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SPECIAL NEWS FEATURES

This page contain special news articles that we have archived seperatly from the main news archive. You will also find all the RT2 Press Releases on this page.

News Articles

The first piece of news reported by Express World:

The Railroad Tycoon II Interview
OGR Talks to Phil Steinmeyer, President of PopTop Software, and designer of Railroad Tycoon II about the upcoming game.
by Chris Jenson

Chris Jensen: The news that there was such an entity as Railroad Tycoon II came as quite a shock.

Phil Steinmeyer: (laughs) We've kept a pretty tight lip. Actually, it wasn't Railroad Tycoon II until very, very recently. It was called Iron Horse up until last week when we secured the license. We've been working on the game since January 1997. Getting the license worked out very well, as Iron Horse was being designed as the spiritual sequel to Railroad Tycoon.

CJ: It was also a surprise to find that PopTop Software is making a sequel and not Microprose...

PS: Well, we have no association with Microprose except that we obtained the name from them. All it took was a phone call and Microprose was willing to sell us the name.

CJ: How far along is the title?

PS: It's pretty far along. We've been working on it for a year and four months so we're pretty close to the Alpha stage. Most of the major features and screens are in place. The AI is still a bit weak and the multiplayer component isn't in place yet...there's a few things here and there. I'm a firm believer in spending a large amount of time in balancing a game. It's not going to be one of these, "Well, we threw in the last screen last week and the testers haven't found any bugs since noon, so let's ship it."

CJ: You say the title is a spiritual cousin to Railroad Tycoon...where are you taking the sequel?

PS: It's beyond a spiritual cousin, really. I'd say it's more like a spiritual successor. Graphically, it's far beyond the original. I think it will be one of the sharpest looking strategy games yet. In terms of gameplay and content we've added some expected features like multiplay and the AI will be very challenging.

CJ: How many people will be allowed to play Railroad Tycoon II over the Internet?

PS: We're shooting for 32 people.

CJ: -expletive- 32 people!

PS: (laughs) There's a chance that number could come down to 16.

CJ: Even 16 is 12 more than I'd think.

PS: It's the nature of the game. When you have an action game you need instantaneous response and you're constantly keying in input for the game...the game is always receiving new orders. In our Railroad game you're not issuing that many orders...I mean, the orders you're issuing can be pretty concise; re-route the train from Boston to Philadelphia or lay a piece of track from Point A to Point B. It's a little 20 byte instruction if you package it correctly. The other factor is, it's not the end of the world if you don't lay that track in a second and a half. It's not a situation where your commander is going to get killed unless he gets out of the way.

CJ: Will the multiplayer component be turn-based or real-time?

PS: Real-time. Railroad Tycoon was one of the first 'real-time' strategy games, for lack of a better term. This game will follow in that tradition. The game kind of splits into two sides, the operational side which is where you lay your track, running your trains and building your empire. On that level we're very close to the original was. We allow the player more and less control than Railroad Tycoon...our ability to automate certain tasks now has greatly improved. On the other hand, for the player that really wants operational control we have some new features that weren't in the original. The other aspect of the game is the whole financial end of it. It's very much a robber baron game where you're trying to crush each other in the stock-market. We didn't feel the financial area of Railroad Tycoon was very strong and we fleshed that out considerably more. I think it's more realistic and offers more flexibility for the player. Players could, if they wanted, just play the game from the financial end and allocate a company manager to take care of the actual railroad business.

CJ: Tell me a little about the approach to graphics in this title.

PS: We're using our own proprietary 3D engine. You'll get a combination of 3D rendering for the terrain and 2D sprites for the trains, trees and buildings. It's all scalable in 6 levels of zoom. At the farthest zoom you can see the entire map on the screen at once. Our trains will also change in appearance as the decades tick by.

CJ: Will the industry model for the game be similar to the original?

PS: Yes...with some enhancements, of course. The problem with the original model was that it could be difficult to figure out the best place to transport this and that. We allow, at the beginner level, players to ship anything anywhere. At a higher level of sophistication we get into an industry model where if you have a load of steal, you're going to need to find a buyer, say an auto-plant, and then ship the auto's to major cities or ports.

CJ: Will track laying be performed differently from the original?

PS: We've overhauled that process. It's all drag-and-drop now. Click on the Lay Track button and then a panel at the bottom opens with several options; single-track, double-track, and even the option to drop electrical track as well. Then just click on a part of a map, drag, and it will show the best route. It will also display the cost of the track and what the grades will be like.

CJ: Can you expand on some of the multiplayer elements involved?

PS: It will be pretty straight-forward...each player out for themselves. Players will be allowed to run their trains on an opponents tracks, but the owner can exact a fee for that use. Say you make a shipment that involves your train riding an opponents track for half the distanced, that player would pay half the track-use fee. A form of alliance can be instigated by the owner of the track lowering the required fee for individual opponents.

CJ: What's it like for you to suddenly find yourself working on a sequel to one of the greatest games of all time?

PS: Well, Sid Meier is an idol to me. His whole trio, especially, Pirates, Railroad Tycoon, and Civilization...I had been a gamer before those titles but those in particular pushed me over the edge. We had a great game in Iron Horse, but now that we can call it Railroad Tycoon II, obviously, people will be paying much more attention to us. It's a crowded marketplace out there, very challenging to get your name heard. I always viewed the acquisition of the Railroad Tycoon name as a way to do that. In some ways, it allows me to do more Railroad Tycoonish things. At first, before the license, I found myself running away from certain concepts just to avoid comparison. This allows me to do quite the reverse, now.

