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** Several flat rides will have guests refusing to go on them if they charge money after a year or so, even if it's raining. These include (but aren't limited to) the 3D Cinema, Haunted House, Space Rings, and Crooked House. This means you have to constantly demolish them if you want guests to keep going on them, which in the long run doesn't have much of a profit margin compared to an effective roller coaster. Fortunately if you're running a park that strictly runs based on the admission price, guests will still ride those aforementioned rides.
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Four years of in-game time, plus there's a speech bubble script format.


** [[http://knowyourmeme.com/memes/mr-bones-wild-ride Mr. Bones' Wild Ride]] (Experience it yourself in [[https://www.youtube.com/watch?v=s78DeYIAyu4in first-person]].) [[labelnote:Explanation]]Spawned from a [=4chan=] post documenting a ride made in this game that takes a year to finish, which is followed by a line that leads back to the entrance of the ride. Frequently referenced in any situation involving long roller coasters.[[/labelnote]]

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** [[http://knowyourmeme.com/memes/mr-bones-wild-ride Mr. Bones' Wild Ride]] (Experience it yourself in [[https://www.youtube.com/watch?v=s78DeYIAyu4in first-person]].) [[labelnote:Explanation]]Spawned from a [=4chan=] post documenting a ride made in this game that takes a year four years of in-game time to finish, which is followed by a line that leads back to the entrance of the ride. Frequently referenced in any situation involving long roller coasters.[[/labelnote]]



*** I want to get off Mr. Bones' Wild Ride![[labelnote:Explanation]]The eventual guest reaction to being on the coaster, which ended up becoming a meme itself.[[/labelnote]]

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*** I want to get off Mr. Bones' Wild Ride![[labelnote:Explanation]]The eventual guest reaction to being on the coaster, which ended up becoming a meme itself. "I want to get off [ride name]" appears in a speech bubble if people are on any ride for too long.[[/labelnote]]



*** EXPLODING MINI-GOLF![[labelnote:Explanation]]Thanks to ''[=OpenRCT2=]''[='=]s tools, thousands of gamers discovered something even more absurd: If a guest were to walk off of an incomplete mini-golf course, they will explode. This is because they are technically riding on a vehicle while walking down the mini-golf path, the sprites just try to hide this.[[/labelnote]]

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*** EXPLODING MINI-GOLF![[labelnote:Explanation]]Thanks to ''[=OpenRCT2=]''[='=]s tools, thousands of gamers discovered something even more absurd: If a guest were to walk off of an incomplete mini-golf course, they will explode. This is because they are technically riding on a vehicle while walking down the mini-golf path, path; the sprites just try to hide this.[[/labelnote]]
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* {{Speedrun}}: Due to the scenario objectives not having a fixed completion date, it is possible to speedrun through all the ''[=RCT3=]'' scenarios within a few hours. ''[=OpenRCT2=]'' also adds an option for early scenario completion, which makes a scenario count as completed as soon as the goals are reached even if the completion date has not been reached yet, which alongside with the fast-forward button makes speedrunning the ''[=RCT1=]'' and ''[=RCT2=]'' scenarios possible, though this hasn't stopped some from speedrunning individual levels in the vanilla versions of those games (time is stopped when the goals are reached whether the vanilla games or ''[=OpenRCT2=]'' is used, at least by speedrun.com rules).

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** You can charge your guests obscene amounts of money proportional to the excitement rating of the ride for rides if the entrance fee was free. For example, a roller coaster with a 6.30 excitement rating can have an entrance fee upwards of $13.00. While it can be very handy in "pay-per-ride" parks, one must be careful with this, because as the rides get older, the guests will want the price to be lower.
*** To add to this, you can design a Shuttle Loop or similar coaster and make about 1-3 extra ones as "racing" ones (you might need to borrow some loan money), increasing the Excitement rating. Add some In-Ride Photo Sections for some extra income, and guests will be paying about quite a bit for the ride, letting you easily repay your loan with no problem. However, you might have some harder luck if you're playing a scenario like "Gentle Glen" or "old-timer" scenarios like Woodworm Park.

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** You can charge your guests obscene amounts of money proportional to the excitement rating of the ride for rides if the entrance fee was free. For example, a roller coaster with a 6.30 excitement rating can have an entrance fee upwards of $13.00. While it can be very handy in "pay-per-ride" parks, one must be careful with this, because as the rides get older, the guests will want the price to be lower.
***
lower. To add to this, you can design a Shuttle Loop or similar coaster and make about 1-3 extra ones as "racing" ones (you might need to borrow some loan money), increasing the Excitement rating. Add some In-Ride Photo Sections for some extra income, and guests will be paying about quite a bit for the ride, letting you easily repay your loan with no problem. However, you might have some harder luck if you're playing a scenario like "Gentle Glen" or "old-timer" scenarios like Woodworm Park.


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** "Micro-coasters", rollercoasters designed with the goal of being as small and cheap as possible, such as a single slope that's too steep for the train to get over, causing it to immediately back up into the station. While they may have lower stats than a "real", full-size coaster, they more than make up for it in efficiency: the space and money needed to add one full coaster can instead be used to add multiple micro-coasters, and combined, they bring much more value, income, and guests to your park. Spamming these tiny designs all over your park can trivialize even the hardest scenarios. The only downside is that using them is extremely BoringButPractical, making your theme park look more like an industrial park, and many players consider them to go against the spirit of the game. Still, if you're stuck on ThatOneLevel, they may be the key to finally succeeding.
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** There is no downside or penalty for having more than one of the same ride, except for admission price and park value. Therefore, the optimal strategy in most scenarios is to [[{{Whoring}} concentrate almost exclusively]] on high-excitement, high-popularity, high-profit rides like the Go-Karts, Launched Freefall, and Enterprise (in addition to roller coasters, of course), while ignoring lower-performing options like most gentle rides. However, many players find [[AwesomeButImpractical playing this way less fun]] and that it goes against the spirit of the game, not to mention feels less realistic. Many players make a point to build as wide of a variety of rides as possible and avoid duplicates, at least until they've built one of each ride.

