History VideoGame / RollercoasterTycoon

19th Jun '16 10:13:31 AM Mikeyfan93
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* DevelopersForesight: The Crooked House in the expansions of the first game can never ''be inspected by the mechanics''. The Crooked House is a "House that disorientates the people with it's crooked rooms".



* DevelopersForesight: The Crooked House at the expansions of the first game can never ''be inspected by the mechanics''. The Crooked House is a "House that disorientates the people with it's crooked rooms".
18th Jun '16 8:38:34 PM NiTROACTiVE
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* InfantImmortality: In RCT3, there are small children in the game. However, they cannot be killed along with the other age groups of guests. As for RCT1 and RCT2, all the guest look the same despite having different names, but it's up to the player's imagination whether some of them are children or not.

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* InfantImmortality: In RCT3, the third game, there are small children in the game. However, they cannot be killed along with the other age groups of guests. As for RCT1 the first and RCT2, second games, all the guest look the same despite having different names, but it's up to the player's imagination whether some of them are children or not.
18th Jun '16 8:38:03 PM NiTROACTiVE
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* InfantImmortality: In RCT3, there are small children in the game. However, they cannot be killed along with the other age groups of guests. As for RCT1 and RCT2, all the guest look the same despite having different names, but it's up to the player's imagination whether some of them are children or not.
17th Jun '16 1:27:16 PM Josh0108
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* AttractMode: In the form of a montage of the various scenarios in the game at the main menu. In ''[=RCT1=]'', the montage will also show some of the additional scenarios once you install the expansion packs. ''[=RCT2=]'''s montage revolves only around Six Flags Magic Mountain (Six Flags Belgium in the demo), while the montage in ''[=RCT3=]'' is a picture slideshow that will also feature any screenshots saved by the player through the use of a Photo Spot or On-Ride Photo Section.

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* AttractMode: In the form of a montage of the various scenarios in the game at the main menu. In ''[=RCT1=]'', the montage will also show some of the additional scenarios once you install the expansion packs. ''[=RCT2=]'''s montage revolves only around Six Flags Magic Mountain (Six Flags Belgium in the demo), demo, now Walibi Belgium), while the montage in ''[=RCT3=]'' is a picture slideshow that will also feature any screenshots saved by the player through the use of a Photo Spot or On-Ride Photo Section.
22nd May '16 11:15:58 AM Superjustinbros
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*** Though if one is too long, it becomes AwesomeButImpratical: The only significant downside to the River Ride/Splash Boats is the extreme slow speed the boats travel. While you could reach excitement ratings that go into very high numbers, if the ride lingers on for more than too long guests will begin to complain and utter "I want to get off [Ride Name]", draining their Happiness by a considerable amount.

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*** Though if one is too long, it becomes AwesomeButImpratical: AwesomeButImpractical: The only significant downside to the River Ride/Splash Boats is the extreme slow speed the boats travel. While you could reach excitement ratings that go into very high numbers, if the ride lingers on for more than too long guests will begin to complain and utter "I want to get off [Ride Name]", draining their Happiness by a considerable amount.
22nd May '16 11:15:25 AM Superjustinbros
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** Introduced in ''Corkscrew Follies'', the River Ride is basically nothing more than a Log Flume ride on a grander scale. Only... ''the fact that it is on a grander scale is what makes it such a great ride to have for your park.'' Make a River Ride long enough, with a station big enough to obtain maximum guest riders, and you can have a ride that supports over 100 guests just on this one ride alone which helps immensely if you're struggling with your parks becoming too crowded. In ''RCT 2'', you can have up to 31 boats, so if your ride is long, guests can still get on it. Even better is that a well designed one that goes through tunnels can have an excitement rating in the 8.00-9.00 scale. The kicker that seals the deal is that the River Ride can support astonishing levels of height, so you could theoretically build this ride over everything in your park; even roller coasters.[[note]]The exception being the Steel Twister Roller Coaster which can reach the same astronomical level of height.[[/note]]

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** Introduced in ''Corkscrew Follies'', the River Ride Ride/Splash Boats is basically nothing more than a Log Flume ride on a grander scale. Only... ''the fact that it is on a grander scale is what makes it such a great ride to have for your park.'' Make a River Ride long enough, with a station big enough to obtain maximum guest riders, and you can have a ride that supports over 100 guests just on this one ride alone which helps immensely if you're struggling with your parks becoming too crowded. In ''RCT 2'', you can have up to 31 boats, so if your ride is long, guests can still get on it. Even better is that a well designed one that goes through tunnels can have an excitement rating in the 8.00-9.00 scale. The kicker that seals the deal is that the River Ride can support astonishing levels of height, so you could theoretically build this ride over everything in your park; even roller coasters.[[note]]The exception being the Steel Twister Roller Coaster which can reach the same astronomical level of height.[[/note]][[/note]]
*** Though if one is too long, it becomes AwesomeButImpratical: The only significant downside to the River Ride/Splash Boats is the extreme slow speed the boats travel. While you could reach excitement ratings that go into very high numbers, if the ride lingers on for more than too long guests will begin to complain and utter "I want to get off [Ride Name]", draining their Happiness by a considerable amount.
26th Mar '16 11:05:21 AM Superjustinbros
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* ScrewThisImOuttaHere: In the first two games, if a guest unintentionally walks onto the queue of a ride with too high of an intensity for them (regardless of Excitement) they will not just back out, they will jump in place with a shock before darting out of the queue.
26th Mar '16 6:53:45 AM Superjustinbros
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* PlayerTic: Building queue paths as long as possible, despite being actively [[http://jumpjet.info/Classic-Games/Windows/RCT/Infrastructure/queues/queues.html discouraged]] to prevent guests from complaining about queueing for too long.
22nd Mar '16 4:29:36 PM Superjustinbros
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** Handymen in the first two games not heading towards any vomit/litter/withered flowers/full trash cans you position them next to, and they just run off

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** Handymen in the first two games not heading towards any vomit/litter/withered flowers/full trash cans you position them next to, and they just run offoff the other way once they walk onto a pile of vomit/trash since they have to position themselves onto the object; usually windong up facing the opposite direction they were traveling in as they clean away the object.
21st Mar '16 5:25:27 PM Superjustinbros
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** If any guest or staff member gets separated from a path either by then being on a path that was deleted while they were standing on it or being directly placed on blank land, they will wander around at complete random until they somehow walk onto a new path.
** If a guest has litter in their hands after eating/drinking a food or beverage, they will just drop the food on the ground after a few steps, regardless if there was a garbage pail only a few steps away.
** Handymen in the first two games not heading towards any vomit/litter/withered flowers/full trash cans you position them next to, and they just run off
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