History YMMV / RollercoasterTycoon

11th Jan '18 5:47:52 AM Antwan
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* InternetBackdraft: Over ''RCT 4 Mobile'' being an [[AllegedlyFreeGame Allegedly Free]] [[IOSGames iOS Game]] that strips the series down to a basic village simulator, ala ''VideoGame/TheSimpsonsTappedOut''.
** Atari [[AuthorsSavingThrow tried to pacify this]] by saying that a PC version is due for release in Fall 2014, but the terminology of "PC experience" did not do enough to cool down the flames. Their next attempt to WinBackTheCrowd was to claim that the mobile version will be a social game, while the PC version will have more features and functionality. It was later announced in August 2014 that the next game, now called ''[=RollerCoaster=] Tycoon World,'' will be released in early 2015 for PC with both single-player and a new co-operative multiplayer mode, and more importantly, without any {{microtransactions}}.
*** Even then, ''World'' got some early negative reception as a trailer for the game released in March 2015 showed that the game's graphics has not improved much since ''[=RCT3=]''. However, it was [[http://www.rollercoastertycoon.com/rollercoaster-tycoon-world-production-blog-5/ later revealed]] that the trailer showed footage from a pre-alpha prototype and that the engine was being updated with Unity 5, showing that the dev team does listen.F

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* InternetBackdraft: InternetBackdraft:
**
Over ''RCT 4 Mobile'' being an [[AllegedlyFreeGame Allegedly Free]] [[IOSGames iOS Game]] that strips the series down to a basic village simulator, ala ''VideoGame/TheSimpsonsTappedOut''.
** Atari [[AuthorsSavingThrow tried to pacify this]] by saying that a PC version is due for release in Fall 2014, but the terminology of "PC experience" did not do enough to cool down the flames. Their next attempt to WinBackTheCrowd was to claim that the mobile version will be a social game, while the PC version will have more features and functionality. It was later announced in August 2014 that the next game, now called ''[=RollerCoaster=] Tycoon World,'' World'', will be released in early 2015 for PC with both single-player and a new co-operative multiplayer mode, and more importantly, without any {{microtransactions}}.
*** Even then, ''World'' got some early negative reception as a trailer for the game released in March 2015 showed that the game's graphics has not improved much since ''[=RCT3=]''. However, it was [[http://www.rollercoastertycoon.com/rollercoaster-tycoon-world-production-blog-5/ later revealed]] that the trailer showed footage from a pre-alpha prototype and that the engine was being updated with Unity 5, showing that the dev team does listen.F



* ItsTheSameNowItSucks: What most negative reviews for ''[=RCT2=]'' usually result as when compared to the original game.
** It's been VindicatedByHistory since people point out that many ScrappyMechanics and errors in the first game have been fixed, yet the sequel keeps the good parts of the original intact. Some examples are having Handymen ignore lawn mowing and the Scenario Editor.

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* ItsTheSameNowItSucks: What most negative reviews for ''[=RCT2=]'' usually result as when compared to the original game.
**
game. It's been VindicatedByHistory since people point out that many ScrappyMechanics and errors in the first game have been fixed, yet the sequel keeps the good parts of the original intact. Some examples are having Handymen ignore lawn mowing and the Scenario Editor.



** [[http://knowyourmeme.com/memes/mr-bones-wild-ride Mr. Bones' Wild Ride. The ride never ends!]]. Experience it yourself in [[https://www.youtube.com/watch?v=s78DeYIAyu4in first-person]].

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** [[http://knowyourmeme.com/memes/mr-bones-wild-ride Mr. Bones' Wild Ride. The ride never ends!]]. ends!]] Experience it yourself in [[https://www.youtube.com/watch?v=s78DeYIAyu4in first-person]].



* PortingDisaster: The Xbox port. It's the same game, only with bad controls. Not as bad as other disasters, but somewhat notable.

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* PortingDisaster: The Xbox X-Box port. It's the same game, only with bad controls. Not as bad as other disasters, but somewhat notable.



*** One must be very careful when designing and testing a water slide, as the speed of one is much different while testing as opposed to when guests actually ride on it. You have to keep your eye on the ride to make sure that the ride goes as safely as possible.

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*** One must be very careful when designing and testing a water slide, as the speed of one is much different while testing as opposed to when guests actually ride on it. You have to keep your eye on the ride to make sure that the ride goes as safely as possible.possible while boats don't get stuck lest one finds an entire row of boats going 0 MPH.



** A well known problem with many Log Flume rides (particularly the pre-built choice you're given to build in ''[=RCT1=]'') in the first two games is that the logs are set up on a five-second departure timer for each log that leaves the station. The problem is that because of the length of the ride, the logs run out too quickly and you end up with an empty station for a good two minutes before the first log finally returns to the station; causing the people waiting in line to get angry, and even leave the line, out of anger for waiting too long in line. This can be fixed by lengthening the departure timer to 20-25 seconds, but just having to change it every single time you build a Log Flume ride can come off as a major annoyance.



** Prebuilt rides in general tend to cause issues, such as the aforementioned Hurricane from ''Ivory Towers'' for having a skyhigh nausea rating and the water slide from ''Aqua Park'' for being the worst designed water slide that stalls and crashes all the time. Longtime players will usually start a scenario by demolishing all of the rides because of the reliability issues, even if it'd cause more problems in the long run.

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** Prebuilt rides in general tend to cause issues, such as the aforementioned Hurricane from ''Ivory Towers'' for having a skyhigh sky-high nausea rating and the water slide from ''Aqua Park'' for being the worst designed water slide that stalls and crashes all the time. Longtime players will usually start a scenario by demolishing all of the rides because of the reliability issues, even if it'd cause more problems in the long run.



