmeyer used a variety of techniques to compensate for the large team of artists he lacked, such as photographing model trains and importing them instead of trying to draw each locomotive from scratch. He also compensated through the technology of the game engine itself. “Railroad Tycoon II had 3D terrain, good shadows and lighting, and, perhaps most importantly, a higher standard resolution (1024 x 768) than any competing game,” he notes. Back in the day, it pulled off the neat trick of looking like it had had a far bigger development budget than was actually the case.

Today, the combination of clean and evocative audiovisuals, progressive design approaches, and a slick and elegant interface all add up a game that subjectively feels like it’s considerably younger than it really is. The few places where it does show its age — like the lack of an undo function when laying track, which forces you to do the save-and-restore dance if you don’t want to waste tons of money tearing out your mislaid lines — only serve to highlight the general rule of modern elegance. You don’t need to be wearing any nostalgia goggles to appreciate this one, folks. Just fire it up and see where it takes you. If the toot of a steam whistle stirs your soul anything like it can still stir mine, you might have found your latest obsession.


Postscript:
Heroes of Might and Magic II and Railroad Tycoon II: Separated at Birth?

When I first announced that I’d be writing about Railroad Tycoon II, reader eldomtom2 pointed me to some allegations that Greg Fulton, the co-designer of Heroes of Might and Magic III, leveled against Phil Steinmeyer in an online newsletter in 2021. In the course of a somewhat rambling narrative that he admits is rife with hearsay — his association with New World Computing didn’t begin until after Steinmeyer’s had ended — Fulton posits that Steinmeyer kept the Heroes I and II source code he had written for New World and used them as the basis for Railroad Tycoon II. When the first demo of the latter game was released in mid-1998, Fulton discussed with his colleagues how it “felt familiar.” One colleague, he says, then “decompiled the [Railroad Tycoon II] executable and found Heroes II references in the code.” Fulton goes on to say that New World’s corporate parent 3DO sued PopTop and G.O.D. over the alleged code theft:

After some legal wrangling, the judge ordered both NWC and PopTop to produce printouts of the complete source code for HoMM2 and RT2. In the end, it was clear Phil had used the HoMM2 source code to make RT2. In his defense, he asserted [that] JVC [Jon Van Canegham] had told him he could freely use HoMM2’s game engine. JVC found this claim laughable.

Ultimately, Take Two Interactive, who had a stake in Gathering of Developers, asked 3DO what they wanted to make the lawsuit go away. 3DO asked for 1 million USD… and there it ended.

I’m not sure whether we are to read that last sentence as meaning that 3DO was paid the demanded $1 million or not.

What are we to make of this? At first blush, the accusation against Steinmeyer seems improbable. I can hardly think of two strategy games that are more dissimilar than Heroes of Might and Magic II and Railroad Tycoon II. The one is a turn-based game of conquest set in a fantasy world; the other is a real-time game of business set in the world we live in. The one has a whimsical presentation that lands somewhere between fairy tales and Gygax-era Dungeons & Dragons; the other is solidly, stolidly real-world industrial. And yet, surprising as it is, there does appear to be something to the charges.

When you start a new standalone scenario in Railroad Tycoon II, the different difficulty levels are represented by icons of horses running at varying speeds. This is a little strange when you stop to think about it. How are such icons a good representation of difficulty? And what are horses doing in our train game at all? I’ve heard the “iron horse” appellation as often as the next person, but this seems to be taking the analogy way too far.

Well, it turns out that the icons are lifted straight out of Heroes of Might and Magic II, where they’re used, much less counterintuitively, to represent the speed at which your and the other players’ armies move on the screen when taking their turns. I can hazard a guess as to what happened here. Steinmeyer probably used the icons as placeholder art at some point — and then, amidst the pressure of crunch, with a hundred other, seemingly more urgent matters to get to, they just never got changed out.

For what it’s worth, these are the only pieces of obvious Heroes II art that I’ve found in Railroad Tycoon II. Yet the presence of the icons does tell us that Steinmeyer really must have been dipping into his old Heroes II project folder in ways that were not quite legally kosher. Based on this evidence, I wouldn’t be at all surprised to learn that there are some bits and pieces of code as well in Railroad Tycoon II that started out in the Heroes games. Personally, though, I’m willing to cut him some slack here. The code in question was presumably his code to begin with, after all. And, given how drastically different the games in question are and how low-level the code that he reused must therefore be, the repurposing seems likely to have saved him a few days at the most.

So why was Jon Van Canegham — a man once described by Neal Halford, a game designer who worked with him for several years at New World, as “terminally mellow” — so much less inclined to be forgiving? I think there may have been some external factors involved. Greg Fulton remembers Canegham telling him that “Phil Steinmeyer was the main programmer on Heroes 1 and Heroes 2.  He offered up ideas, just like Debbie [Canegham’s wife] did, so I gave him a design credit.  After he left, he told anyone who would listen [that] he was the reason Heroes was a success.”

Again, there’s some truth to these accusations. While he was trying to build a buzz around Railroad Tycoon II in the months before its release, Steinmeyer was indeed happy to call himself “the designer of the first two Heroes of Might and Magic games” — full stop. In one preview, Computer Gaming World rather cryptically described him as the designer who “will forever be remembered as the man who saved Heroes of Might and Magic from self-destruction.” In addition to being manifestly incorrect in its core assertion — absolutely nobody remembers Phil Steinmeyer in those terms today — this sentence would seem to imply that Steinmeyer has been telling his journalist friends tales out of school, ones that perhaps don’t cast the schoolmaster at New World in an overly positive light.

I think we can see where this is going. Angered by these exaggerations and possible imprecations — and by no means entirely unjustifiably — Van Canegham must then have started working to deprecate Steinmeyer’s real contributions to Heroes II, a game on which Van Canegham had once seen fit to give him a full-fledged co-designer credit alongside himself, not the mere “additional design” credit he received for Heroes I. And he must have told the legal department at 3DO about his other grievance as well, the one he might be able to use to bleed his cocky former colleague. It became, in other words, a good old-fashioned pissing match.

I don’t know whether any of this really did result in Steinmeyer’s camp having to pay Van Canegham’s camp money, much less precisely what sum changed hands if it did happen. As always, if you have any additional insight on the subject, feel free to chime in down below in the comments. For my own part, though, I think I’ll stop chasing scandals now and go back to playing Railroad Tycoon II. I still have the last few Second Century scenarios to get through…



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Sources: The book Railroad Tycoon II: The Official Strategy Guide. Computer Gaming World of March 1989, November 1994, February 1997, August 1998, September 1998, December 1998, January 1999, March 1999, August 1999, and October 2001; Next Generation of May 1998.

Online sources include an archive of all 42 “Inside the Sausage Factory” columns that Phil Steinmeyer wrote for Computer Games magazine, the Fanstratics newsletter where Greg Fulton conveys Jon Van Canegham’s accusations of code theft against Steinmeyer, a 1998 CNET GameCenter Q&A with Bruce Shelley, a 2000 Eurogamer interview with PopTop historical consultant and scenario designer Franz Felsl, and an extended 2007 Gamasutra interview with Mike Wilson.

Where to Get It: Railroad Tycoon Platinum is available as a digital purchase on Steam and GOG.com.

Footnotes

Footnotes
1 In railroad speak, a “consist” — the noun is pronounced with the accent on the first syllable, not on the second as in the verb — is the particular collection of wagons that a given locomotive pulls.
 
 

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