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** There is no major downside or penalty for having more than one of the same ride, except for admission price and park value. ride. Therefore, the optimal strategy in most scenarios is to [[{{Whoring}} concentrate almost exclusively]] on high-excitement, high-popularity, high-profit rides like the Go-Karts, Launched Freefall, and Enterprise (in addition to roller coasters, of course), while ignoring lower-performing options like most gentle rides.and transport rides. This is especially true in scenarios in which space is at a premium. However, many players find [[AwesomeButImpractical playing this way less fun]] and that it goes against the spirit of the game, not to mention feels less realistic. Many players make a point to build as wide of a variety of rides as possible and avoid duplicates, at least until they've already built one of each ride.
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* AluminumChristmasTrees: To Americans, the ability to make guests pay for toilets. Pay toilets were outlawed across most of the US during the '70s [[https://psmag.com/economics/dont-pay-toilets-america-bathroom-restroom-free-market-90683 thanks to the runaway success of a campaign that started as a joke]], but are still common in much of the world, including the UK where the series originated.
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** [[VideoGame/{{Driver}} Rock]] [[ShoutOut 1]] Style. The other two Rock Styles aren't any slouches either.

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** [[VideoGame/{{Driver}} Rock]] [[ShoutOut 1]] Style.Style 1]]. The other two Rock Styles aren't any slouches either.

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* AuthorsSavingThrow:
** ''RCT Classic'' can effectively be considered an apology letter from Atari for the universally-panned ''4 Mobile'' adaptation and the TroubledProduction and ObviousBeta nature of ''World'', as it is a straight-up mobile port of ''[=RCT2=]'' with almost all the scenarios from ''[=RCT1=]'', both being almost universally beloved games.
** Although not official, ''[=OpenRCT2=]'' has a lot of quality of life changes that try to combine the first and second games to make the best of both worlds. It also makes it much easier to pick rides (during scenario creation, they're categorized by what game they were added in, allowing you to easily filter rides you don't want) as well. A new save format that's currently on development build even allows you to accumulate far more guests/staff/rides than before.



* LowTierLetdown: Many rides simply have poor stats or have other problems that prevent them from being financially viable, or are otherwise unpleasant enough for players to ignore them completely, and is usually considered a waste when it's one of the researchable rides. In general, the formula is as follows: For roller coasters, if it has a piss-poor guest capacity per car/train, lacks ways to control intensity, and swings around a lot (resulting in extra nausea), it's crap. For gentle rides, if it's outdoors or lacks a roof and has poor stats all around, it's crap. And for any example, if it has a slow guest throughput, it's crap, because it'll be very slow to make that ride profitable. The Merry-Go-Round usually lags in excitement, but thanks to its roof (and for some, the music), it's exempt from this rule. The Slide isn't so lucky.
** The Stand-Up Steel Roller Coaster. Many people familiar with the game will refuse to design a roller coaster that is this because the Intensity and Nausea ratings are abnormally high compared to the Excitement rating. Unless you are making a simulated theme park, you know how to design one well, or you are playing [[GimmickLevel Adrenaline Heights]], you should stay away from this one, especially seeing that there are better options such as the Steel Roller Coaster. Even the Stand-Up Twister Roller Coaster (although more expensive) is significantly better.
** The Heartline Twister Roller Coaster. It may look rather interesting, but it is nigh impossible to make a good one...a decent roller coaster of most types might have an excitement rating of 7.00 or so, with the lower bound of practicality around 6.00 and the potential of getting into the 8.xx or 9.xx range. The Heartline Twister ''might'' give you an excitement rating of ''4.00'' if you do a good job on one. And it's one of only two types of roller coaster that ''do not allow turning''. Yes, you cannot build ''turns'', which means the entire track has to be in a straight line, underneath or above existing parts of track if need be. Might also border on CoolButInefficient because of its unique design. Some have joked about Chris Sawyer having such an awful experience on one of these that he took revenge by making it impossible to create a decent one in the game -- even the prebuilt models have terrible stats!
--> WebVideo/MarcelVos: "What exactly did the Heartline Coaster do to Chris Sawyer to deserve its stats to be this terrible?"
** Any ride where the cars/trains can fly off the track and crash due to going to fast either up a hill or around sharp turns. The Bobsled, Wooden Side-Friction, and Wooden Reverser roller coasters are notorious for this, as are the Water Slide and Ghost Train/Haunted Mansion ride. A car/train full of guests will also go faster due to its added weight than an empty one, which many have learned the hard way when a ride that cleared a test run with no incidents suddenly became very fatal in actual operation. This makes them tricky to keep going at a decent pace without crashes, especially the Water Slide as putting a chain lift somewhere other than at the very beginning will result in a row of boats stalled at the bottom of the hill after every breakdown; the prebuilt one in White Water Park in particular is infamous for frequently stalling due to its multiple chain lifts.
** The Ferris Wheel. Near universally disliked because the guests wait too long to even get on the ride and they'll complain that they want to get off at ''two'' full rotations or more unless you set it to one. That, and a mere two guests can enter the ride at a time, making it a time-waster for both guests and the player.
** The "Runaway Plumber" underground roller coaster in ''Katie's World'' is perhaps one of the most disliked pre-built rides from the original game. It is EXTREMELY prone to crashing, and because it's completely underground, underneath an area of land you technically don't even own, it's almost impossible to rebuild after the crash. But there is ''some'' good news regarding this case. [[ComplacentGamingSyndrome It does make for a decent roller-coaster that can be rebuilt in other levels]], and [[ThisLooksLikeAJobForAquaman is completely indoors, making it profitable in the rain]].
** The "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.
** Good luck trying to build an effective Steel Mini Roller Coaster if you're playing with the original Roller Coaster Tycoon (without the Loopy Landscapes expansion pack). The ride doesn't allow banked curves at all, making the ride unforgiving and forcing you to use very wide turns. Thankfully Loopy Landscapes allows the ride to have banked curves.
** Boat Hire sometimes gets this reaction for several reasons. For one, it suffers from a GameBreakingBug that sometimes causes boats to get stuck as they try to re-enter the station which would, in turn, get every ''other'' boat trying to get into the station stuck [[note]](most of the time, this occurs if the player adds an incomplete track to try to control an open area for boats to paddle)[[/note]], and causes players to restructure the ride until it works properly. Another reason is because of [[TooDumbToLive guests who occasionally go out too far]] in a vast water area, and can't return to the station which leads to many complaints about not being able to get off the ride. Then there's the fact that so many ride improvements are dedicated to this lousy ride because of the amount of boat types it has, and it gets worse in ''[=RCT2=]'', where they're considered separate rides yet ''still'' need to be researched, taking up valuable research time in the water rides category. [[note]](In ''[=OpenRCT2=]'' the separate rides are brought back together as a single ride, but you still have to research them via the water rides category.)[[/note]]
** The multi-dimension roller coaster is a very gimmicky ride that is incredibly hard to construct properly. The cost is absurdly high, the rotations are hard to figure out and don't even affect the ratings at all, and the ride will generally have far higher intensity and nausea than its excitement rating. The wiki outright states that you should only bother constructing one if you're doing a sandbox park or in the ride designer, as even figuring one out can be time-consuming.
** Neither of the single-rail roller coasters are exactly great either; they have terrible capacity as roller coasters go (tied with the Wooden Crazy Rodent coaster and only beating out the Air-Powered Vertical and Reverse Freefall coasters), they don't have banked turns or steep slopes (so there's no real way to make them compact), and they are very difficult to build to a high excitement rating. The Mini Suspended Coaster in particular is perhaps the worst of the two, as the ride can't be built as high compared to others and there isn't really a high excitement rating output.
** The Mini-Golf, as fun as it looks, is considered one of ''the'' worst attractions in the game that requires careful timing. Its excitement rating is about on par with a similar gentle rides, but guests will constantly complain about wanting to leave the ride, especially if you use Holes D or E, therefore, careful ride design is required. Worst of all, the running cost itself is so absurdly high, a modest mini golf course is more expensive than almost all rides except for really expensive/large roller coasters.
** There's basically no reason to build the Elevator whatsoever. Most of its blueprints consist of a simple high tower which in theory is meant to give the guests a nice view. The problem is that there's no way back down other than using the Elevator again, the view has no impact on ratings, you can't charge much for the Elevator because of its poor stats, and guests are often too stupid to go back down, or will randomly and arbitrarily decide that they want to go on a ride more thrilling, despite being perfectly willing to go on it before. Using traditional pathways to go between elevated positions also has a negligible impact on tiredness, so building an Elevator with provided pathways is still pointless.
** The Space Rings is generally considered ''the'' worst flat ride in the game. The ride is slow, is outdoors (meaning it can't be immune to the effects of rain), it doesn't really make profit, it has the worst annual customer turnout for flat rides at 232 (in comparison, the Ferris Wheel, the second worst, has 402), can't be modified to potentially raise the turnout (which is something you can do to other rides such as the carousel), has the lowest profitability of all flat rides (the Crooked House even makes more than it), and ironically for a gentle ride, it has ''the second highest nausea rating of all flat rides'', only being beaten by the Enterprise. Watch WebVideo/MarcelVos cover it [[https://www.youtube.com/watch?v=YSElvtZMp38 here]].



