History YMMV / RollercoasterTycoon

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.
26th Nov '16 8:09:45 AM GoombasAreGods
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** 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.

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** Roller ''Roller Coaster Tycoon World 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.{{Steam}}.
26th Nov '16 8:08:56 AM GoombasAreGods
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** 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.
17th Nov '16 5:42:57 PM SammyDragon92
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* FanonDiscontinuity: As far as most fans are concerned, ''[=RCT3D=]'', ''[=RCT4=] Mobile'' and ''[=RCT=] World'' don't exist. Many find ''Parkitect'' and ''VideoGame/PlanetCoaster'' to be [[SpiritualSuccessor much more worthy successors.]] (It helps that the latter was made by the exact same development team behind [=RCT3=).

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* FanonDiscontinuity: As far as most fans are concerned, ''[=RCT3D=]'', ''[=RCT4=] Mobile'' and ''[=RCT=] World'' don't exist. Many find ''Parkitect'' and ''VideoGame/PlanetCoaster'' to be [[SpiritualSuccessor much more worthy successors.]] (It helps that the latter was made by the exact same development team behind [=RCT3=).''[=RCT3=]'').
17th Nov '16 5:42:09 PM SammyDragon92
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* FanonDiscontinuity: As far as most fans are concerned, [=RCT3D=], [=RCT4=] Mobile and [=RCT=] World don't exist. Many find Parkitect and VideoGame/PlanetCoaster to be [[SpiritualSuccessor much more worthy successors.]] (It helps that the latter was made by the exact same development team behind [=RCT3=).

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* FanonDiscontinuity: As far as most fans are concerned, [=RCT3D=], [=RCT4=] Mobile ''[=RCT3D=]'', ''[=RCT4=] Mobile'' and [=RCT=] World ''[=RCT=] World'' don't exist. Many find Parkitect ''Parkitect'' and VideoGame/PlanetCoaster ''VideoGame/PlanetCoaster'' to be [[SpiritualSuccessor much more worthy successors.]] (It helps that the latter was made by the exact same development team behind [=RCT3=).
17th Nov '16 5:40:51 PM SammyDragon92
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* FanonDiscontinuity: As far as most fans are concerned, [=RCT3D=], [=RCT4=] Mobile and [=RCT=] World don't exist. Many find VideoGame/PlanetCoaster (made by the exact same development team as [=RCT3=] no less) to be a [[SpiritualSuccessor much more worthy successor]].

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* FanonDiscontinuity: As far as most fans are concerned, [=RCT3D=], [=RCT4=] Mobile and [=RCT=] World don't exist. Many find Parkitect and VideoGame/PlanetCoaster (made by the exact same development team as [=RCT3=] no less) to be a [[SpiritualSuccessor much more worthy successor]].successors.]] (It helps that the latter was made by the exact same development team behind [=RCT3=).
17th Nov '16 5:21:36 PM SammyDragon92
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* FanonDiscontinuity: As far as most fans are concerned, [=RCT3D=], [=RCT4=] Mobile and World don't exist. Many find VideoGame/PlanetCoaster (made by the exact same development team as [=RCT3=] no less) to be a [[SpiritualSuccessor much more worthy successor]].

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* FanonDiscontinuity: As far as most fans are concerned, [=RCT3D=], [=RCT4=] Mobile and [=RCT=] World don't exist. Many find VideoGame/PlanetCoaster (made by the exact same development team as [=RCT3=] no less) to be a [[SpiritualSuccessor much more worthy successor]].
17th Nov '16 5:20:42 PM SammyDragon92
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* FanonDiscontinuity: As far as most fans are concerned, [=RCT3D=], [=RCT4=] Mobile and World don't exist. Many find VideoGame/PlanetCoaster (made by the exact same development team as [=RCT3=] no less) to be a [[SpiritualSuccessor much more worthy successor]].



*** 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.

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*** 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
31st Oct '16 1:45:42 PM Antronach
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** 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.
29th Oct '16 2:24:46 PM OnGreenDolphinStreet
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** Vertigo Views introduces the "Make X amount of ride income" scenario, by giving you a bunch of land and a huge Hypercoaster.
** Mega Park. Two words: "Have fun!"

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** Vertigo Views from ''Loopy Landscapes'' introduces the "Make X amount of ride income" scenario, by giving you a bunch of land and a huge Hypercoaster.
** Mega Park.Park, from the original game. Two words: "Have fun!"



** ''Corkscrew Follies/Added Attractions'' 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/Added Attractions'' 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.



** Let's just say any and all of the parks with park value-related objectives qualify, other than [[ThatOneLevel Micro Park]] and ''maybe'' Dinky Park (which still isn't exactly difficult, but it is tricky for the original level pack). The four such parks in Corkscrew Follies are ridiculously easy to complete in the allotted time and can generally be finished in half that without too much effort. The ones in the original level pack (Dinky Park aside)? [[ZeroEffortBoss You'd practically have to try to lose those.]] The biggest issue players have to deal with concerning park value objectives is remembering to replace rides that have aged since the first year, but even then, the park value goal is usually such a low amount that bringing the park value up with brand new rides isn't really a necessity to complete it.

