Annoying Video Game Helper: 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.
Awesome Music: 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. Especially since there are ten songs (eleven in the second game), which are remixes of folk and classical music. It gives a nice soundtrack to the park, which is why so many players build it as the very first ride of the park.
Rock1 Style. The other two Rock Styles aren't any slouches either.
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. Although, 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. Still, once they're done, they're basically entire sandboxes.
Vertigo Views from Loopy Landscapes introduces the "Make X amount of ride income" scenario, by giving you a bunch of land and a huge Hypercoaster.
Mega Park, from the original game. Two words: "Have fun!"
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.
Funtopia in Corkscrew Follies is a readily accessible example. The park comes with two decent pre-built roller coasters, and has access to every single ride and attraction in the game, when research is all maxed out. (Being one of only five parks in the entire list of eighty-plus scenarios that gives you the Steel Twister roller coaster, one of the best coaster types in the game, right from the start doesn't hurt either.)
Leafy Lake in the original is memorable too and none too difficult. The maximum loan is $50,000, the land is wide (and can be expanded), and there's a lot one can do in that giant lake...
Breather Level: Each of the three level packs in the first game has at least one:
The original has Thunder Rock, the final scenario, where you must have 900 guests in your park in 4 years. Many of the earlier parks gave you less time for the same guest count or required more guests in the same time (including one of the starting scenarios), and the scenario immediately before it was That One Level. The location takes a little getting used to, but there were far more limiting ones previously (Mothball Mountain, for instance), and being able to build underneath the rock essentially almost doubles your available space.
Corkscrew Follies has Mineral Park, the fourth-to-last park, where you must gain a park value of $10,000 in two years. The objective is not hard to achieve in the given time, there are no gimmicks or handicaps, the terrain is not that much of an impediment, and the ride selection is pretty reasonable for the job. The following park, Coaster Crazy, isn't that hard either, especially if you've been doing the Loopy Landscapes scenarios at the same time: Coaster Crazy is actually the first park to have the "build 10 roller coasters" objective (it did not, in fact, debut inLoopy Landscapes). This also makes it the only Corkscrew Follies scenario not to have a time limit, so despite the downplayedUnexpected Gameplay Change, the fact that this one is impossible to actually lose makes it not much of a threat, especially for the third-to-last park. An earlier example would be Gentle Glen, where easy-to-make gentle rides reign supreme on account of the guests' low intensity preference.
Loopy Landscapes has Terror Town, also the fourth-to-last scenario, where you must have at least 10 different types of roller coaster that each have an excitement rating of at least 6.00. Well, there are no minimum length requirements and the location is not terribly difficult (two things that were pointedly not the case in some of the earlier parks with the same or a similar objective), so this should be no problem if you completed the earlier similar parks.
2 has Dusty Greens, a monthly profit park with such a low goal ($5,000) that it's entirely possible to hit said goal before running out of land, and a lack of land is this park's only problem.
Let's just say any and all of the parks with park value-related objectives qualify, other than Micro Park in Loopy Landscapes and maybe Dinky Park in the original (which still isn't exactly difficult, but it is tricky for the original level pack). The four such parks in Corkscrew Follies are ridiculously easy to complete in the allotted time and can generally be finished in half that without too much effort. The ones in the original level pack (Dinky Park aside)? You'd practically have to try to lose those. The biggest issue players have to deal with concerning park value objectives is remembering to replace rides that have aged since the first year, but even then, the park value goal is usually such a low amount that bringing the park value up with brand new rides isn't really a necessity to complete it.
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.
Until you hit some of the more restrictive scenarios like Rainbow Valley in the original, or unusual objectives like "achieve a monthly profit of $n from food & drink sales", which force you to think out of the box a bit.
Some of the pre-built rides that were developed specifically for certain levels are usually saved as reusable tracks, and then rebuilt in other levels; a prime example being "Runaway Plumber" from Katie's World (usually after some adjustments to prevent it from crashing during a (Station) Brakes Failure).
RollerCoaster Tycoon 3. The 3D leap caused a few issues with some people, mainly how the coaster designing was still very stiff and restricted despite having no limits with the nature of sprite graphics. What really makes this game contested is its performance issues, as it really loves bringing even modern gaming rigs to their knees as opposed to the previous two games, which ran at full speed when you had full-blown parks containing thousands of guests. Also, there were those who disliked how much the scenarios were dumbed down, as they usually had very basic goals with very uninspired parks, and were usually completable in only a few minutes. The thing that stops most people from swearing the game off altogether is the addition of the full sandbox mode.
