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Removing Natter and expanding on this.


* ScrappyMechanic: 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. Regular brakes hardly help; the sequel at least had the decency to add block brakes to combat this, but in the first game, the only real work around was to decrease the number of coaster cars to one.
** You could also try to alter the coasters so each car enters their station at a low speed.
** You could tweak/lengthen your roller coasters to ''always'' have all trains on the move so that there's never a train in the station waiting to be filled to cause the crash.
** Having a mechanic patrol right outside the coaster's exit could most likely react quick enough to fix the station breaks before the train comes in.

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* ScrappyMechanic: The Station (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. Regular brakes hardly help; the sequel at least had the decency to add block brakes to combat this, but in the first game, the only real work around was to decrease the number of If you hadn't designed a coaster cars to one.
** You could also try to alter
with this failure in mind, you would generally get interrupted about your coaster crashing suddenly. There are multiple workarounds, but of course that didn't stop the developers from failing to design several coasters so each car enters their station at a low speed.
** You could tweak/lengthen your roller coasters to ''always'' have all trains on the move so that there's never a train
without this in the station waiting to be filled to cause the crash.
** Having a mechanic patrol right outside the coaster's exit could most likely react quick enough to fix the station breaks before the train comes in.
mind (Agrophobia and Runaway Plumber are perfect examples of this).
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*** The original game's 'Rainbow Valley', as mentione above, is basially the father of this map.

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*** The original game's 'Rainbow Valley', ''Rainbow Valley'', as mentione above, is basially the father of this map.map. However, it's a little more forgiving due to being allowed to build above trees and being given a few areas of cliffs to allow for underground construction.
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**In RCT3 however it's averted The peeps say things like "Whee!" "Oh No!" In high-pitched voices. It's very Narmy.
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** You could tweak/lengthen your roller coasters to ''always'' have all trains on the move so that there's never a train in the station waiting to be filled to cause the crash.
** Having a mechanic patrol right outside the coaster's exit could most likely react quick enough to fix the station breaks before the train comes in.


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*** The original game's 'Rainbow Valley', as mentione above, is basially the father of this map.
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**You could also try to alter the coasters so each car enters their station at a low speed.
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**It could also be the whole dimensional jump itself, setting it very apart from the first and second games.
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* ScrappyMechanic: 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. Regular brakes hardly help; the sequel at least had the decency to add block brakes to combat this, but in the first game, the only real work around was to decrease the number of coaster cars to one.

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** Arid Heights gave you infinite money, letting you exercise the custom roller coaster designer to its fullest and generally build an enormous park with no financial worries.
*** Although, that level does have a caveat where if your park rating falls low enough and you can't raise back up, your park gets closed down. Something like that, anyway.

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** Arid Heights ** ''Loopy Landscapes'' introduced parks that gave you infinite money, such as Arid Heights, letting you exercise the custom roller coaster designer to its fullest and generally build an enormous park with no financial worries.
***
worries. Although, that level does they do have a caveat where if your park rating falls low enough and you can't raise back up, your park gets closed down. Something like that, anyway. Still, once they're done, they're basically entire sandboxes.
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* GrandTheftAutoEffect: The fairground organ music from the merry-go-round can become this if you're not a classical music enthusiast.

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* DisappointingLastLevel: 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 levelled off with the landscape tool to create a relatively easy scenario.

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* DisappointingLastLevel: DisappointingLastLevel:
**
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 levelled off with the landscape tool to create a relatively easy scenario.scenario.
** Rainbow Valley is the penultimate scenario of the vanilla first game, and is easily the cruelest, disallowing the removal of scenery and banning landscape editing. Thunder Rock is just a giant rock in the middle of a desert with no gimmicks or handicaps. It can be troublesome with space management, but it can't hold a candle to Rainbow Valley.
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* StopHavingFunGuys: Chris Sawyer, creator of the ''Roller Coaster Tycoon'' games, has gone on the record as saying that the "entire point" of ''Roller Coaster Tycoon'' is the scenarios, is '''''only''''' the scenarios, and that the casual sandbox-players (that is, those who just wanted to build a simulated theme park and who didn't really care about playing the scenarios) are "doing it wrong, and need to get serious and do it right", especially when they used a fan-produced "key" program to open the game up for sandbox play. He disliked sandbox play so much that when he wrote ''Roller Coaster Tycoon 2'', he included code that would wreck the game if the player attempted to use any sort of "sandbox key". Sales of the game plummeted appropriately. ''Roller Coaster Tycoon 3'' was not only produced without input by Chris Sawyer, it included an open sandbox option.