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** Let's just say any and all of the parks with park value-related objectives qualify, other than [[ThatOneLevel Micro Park]] in ''Loopy Landscapes'' and ''maybe'' Dinky Park in the original (which still isn't exactly difficult, but it is tricky for the original level pack). The four such parks in Corkscrew Follies ''Corkscrew Follies'' are ridiculously easy to complete in the allotted time and can generally be finished in half that without too much effort. The ones in the original level pack (Dinky Park aside)? [[ZeroEffortBoss You'd practically have to try to lose those.]] The biggest issue players have to deal with concerning park value objectives is remembering to replace rides that have aged since the first year, but even then, the park value goal is usually such a low amount that bringing the park value up with brand new rides isn't really a necessity to complete it.



** Until you hit some of the more restrictive scenarios like Rainbow Valley, or unusual objectives like "achieve a monthly profit of $''n'' from food & drink sales", which force you to think out of the box a bit.

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** Until you hit some of the more restrictive scenarios like Rainbow Valley, Valley in the original, or unusual objectives like "achieve a monthly profit of $''n'' from food & drink sales", which force you to think out of the box a bit.



** Loan interest in ''[=RollerCoaster=] Tycoon'' is very low. You can have a loan of $40000 and you will pay $20-$40. Because of that they will sap your money in parks such as Sprightly Park and the real-life parks (Alton Towers, Heide-Park, and Blackpool Pleasure Beach). The reason is that ''their loans are way higher than normal.'' Sprightly Park has a starting loan of ''$250000'', and that's still nothing compared to the real life parks such as Alton Towers, with a loan of [[UpToEleven FOUR MILLION DOLLARS!]]

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** Loan interest in ''[=RollerCoaster=] Tycoon'' ''[=RCT1=]'' is very low. You can have a loan of $40000 and you will pay $20-$40. Because of that they will sap your money in parks such as Sprightly Park and the real-life parks (Alton Towers, Heide-Park, and Blackpool Pleasure Beach). The reason is that ''their loans are way higher than normal.'' Sprightly Park has a starting loan of ''$250000'', and that's still nothing compared to the real life parks such as Alton Towers, with a loan of [[UpToEleven FOUR MILLION DOLLARS!]]



** The final levels in ''RCT 3'' and ''RCT 3 Soaked!'', (the levels that appear after completing all others) are a bit... dull. And not all that difficult either. The ''penultimate'' level of Soaked is pretty tough and ''RCT 3'''s penultimate level "The Money Pit" is an enormous abandoned park that needs a massive overhaul, whereas the last level is just a large mountain island that can be leveled off with the landscape tool to create a relatively easy scenario.

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** The final levels in ''RCT 3'' ''[=RCT3=]'' and ''RCT 3 Soaked!'', ''Soaked!'', (the levels that appear after completing all others) are a bit... dull. And not all that difficult either. The ''penultimate'' level of Soaked is pretty tough and ''RCT 3'''s ''[=RCT3=]'''s penultimate level "The Money Pit" is an enormous abandoned park that needs a massive overhaul, whereas the last level is just a large mountain island that can be leveled off with the landscape tool to create a relatively easy scenario.



** ''[=RollerCoaster=] Tycoon'' 1's expansion ''Loopy Landscapes'' has Micro Park. Most of ''Loopy Landscapes'' scenarios are unique, fun and/or challenging in a good way. Micro Park is none of these. It's a 15x15 park that's completely flat, it isn't fun trying to micromanage your rides (Worse when it's a roller coaster) and it's unfairly challenging because the goal is to have a park value of £/$10,000 at the end of Year 2. There's a reason why Dinky Park has a land on the other side of the road available to buy.

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** ''[=RollerCoaster=] Tycoon'' 1's expansion ''Loopy Landscapes'' has Micro Park. Most of ''Loopy Landscapes'' scenarios are unique, fun and/or challenging in a good way. Micro Park is none of these. It's a 15x15 park that's completely flat, it isn't fun trying to micromanage your rides (Worse when it's a roller coaster) and it's unfairly challenging because the goal is to have a park value of £/$10,000 at the end of Year 2. There's a reason why Dinky Park has a land on the other side of the road available to buy.



** You can beat the Six Flags Magic Mountain scenario in ''RCT 2'' in less than a minute by deleting a few roller coasters, then quickly repaying your loan with the earned money before your park value goes down (the effects aren't instant).

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** You can beat the Six Flags Magic Mountain scenario in ''RCT 2'' ''[=RCT2=]'' in less than a minute by deleting a few roller coasters, then quickly repaying your loan with the earned money before your park value goes down (the effects aren't instant).



*** 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 ''RCT 3''. 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.

to:

*** 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 ''RCT 3''.''[=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.