CJ: Thanks for your time, Phil.

PREVIEW OF RAILROAD TYCOON 2

Written By James Stevens

Railroad Tycoon was originally released in 1990 for the Amiga & the Apple Macintosh. Railroad tycoon was the second game by Microprose/Sid Mier. The first game by Sid Meir was Pirates, then he made Railroad Tycoon . Railroad Tycoon was the game that inspired him to make the most successful game of all time, Civilization 1 & 2. Railroad Tycoon was voted best game of 1990 and received many awards. The game was very popular then and has now become a classic.

Because of Railroad Tycoon ‘s success Microprose started work on a sequel the was going to be Railroad Tycoon 2 but Sid Mier did not like that name so the game was re-named Railroad Tycoon Deluxe. It was updated with improved graphics, new trains & maps. Although not directly written by Sid Mier the game was also a big hit.

But now 5 years later the graphics are very dated and the game will not work on many of todays faster computers.

In early 1997 Poptop software started production on a game about trains and industry in the 19th and 20th centuries. Poptop thought that the game was like the spiritual sequel to Railroad Tycoon 2, but the game was not called Railroad Tycoon 2. Poptop was developing the game under the working title of Iron Horse, but when they came to copyrighting the name they had found that it was already taken. After this they tried to think of some names for the game ,but no one could come up with any names that would fit with the game. During the discussions about a name for the game Phil Steinmeyer had the idea of Railroad Tycoon 2. But the idea was originally was just a joke between the developers and they decided to contact Microprose about buying the Railroad Tycoon name. They did not expect anything to happen, but just one phone call to Microprose and they were willing to sell the name. When Poptop announced the game in April 1998 there was a buzz of excitement in the computer gaming world and nearly every big Games website ran some kind of article on the game. Two days later fan websites started to open.

Railroad Tycoon 2's graphics have been radically improved from the original. The game will offer Zoomable maps, 3D rotation and 16 or 8 bit colour without using a 3D accelerator at all.

Railroad Tycoon 2 is one of the first game ever to be made only in 1024x768 resolution. The business engine in the game has also been updated. You will be able to buy other companies, arrange mergers, sell up your old company and start a new one. Another major feature in the game is a map editor so people can create there own maps to play on, player will be able to export there maps and share them with their friends. Railroad Tycoon 2 also features lots of maps of the world including the UK , North & South America , Europe, Asia , Australia & Parts of Africa.

Other features of Railroad Tycoon 2 are:

59 different train engines from around the world.

The game will allow multi-player options. 32 people will be able to play over a LAN network and 16 people can play over the internet.

Scenarios allow for world-wide exploration and expansion.

Scenarios & Campaigns will allow players to use ready made games and maps.

Railroad Tycoon 2 puts players in control of 39 different cargo types from around the world.

Railroad Tycoon 2 is currently under going internal testing and an estimated 92% of the programming is complete (source: Poptop software). When the game arrives in November it will destroy many people social lives because of the complexity of the game. Anyway here are the current system requirements for the game.

Pentium -133 or better

16 MB RAM

4xCD ROM or better

Windows 95 or 98

Graphics card capable of 1024x768 with 8 or 16bit colour

100 MB of hard drive space

Mouse & Keyboard

Windows compatible sound card

Optional Extras:

Modem/Network/Serial cable for multiplayer games.

For all the latest news on Railroad Tycoon 2 go and visit the Railroad Express Website

Mini Interview November 7th 1998

1. What are the changes made since the demo?
Must wait till later. Not much, but later.

2. What about the multiplay servers? (sth like battle-net)
It looks like we will be on HEAT. I'm not very familiar with them so, It'll be an exploration for me too.

3. What are you (PopTop) going to do next? (an expansion pack/sth different)
We still can't say for sure. We don't have a bucket of financing and generally speaking we've got all our eggs in one basket. We've got our eye on doing an expansion pack but we REALLY don't know what we'll do for sure till we know what kind of response we'll get from the final game.

Rt2 Advert

The November 1998 American Pcgamer contains an advert for Railroad Tycoon II. Here is an extract (source: Bil Simser, IronHighway)

'It can take you from New York to South Africa. It can take you from the year 1804 to the year 2000. It can take you from penniless manual laborer [sic, if you're in Europe] to powerful multimillionaire. It can take you from a normal, well-adjusted, well-rounded person to an obsessed, single-minded, one-track train head.'

'If you want to hop on a plane, car or ship, hop on another game. This is a real railroad game, not just a strategy game that happens to involve railroads. Everything is authentic, from the period video and pictures interlaced within the game to the design and interface. A.I. opponents are based on real people. And all maps are real (based on satellite photography from the U.S. Geological Survey and other sources).'

TWO NEW PREVIEWS (11/10/98)

PopTop Software and Gathering of Developers are still predicting an early November release for the strategy game Railroad Tycoon II.

Hoping to whet the appetites of gamers for the sequel to Sid Meier's Railroad Tycoon, however, GOD and PopTop are releasing some of the game specifics: Railroad Tycoon will feature 34 types of cargo and 59 train engines from around the world and let players work in up to 30 industries, ranging from coal to steel to textiles.

