History YMMV / RollercoasterTycoon

16th Jun '17 11:53:03 AM RainingMetal
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** ''Corkscrew Follies'' has Mineral Park, the fourth-to-last park, where you must gain a park value of $10,000 in two years. The objective is not hard to achieve in the given time, there are no gimmicks or handicaps, the terrain is not that much of an impediment, and the ride selection is pretty reasonable for the job. The following park, Coaster Crazy, isn't that hard either, especially if you've been doing the ''Loopy Landscapes'' scenarios at the same time: Coaster Crazy is actually the first park to have the "build 10 roller coasters" objective ([[OlderThanTheyThink it did not, in fact, debut in]] ''Loopy Landscapes''). This also makes it the only ''Corkscrew Follies'' scenario not to have a time limit, so despite the [[DownplayedTrope downplayed]] UnexpectedGameplayChange, the fact that this one is impossible to actually ''lose'' makes it not much of a threat, especially for the third-to-last park.

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** ''Corkscrew Follies'' has Mineral Park, the fourth-to-last park, where you must gain a park value of $10,000 in two years. The objective is not hard to achieve in the given time, there are no gimmicks or handicaps, the terrain is not that much of an impediment, and the ride selection is pretty reasonable for the job. The following park, Coaster Crazy, isn't that hard either, especially if you've been doing the ''Loopy Landscapes'' scenarios at the same time: Coaster Crazy is actually the first park to have the "build 10 roller coasters" objective ([[OlderThanTheyThink it did not, in fact, debut in]] ''Loopy Landscapes''). This also makes it the only ''Corkscrew Follies'' scenario not to have a time limit, so despite the [[DownplayedTrope downplayed]] UnexpectedGameplayChange, the fact that this one is impossible to actually ''lose'' makes it not much of a threat, especially for the third-to-last park. An earlier example would be ''Gentle Glen'', where easy-to-make gentle rides reign supreme on account of the guests' low intensity preference.



** The "Hurricane" ("Force Nine" in the original UK version) roller coaster in ''Ivory Towers'' isn't so lucky. It's responsible for all the puke staining the park at the start, and no matter what anyone does, its nausea rating will still be through the roof. Players often demolish the whole thing as one of the solutions to getting the park all cleaned up. Suspended roller coasters in general often have unnecessarily high nausea ratings.

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** The "Hurricane" ("Force "Force Nine" ("Hurricane" in the original UK version) roller coaster in ''Ivory Towers'' isn't so lucky. It's responsible for all the puke staining the park at the start, and no matter what anyone does, its nausea rating will still be through the roof. Players often demolish the whole thing as one of the solutions to getting the park all cleaned up. Suspended roller coasters in general often have unnecessarily high nausea ratings.



** A couple of [[DownplayedTrope downplayed]] examples: Some parks, at least in ''[=RCT1=]'', will forbid any advertising campaigns (Pickle Park and Fiasco Forest from ''Corkscrew Follies''), while some will add a handicap that makes the guest count or park rating harder to raise (Grand Glacier, Thunder Rocks, Pleasure Island, and Urban Jungle for the park rating; Nevermore Park for guest count; and Frightmare Hills, Southern Sands, and Venus Ponds for both -- all in ''Loopy Landscapes''). The former can be hard to get used to if you've been counting on advertising, and while the latter does make a significant impact on the difficulty, it is mostly just a huge GuideDangIt, as the game gives you absolutely no indication that certain parks are innately more difficult to attract guests to or raise the park rating in.

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** 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.
** A couple of [[DownplayedTrope downplayed]] examples: Some parks, at least in ''[=RCT1=]'', will forbid any advertising campaigns (Pickle Park and Fiasco Forest from ''Corkscrew Follies''), while some will add a handicap that makes the guest count or park rating harder to raise (Grand Glacier, Thunder Rocks, Pleasure Island, and Urban Jungle for the park rating; Nevermore Park for guest count; and Frightmare Hills, Southern Sands, and Venus Ponds for both -- all in ''Loopy Landscapes''). The former can be hard to get used to if you've been counting on advertising, ''especially'' if the time limit is strict, and while the latter does make a significant impact on the difficulty, it is mostly just a huge GuideDangIt, as the game gives you absolutely no indication that certain parks are innately more difficult to attract guests to or raise the park rating in.



** 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.

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** 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.
*** Pickle Park, another scenario that blocks out Marketing, isn't much better; while you have more time to build the park, you'll have to start from scratch, and the guest requirement is higher.


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*** 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.
10th Jun '17 9:19:56 AM legoking831
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** To a far lesser extent, the second game. Yes, it is the fan favorite as far as building custom content from scratch goes due to various under-the-hood improvements and some nice additions -- the AI was more refined, there were various additions such as block brakes and raising and lowering ride elevations, among other things -- but people tend to have mixed feelings on the quality of just about everything else. It's generally agreed upon that the scenarios are a whole lot weaker than the first game (they're usually either a huge flat land or a copious abuse of the mountain tool), that the scenarios being all unlocked from the start defeats much of the purpose of finishing them all and that the inability of charging both an entrance fee and ride fees or to select which one to charge at will (each scenario only allows one at a time) is rather limiting. However, people have converted scenarios from the first game to the second one, and [=OpenRCT=] has brought back scenario unlocking and allows charging for both the entrance and the rides via a cheat.

