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No meta moments allowed.
Deleted line(s) 2 (click to see context) :
* The release of ''[=RCT1=]'' and ''[=RCT2=]'' on the iOS and Android devices under the name of ''[=RollerCoaster Tycoon Classic=]''.... and so far it's getting pretty good reviews. Even though some people prefer [=OpenRCT2=] over Classic, the latter is still a good game to play if you're on your phone or tablet (which [[PortingDisaster Open generally runs awkwardly on]])
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** How much information can the game process? The original game had an absolutely massive sprite limit, to the point where placing down the maximum amount of 255 rides and shops and the maximum of 200 staff in a single scenario would ''still'' allow over 9000 guests in the park at once. At that amount, you ''might'' encounter some lag on a slower computer, and barely notice a drop on even slightly above-average computers.
* While the achievements of the ''[=OpenRCT2=]'' project are impressive in their own right, fans were even dedicated enough to pay the original composer Allister Brimble to [[https://www.youtube.com/watch?v=NkvaRXyJOTM&t=57s write a new piece of theme music for the mod]], that fits perfectly while still having some throwbacks to the originals.
* While the achievements of the ''[=OpenRCT2=]'' project are impressive in their own right, fans were even dedicated enough to pay the original composer Allister Brimble to [[https://www.youtube.com/watch?v=NkvaRXyJOTM&t=57s write a new piece of theme music for the mod]], that fits perfectly while still having some throwbacks to the originals.
to:
** How much information can the game process? The original game had an absolutely massive sprite limit, to the point where placing down the maximum amount of 255 rides and shops and the maximum of 200 staff in a single scenario would ''still'' allow over 9000 guests in the park at once. At that amount, you ''might'' encounter some lag on a slower computer, and barely notice a drop on even slightly above-average computers.
* While the achievements of the ''[=OpenRCT2=]'' project are impressive in their own right, fans were even dedicated enough to pay the original composer Allister Brimble to [[https://www.youtube.com/watch?v=NkvaRXyJOTM&t=57s write a new piece of theme music for the mod]], that fits perfectly while still having some throwbacks to the originals.computers.
* While the achievements of the ''[=OpenRCT2=]'' project are impressive in their own right, fans were even dedicated enough to pay the original composer Allister Brimble to [[https://www.youtube.com/watch?v=NkvaRXyJOTM&t=57s write a new piece of theme music for the mod]], that fits perfectly while still having some throwbacks to the originals.
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Changed line(s) 4 (click to see context) from:
** How much information can the game process? The original game had an absolutely massive sprite limit, to the point where placing down the maximum amount of 255 rides and shops and the maximum of 200 staff in a single scenario would ''still'' allow over 9000 guests in the park at once. At that amount, you ''might'' encounter some lag on a slower computer, and barely notice a drop on even slightly above-average computers.
to:
** How much information can the game process? The original game had an absolutely massive sprite limit, to the point where placing down the maximum amount of 255 rides and shops and the maximum of 200 staff in a single scenario would ''still'' allow over 9000 guests in the park at once. At that amount, you ''might'' encounter some lag on a slower computer, and barely notice a drop on even slightly above-average computers.computers.
* While the achievements of the ''[=OpenRCT2=]'' project are impressive in their own right, fans were even dedicated enough to pay the original composer Allister Brimble to [[https://www.youtube.com/watch?v=NkvaRXyJOTM&t=57s write a new piece of theme music for the mod]], that fits perfectly while still having some throwbacks to the originals.
* While the achievements of the ''[=OpenRCT2=]'' project are impressive in their own right, fans were even dedicated enough to pay the original composer Allister Brimble to [[https://www.youtube.com/watch?v=NkvaRXyJOTM&t=57s write a new piece of theme music for the mod]], that fits perfectly while still having some throwbacks to the originals.
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None
Changed line(s) 4 (click to see context) from:
** How much information can the game process? The original game had an absolutely massive sprite limit, to the point where placing down the maximum amount of 255 rides and shops in a single scenario would ''still'' allow over 9000 guests in the park at once. At that amount, you ''might'' encounter some lag on a slower computer, and barely notice a drop on even slightly above-average computers.
to:
** How much information can the game process? The original game had an absolutely massive sprite limit, to the point where placing down the maximum amount of 255 rides and shops and the maximum of 200 staff in a single scenario would ''still'' allow over 9000 guests in the park at once. At that amount, you ''might'' encounter some lag on a slower computer, and barely notice a drop on even slightly above-average computers.