Jesse James will be conducting train robberies in the game; other locomotive mishaps range from traffic jams to blowups. The game also features a simulated stock market, which will affect conditions during the game. Railroad Tycoon II players will be able to compete against historical tycoons such as Cornelius Vanderbilt and German leader Otto Von Bismark, chosen from the game's character library of more than 35 historical figures.

The action of Railroad Tycoon II begins in 1829. Historical events such as the Franco-Prussian War, the eruption of Mt. Krakatoa, and the American Civil War will find their way into the game, which features an 18-scenario campaign - Whistle Stops and Promises (Northwest US circa
1902), When the Walls Come Down (Eastern Europe and Russia circa 1990), and Excess on the Orient Express (Paris to Istanbul circa 1850) are among those campaigns. Twelve stand-alone adventures will be solo or multi-playable, and the game will feature a scenario editor, which
gamers can use to import maps from satellite photos or create their own.

The game's single-player demo was released in September; it boasts two fully playable scenarios, The Golden Age (Northeastern US circa 1870) and Cape to Cairo (Africa circa 1895).
Now here is the other preview. Poptop are really promating Rt2 at the moment giving preview copies to everyone. Here is what
http://www.pcfan.com said:

Gathering of Developers’ and PopTop Software's Railroad Tycoon II is right on track for its early November release and will deliver a boxcar load of game features. Rich with historic scenarios, a sophisticated stock market, and a multitude of maps, Railroad Tycoon II, a strategy simulation game for the PC, is the long-awaited sequel to the original Sid Meier classic, Railroad Tycoon.

Railroad Tycoon II places gamers in a world of big business, expansionism and engineering in which all aspects of the railroad industry can be controlled. PopTop Software has improved upon the original game with cutting-edge technology and an outstanding features list. The game will have 34 types of cargo and 59 train engines from around the world for building and expanding empires in over 30 different industries, such as coal, steel and textiles. Train robberies starring the infamous Jesse James have now been added, along with locomotive mishaps ranging from traffic jams to blow-ups, forcing businesspeople to carefully choose their routes while maintaining tracks and stations. The story of Railroad Tycoon II begins in 1829. Players encounter numerous historical events like the Franco-Prussian War, the eruption of Mt. Krakatoa, and the American Civil War. Railroad Tycoon II will feature an 18 scenario campaign, including scenarios such as Whistle Stops and Promises (Northwest US circa 1902), When the Walls Come Down (Eastern Europe and Russia circa 1990), and Excess on the Orient Express (Paris to Istanbul circa 1850). Railroad Tycoon II will also have 12 stand alone scenarios that can be played solo or multiplayer, and a scenario editor that allows gamers to import maps from satellite photos or create their own.

Railroad Tycoon II’s designers incorporated a sophisticated economic system and a simulated stock market that allows money moguls to test their entrepreneurial prowess. Gamers must pay attention to the market and rising financial opportunities that could set the stage for an economic sweep. Players can increase their fortunes by issuing bonds, selling stocks or purchasing other companies’ stocks. Through the acquisition of competitor's stock, gamers can oust opposing chairmen from their posts and institute an economic takeover. Furthermore, new companies and railroads can be started through personal cash and investment. With more railroads, increased assets and heightened power, the player will become the ultimate railroad tycoon.

Players can take on real railroad tycoons from the character library. Railroad Tycoon II has over 35 famous capitalists, expansionists and leaders to challenge the player. From the accomplished German leader Otto Von Bismark to the shrewd American capitalist Cornelius Vanderbilt, gamers will need to outsmart and outmaneuver these historical statesmen and financiers to gain their own famed position.

Railroad Tycoon II is based upon Pop Top’s proprietary S3D engine, which allows for highly detailed 3D graphics and rendering. The title is the first game developed exclusively for 1024 x 768 resolution in either 16-bit or 8-bit color. The engine, powering 300,000 polygons displayed on the screen at once, generates real-world environments, terrain and a competitive arena. The game will support multiplayer play over LANs, modem, and the Internet.

Salvege from station-x: (former RT2 website, closed late 1998)

1.Can you change the speed of the game so that time elapses quicker or
slower?

Yes.  1-10 speed settings.  At ten it's difficult to click on your express trains.

2.Does the game comprise a lot of full motion video clips or does it focus
mainly on the game play side of things?

There are video clips but they only add flavor to the action and never dominate
your screen or stop play.

3.Was there a lot of historical research done into the trains and buildings
in the city and their time period? Also was there much research into the
working of stocks and shares in the game to make it more realistic?
 
Trains.  There was a lot of research on locomotives and it is still continuing.
The challenge has been to balance statistical accuracy, game play and historical
popularity.  We are not just using locomotives from the US.  Currently, we
are trying to incorporate locomotives from Britain, Germany, Switzerland, Austria,
Australia, South Africa, France, US, Japan and China.  REMEMBER, this is what we
are working to include and not all are in yet.  Plus, our own wish list has many
more countries!

Buildings.  Buildings are for the most part generic representations of a resource but
still have historical reference, i.e. you will not see nuclear power plants in 1804.
The train stations on the other hand do have period flare, Todd worked very hard
on that.  Also, cities are built based on the likelihood of population density and
industry appearance and will fluctuate over time and influenced by economic
changes.  Therefore, if you play a game on the same map you may or may not
get the same resources in a particular area but it will be based on that cities
tendencies.
 