* TierInducedScrappy: Many rides simply have poor stats or have other problems that prevent them from being financially viable, or are otherwise unpleasant enough for players to ignore them completely, and is usually considered a waste when it's one of the researchable rides. In general, the formula is as follows: For roller coasters, if it has a piss-poor guest capacity per car/train, lacks ways to control intensity, and swings around a lot (resulting in extra nausea), it's crap. For gentle rides, if it's outdoors or lacks a roof and has poor stats all around, it's crap. And for any example, if it has a slow guest throughput, it's crap, because it'll be very slow to make that ride profitable. The Merry-Go-Round usually lags in excitement, but thanks to its roof (and for some, the music), it's exempt from this rule. The Slide isn't so lucky.
** The Stand-Up Steel Roller Coaster. Many people familiar with the game will refuse to design a roller coaster that is this because the Intensity and Nausea ratings are abnormally high compared to the Excitement rating. Unless you are making a simulated theme park, you know how to design one well, or you are playing [[GimmickLevel Adrenaline Heights]], you should stay away from this one, especially seeing that there are better options such as the Steel Roller Coaster. Even the Stand-Up Twister Roller Coaster (although more expensive) is significantly better.
** The Heartline Twister Roller Coaster. It may look rather interesting, but it is nigh impossible to make a good one...a decent roller coaster of most types might have an excitement rating of 7.00 or so, with the lower bound of practicality around 6.00 and the potential of getting into the 8.xx or 9.xx range. The Heartline Twister ''might'' give you an excitement rating of ''4.00'' if you do a good job on one. And it's one of only two types of roller coaster that ''do not allow turning''. Yes, you cannot build ''turns'', which means the entire track has to be in a straight line, underneath or above existing parts of track if need be. Might also border on CoolButInefficient because of its unique design. Some have joked about Chris Sawyer having such an awful experience on one of these that he took revenge by making it impossible to create a decent one in the game -- even the prebuilt models have terrible stats!
--> WebVideo/MarcelVos: "What exactly did the Heartline Coaster do to Chris Sawyer to deserve its stats to be this terrible?"
** Any ride where the cars/trains can fly off the track and crash due to going to fast either up a hill or around sharp turns. The Bobsled, Wooden Side-Friction, and Wooden Reverser roller coasters are notorious for this, as are the Water Slide and Ghost Train/Haunted Mansion ride. A car/train full of guests will also go faster due to its added weight than an empty one, which many have learned the hard way when a ride that cleared a test run with no incidents suddenly became very fatal in actual operation. This makes them tricky to keep going at a decent pace without crashes, especially the Water Slide as putting a chain lift somewhere other than at the very beginning will result in a row of boats stalled at the bottom of the hill after every breakdown; the prebuilt one in White Water Park in particular is infamous for frequently stalling due to its multiple chain lifts.
** The Ferris Wheel. Near universally disliked because the guests wait too long to even get on the ride and they'll complain that they want to get off at ''two'' full rotations or more unless you set it to one. That, and a mere two guests can enter the ride at a time, making it a time-waster for both guests and the player.
** The "Runaway Plumber" underground roller coaster in ''Katie's World'' is perhaps one of the most disliked pre-built rides from the original game. It is EXTREMELY prone to crashing, and because it's completely underground, underneath an area of land you technically don't even own, it's almost impossible to rebuild after the crash. But there is ''some'' good news regarding this case. [[ComplacentGamingSyndrome It does make for a decent roller-coaster that can be rebuilt in other levels]], and [[ThisLooksLikeAJobForAquaman is completely indoors, making it profitable in the rain]].
** The "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.
** Good luck trying to build an effective Steel Mini Roller Coaster if you're playing with the original Roller Coaster Tycoon (without the Loopy Landscapes expansion pack). The ride doesn't allow banked curves at all, making the ride unforgiving and forcing you to use very wide turns. Thankfully Loopy Landscapes allows the ride to have banked curves.
** Boat Hire sometimes gets this reaction for several reasons. For one, it suffers from a GameBreakingBug that sometimes causes boats to get stuck as they try to re-enter the station which would, in turn, get every ''other'' boat trying to get into the station stuck [[note]](most of the time, this occurs if the player adds an incomplete track to try to control an open area for boats to paddle)[[/note]], and causes players to restructure the ride until it works properly. Another reason is because of [[TooDumbToLive guests who occasionally go out too far]] in a vast water area, and can't return to the station which leads to many complaints about not being able to get off the ride. Then there's the fact that so many ride improvements are dedicated to this lousy ride because of the amount of boat types it has, and it gets worse in ''[=RCT2=]'', where they're considered separate rides yet ''still'' need to be researched, taking up valuable research time in the water rides category. [[note]](In ''[=OpenRCT2=]'' the separate rides are brought back together as a single ride, but you still have to research them via the water rides category.)[[/note]]
** The multi-dimension roller coaster is a very gimmicky ride that is incredibly hard to construct properly. The cost is absurdly high, the rotations are hard to figure out and don't even affect the ratings at all, and the ride will generally have far higher intensity and nausea than its excitement rating. The wiki outright states that you should only bother constructing one if you're doing a sandbox park or in the ride designer, as even figuring one out can be time-consuming.
** Neither of the single-rail roller coasters are exactly great either; they have terrible capacity as roller coasters go (tied with the Wooden Crazy Rodent coaster and only beating out the Air-Powered Vertical and Reverse Freefall coasters), they don't have banked turns or steep slopes (so there's no real way to make them compact), and they are very difficult to build to a high excitement rating. The Mini Suspended Coaster in particular is perhaps the worst of the two, as the ride can't be built as high compared to others and there isn't really a high excitement rating output.
** The Mini-Golf, as fun as it looks, is considered one of ''the'' worst attractions in the game that requires careful timing. Its excitement rating is about on par with a similar gentle rides, but guests will constantly complain about wanting to leave the ride, especially if you use Holes D or E, therefore, careful ride design is required. Worst of all, the running cost itself is so absurdly high, a modest mini golf course is more expensive than almost all rides except for really expensive/large roller coasters.
** There's basically no reason to build the Elevator whatsoever. Most of its blueprints consist of a simple high tower which in theory is meant to give the guests a nice view. The problem is that there's no way back down other than using the Elevator again, the view has no impact on ratings, you can't charge much for the Elevator because of its poor stats, and guests are often too stupid to go back down, or will randomly and arbitrarily decide that they want to go on a ride more thrilling, despite being perfectly willing to go on it before. Using traditional pathways to go between elevated positions also has a negligible impact on tiredness, so building an Elevator with provided pathways is still pointless.
** The Space Rings is generally considered ''the'' worst flat ride in the game. The ride is slow, is outdoors (meaning it can't be immune to the effects of rain), it doesn't really make profit, it has the worst annual customer turnout for flat rides at 232 (in comparison, the Ferris Wheel, the second worst, has 402), can't be modified to potentially raise the turnout (which is something you can do to other rides such as the carousel), has the lowest profitability of all flat rides (the Crooked House even makes more than it), and ironically for a gentle ride, it has ''the second highest nausea rating of all flat rides'', only being beaten by the Enterprise. Watch WebVideo/MarcelVos cover it [[https://www.youtube.com/watch?v=YSElvtZMp38 here]].
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** There is no downside or penalty for having more than one of the same ride. Therefore, the optimal strategy in most scenarios is to [[{{Whoring}} concentrate almost exclusively]] on high-excitement, high-popularity, high-profit rides like the Go-Karts, Launched Freefall, and Enterprise (in addition to roller coasters, of course), while ignoring lower-performing options like most gentle rides. However, many players find [[AwesomeButImpractical playing this way less fun]] and that it goes against the spirit of the game, not to mention feels less realistic. Many players make a point to build as wide of a variety of rides as possible and avoid duplicates, at least until they've built one of each ride.