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None
Changed line(s) 3 (click to see context) from:
* The fact that the original game was developed almost entirely in assembly language. In other words, [[DifficultButAwesome code that is very close to machine code and requires a very intricate understanding of how the CPU works]], as opposed to more conventional programming languages that are (relatively) human-readable but add some bulk in terms of how fast the processor can run it. End result: A game that can keep track of every single guest, of which there can be hundreds or even a few thousands present at once, and every single ride, even on contemporary "average" computers.
to:
* The fact that the original game was developed almost entirely in assembly language. In other words, [[DifficultButAwesome code that is very close to machine code and requires a very intricate understanding of how the CPU works]], as opposed to more conventional programming languages that are (relatively) human-readable but add some bulk in terms of how fast the processor can run it. End result: A game that can keep track of every single guest, of which there can be hundreds or even a few thousands present at once, and every single ride, even on contemporary "average" computers.
** How much information can the game process? The original game had an absolutely massive sprite limit, to the point where placing down the maximum amount of 255 rides and shops in a single scenario would ''still'' allow over 9000 guests in the park at once. At that amount, you ''might'' encounter some lag on a slower computer, and barely notice a drop on even slightly above-average computers.
** How much information can the game process? The original game had an absolutely massive sprite limit, to the point where placing down the maximum amount of 255 rides and shops in a single scenario would ''still'' allow over 9000 guests in the park at once. At that amount, you ''might'' encounter some lag on a slower computer, and barely notice a drop on even slightly above-average computers.
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Removing examples about player accomplishments.
Changed line(s) 1,2 (click to see context) from:
* When you complete a scenario. Every guest in your park will turn towards the general direction of the camera and applaud. If you have a Balloon Stand, every guest who bought a balloon will simultaneously release them into the air.
** It gets better if you make a point of making a ton of different Balloon Stands, each of them selling a different color.
** It gets better if you make a point of making a ton of different Balloon Stands, each of them selling a different color.
to:
* When you complete a scenario. Every scenario, every guest in your park will turn towards the general direction of the camera and applaud. If you have a Balloon Stand, every guest who bought a balloon will simultaneously release them into the air.
**air. It gets better if you make a point of making a ton of different Balloon Stands, each of them selling a different color.
**
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* Making a Stand Up Roller Coaster (not Twister, Stand-Up) with a competent Excitement rating is quite a feat due to the fact that they have disproportionately high Intensity and Nausea ratings compared to the Excitement Rating.
* The fact that the original game was developed almost entirely in assembly language. In other words, [[DifficultButAwesome code that is very close to machine code and requires a very intricate understanding of how the CPU works]], as opposed to more conventional programming languages that are (relatively) human-readable but add some bulk in terms of how fast the processor can run it. End result: A game that can keep track of every single guest, of which there can be hundreds or even a few thousands present at once, and every single ride, even on contemporary "average" computers.
* The fact many people have used other ride elements as a way to make makeshift supports for rides, buildings and other elements entirely.
* The fact that the original game was developed almost entirely in assembly language. In other words, [[DifficultButAwesome code that is very close to machine code and requires a very intricate understanding of how the CPU works]], as opposed to more conventional programming languages that are (relatively) human-readable but add some bulk in terms of how fast the processor can run it. End result: A game that can keep track of every single guest, of which there can be hundreds or even a few thousands present at once, and every single ride, even on contemporary "average" computers.
* The fact many people have used other ride elements as a way to make makeshift supports for rides, buildings and other elements entirely.
to:
* The fact many people have used other ride elements as a way to make makeshift supports for rides, buildings and other elements entirely.
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None
Deleted line(s) 3 (click to see context) :
* With the ability to customize peeps it was only time before someone made a peep made to look like [[http://rctgo.com/downloads/view/4617 Chris Sawyer]].