  Stocks.  The workings behind the stock market are in principle based on market
models.  The AI behind them is not in and it would be premature for me to say
how they play out.  Remember this is based on past performance and performance
can vary, you could lose some or all your money so only invest risk capital! <grin>

4.Was the game engine built entirely from scratch or did you license it from
someone?

Phil made the whole thing with his own perfect brain.

5.How many people are currently working on the development of Railroad
Tycoon II?

Six amazingly talented individuals all dedicated to the principals of freedom,
democracy and cafinenated beverages.

6.Will engines be limited to a consist of just 8 cars as in the original?

I'm afraid we can only allow 6 cars in a consist.  Now, wait a minute Lucy,
let me 'splain.  Because we are a graphical representation in a limited space
(even though it can be HUGE) more cars than that and your trains would
always stretch from one city to the next and rarely actually move.  We
are working hard to make this feel appropriate to play.  I was not real
keen on this when we started but it actually plays well with routing
and cargo availability's and quickly forgot after I started to play.

7.I notice in the screen shots of the UK that the companies or players have
little icons next to the names. Are these fully editable or is there a
certain selection of icons to chose from?

Right now it is a set you can select from.  It is one of the things we want
to change.  Magic Eight Ball says "definitely, ask again later!"
 
  

8.Can you build a headquarters as in transport tycoon and customize your
character by gender and appearance?

RT2 is a railroad game so an HQ randomly placed on a huge map seemed
pointless, but it was considered.  You do have an office within the game
setting to see all that information and that information is quite detailed.

Player character portraits are selectable but their appearance is not
adjustable.  Also RT2's characters have statistics that can effect play,
unlike TT.  We also have NPC type characters that you can hire as
your manager who can effect play i.e. lower your maintenance cost or
decrease your loading time (or increase!).

9.What do you do to finish the game? Do you have to knockout all the
competition or reach a certain time or money limit?

It depends on the scenario, campaign or player configuration.  You may
have to connect some cities or move X tonnage etc.  these kinds of things
can all be linked together too.  So yes, you CAN have time limits,
free-for-alls, freight wars and the like.

10. Do the train prices of older trains decrease when time goes on and new
trains become available?

Yes and No.  Basically, truly obsolete locomotives would actually cost
more to construct than some newer ones.  Also, in some areas the maintenance
and fuel cost could be incredibly prohibitive.  Example, steam is still used
in China because labor costs are low and coal is abundant.  So locomotive
prices are area dependent and time sensitive in some cases.  It's actually
very linked to parameters of the game you are playing.  The final editor
will be quite powerful and I'm personally hopping to see some cool maps
from players in the future.

Supertrain Interviews

A person called supertrain keeps on doing great interviews with poptop, so I have compiled them all and put them on one page. Enjoy. Also thnks Supertrain!

INTERVIEW 1:

1. Will traincarriages change over the time? I mean will a "Rocket" have the same carriages as a TGV?
There will be some changes, not as much as we'd like but they do change.
2. Can you build shops and hotels in your stations?
Yes, hotels, resturants, post office etc.
3. Can you change ticketprices and are there special sales? I mean commuter-tickets, vacantie-tickets and Fly-Rail combination tickets.
No. There are no facilities to warrant such actions. It's actually more of a strategy game than the original, but it has the contorls to play in a variety of ways.
4. How about trainferries? Than I can get trains from France-England. Because there are no tunnels.
Sorry, but that's still a no. We realize we're going to take a hit for not having tunnels. Particularly when you start playing the game because it looks good and you kind of naturally expect them. In all honesty, when you start playing you pretty much forget about them because you're plenty busy. The absence of tunnels is a simple causalty of the development process. Not enough time to do it right. Bad tunnels are worse than no tunnels, please trust me on that! ;)
5.Can I make my own screenshots?
Yes. Pressing the Print Screen key will put a 24bit PCX file of the current screen in the RT2 root directory.
6. Will their also be technical information on the trains. I mean weight, speed and axledivision.
No. There is not enough room in the display. We will have pertinent in-game data though. We are looking into putting some of the train detail in the manual.

INTERVIEW 2:

1. What languages are used in the game?
We will be in at least English, French and German. No final word but there is talk of Italian, Spanish and Portuguese.

2. How many sorts of stations are included in the game? What sorts of station?
3 size types, small, medium and large. Styles are Colonial, Mission Revival, Tudor, Victorian and Byzantine. 3. How far is the game at this moment ready? Rough percentage, about 90% with the general construction. Still needs work on multiplayer, maps, campaigns and scenarios.

4. You said (or Phil or Frank) there will be express and commutertrains. What more sorts of trains are inserted. Double Decktrains or (what you call in the US) double-stack freight-trains?
It is not so much that the TRAIN will be in, but rather such types of consists can be created. As for the car types like the double-stacks, no. There are general flatbed, box, passenger, mail, tanker, hoppers and livestock.

5. Can you say what more locomotives will be included in the game besides the ones showed on the PopTop-page?
I'm working on finalizing that list. I'll post the whole thing when I've seen the ones so far listed in the game. There will be some last minute changes and the Maglev's are not in yet.

6. The signalling? Is there anything changed in that?
The final word on that is, no signals. To everyone that is saddened by this we say sorry, please try it our way before you kill us!

7. Will a trainset get both ends. Like two motorcars for a TGV at each end?
No, we have to be a strictly one end only sim. We are trying to create a game that while you must suspend disbelief for a while we try not to make it too difficult. Double enders where a trade off.