** ''Trees''. You'd have to manually remove every tree that gets in your way during ride construction, and Trees actually ''cost'' money to remove, unlike statues, fountains, and other scenery items. [=RCT2=] added the remove scenery tool that enables removal of multiple scenery pieces at once and automatically removes scenery objects in the way during ride construction.
** The (Station) Brake Failures. It's a type of roller coaster failure where the station brakes don't work, and if your cars are coming in at high speeds, a crash will very likely occur due to this. If you hadn't designed a coaster with this failure in mind, you would generally get interrupted sometime later on in the scenario with a sudden message showing your coaster crashing. There are multiple workarounds, but of course that didn't stop the developers from failing to design several coasters with this in mind (Agoraphobia and Runaway Plumber are perfect examples of this). Considering how frustrating it is to see a coaster you built, which you were sure was working just fine, crash out of complete nowhere, it's no wonder this type of failure was eradicated altogether in the third installment (although the second installment added the failproof "block brakes" to certain roller coasters).
** Having to continuously uncheck ''Mowing Grass'' in a Handyman's to-do list comes off as a major annoyance in ''[=RCT1=]''. Your park can function just fine without having to keep the lawn fresh compared to keeping the paths clear of trash and vomit, yet the Handymen will ''always'' walk off the path to forever mow the grass squares if the ''Mowing Grass'' function is active, even if the long grass hasn't appeared yet. ''[=RCT2=]'' changes it around so the ''Mowing Grass'' function is unchecked in the Handyman's game checklist from the start.
*** The unchecked ''Mowing Grass'' function becomes a ScrappyMechanic in itself, especially for players with a lot of grass that needs tending. Sure, it's possible to remove weeds by covering the area up with grass again, but it's tedious when there are more important theme park matters to tend to. It's easier to hire a bunch of handymen to clean it for you while you're doing other tasks, but you'll need to check ''all'' of their "mowing grass" boxes, and maybe uncheck a few more to ensure that they won't try to wander back to the park.
*** Thankfully, ''[=OpenRCT=]'' allows the player to enable or disable the ''Mowing Grass'' option by default, saving a lot of annoyance either way.
*** Really, the whole grass sprouting weeds is generally this, whether you use Handymen to clean it up or not. It serves absolutely no purpose whatsoever.
** For no apparent reason, the Handymen will [[WhatAnIdiot wander queue lines which virtually never have to be swept.]] You're often forced to pick them up with the pincers to divert them to a mess that needs cleaning.
*** On a related note, staff will ''always'' bypass No Entry banners, so managing pathways becomes a lot harder that way.
** A well known problem with many "Log Flume" rides (particularly the pre-built choice you're given to build in ''[=RCT1=]'') in the first two games is that the logs are set up on a five-second departure timer for each log that leaves the station. The problem is that because of the length of the ride, the logs run out too quickly and you end up with an empty station for a good two minutes before the first log finally returns to the station; causing the people waiting in line to get angry, and even leave the line, out of anger for waiting too long in line. This can be fixed by lengthening the departure timer to 20-25 seconds, but just having to change it [[PunctuatedForEmphasis every... single... time...]] you build a Log Flume ride can come off as a major annoyance.
** Not being able to charge guests for both ride and park tickets in ''[=RCT2=]''. Parks that charge for rides often result in having plenty of guests that don't pay a cent when they leave.

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** ''Trees''. You'd have to manually remove every tree that gets in your way during ride construction, and Trees trees actually ''cost'' money to remove, unlike statues, fountains, and other scenery items. [=RCT2=] added the remove scenery tool that enables removal of multiple scenery pieces at once and automatically removes scenery objects in the way during ride construction.
** The (Station) Brake Failures.rather infamous (station) brake failures. It's a type of roller coaster failure where the station brakes don't work, and if your cars are coming in at high speeds, a crash will very likely occur due to this. If you hadn't designed a coaster with this failure in mind, you would generally get interrupted sometime later on in the scenario with a sudden message showing your coaster crashing. There are multiple workarounds, but of course that didn't stop the developers from failing to design several coasters with this in mind (Agoraphobia and Runaway Plumber are perfect examples of this). Considering how frustrating it is to see a coaster you built, which you were sure was working just fine, crash out of complete nowhere, it's no wonder this type of failure was eradicated altogether in the third installment (although the second installment added the failproof "block brakes" to certain roller coasters).
** Grass tiles are hated for being the only terrain that needs maintenance. The singular purpose of having freshly-mowed grass is that guests will become marginally (emphasis on marginally) happier compared to unkempt grass. Having to continuously uncheck ''Mowing Grass'' "Mowing Grass" in a Handyman's to-do list comes off as a major annoyance in ''[=RCT1=]''. Your park can function just fine without having to keep the lawn fresh compared to keeping the paths clear of trash and vomit, yet the Handymen will ''always'' '''always''' walk off the path to forever mow the grass squares if the ''Mowing Grass'' function is active, even if the long grass hasn't appeared yet. Thankfully, ''[=RCT2=]'' changes it around so the ''Mowing Grass'' "Mowing Grass" function is unchecked in the Handyman's game checklist from the start.
***
start and ''[=OpenRCT=]'' allows the player to enable or disable the "Mowing Grass" option by default. The unchecked ''Mowing Grass'' function becomes a ScrappyMechanic in itself, especially for players with a lot of player can make the grass that needs tending. Sure, it's possible to remove weeds normal again by covering the area up with playing new grass again, for free, but it's tedious when there are more important theme park matters to tend to. It's easier to.
** The ArtificialStupidity of the park guests, period. They are too stupid
to hire a bunch get through the simplest of handymen mazes, get lost easily and [[ArsonMurderAndJaywalking can't even swim]]. But the stupidity is worst when it comes to clean it for you while you're doing other tasks, but you'll need to check ''all'' their stay in the park, after they have spent majority/all of their "mowing grass" boxes, money. They wander around, trying to get into attractions or getting hungry and maybe uncheck a few thirsty, but incapable of doing anything about it, because they have no more money. This causes their happiness to ensure drop until they are so mad that they won't try to wander back to leave the park.
*** Thankfully, ''[=OpenRCT=]'' allows
park in a bad mood, which influences the player to enable or disable amount of incoming guests. Fortunately, the ''Mowing Grass'' option by default, saving a lot of annoyance either way.
*** Really,
money issue was resolved in the whole grass sprouting weeds is generally this, whether you use Handymen to clean it up or not. It serves absolutely no purpose whatsoever.
second game by adding in an [=ATM=], where guests can withdraw more money.
** For no apparent reason, the Handymen Your staff's AI. Your workers (especially Handymen) will [[WhatAnIdiot wander in queue lines which virtually never have lines]]. Unless they're Entertainers, there's no reason for them to be swept.]] there. You're often forced to pick them up with the pincers to divert them to a mess that needs cleaning.
*** On a related note, staff
them. Staff will ''always'' also bypass No Entry banners, so managing pathways becomes a lot harder that way.
** A well known problem with many "Log Flume" rides (particularly the pre-built choice you're given to build in ''[=RCT1=]'') in the first two games is that the logs are set up on a five-second departure timer for each log that leaves the station. The problem is that because of the length of the ride, the logs run out too quickly and you end up with an empty station for a good two minutes before the first log finally returns to the station; causing the people waiting in line to get angry, and even leave the line, out of anger for waiting too long in line. This can be fixed by lengthening the departure timer to 20-25 seconds, but just having to change it [[PunctuatedForEmphasis every... single... time...]] you build a Log Flume ride can come off as a major annoyance.
** Not being able to charge guests for both ride and park tickets in ''[=RCT2=]''. Parks that charge for rides often may result in having plenty of guests that don't pay a cent when they leave.leave. Parks that only charge for entry may result in guests never leaving at all, riding attractions forever while you don't make a cent off them.
** For some reason, the Go-Karts' excitement rating will ''drop'' if its tracks are underground/indoors. So there's no viable way of making them rain-proof.



