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* Swamp Cove of Corkscrew Follies/Added Attractions (also playable on Classic and Open) is a decent sized park that starts with a pretty solid pair of dual Inverted Roller Coasters. Sound fun, right? What the scenario doesn't tell you is that there's no [[YouHaveResearchedBreathing Drink stall and if you don't bother turning off the other funding options other than Shop/Stalls]], guests will complain about being thirsty. Even with Shops/Stalls as the only research option, a drink stand still takes a while to come through.
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I don't consider this as an example of Guide Dang It.


* The "Most Dazzling Ride Colour Schemes" award in [=RCT2=] has the most obtuse requirements of all the awards to obtain. To get it, you must have at least 5 tracked rides and more than half the tracked rides in operation in the park with the main track colour set to bright purple, bright green, light orange or bright pink. There is no indication whatsoever in the game that these are the four colours that are considered "dazzling".
* For any park with guest goals, the ''Cash Machine'' is more likely to become a bane than a boon. Where most of your income is reliant on cycling guests in-and-out, guests who use the Cash Machine will stay in if they're having a good time, which means they won't leave which means no new source of income. This is particularly devastating in pay-to-enter/free ride scenarios, where the limited profit streams even with advertising can be hindered if you can't keep building to keep the guest cap up.

to:

* The "Most Dazzling Ride Colour Schemes" award in [=RCT2=] has the most obtuse requirements of all the awards to obtain. To get it, you must have at least 5 tracked rides and more than half the tracked rides in operation in the park with the main track colour set to bright purple, bright green, light orange or bright pink. There is no indication whatsoever in the game that these are the four colours that are considered "dazzling".
* For any park with guest goals, the ''Cash Machine'' is more likely to become a bane than a boon. Where most of your income is reliant on cycling guests in-and-out, guests who use the Cash Machine will stay in if they're having a good time, which means they won't leave which means no new source of income. This is particularly devastating in pay-to-enter/free ride scenarios, where the limited profit streams even with advertising can be hindered if you can't keep building to keep the guest cap up.
"dazzling".
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* The "Most Dazzling Ride Colour Schemes" award in [=RCT2=] has the most obtuse requirements of all the awards to obtain. To get it, you must have at least 5 tracked rides and more than half the tracked rides in operation in the park with the main track colour set to bright purple, bright green, light orange or bright pink. There is no indication whatsoever in the game that these are the four colours that are considered "dazzling".

to:

* The "Most Dazzling Ride Colour Schemes" award in [=RCT2=] has the most obtuse requirements of all the awards to obtain. To get it, you must have at least 5 tracked rides and more than half the tracked rides in operation in the park with the main track colour set to bright purple, bright green, light orange or bright pink. There is no indication whatsoever in the game that these are the four colours that are considered "dazzling"."dazzling".
* For any park with guest goals, the ''Cash Machine'' is more likely to become a bane than a boon. Where most of your income is reliant on cycling guests in-and-out, guests who use the Cash Machine will stay in if they're having a good time, which means they won't leave which means no new source of income. This is particularly devastating in pay-to-enter/free ride scenarios, where the limited profit streams even with advertising can be hindered if you can't keep building to keep the guest cap up.
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* On paper, you might think that building a lot of rides and maintaining them is what impacts your park value, but it's actually the excitement rating that strongly impacts it. Building a ton of exciting rides will increase your park value by a lot. However, the intensity and nausea rating also impact that park value too (although not as much as the excitement rating). It's also easier to just build a ton of low effort rides with astronomically high nausea and intensity ratings and spam them throughout the park. Additionally, as long as the ride doesn't open, the park value won't decrease. Just keep those rides stuck in testing mode and your park value will be staying up.

to:

* On paper, you might think that building a lot of rides and maintaining them is what impacts your park value, but it's actually the excitement rating that strongly impacts it. Building a ton of exciting rides will increase your park value by a lot. However, the intensity and nausea rating also impact that park value too (although not as much as the excitement rating). It's also easier to just build a ton of low effort rides with astronomically high nausea and intensity ratings and spam them throughout the park. Additionally, as long as the ride doesn't open, the park value won't decrease. Just keep those rides stuck in testing mode and your park value will be staying up.up.
* The "Most Dazzling Ride Colour Schemes" award in [=RCT2=] has the most obtuse requirements of all the awards to obtain. To get it, you must have at least 5 tracked rides and more than half the tracked rides in operation in the park with the main track colour set to bright purple, bright green, light orange or bright pink. There is no indication whatsoever in the game that these are the four colours that are considered "dazzling".
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* Music might sound cool, but for some odd reason, only the Fairground Organ Style (which is exclusive to the carousels) and the Organ style will do anything to boost the excitement rating.

to:

* Music might sound cool, but they don't affect a ride's stats at all. They can give guests the "Nice music" thought, but for some odd reason, only the Fairground Organ Style (which is exclusive to the carousels) and the Organ style can trigger this thought. And if there's a Bumper Cars ride nearby that plays music, even if it's the Organ style, it will do anything to boost prevent guests from getting the excitement rating."Nice music" thought.
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* Rainbow Summit and Fiasco Forest are already considered [[ThatOneLevel/RollerCoasterTycoon really difficult]] for not being allowed to build above tree height (former) and having to also focus on fixing a park in under a year (latter). But what the game doesn't tell you is that advertising is forbidden on both of those parks. This means that like with Pickle Park (which explicitly has "no advertising" as its gimmick), you have to get those guests in your park organically (900 in 1 year for Fiasco Forest with 200 initial guests, 2500 in 4 years for Rainbow Summit with about 200 initial guests).

to:

* Rainbow Summit and Fiasco Forest are already considered [[ThatOneLevel/RollerCoasterTycoon really difficult]] for not being allowed allowing the player to build above tree height (former) and having to also focus on fixing a park in under a year (latter). But what the game doesn't tell you is that advertising is forbidden on both of those parks. This means that that, like with Pickle Park (which explicitly has "no advertising" as its gimmick), you have to get those guests in your park organically (900 in 1 year for Fiasco Forest with 200 initial guests, 2500 in 4 years for Rainbow Summit with about 200 initial guests).



* Paths can boost excitement rating of a ride, but between the transition of the first game and the second game, the first path type boosts the excitement rating separately from other path types (which the game tells you nothing about). This might have to do with how queue lines worked in the first game. They were generally considered the "first" path while the other paths were the main paths. In the second game, the "first" path is generally the ash or brown tile. [=OpenRCT2=] actually fixes this oversight. WebVideo/MarcelVos [[https://www.youtube.com/watch?v=lPybsvg_2r8 actually covers this in this video]].

to:

* Paths can boost excitement rating of a ride, but between the transition of the first game and the second game, the first path type boosts the excitement rating separately from other path types (which the game tells you nothing about). This might have to do with how queue lines worked in the first game. They were generally considered the "first" path while the other paths were the main paths. In the second game, the "first" path is generally the ash or brown tile. [=OpenRCT2=] actually fixes this oversight. WebVideo/MarcelVos [[https://www.youtube.com/watch?v=lPybsvg_2r8 actually covers this in this video]].video.]]



* Figuring out that you can use the Shift key in the second game to raise objects is something most people will figure out quickly, but the game has absolutely no indication that holding "Ctrl" will make it so you can [[https://www.youtube.com/watch?v=b-kYjaBx2Kg build those same objects on the same elevation level]].

to:

* Figuring out that you can use the Shift key in the second game to raise objects is something most people will figure out quickly, but the game has absolutely no indication that holding "Ctrl" will make it so you can [[https://www.youtube.com/watch?v=b-kYjaBx2Kg build those same objects on the same elevation level]].level.]]
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* Figuring out that you can use the Shift key in the second game to raise objects is something most people will figure out quickly, but the game has absolutely no indication that holding "Ctrl" will make it so you can [[https://www.youtube.com/watch?v=b-kYjaBx2Kg build those same objects on the same elevation level]].

to:

* Figuring out that you can use the Shift key in the second game to raise objects is something most people will figure out quickly, but the game has absolutely no indication that holding "Ctrl" will make it so you can [[https://www.youtube.com/watch?v=b-kYjaBx2Kg build those same objects on the same elevation level]].level]].
* On paper, you might think that building a lot of rides and maintaining them is what impacts your park value, but it's actually the excitement rating that strongly impacts it. Building a ton of exciting rides will increase your park value by a lot. However, the intensity and nausea rating also impact that park value too (although not as much as the excitement rating). It's also easier to just build a ton of low effort rides with astronomically high nausea and intensity ratings and spam them throughout the park. Additionally, as long as the ride doesn't open, the park value won't decrease. Just keep those rides stuck in testing mode and your park value will be staying up.
Is there an issue? Send a MessageReason:
Cleaned up text and clarified some things.