8. Can I get in a train an extra motorcar (or locomotive)? Like for an F3series an B-unit behind an A-unit. Double-headed. No, this is the only one like it in the game. We felt it added a bit of variety without overloading our system.... Todd and Dave are wearing their fingers to the bone trying to finish the locomotives ;)

9. Is their an intro before the gamemenu appears? What is that intro like?
You'll have to wait till its out. ;)

10. What is the first locomotive in the game? The Trevithick locomotive or "The Rocket" or an other one.
The Trevithick, 1804. Rocket was out in 1829. hanks to Supertrain for this interview... And thanks to the Terminal for reporting it first. :

INTERVIEW 3

What music is in the game? I mean Jazz, House (do you know that is), classic or pop(top)music.
Blue Grass and some Jazz.
2. Can I build 4 tracks beside eachother (2 times 2 tracks) so I can make a headcorridor?
Track laying can be anything you want. The trains path may vary depending on traffic density. I've done it several times, but most of the time it isn't necessary... most of the time. You also have to lay the track in smaller increments when you do that as the game wants to link longer sections together.
3. How many trains will be in the game by now 51, 52 or 59? And how many in the expansion (if there will be an expansion and if you know it already)?
The creation of an expansion pack has not been decided. Until play testing is concluded, the final number and type of locomotives will vary. Right now we have about 63.
4. What currency coins will you have in game? The Euro, the new European coin also?
I'm not sure what you mean when you say coins. We have a small graphic coin to represent the value of a cargo load. As for the currency basics, we are using US dollars... it's what we know. I'm not sure but localization may change it to the appropriate currency type. The money, while an important part, is more of an abstraction anyway. The values are all balanced, so it could be Tulip Bulbs and still function properly.
5. Is their a tutorial in the game?
The first part of the campaign is a tutorial. We don't have a tutorial only scenario, personally I prefer to learn games by "accident." This is a controlled "accident ;)
6. Can I get extra money if I held a special world record? The fastest train, longest trip, highest bridge, most luxureus train, biggest station or transported most goods in a year?
Well, I haven't created such an event, but you can look for one, you never know. The real answer is that there isn't anything hard coded into the game for that one feature. The event editor can allow it to be created.

INTERVIEW 4:

. How many in-zoom levels are in the game?
I believe it is 5.  Funny how when you're so close to a thing you forget the little things.
  2. Will Take-2 interactive also "sell" the game outside Great-Brittain in main Europe?
Yes.
  3. Is labor-costs also inserted in the game?
Labor cost as far as track & engine  maintenance, yes.
  4. Are there any subsidies in the game from local authorities?
Yes, at times.
  5. Are there any new Reviews-Interviews from magazines?
Actually, I've been having a difficult time tracking that stuff.  None that I know of.
  6. What is the most important good you transport in the game?They are all important.  It's a value judgement and situationally based.
 
 7. What can I see more in a station-view?
There are several in station shots on the screens page... just realized this letter was before that update.... ugh, I hate it when this happens.  

Press Releases

This page contains all the press releases for Railroad Tycoon II, they are in decending chronological order, starting with the most recent:

There are now two press relases for Rt2 on the MAC (from godgames website), here they are

Offical Godgames press release for Mac Railroad Tycoon II:

Railroad Tycoon II

Ride the tracks of history and strategy in Railroad Tycoon II, the sequel to Sid Meier's acclaimed simulation game, Railroad Tycoon. Developed by PopTop Software, Railroad Tycoon II puts players in control of more than 34 cargo and 51 train engines from around the world. Players can span the ages from 1804 to beyond 2000 while establishing transportation empires and outmaneuvering fellow robber barons. Scenarios allow for worldwide exploration and expansion. A sophisticated economy and stock market for Wall Street plunderers lets players test their entrepreneurial prowess. The Philadelphia Inquirer hails Railroad Tycoon II as "the non-combat strategy game of the year" and Billboard Magazine calls it a "wonderfully detailed economic simulation." The game will support multiplayer play over LANs, modems and the Internet. Railroad Tycoon II will be available in early 1999.

Availability

All games will be available at all major software retail outlets and mass merchandisers nationwide and can be ordered from The Gathering via the company's Web site (www.godgames.com) or by calling 1-877-god-games.

Founded in Dallas, TX in December 1997, Gathering of Developers is a developer-driven computer and video game publishing company. The company's mission is to be the worldwide leader in the development and delivery of commercially successful computer game software designed for a range of platforms. The company's pioneering partners are industry leaders and proven hit makers 3D Realms, Epic MegaGames, PopTop Software, Ritual Entertainment, Terminal Reality Inc and Edge of Reality. For more information visit Gathering of Developers Web site at http://www.godgames.com.

Railroad Tycoon II Speeds Towards the Macintosh

Gathering of Developers to Publish PopTop's Railroad Tycoon II for the Mac

Dallas, TX, January 4, 1999 -- Gathering of Developers, a developer-driven computer and video game publishing company, today announced that the company will publish and distribute a Macintosh version of PopTop Software's Railroad Tycoon II, the celebrated PC sequel to the original Sid Meier classic, Railroad Tycoon. Originally developed by PopTop Software, the Macintosh version will be co-developed with the Mac specialists at Westlake Interactive. The game will be available in spring 1999.