to:

** There is no downside or penalty for having more than one of the same ride.ride, except for admission price and park value. Therefore, the optimal strategy in most scenarios is to [[{{Whoring}} concentrate almost exclusively]] on high-excitement, high-popularity, high-profit rides like the Go-Karts, Launched Freefall, and Enterprise (in addition to roller coasters, of course), while ignoring lower-performing options like most gentle rides. However, many players find [[AwesomeButImpractical playing this way less fun]] and that it goes against the spirit of the game, not to mention feels less realistic. Many players make a point to build as wide of a variety of rides as possible and avoid duplicates, at least until they've built one of each ride.
Is there an issue? Send a MessageReason:


* VindicatedByHistory: ''[=RollerCoaster=] Tycoon 3'' was criticized at launch due to its shift from isometric sprites to 3D environments, lack of involvement from creator Chris Sawyer, and poor performance on computers of the time. Its poor reception caused the series to go on hiatus for several years. However, in the interim, PC specifications improved enough to run the game as intended, and the game developed a dedicated fanbase due to the creative freedom it allowed, sheer amounts of new content including swimming pool and zoo introduced by the respective expansion packs, and its ease of access for modding; it had an active and extensive modding scene for several years after its official support had ended. This eventually led to the release of an acclaimed CreatorDrivenSuccessor, ''VideoGame/PlanetCoaster'', over a decade later, which, while it suffered from the same performance issues relative to contemporary average mid to low spec PC users, fared better with critics and fans since launch.
* WhatAnIdiot: The guests:
** If one of them can't find the park exit, even if it's clearly mapped out, you will get a message asking you to help the guest.
** Guests will complain that they're thirsty and not buy a drink because ''they're too busy eating a damn burger''!
** They'll even ignore their hunger or thirst in favor of going on a ride or buying a souvenir instead, leaving them with not enough money to buy food or a drink.
** Guests refusing to leave the park happy, after having a great time and spending all their money. Instead of leaving and spreading good word-of-mouth, they remain and whine about not having enough money for anything, lowering their happiness. When they leave the park hungry, thirsty, tired and unhappy you pay the price with a bad reputation. Fortunately, this is rectified in ''[=RCT2=]'' where you could put in an ATM for them to use.
** 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, guests still complain that they won't ride it while it's raining, even when the ride is completely unaffected by the rain otherwise. To be fair, this isn't possible in ''[=RCT1=]'', so the code probably never accounted for this.

to:

* VindicatedByHistory: ''[=RollerCoaster=] Tycoon 3'' was criticized at launch due to its shift from isometric sprites to 3D environments, lack of involvement from creator Chris Sawyer, and poor performance on computers of the time. Its poor reception caused the series to go on hiatus for several years. However, in the interim, PC specifications improved enough to run the game as intended, and the game developed a dedicated fanbase due to the creative freedom it allowed, sheer amounts of new content including swimming pool and zoo introduced by the respective expansion packs, and its ease of access for modding; it had an active and extensive modding scene for several years after its official support had ended. This eventually led to the release of an acclaimed CreatorDrivenSuccessor, ''VideoGame/PlanetCoaster'', over a decade later, which, while it suffered from the same performance issues relative to contemporary average mid to low spec PC users, fared better with critics and fans since launch.
* WhatAnIdiot: The guests:
** If one of them can't find the park exit, even if it's clearly mapped out, you will get a message asking you to help the guest.
** Guests will complain that they're thirsty and not buy a drink because ''they're too busy eating a damn burger''!
** They'll even ignore their hunger or thirst in favor of going on a ride or buying a souvenir instead, leaving them with not enough money to buy food or a drink.
** Guests refusing to leave the park happy, after having a great time and spending all their money. Instead of leaving and spreading good word-of-mouth, they remain and whine about not having enough money for anything, lowering their happiness. When they leave the park hungry, thirsty, tired and unhappy you pay the price with a bad reputation. Fortunately, this is rectified in ''[=RCT2=]'' where you could put in an ATM for them to use.
** 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, guests still complain that they won't ride it while it's raining, even when the ride is completely unaffected by the rain otherwise. To be fair, this isn't possible in ''[=RCT1=]'', so the code probably never accounted for this.
launch.
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* FanonDiscontinuity: As far as most fans are concerned, all of the games released past ''[=RCT3=]'' and its expansions (with the exception of ''RCT Classic'') don't exist. Many find ''VideoGame/{{Parkitect}}'' and ''VideoGame/PlanetCoaster'' to be [[SpiritualSuccessor far 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, all of the games released past ''[=RCT3=]'' and its expansions (with the exception of ''RCT Classic'') don't exist. Many find ''VideoGame/{{Parkitect}}'' and ''VideoGame/PlanetCoaster'' to be [[SpiritualSuccessor [[CreatorDrivenSuccessor far more worthy successors.]] It helps that the latter was made by the exact same development team behind ''[=RCT3=]''.



* SequelDifficultyDrop: The third game gives the player more leniency to complete each level than its predecessors, by replacing {{Timed Mission}}s with objective lists, giving parks more space to work with, and allowing the player to build while the game is paused. These conventions would carry on in Frontier's SpiritualSuccessor, ''VideoGame/PlanetCoaster''.

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* SequelDifficultyDrop: The third game gives the player more leniency to complete each level than its predecessors, by replacing {{Timed Mission}}s with objective lists, giving parks more space to work with, and allowing the player to build while the game is paused. These conventions would carry on in Frontier's SpiritualSuccessor, CreatorDrivenSuccessor, ''VideoGame/PlanetCoaster''.



* VindicatedByHistory: ''[=RollerCoaster=] Tycoon 3'' was criticized at launch due to its shift from isometric sprites to 3D environments, lack of involvement from creator Chris Sawyer, and poor performance on computers of the time. Its poor reception caused the series to go on hiatus for several years. However, in the interim, PC specifications improved enough to run the game as intended, and the game developed a dedicated fanbase due to the creative freedom it allowed, sheer amounts of new content including swimming pool and zoo introduced by the respective expansion packs, and its ease of access for modding; it had an active and extensive modding scene for several years after its official support had ended. This eventually led to the release of an acclaimed SpiritualSuccessor, ''VideoGame/PlanetCoaster'', over a decade later, which, while it suffered from the same performance issues relative to contemporary average mid to low spec PC users, fared better with critics and fans since launch.

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* VindicatedByHistory: ''[=RollerCoaster=] Tycoon 3'' was criticized at launch due to its shift from isometric sprites to 3D environments, lack of involvement from creator Chris Sawyer, and poor performance on computers of the time. Its poor reception caused the series to go on hiatus for several years. However, in the interim, PC specifications improved enough to run the game as intended, and the game developed a dedicated fanbase due to the creative freedom it allowed, sheer amounts of new content including swimming pool and zoo introduced by the respective expansion packs, and its ease of access for modding; it had an active and extensive modding scene for several years after its official support had ended. This eventually led to the release of an acclaimed SpiritualSuccessor, CreatorDrivenSuccessor, ''VideoGame/PlanetCoaster'', over a decade later, which, while it suffered from the same performance issues relative to contemporary average mid to low spec PC users, fared better with critics and fans since launch.
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** [[http://i.imgur.com/NIGCm.png A similar situation]] can be done with [[TheScrappy a Heartline Twister Roller Coaster]] by filling it with Reverser Sections and Heartline Rolls. Sadly, the bug that allowed such ridiculous excitement scores was apparently fixed at some point in vanilla ''[=RCT2=]'' and is definitely fixed in ''[=OpenRCT2=]''.

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** [[http://i.imgur.com/NIGCm.png A similar situation]] An excitement rating exceeding 600.00]] can also be done with [[TheScrappy a Heartline Twister Roller Coaster]] by filling it with Reverser Sections and Heartline Rolls. Sadly, the bug that allowed such ridiculous excitement scores was apparently fixed at some point in vanilla ''[=RCT2=]'' and is definitely fixed in ''[=OpenRCT2=]''.
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** Extreme Heights in the second game is another infinite money level, but here you get a gigantic piece of land to work with (nearly 150 x 150) and a mountainous region, allowing for plenty of creativity in how your rides are laid out, making it among the best of the infinite money scenarios. However, the guests will prefer intense roller coasters and you'll be spending time multitasking between building very intense rides and keeping the guests happy.

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** Extreme Heights in the second game is another infinite money level, but here you get a gigantic piece of land to work with (nearly 150 x 150) and a mountainous region, allowing for plenty of creativity in how your rides are laid out, making it among the best of the infinite money scenarios. However, the guests will prefer intense roller coasters coasters, and the objective is to prevent the park rating from falling below 700, so you'll be spending time multitasking between building very intense rides and keeping the guests happy.
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** Blocking off some of the pathways in Evergreen Gardens and Magic Quarters at the start of the scenario to prevent guests from getting lost allows for a smoother transition of construction for the generously large parks. There's a lot that can be done in the vast space of beauty.
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There is no such thing as a "Inverted Freefall" in the game. Does it meant to say "Launched Freefall"?


** There is no downside or penalty for having more than one of the same ride. Therefore, the optimal strategy in most scenarios is to [[{{Whoring}} concentrate almost exclusively]] on high-excitement, high-popularity, high-profit rides like the Go-Karts, Inverted Freefall, and Enterprise (in addition to roller coasters, of course), while ignoring lower-performing options like most gentle rides. However, many players find [[AwesomeButImpractical playing this way less fun]] and that it goes against the spirit of the game, not to mention feels less realistic. Many players make a point to build as wide of a variety of rides as possible and avoid duplicates, at least until they've built one of each ride.