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* StopHavingFunGuys: Chris Sawyer, creator of the ''Roller Coaster Tycoon'' games, has gone on the record as saying that the "entire point" of ''Roller Coaster Tycoon'' is the scenarios, is '''''only''''' the scenarios, and that the casual sandbox-players (that is, those who just wanted to build a simulated theme park and who didn't really care about playing the scenarios) are "doing it wrong, and need to get serious and do it right", especially when they used a fan-produced "key" program to open the game up for sandbox play. He disliked sandbox play so much that when he wrote ''Roller Coaster Tycoon 2'', the expansions and the sequel, he included continually added code that would wreck the game if the player attempted to use any sort of "sandbox key". Sales of Not only did sales plummet appropriately, the game plummeted appropriately.attempts never worked. ''Roller Coaster Tycoon 3'' was not only produced without input by Chris Sawyer, it included an open sandbox option.

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* AntiClimaxBoss: 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 levelled off with the landscape tool to create a relatively easy scenario.



* DisappointingLastLevel: 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 levelled off with the landscape tool to create a relatively easy scenario.



** 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'''.

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** 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'''.
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* AwesomeMusic: Music from the expansions in the first game and overall in the second game as well as the third game.
** Just listening to the Merry-Go-Round is fun enough.
** [[{{Driver}} Rock]] [[{{ShoutOut}} 1]] Style.
** Savannah from Wild!.
** Bermuda Shorts and Surf Shack in Soaked!.

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* AccidentalNightmareFuel, combined with PlayerPunch: If you aren't interested in killing your guests, the first crash on any given ride can be this for you. Imagine, you're just minding your own business, perhaps figuring out where to set another restroom or adjusting the park entrance fee and suddenly '''BOOM!''' The window for one of your rides suddenly pops up on screen, showing an explosion has just happened. Jarring enough...and then you read the announcements on the bottom of the screen saying ''[X] people have died on [name of ride]''. Yeah, your harmless little simulation game just got a bit less innocent there, didn't it?
** Even more jarring when the game blocks out any other sounds and just blares the sound of the explosion from your speakers instead.


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* NightmareFuel, combined with PlayerPunch:
** If you aren't interested in killing your guests, the first crash on any given ride can be this for you. Imagine, you're just minding your own business, perhaps figuring out where to set another restroom or adjusting the park entrance fee and suddenly '''BOOM!''' The window for one of your rides suddenly pops up on screen, showing an explosion has just happened. Jarring enough...and then you read the announcements on the bottom of the screen saying ''[X] people have died on [name of ride]''. Yeah, your harmless little simulation game just got a bit less innocent there, didn't it?
** Even more jarring when the game blocks out any other sounds and just blares the sound of the explosion from your speakers instead.
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** 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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* MemeticMutation: [[http://sfw.chanarchive.org/4chan/v/40679/are-you-read-to-witness-mr-bones-wild-ride-38-hand-picked-riders-free-admission-extensive-design-and The ride never ends...]]
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** Mega Park. Two words, "Have fun!"

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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.



** Demolishing a fountain by replacing it with a coaster segment will give you money.

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** Demolishing a fountain by replacing it with a coaster segment will give you money.more than the fountain cost.



** 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 sizeable 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 sizeable sizable fortune from ride construction.]] HoistByHisOwnPetard much?


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** 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 1,300 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'''.
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* PortingDisaster: The Xbox port. It's the same game, only with bad controls.

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* 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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* AccidentalNightmareFuel, combined with PlayerPunch: If you aren't interested in killing your guests, the first crash on any given ride can be this for you. Imagine, you're just minding your own business, perhaps figuring out where to set another restroom or adjusting the park entrance fee and suddenly '''BOOM!''' The window for one of your rides suddenly pops up on screen, showing an explosion has just happened. Jarring enough...and then you read the announcements on the
bottom of the screen saying ''[X] people have died on [name of ride]''. Yeah, your harmless little simulation game just got a bit less innocent there, didn't it?

to:

* AccidentalNightmareFuel, combined with PlayerPunch: If you aren't interested in killing your guests, the first crash on any given ride can be this for you. Imagine, you're just minding your own business, perhaps figuring out where to set another restroom or adjusting the park entrance fee and suddenly '''BOOM!''' The window for one of your rides suddenly pops up on screen, showing an explosion has just happened. Jarring enough...and then you read the announcements on the
the bottom of the screen saying ''[X] people have died on [name of ride]''. Yeah, your harmless little simulation game just got a bit less innocent there, didn't it?