** For some reason the Go-Karts' excitement rating will ''drop'' if its tracks are underground/indoors. So there's no viable way of making them rain-proof.



** To a lesser extent, Chris Sawyer calls you out in a subtle manner whenever you automatically demolish something in the second game. [[http://www.rctmart.com/fossil/TreeChopping.html A program code]] causes scenery objects demolished manually (i.e. right-click) to cost ''much'' less than it would if it was automatically demolished (e.g. building a Spiral Slide on it). However, this feature doesn't always work properly and will reduce the cost of rides that are built into scenery objects that give you back some money when right-clicking on them. This leads to the greatest GameBreaker in the entire game: [[spoiler:By building ride tracks into fountains, you will ''get money'' for doing so, allowing one to amass a sizable fortune from ride construction.]] HoistByHisOwnPetard much? [[note]]A bit more info on why this happens: trees cost money to delete. If you plant a ride on top of a tree, the game is programmed so that it first checks how much it would have cost if you just removed the tree alone, then multiplies that by five, making it cost five times as much. But fountains are also counted as scenery...but they are fabricated, so demolishing them gets you some money back, similar with deleting a ride. However, because they're still internally counted as scenery, planting a ride on top of it still performs the same calculation...but you ''get'' money instead of losing, leading to this massive game-breaking oversight.[[/note]]
*** Sadly, that money glitch has been patched in the Steam and GOG releases of the game.
* ThatOneLevel[=/=]ThatOneAchievement: The "La La Land" level in ''[=RCT3=]'' involves having to impress the [=VIP=]s by building fireworks displays and then to get the Gold level two separate themed zones (Adventure and Sci-Fi) to "impress" them. Although the scenario dumps lots of money into the park account this is a quite difficult and monotonous trial and error task if done the conventional way, i.e.; creating large zones of open space, researching themed rides and scenery. Even after building what looks to be an acceptable themed area the [=VIP=]s are stupidly difficult to impress. Needless to say a [[GuideDangIt quick web search]] shows up threads of screenshots showing how to build a themed area that will work: Simply drop down one of the themed rides on it's own, isolated from the rest of the park and surround it with a themed path and a thick forest of themed trees. Then drop the VIP into the isolated area and let them ride the themed ride over and over in a loop and they will be 100% impressed. When they are impressed, pick them up and put them back in the rest of the park.
** Also from 3 is Box Office. It is quite difficult for a scenario assumed to be a beginner one (since it's unlocked from the get-go). The park you start off with is filled with litter and vomit. The [=VIP=] for this scenario is very fussy. One speck of litter and she's out the door and you fail. The tycoon objectives take the cake though. The [=VIP=] wants to ride a roller coaster with an excitement level of 7 ''but'' she won't go on anything with an intensity level above 4 or 5. Most of the prebuilt coasters are too intense for her, so you are left to build your own coaster, which is a pain with the monorail and movie scenery lying around. Oh yeah, the other tycoon objective is to maintain a park rating of 700 for three months. In this disaster of a park, your rating tends to ebb and flow unpredictably and maintaining a good rating is easier said than done.
** Mystic/Mothball Mountain from ''1''. You have very little space, the terrain is horribly uneven, the loan caps out at $15k and it rains a lot. 800 guests might not seem like a lot, but when it's hard to bring in money ''and'' get your guests to go on the rides, you'll be happy to afford a Shuttle Loop.
** Harmonic Hills gives you a tree covered area with restrictions on landscaping, scenery removal and building above said trees. Your ride selection is worst in the series (RCT Classic adds insult to injury and gives you an Air Powered Vertical Coaster at the start of the scenario); you don't even start with ''food or drinks''. Have fun fitting 1,200 guests in there.

to:

** To a lesser extent, Chris Sawyer calls you out in a subtle manner whenever you automatically demolish something in the second game. [[http://www.rctmart.com/fossil/TreeChopping.html A program code]] causes scenery objects demolished manually (i.e. right-click) to cost ''much'' less than it would if it was automatically demolished (e.g. building a Spiral Slide on it). However, this feature doesn't always work properly and will reduce the cost of rides that are built into scenery objects that give you back some money when right-clicking on them. This leads to the greatest GameBreaker in the entire game: [[spoiler:By building ride tracks into fountains, you will ''get money'' for doing so, allowing one to amass a sizable fortune from ride construction.]] HoistByHisOwnPetard much? [[note]]A bit more info on why this happens: trees cost money to delete. If you plant a ride on top of a tree, the game is programmed so that it first checks how much it would have cost if you just removed the tree alone, then multiplies that by five, making it cost five times as much. But fountains are also counted as scenery...but they are fabricated, so demolishing them gets you some money back, similar with deleting a ride. However, because they're still internally counted as scenery, planting a ride on top of it still performs the same calculation...but you ''get'' money instead of losing, leading to this massive game-breaking oversight.[[/note]]
***
[[/note]] Sadly, that money glitch has been patched in the Steam and GOG releases of the game.
* ThatOneLevel[=/=]ThatOneAchievement: ThatOneLevel[=/=]ThatOneAchievement:
**
The "La La Land" level in ''[=RCT3=]'' involves having to impress the [=VIP=]s by building fireworks displays and then to get the Gold level two separate themed zones (Adventure and Sci-Fi) to "impress" them. Although the scenario dumps lots of money into the park account this is a quite difficult and monotonous trial and error task if done the conventional way, i.e.; creating large zones of open space, researching themed rides and scenery. Even after building what looks to be an acceptable themed area the [=VIP=]s are stupidly difficult to impress. Needless to say a [[GuideDangIt quick web search]] shows up threads of screenshots showing how to build a themed area that will work: Simply drop down one of the themed rides on it's own, isolated from the rest of the park and surround it with a themed path and a thick forest of themed trees. Then drop the VIP into the isolated area and let them ride the themed ride over and over in a loop and they will be 100% impressed. When they are impressed, pick them up and put them back in the rest of the park.
** Also from 3 is Box Office. It is quite difficult for a scenario assumed to be a beginner one (since it's unlocked from the get-go). The park you start off with is filled with litter and vomit. The [=VIP=] for this scenario is very fussy. One speck of litter and she's out the door and you fail. The tycoon objectives take the cake though. The [=VIP=] wants to ride a roller coaster with an excitement level of 7 ''but'' she won't go on anything with an intensity level above 4 or 5. Most of the prebuilt coasters are too intense for her, so you are left to build your own coaster, which is a pain with the monorail and movie scenery lying around. Oh yeah, the other tycoon objective is to maintain a park rating of 700 for three months. In this disaster of a park, your rating tends to ebb and flow unpredictably and maintaining a good rating is easier said than done.
**
first game:
***
Mystic/Mothball Mountain from ''1''.Mountain. You have very little space, the terrain is horribly uneven, the loan caps out at $15k and it rains a lot. 800 guests might not seem like a lot, but when it's hard to bring in money ''and'' get your guests to go on the rides, you'll be happy to afford a Shuttle Loop.
** *** Harmonic Hills gives you a tree covered area with restrictions on landscaping, scenery removal and building above said trees. Your ride selection is worst in the series (RCT Classic adds insult to injury and gives you an Air Powered Vertical Coaster at the start of the scenario); you don't even start with ''food or drinks''. Have fun fitting 1,200 guests in there.



** Octagon Park and Ghost Town hammers in the reality that some open-ended scenarios are open-ended for a reason. Doesn't help that amassing the funds for a qualifying roller coaster is frustrating, let alone '''10'''.
** Pleasure Island, the park shortly after Octagon Park, is just as bad. It has the "Ten Roller Coasters" goal, but the Excitement Rating is 6.00 and there is no length goal. The difficulty? The island is a very long and ''thin'' strip of land, and fitting in a lot of roller coasters at the end can be very painful. And the cherry? The park rating is harder to increase, meaning you'll ''need'' those 6.00 Excitement Ratings.
** Sprightly Park. You start with ''$250,000'' of debt, which means you will lose over $400 every month due to the huge loan. And there's more: The rides are very old, around 30 to 70 years old, which is a lot in ''RCT''. The only thing that will save you from the horrendous debt is the entry fee (thankfully in RCT Classic, this is a Pay-to-Enter park) of the park, since the rides are old enough to not charge any fee at all. Good thing that this isn't in ''Loopy Landscapes'' (which ''prevents'' you from charging the park entry).
*** Also, since this is an "old-fashioned" type of park, you don't get nearly the selection of researchable rides that most parks give you, similar to Woodworm Park (mentioned below), with only a few thrill rides and no fancy roller coasters. Better brush up on your skills with the Wooden Twister and Mine Train, because they are the only "large" coasters you get.
** The original game's ''Corkscrew Follies'' expansion has a rather nasty objective in Fiasco Forest; having to fix up a park that is pre-built to be an absolute disaster. The catch that makes this a difficult set-up is that you only get ONE YEAR to get all the flaws fixed in addition to getting 900 people in your park. There ''is'' an easy work around to just remake the park entirely from scratch, but even then, you're still racing against the clock to get 900 people in your park within just one year. Marketing is unavailable, so you can't just cheese the objective that way.

to:

** *** Octagon Park and Ghost Town hammers in the reality that some open-ended scenarios are open-ended for a reason. Doesn't help that amassing the funds for a qualifying roller coaster is frustrating, let alone '''10'''.
** *** Pleasure Island, the park shortly after Octagon Park, is just as bad. It has the "Ten Roller Coasters" goal, but the Excitement Rating is 6.00 and there is no length goal. The difficulty? The island is a very long and ''thin'' strip of land, and fitting in a lot of roller coasters at the end can be very painful. And the cherry? The park rating is harder to increase, meaning you'll ''need'' those 6.00 Excitement Ratings.
** *** Sprightly Park. You start with ''$250,000'' of debt, which means you will lose over $400 every month due to the huge loan. And there's more: The rides are very old, around 30 to 70 years old, which is a lot in ''RCT''. The only thing that will save you from the horrendous debt is the entry fee (thankfully in RCT Classic, this is a Pay-to-Enter park) of the park, since the rides are old enough to not charge any fee at all. Good thing that this isn't in ''Loopy Landscapes'' (which ''prevents'' you from charging the park entry).
***
entry). Also, since this is an "old-fashioned" type of park, you don't get nearly the selection of researchable rides that most parks give you, similar to Woodworm Park (mentioned below), with only a few thrill rides and no fancy roller coasters. Better brush up on your skills with the Wooden Twister and Mine Train, because they are the only "large" coasters you get.
** *** The original game's ''Corkscrew Follies'' expansion has a rather nasty objective in Fiasco Forest; having to fix up a park that is pre-built to be an absolute disaster. The catch that makes this a difficult set-up is that you only get ONE YEAR to get all the flaws fixed in addition to getting 900 people in your park. There ''is'' an easy work around to just remake the park entirely from scratch, but even then, you're still racing against the clock to get 900 people in your park within just one year. Marketing is unavailable, so you can't just cheese the objective that way.



** Woodworm Park in the second expansion pack, ''Loopy Landscapes'', is no slouch. In this park, you are allowed to build only the older-style rides. That means no steel, steel twister, or vertical roller coasters; no "shuttle" roller coasters; only three thrill rides even after all research is done... and you must have 1600 guests in your park in 3 years. Unless you've had a lot of practice making older-style rides, this one will be troublesome. It's not even that far into the scenario list, yet it is more difficult than most of the ones following it (the aforementioned Micro Park aside).
** Nevermore Park is the second and last "Build 10 Roller Coasters with a 7.00 Excitement Rating" park in ''Loopy Landscapes''. Unlike its brother, it gives you a free roller coaster...but there are many problems with this coaster. It has an extremely high nausea rating (meaning it can dirty your park very fast), it is a transportation ride that takes guests through four areas of the park (at the beginning, you'll need to focus on only certain areas of the park. This causes guests to get lost in the park very fast), and it can be very infuriating to deal with at the beginning of the scenario. Fortunately, once you've gotten a more developed park, the whole "transportation system" deal isn't too bad. (Then you just have to deal with the time-consuming process of building 9 more coasters at least 4,537 feet or 1,400 meters long, which is tough enough in itself.)
** Micro Park is the last stage in the ''Loopy Landscapes'' set and is just like Dinky Park, but with 13x13 for land. The goal is focused around park value, where you build things. See where this is going?
** Gravity Gardens in 2. You have to pay off a loan and get a certain park value, both of which are rather high. However you only get rollercoasters to build, and with the park being pay-to-enter, it's too easy to get stuck in a loop of having to build a new ride cause the value of your other rides feel again and by the time you have enough money to build another one, the values of the others dropped. It's considered the hardest scenario in 2 for a reason.
*** Adrenaline Heights in ''Corkscrew Follies'' has similar restrictions. While you aren't ''literally'' restricted to roller coasters in terms of ride choice, all the guests have high intensity preferences, often ''above 9'', making this bit of leeway redundant. You may as well only build roller coasters still.
** Southern Sands from ''Loopy Landscapes'', hoo boy. You get two really good rollercoasters, a nice transport ride, tons of flat space and a nice pathing system. The problem? You get the double whammy of having a harder time getting guests and increasing the park rating on top of the goal of 2,300 guests in 4 years, the highest outside of infinite money parks in the first game. If you're not judicious about cycling guests in and out, keeping the ride tickets cheap and getting high excitement ratings on your rides, the guest count will stop growing, advertising and awards be damned.
** If your skills at designing effective compact roller coasters that aren't Wild Mouse rides are bad, then you'll really hate Tiny Towers (Loopy Landscapes, [=RCT=] Classic). You're given really small space to finish five roller coasters that are conventionally giants (especially the Twister and Wooden Roller Coaster) with at least a 6.40 excitement rating on each one. If you decide to place flat rides, you have to be especially careful, as every square will count. At least it's bigger than Micro Park, but that's not saying much.
** Jolly Jungle from ''Corkscrew Follies'' is a downplayed example. The objective itself isn't too difficult and there's plenty of time to achieve it (4 years), and the park is pretty large. The biggest catch here is the sheer amount of trees and foliage in the park, constantly getting in the way of construction. Better find a way around them, or start getting used to right-clicking!
** Amity Airfield (and to an extent) Fungus Woods are regarded as difficult, especially for their placements, for one particular reason - their absurdly high guest requirement in four years. Amity Airfield requires '''3,000''' guests in four years, while Fungus Woods requires 2,500. Fortunately for both parks, they have a giant amount of space that you can work with.
** For Amity Airfield, you start off with a lot of unnecessary paths and buildings (unless if you want lost guests) you can get rid of so you can get a lot of money at the start, but even then, you need to also use the time to start bringing guests in and making sure you have a consistent flow. A lot of the rides you have available are also air-themed, meaning that the roller coasters that you'll be building are generally very expensive along with providing rather high nausea ratings. You're gonna have to hire a ton of Handymen to make sure the paths are clean, as vomit is a very common concern here. You will also have to make sure that you constantly advertise too along with making sure that guests stay in. It's a pay-to-enter park, so Cash Machines will be really helpful here.
** Fungus Woods is 500 short, but the park itself gives you more of a disadvantage. Unlike Amity Airfield where you have a lot of paths you can sell, Fungus Woods has the opposite. It is full of trees, meaning that every time you try to construct something, you'll be paying a lot of money. Like Amity Airfield, the ride choices are limited ... but you have much less variety, as you can only work with old-fashion rides, similar to Woodworm Park.