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** There is no downside or penalty for having more than one of the same ride. Therefore, the optimal strategy in most scenarios is to [[{{Whoring}} concentrate almost exclusively]] on high-excitement, high-popularity, high-profit rides like the Go-Karts, Inverted Launched Freefall, and Enterprise (in addition to roller coasters, of course), while ignoring lower-performing options like most gentle rides. However, many players find [[AwesomeButImpractical playing this way less fun]] and that it goes against the spirit of the game, not to mention feels less realistic. Many players make a point to build as wide of a variety of rides as possible and avoid duplicates, at least until they've built one of each ride.
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* HilariousInHindsight: In ''[=RCT3=]: Wild'', there exists an ‘Extended Coaster’ that can be fitted with many different parts. Its possible car types include Floorless, Stand-Up and Twister cars, and its track is based on [=B&M=] steel track, which has made it a popular substitute for the normal [=B&M=]-type coasters in the game. In recent years, a number of actual [=B&M=] stand-up coasters, such as Cedar Point’s Mantis, have been converted into floorless coasters.
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** I want to go on something more thrilling than Merry-Go-Round 1. [[labelnote:Explanation]]Usually commented on Youtube videos of the original classical music songs that the merry-go-round's fairground organ music is based on.[[/labelnote]]
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* JustHereForGodzilla: A number of players simply like the game for the coaster building and pay no mind to the management aspects, often using cheats and trainers to give themselves unlimited money to do so with.
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* AnnoyingVideoGameHelper: Eventually, one will have this reaction to the game after the umpteenth time it gives a message that a guest is lost and can't find the park exit. The second game removes this message entirely unless they specifically set to follow a guest's actions through messages. Unfortunately, the third game reintroduced this game mechanic with the Park Inspector.

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* AnnoyingVideoGameHelper: Eventually, one will have this reaction to the game after the umpteenth time it gives a message that a guest is lost and can't find the park exit. The second game removes this message entirely unless they you specifically set to follow a guest's actions through messages. Unfortunately, the third game reintroduced this game mechanic with the Park Inspector.
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** There's basically no reason to build the Elevator whatsoever. Most of its blueprints consist of a simple high tower which in theory is meant to give the guests a nice view. The problem is that there's no way back down other than using the Elevator again, the view has no impact on ratings, you can't charge much for the Elevator because of its poor stats, and guests are often too stupid to go back down. Using traditional pathways to go between elevated positions also has a negligible impact on tiredness, so building an Elevator with provided pathways is still pointless.

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** There's basically no reason to build the Elevator whatsoever. Most of its blueprints consist of a simple high tower which in theory is meant to give the guests a nice view. The problem is that there's no way back down other than using the Elevator again, the view has no impact on ratings, you can't charge much for the Elevator because of its poor stats, and guests are often too stupid to go back down.down, or will randomly and arbitrarily decide that they want to go on a ride more thrilling, despite being perfectly willing to go on it before. Using traditional pathways to go between elevated positions also has a negligible impact on tiredness, so building an Elevator with provided pathways is still pointless.
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** In-universe, rides and coasters with a lot of spinning (discounting the Spinning Wildmouse and Virginia Reel) or time spent inverted will get a high nausea rating and guests will vomit if their nausea gets too high but First Aid stations in all three games along with benches can help prevent guests from losing their lunch. Commercials for the games even use this as a selling point.

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** In-universe, rides and coasters with a lot of spinning (discounting the Spinning Wildmouse and Virginia Reel) or time spent inverted will get a high nausea rating and guests will vomit if their nausea gets too high but First Aid stations Stands in all three games the second and third game along with benches can help prevent guests from losing their lunch. Commercials for the games even use this as a selling point.
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* SuspiciouslySimilarSong: [[https://youtu.be/Kck2Yjrej6s Prairie Rider]], a song meant to be used in Western-themed areas in ''3'', is based on the [[https://youtu.be/yulmgTcGLZw theme]] of Film/TheMagnificentSeven1960. [[https://youtu.be/cjuFMPxYFYw Surf Shack]], meant for aquatic areas, is very much [[https://youtu.be/dBURLdhmmZ8 "Wipe Out"]] by Music/TheSurfaris.
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* AnnoyingVideoGameHelper: Eventually, one will have this reaction to the game after the umpteenth time it gives a message that a guest is lost and can't find the park exit. The second game removes this message entirely unless they specifically set to follow a guest's actions through messages.

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* AnnoyingVideoGameHelper: Eventually, one will have this reaction to the game after the umpteenth time it gives a message that a guest is lost and can't find the park exit. The second game removes this message entirely unless they specifically set to follow a guest's actions through messages. Unfortunately, the third game reintroduced this game mechanic with the Park Inspector.
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** In ''[=OpenRCT2=]'' 0.4, beating Iceberg Islands is as easy as loading the Iceberg Islands save file used by the AttractMode. Other scenarios cannot be skipped by loading save files used by the title sequence, as they were already beat by the time the save files were made.
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It only took one year. It ended in Year 4 because it began in Year 3 (of the park's existence.)


** [[http://knowyourmeme.com/memes/mr-bones-wild-ride Mr. Bones' Wild Ride]] (Experience it yourself in [[https://www.youtube.com/watch?v=s78DeYIAyu4in first-person]].) [[labelnote:Explanation]]Spawned from a [=4chan=] post documenting a ride made in this game that takes 4 years to finish, which is followed by a line that leads back to the entrance of the ride. Frequently referenced in any situation involving long roller coasters.[[/labelnote]]

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** [[http://knowyourmeme.com/memes/mr-bones-wild-ride Mr. Bones' Wild Ride]] (Experience it yourself in [[https://www.youtube.com/watch?v=s78DeYIAyu4in first-person]].) [[labelnote:Explanation]]Spawned from a [=4chan=] post documenting a ride made in this game that takes 4 years a year to finish, which is followed by a line that leads back to the entrance of the ride. Frequently referenced in any situation involving long roller coasters.[[/labelnote]]

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* SugarWiki/MostWonderfulSound: The sound of successfully passing a scenario.

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* SugarWiki/MostWonderfulSound: SugarWiki/MostWonderfulSound:
**
The sound of successfully passing a scenario.
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** Although not official, Open has a lot of quality of life changes that tries to combine the first and second games to make the best of both worlds. It also makes it much easier to pick rides (during scenario creation, they're categorized by what game they came out, allowing you to easily filter rides you don't want) as well. A new save format that's currently on development build even allows you to accumulate far more guests/staff/rides than before.

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** Although not official, Open ''[=OpenRCT2=]'' has a lot of quality of life changes that tries try to combine the first and second games to make the best of both worlds. It also makes it much easier to pick rides (during scenario creation, they're categorized by what game they came out, were added in, allowing you to easily filter rides you don't want) as well. A new save format that's currently on development build even allows you to accumulate far more guests/staff/rides than before.