To a far lesser extent, the second game. Yes, it is the fan favorite as far as building custom content from scratch goes due to various under-the-hood improvements and some nice additions — the AI was more refined, there were various additions such as block brakes and raising and lowering ride elevations, among other things — but people tend to have mixed feelings on the quality of just about everything else. It's generally agreed upon that the scenarios are a whole lot weaker than the first game (they're usually either a huge flat land or a copious abuse of the mountain tool), that the scenarios being all unlocked from the start defeats much of the purpose of finishing them all and that the inability of charging both an entrance fee and ride fees or to select which one to charge at will (each scenario only allows one at a time) is rather limiting. However, people have converted scenarios from the first game to the second one (although the fact that you don't have to unlock them is still seen as a genuine issue), and OpenRCT has brought back scenario unlocking and allows charging for both the entrance and the rides via a cheat.
The expansions of the second game don't get much love, due to the new rides being nothing more than lame reskins whose art style clashes with the base game's and the new scenarios being as weak as, if not more than, the base game ones.
The trees, themselves become these in scenarios such as Rainbow Valley, where scenery can not be removed. Due to their placement, rides and even pathways can be a pain to properly construct. The trees are even worse in the Corkscrew Follies scenario Harmonic Hills, because you can't build rides over the tree height.
Loan interest in RCT1 is very low. You can have a loan of $40000 and you will pay $20-$40. Because of that they will sap your money in parks such as Sprightly Park and the real-life parks (Alton Towers, Heide-Park, and Blackpool Pleasure Beach). The reason is that their loans are way higher than normal. Sprightly Park has a starting loan of $250000, and that's still nothing compared to the real life parks such as Alton Towers, with a loan of FOUR MILLION DOLLARS!
The Stations Brake Failure is by far the deadliest breakdown type in the game; this usually ends with coaster trains crashing in the station, rendering the ride nigh-unusable due to the safety concerns from the guests afterward.
Difficult but Awesome: Any expensive coaster that gives a high excitement rating. (e.g. the Vertical Roller Coaster in 1 often gives high excitement ratings coupled with surprisingly low nausea ratings, but be prepared to bite far into your loan in order to build one.)
Similarly, the Wooden roller coaster in 1 and the Corkscrew coaster in 2 may have high excitement ratings, but they'll often have a higher intensity rating that may drive guests away unless properly constructed. The Wooden was slightly fixed from 1 to 2 so that this does not apply as heavily anymore.
2 introduced block brakes, allowing you to have more trains than the station can allow and prevent crashes. Problem? Making a roller coaster with block brakes become much more complicated.
The final levels in RCT3 and 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 leveled off with the landscape tool to create a relatively easy 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.
Loopy Landscapes has Micro Park. Most of Loopy Landscapes scenarios are unique, fun and/or challenging in a good way. Micro Park is none of these. It's a 15x15 park that's completely flat, it isn't fun trying to micromanage your rides (Worse when it's a roller coaster) and it's unfairly challenging because the goal is to have a park value of £/$10,000 at the end of Year 2. There's a reason why Dinky Park has a land on the other side of the road available to buy.
You can 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 of $6.30. 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.
Umbrellas. No matter how much it costs, guests will ALWAYS buy it when it's raining. Put the price on $20 and then...
Demolishing a fountain by replacing it with a coaster segment will give you more than the fountain cost (see "Stop Having Fun" Guys below for the details).
Some people consider the Marketing Campaign mechanic to be this once the player gets the gist of how it works, and consider it to be a cheap cop-out if a player is struggling to get that last batch of guests in their park before the time is up. At the cost of a maximum of $4200 every six weeks to set up park marketing/coupons to spawn more guests to come to your park, the player can effectively make any level that requires "X amount of guests to be in the park by the end of October, Year Y" to be an absolute joke, because your guest numbers have suddenly doubled from 500 to 1000 in just six weeks. As for paying, $4200 may sound like a lot at first, but if you have an established park, you will make that all back easily within a week.
You can make a LIM Launched Roller Coaster in the second game with an excitement rating of OVER 600.00. As shown in this link and proven true by other players, one must build a straight LIM Launched Coaster and make sure it goes at its maximum speed. Then fill every part of the coaster with in-line twists and at one part of the ride, make it go through a Quarter Loop and go up to the second half, but make sure it goes at a speed above 10 MPH. After a few more in-line twists, make a steep drop and finish it with a vertical slope. The train will then go reverse, but make sure the train can reach back to the station. The intensity and nausea ratings will be dreadfully high, but that's an ultra high excitement rating.