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None
Changed line(s) 4 (click to see context) from:
* The release of ''[=RCT1=]'' and ''[=RCT2=]'' on the iOS and Android devices under the name of ''[=RollerCoaster Tycoon Classic=]''.... and so far it's getting pretty good reviews.
to:
* The release of ''[=RCT1=]'' and ''[=RCT2=]'' on the iOS and Android devices under the name of ''[=RollerCoaster Tycoon Classic=]''.... and so far it's getting pretty good reviews. Even though some people prefer [=OpenRCT2=] over Classic, the latter is still a good game to play if you're on your phone or tablet (which [[PortingDisaster Open generally runs awkwardly on]])
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None
Changed line(s) 6 (click to see context) from:
* The fact that the original game was developed almost entirely in assembly language. In other words, [[DifficultButAwesome code that is very close to machine code and requires a very intricate understanding of how the CPU works]], as opposed to more conventional programming languages that are (relatively) human-readable but add some bulk in terms of how fast the processor can run it. End result: A game that can keep track of every single guest, of which there can be hundreds or even a few thousands present at once, and every single ride, even on contemporary "average" computers.
to:
* The fact that the original game was developed almost entirely in assembly language. In other words, [[DifficultButAwesome code that is very close to machine code and requires a very intricate understanding of how the CPU works]], as opposed to more conventional programming languages that are (relatively) human-readable but add some bulk in terms of how fast the processor can run it. End result: A game that can keep track of every single guest, of which there can be hundreds or even a few thousands present at once, and every single ride, even on contemporary "average" computers.computers.
* The fact many people have used other ride elements as a way to make makeshift supports for rides, buildings and other elements entirely.
* The fact many people have used other ride elements as a way to make makeshift supports for rides, buildings and other elements entirely.
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None
Changed line(s) 6 (click to see context) from:
* The fact that the original game was developed almost entirely in assembly language. In other words, [[DifficultButAwesome code that is very close to machine code and requires a very intricate understanding of how the CPU works]], as opposed to more conventional programming languages that are (relatively) human-readable but add some bulk in terms of how fast the processor can run it. End result: A game that can keep track of every single guest, of which there can be hundreds or even a few thusands present at once, and every single ride, even on comtemporary "average" computers.
to:
* The fact that the original game was developed almost entirely in assembly language. In other words, [[DifficultButAwesome code that is very close to machine code and requires a very intricate understanding of how the CPU works]], as opposed to more conventional programming languages that are (relatively) human-readable but add some bulk in terms of how fast the processor can run it. End result: A game that can keep track of every single guest, of which there can be hundreds or even a few thusands thousands present at once, and every single ride, even on comtemporary contemporary "average" computers.
Is there an issue? Send a MessageReason:
None
Changed line(s) 6 (click to see context) from:
* The fact that the original game was developed almost entirely in assembly language. In other words, code that is very close to machine code and requires a very intricate understanding of how the CPU works, as opposed to more conventional programming languages that are (relatively) human-readable but add some bulk in terms of how fast the processor can run it. End result: A game that can keep track of every single guest, of which there can be hundreds or even a few thusands present at once, and every single ride, even on comtemporary "average" computers.
to:
* The fact that the original game was developed almost entirely in assembly language. In other words, [[DifficultButAwesome code that is very close to machine code and requires a very intricate understanding of how the CPU works, works]], as opposed to more conventional programming languages that are (relatively) human-readable but add some bulk in terms of how fast the processor can run it. End result: A game that can keep track of every single guest, of which there can be hundreds or even a few thusands present at once, and every single ride, even on comtemporary "average" computers.
Is there an issue? Send a MessageReason:
None
Changed line(s) 5 (click to see context) from:
* Making a Stand Up Roller Coaster (not Twister, Stand-Up) with a competent Excitement rating is quite a feat due to the fact that they have disproportionately high Intensity and Nausea ratings compared to the Excitement Rating.
to:
* Making a Stand Up Roller Coaster (not Twister, Stand-Up) with a competent Excitement rating is quite a feat due to the fact that they have disproportionately high Intensity and Nausea ratings compared to the Excitement Rating.Rating.