*** 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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*** 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 ''[=RCT2=]'' and Classic, ''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]].



** [=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]].

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** [=RCT=] Classic ''[=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 by combining Mega Park's "have fun" goal 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 Megaworld Park's unlimited cash. An actual park exists in Classic ''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 [[BrokenBase some people still consider it inferior]]. It's the park on the cover screen]]. title screen.



** In terms of RCT Classic, there are several scenarios in the "Bronze" group (the 3rd to last group) that are quite tough to accomplish (see ThatOneLevel and ScrappyMechanic), including Frightmare Hills and Woodworm Park, plus several tough "build 10 roller coasters with this particular excitement rating and length" scenarios like Pleasure 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.
** 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.

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** In terms of RCT Classic, ''RCT Classic'', there are several scenarios in the "Bronze" group (the 3rd to last third-to-last group) that are quite tough to accomplish (see ThatOneLevel and ScrappyMechanic), including Frightmare Hills and Woodworm Park, plus several tough "build 10 roller coasters with this particular excitement rating and length" scenarios like Pleasure 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.
** Most of the Silver Group, the second-to-last group in RCT Classic, ''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.



* CriticalDissonance: ''Rollercoaster Tycoon 2'' was criticized by critics for [[MissionPackSequel looking and playing the same as the predecessor.]] However, fans really liked it due to introduction of numerous quality-of-life effects such as improved AI, fixes to the interface, in-game editor, and numerous new objects, rides, and scenarios. Not to mention, improvements toward optimization allows for larger plot of land.

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* CriticalDissonance: ''Rollercoaster ''[=RollerCoaster=] Tycoon 2'' was criticized by critics for [[MissionPackSequel looking and playing the same as the predecessor.]] However, fans really liked it due to introduction of numerous quality-of-life effects such as improved AI, fixes to the interface, in-game editor, and numerous new objects, rides, and scenarios. Not to mention, improvements toward optimization allows for larger plot of land.



* FanNickname: The skeleton that's part of the "Spooky Theming" scenery set (first two games) is commonly referred to as "Mr. Bones" thanks to the infamous "Mr. Bones Wild Ride"
* FanonDiscontinuity: As far as most fans are concerned, all of the games released past ''[=RCT3=]'' and its expansions (with the exception of RCT Classic) don't exist. Many find ''VideoGame/{{Parkitect}}'' and ''VideoGame/PlanetCoaster'' to be [[SpiritualSuccessor far more worthy successors.]] (It helps that the latter was made by the exact same development team behind ''[=RCT3=]'').

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* FanNickname: The skeleton that's part of the "Spooky Theming" scenery set (first in this first two games) games is commonly referred to as "Mr. Bones" thanks to the infamous "Mr. Bones Wild Ride"
Ride".
* FanonDiscontinuity: As far as most fans are concerned, all of the games released past ''[=RCT3=]'' and its expansions (with the exception of RCT Classic) ''RCT Classic'') don't exist. Many find ''VideoGame/{{Parkitect}}'' and ''VideoGame/PlanetCoaster'' to be [[SpiritualSuccessor far more worthy successors.]] (It It helps that the latter was made by the exact same development team behind ''[=RCT3=]'').''[=RCT3=]''.



** You can charge your guests obscene amounts of money proportional to the excitement rating of the ride for rides if the entrance fee was free. For example, a rollercoaster with a 6.30 excitement rating can have an entrance fee upwards of $13.00. While it can be very handy in "pay-per-ride" parks, one must be careful with this, because as the rides get older, the guests will want the price to be lower.

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** You can charge your guests obscene amounts of money proportional to the excitement rating of the ride for rides if the entrance fee was free. For example, a rollercoaster roller coaster with a 6.30 excitement rating can have an entrance fee upwards of $13.00. While it can be very handy in "pay-per-ride" parks, one must be careful with this, because as the rides get older, the guests will want the price to be lower.



** The pool in ''Rollercoaster Tycoon 3: Soaked!'' including the ''Complete Edition'' release, as there is no queue needed, guests tend to spend a lot of time inside of the pool, and receptions are almost always fantastic for the 2-5 dollar admission fee mark. It gets even better as there are special type of rides to be joined inside the pool. [[https://www.youtube.com/watch?v=B9Y_YulYeH4 This video]] demonstrates how the first park objectives can be easily finished by building a pool.

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** The pool in ''Rollercoaster Tycoon 3: Soaked!'' ''[=RCT3=] Soaked!'', including the ''Complete Edition'' release, as there is no queue needed, guests tend to spend a lot of time inside of the pool, and receptions most guests are almost always fantastic for fine with the 2-5 dollar admission fee mark. $2-5 reception fee. It gets even better as there are special type of rides if you add water slides, which add a boost to be joined inside the pool.pool's excitement rating. [[https://www.youtube.com/watch?v=B9Y_YulYeH4 This video]] demonstrates how the first park objectives can be easily finished by building a pool.



** The park value is majorly determined by a ride's excitement rating. However, it's also determined by its intensity rating and nausea too. If you happen to build multiple poorly built launch coasters that ramp up the nausea and intensity rating, those ratings will also rapidly increase the park value too. You could also build multiple Roto Drops and Reverse Freefalls and those would increase the value too. Additionally, never opening these rides will also mean that the park value will never deteriorate. A Youtuber [[https://www.youtube.com/watch?v=iARh8HGhNwo discovered a way]] to destroy any challenging aspect of Micro Park in Classic due to this oversight. [[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.]]. WebVideo/MarcelVos also [[https://www.youtube.com/watch?v=kZujGbroHYc made a video on this too]], demonstrating this oversight in action too, calling it a "Park Value Bomb".

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** The park value is majorly determined by a ride's excitement rating. However, it's also determined by its intensity rating and nausea too. If you happen to build multiple poorly built launch coasters that ramp up the nausea and intensity rating, those ratings will also rapidly increase the park value too. You could also build multiple Roto Drops and Reverse Freefalls and those would increase the value too. Additionally, never opening these rides will also mean that the park value will never deteriorate. A Youtuber [[https://www.youtube.com/watch?v=iARh8HGhNwo discovered a way]] to destroy any challenging aspect of Micro Park in Classic ''Classic'' due to this oversight. [[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.]]. WebVideo/MarcelVos also [[https://www.youtube.com/watch?v=kZujGbroHYc made a video on this too]], demonstrating this oversight in action too, calling it a "Park Value Bomb".



** 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 [[MarathonLevel 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.

