At the risk of sounding like a curmudgeonly old man who can't get any enjoyment out of life (which is normally David's job), I'm going to suggest that maybe roller coasters don't need technological add-ons in order to appeal to people. After all, they're roller coasters, gigantic masterpieces of engineering and physics that exist primarily for the purpose of entertainment, and secondarily for the purpose of making you empty your stomach of ill-advised theme park corn dogs. Do they really need to be tied into the never-ending cycle of incremental upgrades and improvements that typifies mobile technology?
If you were a fan of "sim management" games in the early 2000s, you probably played at least one version of RollerCoaster Tycoon. Next year Atari will revive the franchise with RollerCoaster Tycoon World on the PC, but for now the official fourth installment of the series is oddly limited to mobile, arriving about six months late on Android. RollerCoaster Tycoon 4 uses the same basic structure of the original 1999 game, albeit with remixed limits and annoyances for the free-to-play format.
At its heart, the game is an amusement park simulator, basically SimCity with attractions instead of buildings. It's your job to keep your park expanding and profitable by strategically selecting and placing rides, food stalls, and infrastructure like bathrooms and gift shops.
What's the next best thing to visiting a theme park? If you said "designing one in a game," you're probably wrong. That doesn't mean it isn't fun at all, though. EA's newest game, predictably named Theme Park, lets you design the amusement park of your dreams.
The game follows the 'build it and they will come' mantra. You have to create attractions that will bring patrons to your park so you can make cash. You can turn around and use that money to build more shops and rides. To stay busy, you go around tapping on all sorts of things in your park to collect experience and money.