* The fact that the original game was developed almost entirely in assembly language. In other words, code that is very close to machine code and requires a very intricate understanding of how the CPU works, as opposed to more conventional programming languages that are (relatively) human-readable but add some bulk in terms of how fast the processor can run it. End result: A game that can keep track of every single guest, of which there can be hundreds or even a few thusands present at once, and every single ride, even on comtemporary "average" computers.
* The fact that the original game was developed almost entirely in assembly language. In other words, code that is very close to machine code and requires a very intricate understanding of how the CPU works, as opposed to more conventional programming languages that are (relatively) human-readable but add some bulk in terms of how fast the processor can run it. End result: A game that can keep track of every single guest, of which there can be hundreds or even a few thusands present at once, and every single ride, even on comtemporary "average" computers.
Is there an issue? Send a MessageReason:
None
Changed line(s) 4 (click to see context) from:
* The release of ''[=RCT1=]'' and ''[=RCT2=]'' on the iOS and Android devices under the name of ''[=RollerCoaster Tycoon Classic=]''.... and so far it's getting pretty good reviews.
to:
* The release of ''[=RCT1=]'' and ''[=RCT2=]'' on the iOS and Android devices under the name of ''[=RollerCoaster Tycoon Classic=]''.... and so far it's getting pretty good reviews.reviews.
* Making a Stand Up Roller Coaster (not Twister, Stand-Up) with a competent Excitement rating is quite a feat due to the fact that they have disproportionately high Intensity and Nausea ratings compared to the Excitement Rating.
* Making a Stand Up Roller Coaster (not Twister, Stand-Up) with a competent Excitement rating is quite a feat due to the fact that they have disproportionately high Intensity and Nausea ratings compared to the Excitement Rating.
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Minor edit
Changed line(s) 4 (click to see context) from:
* The release of RCT1 and RCT2 on the iOS and Android devices under the name of RollerCoaster Tycoon Classic.... and so far it's getting pretty good reviews.
to:
* The release of RCT1 ''[=RCT1=]'' and RCT2 ''[=RCT2=]'' on the iOS and Android devices under the name of RollerCoaster ''[=RollerCoaster Tycoon Classic....Classic=]''.... and so far it's getting pretty good reviews.
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Just a minor edit.
Changed line(s) 4 (click to see context) from:
* The release of RCT1 and RCT2 on the iOS and Android devices.... and so far it's getting pretty good reviews.
to:
* The release of RCT1 and RCT2 on the iOS and Android devices....devices under the name of RollerCoaster Tycoon Classic.... and so far it's getting pretty good reviews.
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Changed line(s) 4 (click to see context) from:
* The release of RollerCoaster Tycoon Classic on the iOS and Android devices.... and so far it's getting pretty good reviews.
to:
* The release of RollerCoaster Tycoon Classic RCT1 and RCT2 on the iOS and Android devices.... and so far it's getting pretty good reviews.
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Changed line(s) 3 (click to see context) from:
* With the ability to customize peeps it was only time before someone made a peep made to look like [[http://rctgo.com/downloads/view/4617 Chris Sawyer]].
to:
* With the ability to customize peeps it was only time before someone made a peep made to look like [[http://rctgo.com/downloads/view/4617 Chris Sawyer]].Sawyer]].
* The release of RollerCoaster Tycoon Classic on the iOS and Android devices.... and so far it's getting pretty good reviews.
* The release of RollerCoaster Tycoon Classic on the iOS and Android devices.... and so far it's getting pretty good reviews.
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None
Added DiffLines:
** It gets better if you make a point of making a ton of different Balloon Stands, each of them selling a different color.
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Much-needed elaboration
Changed line(s) 1 (click to see context) from:
* When you complete a scenario.
to:
* When you complete a scenario. Every guest in your park will turn towards the general direction of the camera and applaud. If you have a Balloon Stand, every guest who bought a balloon will simultaneously release them into the air.
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None
Added DiffLines:
*When you complete a scenario.
*With the ability to customize peeps it was only time before someone made a peep made to look like [[http://rctgo.com/downloads/view/4617 Chris Sawyer]].
*With the ability to customize peeps it was only time before someone made a peep made to look like [[http://rctgo.com/downloads/view/4617 Chris Sawyer]].