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** Megaworld Park, the third-to-last park in both Loopy Landscapes and Classic.''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 [[MarathonLevel you had to build significantly more rides so you could attract more guests]]. However, in [=RCT=] Classic, ''[=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.



*** EXPLODING MINI-GOLF![[labelnote:Explanation]]Thanks to [=OpenRCT2=]'s tools, thousands of gamers discovered something even more absurd: If a guest were to walk off of an incomplete mini-golf course, they will explode. This is because they are technically riding on a vehicle while walking down the mini-golf path, the sprites just try to hide this.[[/labelnote]]
** Peep Bowling[[labelnote:Explanation]]In [=RCT3=], guests can't die in rollercoaster accidents, so people took to building elaborate 'machines' and rides dedicated to flinging guests as far as possible![[/labelnote]]

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*** EXPLODING MINI-GOLF![[labelnote:Explanation]]Thanks to [=OpenRCT2=]'s ''[=OpenRCT2=]''[='=]s tools, thousands of gamers discovered something even more absurd: If a guest were to walk off of an incomplete mini-golf course, they will explode. This is because they are technically riding on a vehicle while walking down the mini-golf path, the sprites just try to hide this.[[/labelnote]]
** Peep Bowling[[labelnote:Explanation]]In [=RCT3=], guests can't die in rollercoaster roller coaster accidents, so people took to building elaborate 'machines' and rides dedicated to flinging guests as far as possible![[/labelnote]]



** The transaction sound too. Especially when a lot of guests enter your best rollercoaster or buy $20 umbrellas during a rainstorm.

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** The transaction sound too. Especially when a lot of guests enter your best rollercoaster roller coaster or buy $20 umbrellas during a rainstorm.



** Because of the fact how wall terrain tiles worked in the first Rollercoaster Tycoon, Fun Fortress and Good Knight Park (both castle parks) do not transfer well within the Rollercoaster Tycoon 2 engine, which Classic happens to use. The end result is off-colored wood tiles with castle walls on top, which end up looking hideous. Compare them to Crazy Castle, which was constructed using the second game's resources. [=OpenRCT2=] remedies this by incorporating the terrain tools from both games, allowing both to be used at the same time (that is if you're importing assets from both games).
** The mobile versions of Classic are considered great, but the Steam version of Classic is rather odd, especially on Mac computers. A lot of the menus are a bit buggy and it's actually impossible to exit Classic through conventional means (you have to hit Cmd + Q). The instructions on how to import scenarios is way too vague (it still uses the mobile version's instructions). You actually have to manually import them, and even then, the game will constantly warn you to reinstall the game, even though there's no actual harm done.
** Open is a nightmare to run on mobile devices to the point where it's generally recommended just to download Classic from the App/Play store for a better mobile experience.

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** Because of the fact how wall terrain tiles worked in the first Rollercoaster Tycoon, game, Fun Fortress and Good Knight Park (both castle parks) do not transfer well within the Rollercoaster Tycoon 2 ''[=RCT2=]'' engine, which Classic ''Classic'' happens to use. The end result is off-colored wood tiles with castle walls on top, which end up looking hideous. Compare them to Crazy Castle, which was constructed using the second game's resources. [=OpenRCT2=] ''[=OpenRCT2=]'' remedies this by incorporating the terrain tools from both games, allowing both to be used at the same time (that is if you're importing assets from both games).
** The mobile versions of Classic ''Classic'' are considered great, but the Steam version of Classic ''Classic'' is rather odd, especially on Mac computers. A lot of the menus are a bit buggy and it's actually impossible to exit Classic ''Classic'' through conventional means (you have to hit Cmd + Q). The instructions on how to import scenarios is way too vague (it still uses the mobile version's instructions). You actually have to manually import them, and even then, the game will constantly warn you to reinstall the game, even though there's no actual harm done.
** Open is ''[=OpenRCT2=]'' is, unfortunately, a nightmare to run on mobile devices devices, to the point where it's generally recommended just to download Classic from the App/Play store ''Classic'' for a better mobile experience.



* 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]].

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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, ''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]].

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* AuthorsSavingThrow: ''RCT Classic'' can effectively be considered an apology letter from Atari for the universally-panned ''4 Mobile'' adaptation and the TroubledProduction and ObviousBeta nature of ''World'', as it is a straight-up mobile port of ''[=RCT2=]'' with almost all the scenarios from ''[=RCT1=]'', both being almost universally beloved games.

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* AuthorsSavingThrow: AuthorsSavingThrow:
**
''RCT Classic'' can effectively be considered an apology letter from Atari for the universally-panned ''4 Mobile'' adaptation and the TroubledProduction and ObviousBeta nature of ''World'', as it is a straight-up mobile port of ''[=RCT2=]'' with almost all the scenarios from ''[=RCT1=]'', both being almost universally beloved games.games.
** Although not official, Open has a lot of quality of life changes that tries to combine the first and second games to make the best of both worlds. It also makes it much easier to pick rides (during scenario creation, they're categorized by what game they came out, allowing you to easily filter rides you don't want) as well. A new save format that's currently on development build even allows you to accumulate far more guests/staff/rides than before.

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* TierInducedScrappy: Many rides simply have poor stats or have other problems that prevent them from being financially viable, or are otherwise unpleasant enough for players to ignore them completely, and is usually considered a waste when it's one of the researchable rides.

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* TierInducedScrappy: Many rides simply have poor stats or have other problems that prevent them from being financially viable, or are otherwise unpleasant enough for players to ignore them completely, and is usually considered a waste when it's one of the researchable rides. In general, the formula is as follows: For roller coasters, if it has a piss-poor guest capacity per car/train, lacks ways to control intensity, and swings around a lot (resulting in extra nausea), it's crap. For gentle rides, if it's outdoors or lacks a roof and has poor stats all around, it's crap. And for any example, if it has a slow guest throughput, it's crap, because it'll be very slow to make that ride profitable. The Merry-Go-Round usually lags in excitement, but thanks to its roof (and for some, the music), it's exempt from this rule. The Slide isn't so lucky.



*** In general, the formula is as follows: For roller coasters, if it has a piss-poor guest capacity per car/train, lacks ways to control intensity, and swings around a lot (resulting in extra nausea), it's crap. For gentle rides, if it's outdoors or lacks a roof and has poor stats all around, it's crap. And for any example, if it has a slow guest throughput, it's crap, because it'll be very slow to make that ride profitable. The Merry-Go-Round usually lags in excitement, but thanks to its roof (and for some, the music), it's exempt from this rule. The Slide isn't so lucky.
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** "Oh no. You want to ''drown''."[[labelnote:Explanation]]Players enjoy drowning guests, especially those who want to go home.[[/labelnote]]

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