* Rainbow Summit and Fiasco Forest are already considered [[ThatOneLevel/RollerCoasterTycoon really difficult]] for not being allowed to build above tree height (former) and having to also focus on fixing a park in under a year (latter). But what the game doesn't tell you is that advertising is forbidden on both of those parks. This means like Pickle Park (which explicitly has "no advertising" as its gimmick), you have to get those guests in your park (900 in 1 year for Fiasco Forest with 200 initial guests, 2500 in 4 years with about 200 initial guests).
* Every single tracked ride has "stat requirements" that are made so players don't get away with making low-effort rides. Failing these stat requires generally penalize the excitement/intensity/nausea rating, while some only penalize the excitement rating. WebVideo/MarcelVos has made a [[https://www.youtube.com/watch?v=UI9TSRBcejk general video]] about these stat requirements, along with most of his roller coaster videos describing these particular stat requirements.
* Paths can boost excitement rating of a ride, but between the transition of the first game and the second game, the first path also boosts the excitement rating as well as any other paths (which the game tells you nothing about). This might have to do with how queue lines worked in the first game. They were generally considered the "first" path while the other paths were the main paths. In the second game, the "first" path is generally the ash or brown tile. [=OpenRCT2=] actually fixes this oversight. WebVideo/MarcelVos [[https://www.youtube.com/watch?v=lPybsvg_2r8 actually covers this in this video]].

to:

* Rainbow Summit and Fiasco Forest are already considered [[ThatOneLevel/RollerCoasterTycoon really difficult]] for not being allowed to build above tree height (former) and having to also focus on fixing a park in under a year (latter). But what the game doesn't tell you is that advertising is forbidden on both of those parks. This means that like with Pickle Park (which explicitly has "no advertising" as its gimmick), you have to get those guests in your park organically (900 in 1 year for Fiasco Forest with 200 initial guests, 2500 in 4 years for Rainbow Summit with about 200 initial guests).
* Every single tracked ride has "stat requirements" that are made exist so players don't get away with making low-effort rides. Failing these stat requires requirements generally penalize penalizes the excitement/intensity/nausea rating, while some only penalize the excitement rating. WebVideo/MarcelVos has made a [[https://www.youtube.com/watch?v=UI9TSRBcejk general video]] about these stat requirements, along with describing particular stat requirements for each ride in most of his roller coaster videos describing these particular stat requirements.
videos.
* Paths can boost excitement rating of a ride, but between the transition of the first game and the second game, the first path also type boosts the excitement rating as well as any separately from other paths path types (which the game tells you nothing about). This might have to do with how queue lines worked in the first game. They were generally considered the "first" path while the other paths were the main paths. In the second game, the "first" path is generally the ash or brown tile. [=OpenRCT2=] actually fixes this oversight. WebVideo/MarcelVos [[https://www.youtube.com/watch?v=lPybsvg_2r8 actually covers this in this video]].



* Several parks (specifically in Loopy Landscapes) has a handful of parks (Frightmare Hills, Southern Sands, Venus Ponds) that make it harder to attract guests and please guests. The problem is that none of these particular parks have nothing to indicate that at all.
** There's also absolutely no indication that building larger and exciting coasters will actually benefit you (therefore letting guests swarm in) if you're on this kind of difficulty as well. This means that you won't know that the game rewards you for doing that as opposed to spamming the same small coasters over and over again (i.e. Shuttle Loops or the Micro Corkscrew Coasters that WebVideo/MarcelVos always builds).
* Besides of the fact that guests don't really see the point in transport rides, there's something that the game doesn't tell you: guests will still ride them regardless of their mood (if they're free). This means that even if you have them isolated and a guest wants to go home, guests will still consider riding them.