Railroad Tycoon II is a historically accurate, strategy simulation game. Featuring 30 scenarios, a realistic stock market and economy system, and maps from around the world, the game allows players to build railroad, industry and financial empires.

"We've received an amazing response to the PC version of Railroad Tycoon II and expect the reaction to be the same with the Mac game," said Harry Miller, president of The Gathering.

The response to Railroad Tycoon II has been nothing short of remarkable. USA Today says, "Railroad Tycoon II is right on track to be one of the best strategy simulations of 1998—four out of four stars," and the Chicago Tribune says, "Railroad Tycoon II is one game well worth hopping aboard." Computer Games Strategy Plus notes that "Railroad Tycoon II manages brilliantly to capture not only the elements that made its predecessor fun, but also the unique and compelling atmosphere of the era of the robber barons," and awards the game 4.5 out of 5 stars. CMP's online magazine GamePower states, "The praise is obviously gushing for this title. Railroad Tycoon II is a superb addition to any serious strategy gamer's library"

Storyline

Railroad Tycoon II begins in 1829 and places gamers in a world of big business, expansionism and engineering in which all aspects of the railroad industry can be controlled. Train robberies starring the infamous Jesse James along with locomotive mishaps ranging from traffic-jams to blow-ups, force

Gathering of Developers Announces Railroad Tycoon II for the Mac business people to carefully choose their routes while maintaining tracks and stations. Railroad Tycoon II's designers incorporated a sophisticated economic system and a simulated stock market that allows money moguls to test their entrepreneurial prowess. Gamers must pay attention to the market and rising financial opportunities that could set the stage for an economic sweep. Players can increase their fortunes by issuing bonds, selling stocks or purchasing other companies' stocks. Through the acquisition of competitor's stock, gamers can oust opposing chairmen from their posts and institute an economic takeover. Furthermore, new companies and railroads can be started through personal cash and investment. With more railroads, increased assets and heightened power, the player can become the ultimate railroad tycoon.

Features

59 train engines from around the world and 34 types of cargo to build empires and dominate more than 30 different industries. an 18 scenario campaign, including scenarios such as Whistle Stops and Promises (Northwest US circa 1902), When the Walls Come Down (Eastern Europe and Russia circa 1990), and Excess on the Orient Express (Paris to Istanbul circa 1850). a sophisticated economic system and a simulated stock market where players can issue bonds, sell stocks or purchase other companies stock for a corporate takeover. the ability to play through historic events such as the Franco-Prussian War, the eruption of Mt. Krakatoa, and the American Civil War as tycoons span the ages from 1829 to the millennium. 12 stand alone scenarios that can be played solo or multiplayer, and a scenario editor that allows gamers to import maps from satellite photos or create their own. a character library with more than 35 famous capitalists, expansionists and leaders from the accomplished German leader Otto Von Bismark to the shrewd American capitalist Cornelius Vanderbilt.

Railroad Tycoon II is based upon PopTop's proprietary S3D engine, which allows for highly detailed 3D graphics and rendering. The title is the first game developed exclusively for 1024 x 768 resolution in either 16-bit or 8-bit color. The engine, powering 300,000 polygons displayed on the screen at once, generates real-world environments, terrain and a competitive arena. The game will support multiplayer play over LANs, modem, and the Internet.

System Requirements

Railroad Tycoon II requires a Power Macintosh, Mac OS 7.5.3 or higher, 130 MB free hard disk space, 16 MB RAM (32 MB recommended) 4x CD-ROM, 1024x768 capable video, and a 28.8 kbps Macintosh compatible modem for Internet play.

Gathering of Developers Announces Railroad Tycoon II for the Mac Based in Fenton, MO, computer game developer PopTop Software was founded in 1993 by programmer and game designer Phil Steinmeyer. After working with New World Computing on three titles from 1993 through 1996, PopTop began developing its current game, Railroad Tycoon II, in 1997. Railroad Tycoon II has received rave reviews from the press and the gaming industry, and appears on track to be a best seller worldwide. http://www.poptop.com

Founded in Dallas, TX in December 1997, Gathering of Developers is a developer-driven computer and video game publishing company. The company's mission is to be the worldwide leader in the development and delivery of commercially successful computer game software designed for a range of platforms. The company's pioneering partners are industry leaders and proven hit makers 3D Realms, Epic MegaGames, PopTop Software, Ritual Entertainment, Terminal Reality Inc and Edge of Reality. For more information visit Gathering of Developers Web site at http://www.godgames.com.

Rt2 is on track for its Uk & Usa release dates. Here is Godsgames press release

I just thought I'd tell you that we've gone gold with RT2. I was given permission to mention this today. We actually went gold on Sunday. So it should be in US stores in the first week of November. England has also gotten their duplication copy and as far as Take 2 has said they expect to be in stores then as well. Some German and French localization is still occurring but that is supposed to be wrapped up by the end of the week. Thanks Franz

NEW PRESSRELEASE FROM GOD GAME WEBSITE 10/10/98

FOR IMMEDIATE RELEASE

Gathering of Developers and PopTop Software
Reveal a Boxcar Load of Features for Railroad Tycoon II


Highly Anticipated 3D Strategy Simulation Game to Feature 30 Maps from Around the World, Multiplayer Play and 30 Scenarios Dallas, TX, October 7, 1998 -- Gathering of Developers’ and PopTop Software's Railroad Tycoon II is right on track for its early November release and will deliver a boxcar load of game features. Rich with historic scenarios, a sophisticated stock market, and a multitude of maps, Railroad Tycoon II, a strategy simulation game for the PC, is the long-awaited sequel to the original Sid Meier classic, Railroad Tycoon.