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** To a far lesser extent, the second game. Yes, it is the fan favorite as far as building custom content from scratch goes due to various under-the-hood improvements and some nice additions -- the AI was more refined, there were various additions such as block brakes and raising and lowering ride elevations, among other things -- but people tend to have mixed feelings on the quality of just about everything else. It's generally agreed upon that the scenarios are a whole lot weaker than the first game (they're usually either a huge flat land or a copious abuse of the mountain tool), that the scenarios being all unlocked from the start defeats much of the purpose of finishing them all and that the inability of charging both an entrance fee and ride fees or to select which one to charge at will (each scenario only allows one at a time) is rather limiting. However, people have converted scenarios from the first game to the second one, one (although the fact that you don't have to unlock them is still seen as a genuine issue), and [=OpenRCT=] has brought back scenario unlocking and allows charging for both the entrance and the rides via a cheat.



** ''Roller Coaster Tycoon World'' has also become this, with critics citing its numerous bugs, lack of depth, bad performance, lacklustre art style, and general lack of polish. As of November 2016, it only holds a 31% positive rating on {{Steam}}.
30th May '17 10:20:10 AM RainingMetal
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** The Cash Machine, introduced in the second game. It's a godsend if you have the "X guests in park" scenario since without it, guests will leave if they run out of money.

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** The Cash Machine, introduced in the second game. It's a godsend if you have the "X guests in park" scenario since without it, guests will leave if they run out of money.[[note]]Not as much of a GameBreaker as it sounds; these are usually only available for "Pay for Entrance" scenarios, so the guests don't usually spend more after entering. The most it can do is provide guests with money to spend on merchandise and food if they literally go empty from the entrance fee alone.[[/note]]
30th May '17 6:43:28 AM RainingMetal
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** ''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.


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** 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!
5th Feb '17 3:24:06 AM Antronach
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*** On the same note, the Haunted House scream sfx ended up being used for rollercoasters and water rides. It clashes with every other scream.



** Harmonic Hills gives you a tree covered area with restrictions on landscaping, scenery removal and building above tree height. Your ride selection is abysmal. Have fun fitting 1,200 guests in there.

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** 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 tree height. said trees. Your ride selection is abysmal.worst in the series; you don't even start with ''food''. Have fun fitting 1,200 guests in there.



** Octagon Park 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 strip of land, and fitting in a lot of roller coasters at the end can be very painful.
** Sprightly Park. What's wrong with it? You're in debt! How much? ''$250,000 in debt!'' Which means you will lose over $400 every month due to the huge loan. And there's more: The rides are very old. How old? [[spoiler: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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** 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.
painful. And the cherry? The park rating is harder to increase, meaning you'll ''need'' those 6.00 Excitement Ratings.
** Sprightly Park. What's wrong You start with it? You're in debt! How much? ''$250,000 in debt!'' Which ''$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. How old? [[spoiler:Around old, around 30 to 70 years old, which is a lot in ''RCT''.]] ''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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** 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. 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.
8th Jan '17 9:42:03 PM BlackBaroness
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** While ''[=RCT2=]'''s scenarios pale in comparison to that of the original, Extreme Heights is an exception: it has a similar premise to Arid Heights, except with greater hills and guests that ''only'' want to ride intense coasters. It even begins with the coveted Twister roller coaster available at the start, and has a well-designed one, Flaming Fury, already built. The end result is a full-scale park that has nothing but the most exciting, intense rides.
8th Jan '17 9:41:32 PM BlackBaroness
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** While ''RCT2'''s scenarios pale in comparison to that of the original, Extreme Heights is an exception: it has a similar premise to Arid Heights, except with greater hills and guests that ''only'' want to ride intense coasters. It even begins with the coveted Twister roller coaster available at the start, and has a well-designed one, Flaming Fury, already built. The end result is a full-scale park that has nothing but the most exciting, intense rides.

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** While ''RCT2'''s ''[=RCT2=]'''s scenarios pale in comparison to that of the original, Extreme Heights is an exception: it has a similar premise to Arid Heights, except with greater hills and guests that ''only'' want to ride intense coasters. It even begins with the coveted Twister roller coaster available at the start, and has a well-designed one, Flaming Fury, already built. The end result is a full-scale park that has nothing but the most exciting, intense rides.
8th Jan '17 9:41:16 PM BlackBaroness
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** While ''RCT2'''s scenarios pale in comparison to that of the original, Extreme Heights is an exception: it has a similar premise to Arid Heights, except with greater hills and guests that ''only'' want to ride intense coasters. It even begins with the coveted Twister roller coaster available at the start, and has a well-designed one, Flaming Fury, already built. The end result is a full-scale park that has nothing but the most exciting, intense rides.
23rd Dec '16 10:15:50 AM Antronach
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** ''2'' has Dusty Greens, a monthly profit park with such a low goal ($5,000) that it's entirely possible to hit said goal before running out of land, and a lack of land is this park's only problem.
1st Dec '16 8:17:56 PM Antronach
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** ''2'' introduced block brakes, allowing you to have more trains than the station can allow and prevent crashes. Problem? Making a roller coaster with block brakes become much more complicated.
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