* ItsTheSameNowItSucks: What most negative reviews for ''RCT 2'' usually result as when compared to the original game.

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* ItsTheSameNowItSucks: What most negative reviews for ''RCT 2'' ''[=RCT2=]'' usually result as when compared to the original game.



** In RCT 3, the sounds the peeps make when they get hit by a coaster.

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** In RCT 3, ''[=RCT3=]'', the sounds the peeps make when they get hit by a coaster.



** Having to continuously uncheck ''Mowing Grass'' in a Handyman's to-do list comes off as a major annoyance in ''RCT'' 1. 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. ''RCT 2'' changes it around so the ''Mowing Grass'' function is unchecked in the Handyman's game checklist from the start.

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** Having to continuously uncheck ''Mowing Grass'' in a Handyman's to-do list comes off as a major annoyance in ''RCT'' 1.''[=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. ''RCT 2'' ''[=RCT2=]'' changes it around so the ''Mowing Grass'' function is unchecked in the Handyman's game checklist from the start.



*** Thankfully, [=OpenRCT=] allows the player to enable or disable the ''Mowing Grass'' option by default, saving a lot of annoyance either way.

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*** Thankfully, [=OpenRCT=] ''[=OpenRCT=]'' allows the player to enable or disable the ''Mowing Grass'' option by default, saving a lot of annoyance either way.



** A well known problem with many "Log Flume" rides (particularly, the original pre-built choice you're given to build) in ''RCT'' 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 [=RollerCoaster=] Tycoon 2''. Parks that charge for rides often result in having plenty of guests that don't pay a cent when they leave.
** ''Land-For-Sale'' wouldn't be so bad if it wasn't for one really annoying mishap; the problem being that within a large area of buy-able land, one or two of the terrain tiles would '''NOT''' have a ''for-sale'' flag. You would end up buying large areas of new land to extend your park...only to realize that there is a hole punched in the middle of the park that you still technically can't build on. And there's absolutely ''nothing'' you can do about it! Fortunately, at least one of the ''RCT'' 2 recreations of the ''RCT'' 1 parks fills in those annoying holes.

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** A well known problem with many "Log Flume" rides (particularly, (particularly the original pre-built choice you're given to build) build in ''RCT'' ''[=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 [=RollerCoaster=] Tycoon 2''.''[=RCT2=]''. Parks that charge for rides often result in having plenty of guests that don't pay a cent when they leave.
** ''Land-For-Sale'' wouldn't be so bad if it wasn't for one really annoying mishap; the problem being that within a large area of buy-able land, one or two of the terrain tiles would '''NOT''' have a ''for-sale'' flag. You would end up buying large areas of new land to extend your park...only to realize that there is a hole punched in the middle of the park that you still technically can't build on. And there's absolutely ''nothing'' you can do about it! Fortunately, at least one of the ''RCT'' 2 ''[=RCT2=]'' recreations of the ''RCT'' 1 ''[=RCT1=]'' parks fills in those annoying holes.



** A couple of [[DownplayedTrope downplayed]] examples: Some parks, at least in ''RCT'' 1, will forbid any advertising campaigns (Pickle Park and Fiasco Forest from Corkscrew Follies/Added Attractions), 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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** A couple of [[DownplayedTrope downplayed]] examples: Some parks, at least in ''RCT'' 1, ''[=RCT1=]'', will forbid any advertising campaigns (Pickle Park and Fiasco Forest from Corkscrew Follies/Added Attractions), ''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, both -- all in Loopy Landscapes).''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.



* ThatOneLevel[=/=]ThatOneAchievement: The "La La Land" level in ''RCT 3'' 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.

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* ThatOneLevel[=/=]ThatOneAchievement: The "La La Land" level in ''RCT 3'' ''[=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.



** Sprightly Park. What's wrong with it? You're in debt! How much? TWO HUNDRED AND FIFTY THOUSAND BUCKS! 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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** Sprightly Park. What's wrong with it? You're in debt! How much? TWO HUNDRED AND FIFTY THOUSAND BUCKS! ''$250,000 in debt!'' Which means you will lose over ¤400 $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 ''prevents'' you from charging the park entry).



** 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?

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** Woodworm Park in the second expansion pack, Loopy Landscapes, ''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.''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 ''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?



** Guests refusing to leave the park happy, after having a great time and spending all their money. Instead of leaving and giving good propaganda, they remain and whine about not having enough money for anything, lowering their happiness and finally leaving the park hungry, thirsty, tired and unhappy. Leaving you with a bad reputation. (Fortunately rectified in [=RCT2=], where you could put in an ATM for them to use.

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** Guests refusing to leave the park happy, after having a great time and spending all their money. Instead of leaving and giving good propaganda, they remain and whine about not having enough money for anything, lowering their happiness and finally leaving the park hungry, thirsty, tired and unhappy. Leaving you with a bad reputation. (Fortunately rectified in [=RCT2=], ''[=RCT2=]'', where you could put in an ATM for them to use.
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