Railroad Tycoon II places gamers in a world of big business, expansionism and engineering in which all aspects of the railroad industry can be controlled. PopTop Software has improved upon the original game with cutting-edge technology and an outstanding features list. The game will have 34 types of cargo and 59 train engines from around the world for building and expanding empires in over 30 different industries, such as coal, steel and textiles. Train robberies starring the infamous Jesse James have now been added, along with locomotive mishaps ranging from traffic jams to blow-ups, forcing businesspeople to carefully choose their routes while maintaining tracks and stations.

"Railroad Tycoon II was developed with every type of gamer in mind...from train enthusiasts to hardcore strategy sim players to the gamer that just wants to play with trains," said Phil Steinmeyer, CEO of PopTop Software and lead designer of Railroad Tycoon II. "We have stayed true to Sid Meier’s incredibly addictive original game, while at the same time, adding cool elements like train robberies, crashes, an event editor and a realistic stock market."

The story of Railroad Tycoon II begins in 1829. Players encounter numerous historical events like the Franco-Prussian War, the eruption of Mt. Krakatoa, and the American Civil War. Railroad Tycoon II will feature an 18 scenario campaign, including scenarios such as Whistle Stops and Promises (Northwest US circa 1902), When the Walls Come Down (Eastern Europe and Russia circa 1990), and Excess on the Orient Express (Paris to Istanbul circa 1850). Railroad Tycoon II will also have 12 stand alone scenarios that can be played solo or multiplayer, and a scenario editor that allows gamers to import maps from satellite photos or create their own.

Railroad Tycoon II’s designers incorporated a sophisticated economic system and a simulated stock market that allows money moguls to test their entrepreneurial prowess. Gamers must pay attention to the market and rising financial opportunities that could set the stage for an economic sweep. Players can increase their fortunes by issuing bonds, selling stocks or purchasing other companies’ stocks. Through the acquisition of competitor's stock, gamers can oust opposing chairmen from their posts and institute an economic takeover. Furthermore, new companies and railroads can be started through personal cash and investment. With more railroads, increased assets and heightened power, the player will become the ultimate railroad tycoon.

In September, The Gathering released the Railroad Tycoon II demo at http://www.godgames.com. Tens of thousands of enthusiastic gamers downloaded the single player demo featuring two fully playable scenarios, The Golden Age (Northeastern U.S. circa 1870) and Cape to Cairo (Africa circa 1895). The demo offered access to all features of the game and contained a preview version of the map editor.

"Railroad Tycoon II has already caused a major commotion in the industry and will be a blockbuster title for this holiday season," said Mike Wilson, CEO of The Gathering. "PopTop's talented crew of six has delivered a fantastic sequel that has been a long time coming for fans worldwide."

Players can take on real railroad tycoons from the character library. Railroad Tycoon II has over 35 famous capitalists, expansionists and leaders to challenge the player. From the accomplished German leader Otto Von Bismark to the shrewd American capitalist Cornelius Vanderbilt, gamers will need to outsmart and outmaneuver these historical statesmen and financiers to gain their own famed position.

Railroad Tycoon II is based upon PopTop’s proprietary S3D engine, which allows for highly detailed 3D graphics and rendering. The title is the first game developed exclusively for 1024 x 768 resolution in either 16-bit or 8-bit color. The engine, powering 300,000 polygons displayed on the screen at once, generates real-world environments, terrain and a competitive arena. The game will support multiplayer play over LANs, modem, and the Internet.

Based in Fenton, MO, computer game developer PopTop Software was founded in 1993 by programmer and game designer Phil Steinmeyer. PopTop’s initial game, Iron Cross, debuted in 1994 and was one of the first real-time strategy games. The company’s second game, Heroes of Might and Magic, which was co-developed with New World Computing, was released in 1995 and won strategy game of the year from Computer Gaming World, Strategy Plus and Computer Game Review. Heroes of Might and Magic 2, also co-developed with New World, was released in 1996 to industry accolades and has sold over 300,000 units in North America alone. For more information, visit PopTop’s Web site at http://www.poptop.com.

Founded in Dallas, TX in December 1997, Gathering of Developers is a developer-driven computer and video game publishing company. The company’s mission is to be the worldwide leader in the development and delivery of commercially successful computer and video game software designed for a range of platforms. The company's pioneering partners are industry leaders and proven hit makers 3D Realms, Epic MegaGames, PopTop Software, Ritual Entertainment, Terminal Reality Inc and Edge of Reality. For more information visit Gathering of Developers Web site at http://www.godgames.com.

History Of Development Press Relese

All press releases below from the Poptop website

Following Heroes 2's completion and a little time off, I started on the project that would become Railroad Tycoon II in late December 1996.  Originally entitled Iron Horse, the project was and is a labor of love for me in addition to hopefully being a profitable business project. 

The concept for a new railroad game was worked out between Jon and I in December 1996, with the plan that 3DO would publish the game.  However, in January 1997, 3DO ran into financial trouble, slashed about half its employees and stopped all outside development.  So the project was begun as a truly independent project.  I got office space, hired 2 artists, and even put a nice sign on the door.  At last, PopTop was a true bona-fide company.