to:

* Several parks (specifically in Loopy Landscapes) Landscapes has a handful of parks (Frightmare Hills, Southern Sands, Venus Ponds) that make it harder to attract guests (see below) and please guests.guests (your park rating will be 100 lower than you'd expect). The problem is that none of these particular parks have nothing to indicate that at all.
** There's also absolutely no indication that building larger and exciting coasters will actually benefit you (therefore letting guests swarm in) if you're on this kind of difficulty in the latter case as well. well. This means that you won't know that the game rewards you for doing that as opposed to spamming the same small coasters over and over again (i.e. Shuttle Loops or the Micro Corkscrew Coasters that WebVideo/MarcelVos always builds).
* Besides of the fact that guests don't really see the point in transport rides, there's something that the game doesn't tell you: guests will still ride them regardless of their mood (if they're free). This means that even if you have them isolated and a guest wants to go home, guests will still consider riding them.
Is there an issue? Send a MessageReason:
None


* Besides of the fact that guests don't really see the point in transport rides, there's something that the game doesn't tell you: guests will still ride them regardless of their mood (if they're free). This means that even if you have them isolated and a guest wants to go home, guests will still consider riding them.

to:

* Besides of the fact that guests don't really see the point in transport rides, there's something that the game doesn't tell you: guests will still ride them regardless of their mood (if they're free). This means that even if you have them isolated and a guest wants to go home, guests will still consider riding them.them.
* Figuring out that you can use the Shift key in the second game to raise objects is something most people will figure out quickly, but the game has absolutely no indication that holding "Ctrl" will make it so you can [[https://www.youtube.com/watch?v=b-kYjaBx2Kg build those same objects on the same elevation level]].

Added: 319

Changed: 10

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** There's also absolutely no indication that building larger and exciting coasters will actually benefit you (therefore letting guests swarm in) if you're on this kind of difficulty as well. This means that you won't know that the game rewards you for doing that as opposed to spamming the same small coasters over and over again (i.e. Shuttle Loops or the Micro Coasters that WebVideo/MarcelVos always builds).

to:

** There's also absolutely no indication that building larger and exciting coasters will actually benefit you (therefore letting guests swarm in) if you're on this kind of difficulty as well. This means that you won't know that the game rewards you for doing that as opposed to spamming the same small coasters over and over again (i.e. Shuttle Loops or the Micro Corkscrew Coasters that WebVideo/MarcelVos always builds).builds).
* Besides of the fact that guests don't really see the point in transport rides, there's something that the game doesn't tell you: guests will still ride them regardless of their mood (if they're free). This means that even if you have them isolated and a guest wants to go home, guests will still consider riding them.
Is there an issue? Send a MessageReason:
None


** There's also absolutely no indication that building larger and exciting coasters will actually benefit you (therefore letting guests swarm in) if you're on this kind of difficulty as well. This means that you won't know that the game rewards you for doing that as opposed to spamming the same small coasters over and over again (i.e. Shuttle Loops or the Micro Coasters that [[WebVideo/MarcelVos]] always builds).

to:

** There's also absolutely no indication that building larger and exciting coasters will actually benefit you (therefore letting guests swarm in) if you're on this kind of difficulty as well. This means that you won't know that the game rewards you for doing that as opposed to spamming the same small coasters over and over again (i.e. Shuttle Loops or the Micro Coasters that [[WebVideo/MarcelVos]] WebVideo/MarcelVos always builds).
Is there an issue? Send a MessageReason:
None


* Several parks (specifically in Loopy Landscapes) has a handful of parks (Frightmare Hills, Southern Sands, Venus Ponds) that make it harder to attract guests and please guests. The problem is that none of these particular parks have nothing to indicate that at all.

to:

* Several parks (specifically in Loopy Landscapes) has a handful of parks (Frightmare Hills, Southern Sands, Venus Ponds) that make it harder to attract guests and please guests. The problem is that none of these particular parks have nothing to indicate that at all.all.
** There's also absolutely no indication that building larger and exciting coasters will actually benefit you (therefore letting guests swarm in) if you're on this kind of difficulty as well. This means that you won't know that the game rewards you for doing that as opposed to spamming the same small coasters over and over again (i.e. Shuttle Loops or the Micro Coasters that [[WebVideo/MarcelVos]] always builds).
Is there an issue? Send a MessageReason:
None


* Several parks (specifically in Loopy Landscapes) has a handful of parks that make it harder to attract guests and please guests. The problem is that none of these particular parks have nothing to indicate that at all.

to:

* Several parks (specifically in Loopy Landscapes) has a handful of parks (Frightmare Hills, Southern Sands, Venus Ponds) that make it harder to attract guests and please guests. The problem is that none of these particular parks have nothing to indicate that at all.
Is there an issue? Send a MessageReason:
None


* Music might sound cool, but for some odd reason, only the Fairground Organ Style (which is exclusive to the carousels) and the Organ style will do anything to boost the excitement rating.

to:

* Music might sound cool, but for some odd reason, only the Fairground Organ Style (which is exclusive to the carousels) and the Organ style will do anything to boost the excitement rating.rating.
* Many parks aren't really specified if it's going to rain a lot or not. You'll need to look at the temperature to see the weather pattern for that. Mothball/Mystic Mountain in particular is an infamous level that rains a lot, which is something that the game doesn't tell you beforehand.
* Several parks (specifically in Loopy Landscapes) has a handful of parks that make it harder to attract guests and please guests. The problem is that none of these particular parks have nothing to indicate that at all.
Is there an issue? Send a MessageReason:
None


* Every single tracked ride has "stat requirements" that are made so players don't get away with making low-effort rides. Failing these stat requires generally penalize the excitement/intensity/nausea rating, while some only penalize the excitement rating. WebVideo/MarcelVos has made a [[https://www.youtube.com/watch?v=UI9TSRBcejk general video]] about these stat requirements, along with most of his roller coaster videos describing these particular stat requirements.

to:

* Every single tracked ride has "stat requirements" that are made so players don't get away with making low-effort rides. Failing these stat requires generally penalize the excitement/intensity/nausea rating, while some only penalize the excitement rating. WebVideo/MarcelVos has made a [[https://www.youtube.com/watch?v=UI9TSRBcejk general video]] about these stat requirements, along with most of his roller coaster videos describing these particular stat requirements.requirements.
* Paths can boost excitement rating of a ride, but between the transition of the first game and the second game, the first path also boosts the excitement rating as well as any other paths (which the game tells you nothing about). This might have to do with how queue lines worked in the first game. They were generally considered the "first" path while the other paths were the main paths. In the second game, the "first" path is generally the ash or brown tile. [=OpenRCT2=] actually fixes this oversight. WebVideo/MarcelVos [[https://www.youtube.com/watch?v=lPybsvg_2r8 actually covers this in this video]].
* Music might sound cool, but for some odd reason, only the Fairground Organ Style (which is exclusive to the carousels) and the Organ style will do anything to boost the excitement rating.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

Even though the game is self-explanatory, there are some mechanics that aren't even mentioned by the game itself and have to be found out via coding or the hard way. Expect a lot of these to overlap with [[ScrappyMechanic/RollerCoasterTycoon the game's Scrappy Mechanics]].

* Rainbow Summit and Fiasco Forest are already considered [[ThatOneLevel/RollerCoasterTycoon really difficult]] for not being allowed to build above tree height (former) and having to also focus on fixing a park in under a year (latter). But what the game doesn't tell you is that advertising is forbidden on both of those parks. This means like Pickle Park (which explicitly has "no advertising" as its gimmick), you have to get those guests in your park (900 in 1 year for Fiasco Forest with 200 initial guests, 2500 in 4 years with about 200 initial guests).
* Every single tracked ride has "stat requirements" that are made so players don't get away with making low-effort rides. Failing these stat requires generally penalize the excitement/intensity/nausea rating, while some only penalize the excitement rating. WebVideo/MarcelVos has made a [[https://www.youtube.com/watch?v=UI9TSRBcejk general video]] about these stat requirements, along with most of his roller coaster videos describing these particular stat requirements.

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