You can beat the Six Flags Magic Mountain scenario in RCT2 in less than a minute by deleting a few roller coasters, then quickly repaying your loan with the earned money before your park value goes down (the effects aren't instant).
When given the choice between charging for rides or charging for the park entrance, the latter is obviously more desirable, especially when combined with the half-price marketing scheme.
The Cash Machine, introduced in the second game. It's a godsend if you have the "X guests in park" scenario since without it, guests will leave if they run out of money.note Not as much of a Game Breaker as it sounds; these are usually only available for "Pay for Entrance" scenarios, so the guests don't usually spend more after entering. The most it can do is provide guests with money to spend on merchandise and food if they literally go empty from the entrance fee alone.
Atari tried to pacify this by saying that a PC version is due for release in Fall 2014, but the terminology of "PC experience" did not do enough to cool down the flames. Their next attempt to Win Back the Crowd was to claim that the mobile version will be a social game, while the PC version will have more features and functionality. It was later announced in August 2014 that the next game, now called RollerCoaster Tycoon World, will be released in early 2015 for PC with both single-player and a new co-operative multiplayer mode, and more importantly, without any microtransactions.
Even then, World got some early negative reception as a trailer for the game released in March 2015 showed that the game's graphics has not improved much since RCT3. However, it was later revealed that the trailer showed footage from a pre-alpha prototype and that the engine was being updated with Unity 5, showing that the dev team does listen.F
Internet Counterattack: World. And my gosh, how Atari screwed this one up. Instead of releasing a completed game by early 2015, a year passes (changing developers at least three times), and it still looks like an early alpha release. They released it anyway as an Early Access title on March 30, 2016, and the reviews for it ever since show this.
It's been Vindicated by History since people point out that many Scrappy Mechanics and errors in the first game have been fixed, yet the sequel keeps the good parts of the original intact. Some examples are having Handymen ignore lawn mowing and the Scenario Editor.
The transaction sound too. Especially when a lot of guests enter your best rollercoaster or buy $20 umbrellas during a rainstorm.
In RCT3, the sounds the peeps make when they get hit by a coaster.
Nausea Fuel: In-game, if you build a coaster with too many curves and loops, the guests who ride it will vomit all over your park.
Porting Disaster: The Xbox port. It's the same game, only with bad controls. Not as bad as other disasters, but somewhat notable.
Schizophrenic Difficulty: 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 That One Level and Breather Level.)
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 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 Cool, but Inefficient because of its unique design.
Any ride where the cars/trains can fly off the track and crash. The Bobsled, Wooden Side-Friction, and Wooden Reverser roller coasters are notorious for this, as are the Water Slide and Ghost Train.
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 even if you have it set for one full rotation.
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.
Guests that don't pay in "Pay for ride ticket" scenarios. Some players even stalk anyone who thinks of leaving without paying and make them suffer or drown!
Good luck trying to build an effective Steel Mini Roller Coaster if you're playing with the original Roller Coaster Tycoon (without the expansion packs). 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 Game-Breaking Bug 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 stucknote most of the time, this occurs if the player adds an incomplete track to try to control an open area for boats to paddle, and causes players to restructure the ride until it works properly. Another reason is because of 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 most ride improvements are dedicated to this lousy ride because of the amount of boat types it has.
The two expansion packs for the second game, Wacky Worlds and Time Twister, receive a lot of hatred by many communities. This may be due to the fact that the scenery is out of place in the game or the lack of any true changes in gameplay. As a result, many players will avoid the expansions like the plague.
Prebuilt rides in general tend to cause issues, such as the aforementioned Hurricane from Ivory Towers for having a skyhigh nausea rating and the water slide from Aqua Park for being the worst designed water slide that stalls and crashes all the time. Longtime players will usually start a scenario by demolishing all of the rides because of the reliability issues, even if it'd cause more problems in the long run.
Trees. You'd have to manually remove every tree that gets in your way during ride construction, and Trees actually cost money to remove, unlike statues, fountains, and other scenery items. RCT2 added the remove scenery tool that enables removal of multiple scenery pieces at once and automatically removes scenery objects in the way during ride construction.