I was a huge fan of the original Railroad Tycoon, which was developed in 1990 by Sid Meier.  As a side note, I don't think any single designer in the business has ever had a more productive and creative stretch than Sid had from 1988 to 1991, which saw him develop 3 ground-breaking games (Pirates, Railroad Tycoon, and Civilization) that pretty much invented modern strategy gaming on the PC.

I was always surprised that no one had followed up on Railroad Tycoon (unlike Civilization, which spawned a whole genre of Civ clone games.)  With a clean slate after Heroes 2 and a desire to do something different, it seemed like a natural project to do.  I was definitely worried for the first 6 months or so of the project that I'd discover somebody else (possibly Sid Meier himself) doing another railroad game that would beat us to market.  However, with less than 6 months til release, it doesn't appear that anyone else is doing anything like this.

Despite some outside advice to do the game top-down 2D style, like the original game, I went with a isomorphic 3D engine, using true 3D for the ground and sprites for buildings, trains etc.  This has resulted in a game which looks pretty, and allows you to see grade changes, mountains, valleys, etc, quite clearly.  We went with 2D sprites to allow a large number of objects on the screen at once, with considerable detail.  In some scenes its quite possible to have tens of thousands of polygons, hundreds of trees, and dozens of buildings, cars and other objects, yet the speed is still solid.

In January 1998, PopTop lined up a very cool new business deal to ensure that this and future games will be published in high style.  PopTop is one of the founding members of Gathering of Developers.  Check the link for full details.  It's not your father's publisher.

In February 1998, we were told by the trademark attourneys that our working title, "Iron Horse", was unavailable.  Unfortunately, there's only a modest number of ways to construct names that convey railroads and the train era that sound cool and don't infringe on some old board game.  We came up with a variety of lame substitutes, but weren't really happy with any of them.  On a lark, I decided to call MicroProse, to see if it would be possible to acquire the name from them.   Surprisingly enough, they were amenable to discussions, and after a protracted negotation (which delayed our announcement of the title), we finally completed the acquisition of the trademarks and copyrights to Railroad Tycoon.

We're on track for a fall '98 release.  The engine to the game is in good shape, the art is moving along very well, and things look good overall.  Still have to do networking (ugh), and improve the AI, which is still quite rudimentary, but I think we'll have plenty of time to balance and test the game, and we'll probably even have time for an outside beta (don't send mail on this yet, though, wait for a formal announcement).

POPTOP SOFTWERE'S FIRST OFFICAL PRESS RELESE FOR RRT2

Gathering of Developers Announces Railroad Tycoon II from PopTop

Revolutionary Publisher to Release Stunning Sequel in Late 1998

Dallas, TX, April 22, 1998 -- Gathering of Developers, a developer-driven computer and video game publisher, today announced that the company will publish and distribute Railroad Tycoon II, developed by PopTop Software.  Railroad Tycoon II, a strategy simulation game, will be available at retail for the PC in late 1998. PopTop, a founding partner of The Gathering, recently acquired the Railroad Tycoon license and name from Microprose Inc., who published the first Railroad title in 1990.

"PopTop's Railroad Tycoon II is a great game for our 'opening lineup' this fall," said Mike Wilson, CEO of Gathering of Developers. "Railroad Tycoon II is a fantastic game featuring a strong property. The potential for the title is immense, as it will more than satisfy the hardcore strategy gamer market, and still have mass appeal for the considerable number of railroad enthusiasts out there."

"The original Railroad Tycoon in large part created the modern strategy game market, and was the first game that completely and utterly addicted me," said Phil Steinmeyer, CEO of PopTop. "It's an incredible privilege to be able to fuse this phenomenal franchise with our cutting-edge technology and game design."

The sequel to the legendary Railroad Tycoon, Railroad Tycoon II, puts gamers in control of 34 cargo types and 51 train engines from around the world. Players can span the ages from 1804 to beyond 2000 while establishing transportation empires and outmaneuvering fellow robber barons. Scenarios allow for world-wide exploration and expansion. A sophisticated economy and stock market for Wall Street plunderers lets players test their entrepreneurial prowess.

Railroad Tycoon II is based upon PopTop's proprietary S3D engine which allows for highly-detailed 3D graphics and renderings. The game is the first game developed exclusively for 1024 x 768 resolution, in either 16 bit or 8 bit color. The game will support multiplayer play over LANs, modems and the Internet.

Based in Fenton, MO, computer game developer PopTop Software was founded in 1993 by programmer and game designer Phil Steinmeyer. PopTop's initial game, Iron Cross, debuted in 1994 and was one of the first real-time strategy games. The company's second game, Heroes of Might and Magic, which was co-developed with New World Computing, was released in 1995 and won strategy game of the year from Computer Gaming World, Strategy Plus and Computer Game Review. Heroes of Might and Magic 2, also co-developed with New World, was released in 1996 to industry accolades and has sold over 300,000 units in North America alone.

Founded in Dallas, TX in December 1997, Gathering of Developers is a developer-driven computer and video game publishing company. The company's mission is to be the worldwide leader in the development and delivery of commercially successful computer game software designed for a range of platforms. The company's pioneering partners are industry leaders and proven hit makers 3D Realms, Edge of Reality, Epic MegaGames, PopTop Software, Ritual Entertainment and Terminal Reality Inc. For more information visit Gathering of Developers Web site at http://www.godgames.com.

 


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