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** *** Woodworm Park in the second expansion pack, ''Loopy Landscapes'', is no slouch. In this park, you are allowed to build only the older-style rides. That means no steel, steel twister, or vertical roller coasters; no "shuttle" roller coasters; only three thrill rides even after all research is done... and you must have 1600 guests in your park in 3 years. Unless you've had a lot of practice making older-style rides, this one will be troublesome. It's not even that far into the scenario list, yet it is more difficult than most of the ones following it (the aforementioned Micro Park aside).
** *** Nevermore Park is the second and last "Build 10 Roller Coasters with a 7.00 Excitement Rating" park in ''Loopy Landscapes''. Unlike its brother, it gives you a free roller coaster...but there are many problems with this coaster. It has an extremely high nausea rating (meaning it can dirty your park very fast), it is a transportation ride that takes guests through four areas of the park (at the beginning, you'll need to focus on only certain areas of the park. This causes guests to get lost in the park very fast), and it can be very infuriating to deal with at the beginning of the scenario. Fortunately, once you've gotten a more developed park, the whole "transportation system" deal isn't too bad. (Then you just have to deal with the time-consuming process of building 9 more coasters at least 4,537 feet or 1,400 meters long, which is tough enough in itself.)
** *** Micro Park is the last stage in the ''Loopy Landscapes'' set and is just like Dinky Park, but with 13x13 for land. The goal is focused around park value, where you build things. See where this is going?
** Gravity Gardens in 2. You have to pay off a loan and get a certain park value, both of which are rather high. However you only get rollercoasters to build, and with the park being pay-to-enter, it's too easy to get stuck in a loop of having to build a new ride cause the value of your other rides feel again and by the time you have enough money to build another one, the values of the others dropped. It's considered the hardest scenario in 2 for a reason.
*** Adrenaline Heights in ''Corkscrew Follies'' has similar restrictions.Follies''. While you aren't ''literally'' restricted to roller coasters in terms of ride choice, all the guests have high intensity preferences, often ''above 9'', making this bit of leeway redundant. You may as well only build roller coasters still.
**
coasters.
***
Southern Sands from ''Loopy Landscapes'', hoo boy. You get two really good rollercoasters, a nice transport ride, tons of flat space and a nice pathing system. The problem? You get the double whammy of having a harder time getting guests and increasing the park rating on top of the goal of 2,300 guests in 4 years, the highest outside of infinite money parks in the first game. If you're not judicious about cycling guests in and out, keeping the ride tickets cheap and getting high excitement ratings on your rides, the guest count will stop growing, advertising and awards be damned.
** *** If your skills at designing effective compact roller coasters that aren't Wild Mouse rides are bad, then you'll really hate Tiny Towers (Loopy Landscapes, [=RCT=] Classic). You're given really small space to finish five roller coasters that are conventionally giants (especially the Twister and Wooden Roller Coaster) with at least a 6.40 excitement rating on each one. If you decide to place flat rides, you have to be especially careful, as every square will count. At least it's bigger than Micro Park, but that's not saying much.
** *** Jolly Jungle from ''Corkscrew Follies'' is a downplayed example. The objective itself isn't too difficult and there's plenty of time to achieve it (4 years), and the park is pretty large. The biggest catch here is the sheer amount of trees and foliage in the park, constantly getting in the way of construction. Better find a way around them, or start getting used to right-clicking!
** *** Amity Airfield (and to an extent) Fungus Woods are regarded as difficult, especially for their placements, for one particular reason - their absurdly high guest requirement in four years. Amity Airfield requires '''3,000''' guests in four years, while Fungus Woods requires 2,500. Fortunately for both parks, they have a giant amount of space that you can work with.
** *** For Amity Airfield, you start off with a lot of unnecessary paths and buildings (unless if you want lost guests) you can get rid of so you can get a lot of money at the start, but even then, you need to also use the time to start bringing guests in and making sure you have a consistent flow. A lot of the rides you have available are also air-themed, meaning that the roller coasters that you'll be building are generally very expensive along with providing rather high nausea ratings. You're gonna have to hire a ton of Handymen to make sure the paths are clean, as vomit is a very common concern here. You will also have to make sure that you constantly advertise too along with making sure that guests stay in. It's a pay-to-enter park, so Cash Machines will be really helpful here.
** *** Fungus Woods is 500 short, but the park itself gives you more of a disadvantage. Unlike Amity Airfield where you have a lot of paths you can sell, Fungus Woods has the opposite. It is full of trees, meaning that every time you try to construct something, you'll be paying a lot of money. Like Amity Airfield, the ride choices are limited ... but you have much less variety, as you can only work with old-fashion rides, similar to Woodworm Park.Park.
** The second game:
*** Gravity Gardens in 2. You have to pay off a loan and get a certain park value, both of which are rather high. However you only get rollercoasters to build, and with the park being pay-to-enter, it's too easy to get stuck in a loop of having to build a new ride cause the value of your other rides feel again and by the time you have enough money to build another one, the values of the others dropped. It's considered the hardest scenario in 2 for a reason.
** The third game:
*** The "La La Land" level involves having to impress the [=VIP=]s by building fireworks displays and then to get the Gold level two separate themed zones (Adventure and Sci-Fi) to "impress" them. Although the scenario dumps lots of money into the park account this is a quite difficult and monotonous trial and error task if done the conventional way, i.e.; creating large zones of open space, researching themed rides and scenery. Even after building what looks to be an acceptable themed area the [=VIP=]s are stupidly difficult to impress. Needless to say a [[GuideDangIt quick web search]] shows up threads of screenshots showing how to build a themed area that will work: Simply drop down one of the themed rides on it's own, isolated from the rest of the park and surround it with a themed path and a thick forest of themed trees. Then drop the VIP into the isolated area and let them ride the themed ride over and over in a loop and they will be 100% impressed. When they are impressed, pick them up and put them back in the rest of the park.
*** Box Office. It is quite difficult for a scenario assumed to be a beginner one (since it's unlocked from the get-go). The park you start off with is filled with litter and vomit. The [=VIP=] for this scenario is very fussy. One speck of litter and she's out the door and you fail. The tycoon objectives take the cake though. The [=VIP=] wants to ride a roller coaster with an excitement level of 7 ''but'' she won't go on anything with an intensity level above 4 or 5. Most of the prebuilt coasters are too intense for her, so you are left to build your own coaster, which is a pain with the monorail and movie scenery lying around. Oh yeah, the other tycoon objective is to maintain a park rating of 700 for three months. In this disaster of a park, your rating tends to ebb and flow unpredictably and maintaining a good rating is easier said than done.