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* AccidentalNightmareFuel, combined with PlayerPunch: If you aren't interested in killing your guests, the first crash on any given ride can be this for you. Imagine, you're just minding your own business, perhaps figuring out where to set another restroom or adjusting the park entrance fee and suddenly '''BOOM!''' The window for one of your rides suddenly pops up on screen, showing an explosion has just happened. Jarring enough...and then you read the announcements on the bottom of the screen saying ''[X] people have died on [name of ride]''. Yeah, your harmless little simulation game just got a bit less innocent there, didn't it?

to:

* AccidentalNightmareFuel, combined with PlayerPunch: If you aren't interested in killing your guests, the first crash on any given ride can be this for you. Imagine, you're just minding your own business, perhaps figuring out where to set another restroom or adjusting the park entrance fee and suddenly '''BOOM!''' The window for one of your rides suddenly pops up on screen, showing an explosion has just happened. Jarring enough...and then you read the announcements on the the
bottom of the screen saying ''[X] people have died on [name of ride]''. Yeah, your harmless little simulation game just got a bit less innocent there, didn't it?it?
** Even more jarring when the game blocks out any other sounds and just blares the sound of the explosion from your speakers instead.
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* ComplacentGamingSyndrome: If the player can design a relatively cheap, compact, high excitement, roller coaster it is very tempting to build it in every scenario where the coaster type is available. The steel corkscrew, stand-up and wild mouse coasters are especially good for this, as is the 'shuttle-loop' type design mentioned on the main page.

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* ComplacentGamingSyndrome: If the player can design a relatively cheap, compact, high excitement, excitement roller coaster it is very tempting to build it in every scenario where the coaster type is available. The steel corkscrew, stand-up and wild mouse coasters are especially good for this, as is the 'shuttle-loop' type design mentioned on the main page.
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* ComplacentGamingSyndrome: If the player can design a relatively cheap, compact, high excitement, roller coaster it is very tempting to build it in every scenario where the coaster type is available. The steel corkscrew, stand-up and wild mouse coasters are especially good for this, as is the 'shuttle-loop' type design mentioned on the main page.
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* AntiClimaxBoss: 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 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 levelled off with the landscape tool to create a relatively easy scenario.

to:

* AntiClimaxBoss: 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 RCT3's 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 levelled off with the landscape tool to create a relatively easy scenario.
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* AntiClimaxBoss: 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 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 levelled off with the landscape tool to create a relatively easy scenario.

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* ThatOneLevel: 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 scenaro dumps lots of money into the park account this is a quite difficult and monotonous trial and error task if done the conventional way, ie; 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 Google 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: 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 scenaro dumps lots of money into the park account this is a quite difficult and monotonous trial and error task if done the conventional way, ie; 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 Google 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: 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 scenaro dumps lots of money into the park account this is a quite difficult and monotonous trial and error task. The zones need quite a bit of open space, the themed rides need to be researched - as will the scenery, and the {{VIP}}s are stupidly difficult to impress. Needless to say a quick Google search shows up many threads of screenshots showing how to build a themed area that will work.

to:

* ThatOneLevel: 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 scenaro dumps lots of money into the park account this is a quite difficult and monotonous trial and error task. The task if done the conventional way, ie; creating large zones need quite a bit of open space, the researching themed rides need and scenery. Even after building what looks to be researched - as will the scenery, and an acceptable themed area the {{VIP}}s are stupidly difficult to impress. Needless to say a [[GuideDangIt quick Google search search]] shows up many threads of screenshots showing how to build a themed area that will work.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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Now limited to in universe.


* JustOneMoreLevel: Given the fact that most of the stages last ''three hours'', it's not a surprise.
** And building the park of your dreams will take ''much'' longer.
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* ThatOneLevel: The 'La La Land' level in RCT 3 involves having to impress the VIPs by building fireworks displays and then to get the Gold level two separate themed zones (Adventure and Sci-Fi) to "impress" them. Although the scenaro dumps lots of money into the park account this is a quite difficult and monotonous trial and error task. The zones need quite a bit of open space, the themed rides need to be researched - as will the scenery, and the VIPs are stupidly difficult to impress. Needless to say a quick Google search shows up many threads of screenshots showing how to build a themed area that will work.

to:

* ThatOneLevel: The 'La La Land' level in RCT 3 involves having to impress the VIPs {{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 scenaro dumps lots of money into the park account this is a quite difficult and monotonous trial and error task. The zones need quite a bit of open space, the themed rides need to be researched - as will the scenery, and the VIPs {{VIP}}s are stupidly difficult to impress. Needless to say a quick Google search shows up many threads of screenshots showing how to build a themed area that will work.
Is there an issue? Send a MessageReason:
None

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* ThatOneLevel: The 'La La Land' level in RCT 3 involves having to impress the VIPs by building fireworks displays and then to get the Gold level two separate themed zones (Adventure and Sci-Fi) to "impress" them. Although the scenaro dumps lots of money into the park account this is a quite difficult and monotonous trial and error task. The zones need quite a bit of open space, the themed rides need to be researched - as will the scenery, and the VIPs are stupidly difficult to impress. Needless to say a quick Google search shows up many threads of screenshots showing how to build a themed area that will work.

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