The (Station) Brake Failures. It's a type of roller coaster failure where the station brakes don't work, and if your cars are coming in at high speeds, a crash will very likely occur due to this. If you hadn't designed a coaster with this failure in mind, you would generally get interrupted sometime later on in the scenario with a sudden message showing your coaster crashing. There are multiple workarounds, but of course that didn't stop the developers from failing to design several coasters with this in mind (Agoraphobia and Runaway Plumber are perfect examples of this). Considering how frustrating it is to see a coaster you built, which you were sure was working just fine, crash out of complete nowhere, it's no wonder this type of failure was eradicated altogether in the third installment (although the second installment added the failproof "block brakes" to certain roller coasters).
Having to continuously uncheck Mowing Grass in a Handyman's to-do list comes off as a major annoyance in RCT1. Your park can function just fine without having to keep the lawn fresh compared to keeping the paths clear of trash and vomit, yet the Handymen will always walk off the path to forever mow the grass squares if the Mowing Grass function is active, even if the long grass hasn't appeared yet. RCT2 changes it around so the Mowing Grass function is unchecked in the Handyman's game checklist from the start.
The unchecked Mowing Grass function becomes a Scrappy Mechanic in itself, especially for players with a lot of grass that needs tending. Sure, it's possible to remove weeds by covering the area up with grass again, but it's tedious when there are more important theme park matters to tend to. It's easier to hire a bunch of handymen to clean it for you while you're doing other tasks, but you'll need to check all of their "mowing grass" boxes, and maybe uncheck a few more to ensure that they won't try to wander back to the park.
Thankfully, OpenRCT allows the player to enable or disable the Mowing Grass option by default, saving a lot of annoyance either way.
Really, the whole grass sprouting weeds is generally this, whether you use Handymen to clean it up or not. It serves absolutely no purpose whatsoever.
On a related note, staff will always bypass No Entry banners, so managing pathways becomes a lot harder that way.
A well known problem with many "Log Flume" rides (particularly the pre-built choice you're given to build in RCT1) in the first two games is that the logs are set up on a five-second departure timer for each log that leaves the station. The problem is that because of the length of the ride, the logs run out too quickly and you end up with an empty station for a good two minutes before the first log finally returns to the station; causing the people waiting in line to get angry, and even leave the line, out of anger for waiting too long in line. This can be fixed by lengthening the departure timer to 20-25 seconds, but just having to change it every... single... time... you build a Log Flume ride can come off as a major annoyance.
Not being able to charge guests for both ride and park tickets in RCT2. Parks that charge for rides often result in having plenty of guests that don't pay a cent when they leave.
Land-For-Sale wouldn't be so bad if it wasn't for one really annoying mishap; the problem being that within a large area of buy-able land, one or two of the terrain tiles would NOT have a for-sale flag. You would end up buying large areas of new land to extend your park...only to realize that there is a hole punched in the middle of the park that you still technically can't build on. And there's absolutely nothing you can do about it! Fortunately, at least one of the RCT2 recreations of the RCT1 parks fills in those annoying holes.
Any and all instances of parks forbidding landscape changes, scenery removal, or building above tree height. Despite the first game having only two parks that do any of these things, Rainbow Valley and Harmonic Hills, there is a good reason they're both listed under That One Level. (Thank your lucky stars that no such parks show up in Loopy Landscapes, though that pack comes with its own problems.)
For some reason the Go-Karts' excitement rating will drop if its tracks are underground/indoors. So there's no viable way of making them rain-proof.
A couple of downplayed examples: Some parks, at least in RCT1, will forbid any advertising campaigns (Pickle Park and Fiasco Forest from Corkscrew Follies), while some will add a handicap that makes the guest count or park rating harder to raise (Grand Glacier, Thunder Rocks, Pleasure Island, and Urban Jungle for the park rating; Nevermore Park for guest count; and Frightmare Hills, Southern Sands, and Venus Ponds for both — all in Loopy Landscapes). The former can be hard to get used to if you've been counting on advertising, especially if the time limit is strict, and while the latter does make a significant impact on the difficulty, it is mostly just a huge Guide Dang It, as the game gives you absolutely no indication that certain parks are innately more difficult to attract guests to or raise the park rating in.
Song Association: The fairground organ music from the merry-go-round can become this if not a classical music enthusiast.
"Stop Having Fun" Guys: Chris Sawyer, creator of the RollerCoaster Tycoon games, has gone on the record as saying that the "entire point" of RollerCoaster 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 the expansions and the sequel, he continually added code that would wreck the game if the player attempted to use any sort of "sandbox key". Not only did sales plummet appropriately, the attempts never worked. He finally gave up and included an open sandbox option in the third game, though the fact that he was one of two executive producers instead of the only one probably had something to do with that.note Interestingly, a publisher demanded scenarios be included in SimCity because they felt no one would ever do a free-form game. Of course, few gamers played the scenarios.