** Guests will ride underground/indoor tracked rides like crazy in the rain. However, if you were to do the same exact thing with an outdoor flat ride (like a Twist, Swinging Ship, or Ferris Wheel) and place it underground or build something over it (this wasn't possible in RCT1) ... guests still complain that they won't ride it while it's raining, even when the ride is completely unaffected by the rain otherwise.

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** Guests will ride underground/indoor tracked rides like crazy in the rain. However, if you were to do the same exact thing with an outdoor flat ride (like a Twist, Swinging Ship, or Ferris Wheel) and place it underground or build something over it (this wasn't possible in RCT1) ... it, guests still complain that they won't ride it while it's raining, even when the ride is completely unaffected by the rain otherwise.otherwise. To be fair, this isn't possible in RCT1, so the code probably never accounted for this.
23rd Dec '17 11:54:29 PM cookieman
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** A Youtuber [[https://www.youtube.com/watch?v=iARh8HGhNwo discovered a way]] to destroy any challenging aspect of Micro Park in Classic. [[spoiler:Since park value never deteriorates as long as a ride is being tested, you could essentially build a handful of extremely tall Roto Drops that rack up the Park Value and keep the park running for three years straight. If you really aren't in the mood for handling this scenario, it's the perfect way to absolutely cheese it]].
5th Dec '17 11:04:16 AM MrEightThreeOne
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** To a lesser extent, Chris Sawyer calls you out in a subtle manner whenever you automatically demolish something in the second game. [[http://www.rctmart.com/fossil/TreeChopping.html A program code]] causes scenery objects demolished manually (i.e. right-click) to cost ''much'' less than it would if it was automatically demolished (e.g. building a Spiral Slide on it). However, this feature doesn't always work properly and will reduce the cost of rides that are built into scenery objects that give you back some money when right-clicking on them. This leads to the greatest GameBreaker in the entire game: [[spoiler:By building ride tracks into fountains, you will ''get money'' for doing so, allowing one to amass a sizable fortune from ride construction.]] HoistByHisOwnPetard much?

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** To a lesser extent, Chris Sawyer calls you out in a subtle manner whenever you automatically demolish something in the second game. [[http://www.rctmart.com/fossil/TreeChopping.html A program code]] causes scenery objects demolished manually (i.e. right-click) to cost ''much'' less than it would if it was automatically demolished (e.g. building a Spiral Slide on it). However, this feature doesn't always work properly and will reduce the cost of rides that are built into scenery objects that give you back some money when right-clicking on them. This leads to the greatest GameBreaker in the entire game: [[spoiler:By building ride tracks into fountains, you will ''get money'' for doing so, allowing one to amass a sizable fortune from ride construction.]] HoistByHisOwnPetard much?much? [[note]]A bit more info on why this happens: trees cost money to delete. If you plant a ride on top of a tree, the game is programmed so that it first checks how much it would have cost if you just removed the tree alone, then multiplies that by five, making it cost five times as much. But fountains are also counted as scenery...but they are fabricated, so demolishing them gets you some money back, similar with deleting a ride. However, because they're still internally counted as scenery, planting a ride on top of it still performs the same calculation...but you ''get'' money instead of losing, leading to this massive game-breaking oversight.[[/note]]
2nd Dec '17 1:10:53 PM cookieman
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* ItsEasySoItSucks: Megaworld Park, the third-to-last park in both Loopy Landscapes and Classic. In Loopy Landscapes, it was relatively difficult due to the fact that there were barely any staff, shops, and stalls. Additionally, a good portion of the rides are poorly designed or are prone to Station Brakes Failure. The park rating in Loopy Landscapes was abysmally low, so you had to rely on making the park as friendly as possible so the game wouldn't kick you out. However, every time it is remade, it is made into a significantly easier park. In the second game, there was an unofficial recreation of it, and there were decent staff patrols and good amount of shops and stalls, so your main concern were fixing the rides. However, guests came in at a slower rate, so [[MaratonLevel you had to build significantly more rides so you could attract more guests]]. However, in [=RCT=] Classic, the guests always come in at an alarmingly high rate, meaning that your main concern is just making sure the rides are stable, as there's already a good staff and shop/stall setup already. You could essentially finish it in less than a year if you're lucky.
2nd Dec '17 4:29:16 AM cookieman
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*** Its sequel, Megaworld Park, is overall a fun endgame level where you have to make a bunch of adjustments to the park in the beginning (i.e. there are a lack of stalls, restrooms, and such), but once everything is fixed, you can modify it to include more rides. Even better in [=RCT=] 2 and Classic, where your main worry is just modifying the rides so they don't crash. Otherwise, the park is relatively well-established. In fact, some people prefer Megaworld Park over Mega Park because of the fact that the former is an "infinite money" scenario and the fact that [[spoiler:Megaworld Park and Mega Park are the same exact park, but it looks like Megaworld was made before Mega Park, as there are empty pathways and gates as if rides were already there]].


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** [=RCT=] Classic gives you the option of making a true sandbox level that the second game's scenario editor never offered: An "infinite money" scenario with the "Have fun!" objective that only one park ever had: Mega Park (which wasn't an "infinite money" scenario to begin with). [[spoiler:An actual park exists in Classic as well: Tycoon Park. You get it by completing every single scenario on the list, and it's essentially a far more stabilized version of Megaworld Park, although [[BaseBreakingCharacter some people still consider it inferior]]. It's the park on the cover screen]].
20th Nov '17 6:00:04 PM cookieman
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** If your skills at designing effective compact roller coasters that aren't Wild Mouse rides are bad, then you'll really hate Tiny Towers (Loopy Landscapes, [=RCT=] Classic). You're given really small space to finish five roller coasters that are conventionally giants (especially the Twister and Wooden Roller Coaster) with at least a 6.40 excitement rating on each one. If you decide to place flat rides, you have to be especially careful, as every square will count. At least it's bigger than Micro Park, but that's not saying much.
15th Nov '17 6:27:30 PM cookieman
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** [=3D=] Cinemas, Haunted Houses, Crooked Houses, and Circus Shows if you're playing a "pay per ride" (this happens to include every single Loopy Landscapes park as well) scenario, usually because once a year or so pass for these rides, their value will drop significantly to the point where no guests will want to ride them until the point where they're absolutely free, even if it's raining (this plays hard in the rule if you charge a ride based on its Excitement rating). Usually, by that point, you would already be reeling in money from more profitable roller coasters, so it's not too much of an issue. Thankfully, in "Pay to Enter" scenarios alongside scenarios where no money is involved, guests will ride them regardless.
11th Sep '17 9:49:58 PM cookieman
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** Most of the Silver Group, the second-to-last group in RCT Classic, has a bunch of pesky scenarios at the beginning, such as Fiasco Forest and Pickle Park. However, as you go down, you'll see scenarios such as Pacifica (an easier version of Botany Breakers), Coaster Crazy (a "Build 10 Roller Coasters with a 6.00 Excitement Rating" scenario), and even two free-money scenarios back-to-back in the form of Extreme Heights (just build intense rides and keep your guests happy) and Lucky Lake (if you can work outside of the awkward pathway at the start, this scenario won't be a problem). However, the fun ends at Rainbow Summit, which is a park that forbids advertising and won't let you build above tree height.



* SchizophrenicDifficulty: In all scenario lists (especially those of the first game), the parks are roughly arranged in order of difficulty. However, we want to emphasize "''roughly''"; every level pack has at least a few scenarios that seem unusually easy or difficult for their position in the list. (Also see the entries for ThatOneLevel and BreatherLevel.)

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* SchizophrenicDifficulty: In all scenario lists (especially those of the first game), the parks are roughly arranged in order of difficulty. However, we want to emphasize "''roughly''"; every level pack has at least a few scenarios that seem unusually easy or difficult for their position in the list. (Also see the entries for ThatOneLevel and BreatherLevel.)) The same goes for RCT Classic, where even the second-to-last group, the Silver Group, has a surprisingly amount of BreatherLevel category scenarios, especially after dealing with the hell known as [[ThatOneLevel Fiasco Forest and Pickle Park]].



** Any and all instances of parks forbidding landscape changes, scenery removal, or building above tree height. Despite the first game having only two parks that do any of these things, Rainbow Valley and Harmonic Hills, there is a good reason they're both listed under ThatOneLevel. (Thank your lucky stars that no such parks show up in Loopy Landscapes, though that pack comes with its own problems.)

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** Any and all instances of parks forbidding landscape changes, scenery removal, or building above tree height. Despite the first game having only two parks that do any of these things, Rainbow Valley and Harmonic Hills, there is a good reason they're both listed under ThatOneLevel. (Thank your lucky stars that no such parks show up in Loopy Landscapes, though that pack comes with its own problems.)) Rainbow Summit in the second game shares Harmonic Hills's "tree height" restriction and forbids advertising, but thankfully lets you change the land and remove trees, allowing you to build underground as an advantage.



** Harmonic Hills gives you a tree covered area with restrictions on landscaping, scenery removal and building above said trees. Your ride selection is worst in the series; you don't even start with ''food''. Have fun fitting 1,200 guests in there.

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** Harmonic Hills gives you a tree covered area with restrictions on landscaping, scenery removal and building above said trees. Your ride selection is worst in the series; series (RCT Classic adds insult to injury and gives you an Air Powered Vertical Coaster at the start of the scenario); you don't even start with ''food''.''food or drinks''. Have fun fitting 1,200 guests in there.
8th Sep '17 4:58:44 PM cookieman
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** In terms of RCT Classic, there are several scenarios in the "Bronze" group (the 3rd to last group) that are quite tough to accomplish, including Frightmare Hills and Woodworm Park, plus several tough "build a roller coaster with this particular excitement rating" scenarios like Pleasure Island, Octagon Park, and Ghost Town (RCT 2). What's the very last scenario that follows all of these? Infernal Views (RCT 2), and it's just a basic "Build 10 Roller Coasters with an Excitement Rating of at least 6.00" and there's no land issues at all.

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** In terms of RCT Classic, there are several scenarios in the "Bronze" group (the 3rd to last group) that are quite tough to accomplish, accomplish (see ThatOneLevel and ScrappyMechanic), including Frightmare Hills and Woodworm Park, plus several tough "build a 10 roller coaster coasters with this particular excitement rating" rating and length" scenarios like Pleasure Island, Island (land space is difficult), Octagon Park, and Ghost Town (RCT 2). What's the very last scenario that follows all of these? Infernal Views (RCT 2), and it's just a basic "Build 10 Roller Coasters with an Excitement Rating of at least 6.00" and there's no land issues at all.
1st Sep '17 5:45:20 AM cookieman
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** Sprightly Park. You start with ''$250,000'' of debt, which means you will lose over $400 every month due to the huge loan. And there's more: The rides are very old, around 30 to 70 years old, which is a lot in ''RCT''. The only thing that will save you from the horrendous debt is the entry fee of the park, since the rides are old enough to not charge any fee at all. Good thing that this isn't in ''Loopy Landscapes'' (which ''prevents'' you from charging the park entry).

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** Sprightly Park. You start with ''$250,000'' of debt, which means you will lose over $400 every month due to the huge loan. And there's more: The rides are very old, around 30 to 70 years old, which is a lot in ''RCT''. The only thing that will save you from the horrendous debt is the entry fee (thankfully in RCT Classic, this is a Pay-to-Enter park) of the park, since the rides are old enough to not charge any fee at all. Good thing that this isn't in ''Loopy Landscapes'' (which ''prevents'' you from charging the park entry).
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