To a lesser extent, Chris Sawyer calls you out in a subtle manner whenever you automatically demolish something in the second game. 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 Game Breaker in the entire game: By building ride tracks into fountains, you will get money for doing so, allowing one to amass a sizable fortune from ride construction.Hoist by His Own Petard much?
Sadly, that money glitch has been patched in the Steam and GOG releases of the game.
That One Level/That One Achievement: The "La La Land" level in RCT3 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 scenario dumps lots of money into the park account this is a quite difficult and monotonous trial and error task if done the conventional way, i.e.; creating large zones of open space, researching themed rides and scenery. Even after building what looks to be an acceptable themed area the VIPs are stupidly difficult to impress. Needless to say a quick web search shows up threads of screenshots showing how to build a themed area that will work: Simply drop down one of the themed rides on it's own, isolated from the rest of the park and surround it with a themed path and a thick forest of themed trees. Then drop the VIP into the isolated area and let them ride the themed ride over and over in a loop and they will be 100% impressed. When they are impressed, pick them up and put them back in the rest of the park.
Mystic/Mothball Mountain from 1. You have very little space, the terrain is horribly uneven, the loan caps out at $15k and it rains a lot. 800 guests might not seem like a lot, but when it's hard to bring in money and get your guests to go on the rides, you'll be happy to afford a Shuttle Loop.
Harmonic Hills gives you a tree covered area with restrictions on landscaping, scenery removal and building above said trees. Your ride selection is worst in the series; you don't even start with food. Have fun fitting 1,200 guests in there.
The original game's Rainbow Valley, as mentioned above, is basically the father of this 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.
Octagon Park and Ghost Town hammers in the reality that some open-ended scenarios are open-ended for a reason. Doesn't help that amassing the funds for a qualifying roller coaster is frustrating, let alone 10.
Pleasure Island, the park shortly after Octagon Park, is just as bad. It has the "Ten Roller Coasters" goal, but the Excitement Rating is 6.00 and there is no length goal. The difficulty? The island is a very long and thin strip of land, and fitting in a lot of roller coasters at the end can be very painful. And the cherry? The park rating is harder to increase, meaning you'll need those 6.00 Excitement Ratings.
Sprightly Park. You start with $250,000 of debt, which means you will lose over $400 every month due to the huge loan. And there's more: The rides are very old, around 30 to 70 years old, which is a lot in RCT. The only thing that will save you from the horrendous debt is the entry fee of the park, since the rides are old enough to not charge any fee at all. Good thing that this isn't in Loopy Landscapes (which prevents you from charging the park entry).
Also, since this is an "old-fashioned" type of park, you don't get nearly the selection of researchable rides that most parks give you, similar to Woodworm Park (mentioned below), with only a few thrill rides and no fancy roller coasters. Better brush up on your skills with the Wooden Twister and Mine Train, because they are the only "large" coasters you get.
The original game's Corkscrew Follies expansion has a rather nasty objective in Fiasco Forest; having to fix up a park that is pre-built to be an absolute disaster. The catch that makes this a difficult set-up is that you only get ONE YEAR to get all the flaws fixed in addition to getting 900 people in your park. There is an easy work around to just remake the park entirely from scratch, but even then, you're still racing against the clock to get 900 people in your park within just one year. Marketing is unavailable, so you can't just cheese the objective that way.
Pickle Park, another scenario that blocks out Marketing, isn't much better; while you have more time to build the park, you'll have to start from scratch, and the guest requirement is higher.
Woodworm Park in the second expansion pack, Loopy Landscapes, is no slouch. In this park, you are allowed to build only the older-style rides. That means no steel, steel twister, or vertical roller coasters; no "shuttle" roller coasters; only three thrill rides even after all research is done... and you must have 1600 guests in your park in 3 years. Unless you've had a lot of practice making older-style rides, this one will be troublesome. It's not even that far into the scenario list, yet it is more difficult than most of the ones following it (the aforementioned Micro Park aside).
Nevermore Park is the second and last "Build 10 Roller Coasters with a 7.00 Excitement Rating" park in Loopy Landscapes. Unlike its brother, it gives you a free roller coaster...but there are many problems with this coaster. It has an extremely high nausea rating (meaning it can dirty your park very fast), it is a transportation ride that takes guests through four areas of the park (at the beginning, you'll need to focus on only certain areas of the park. This causes guests to get lost in the park very fast), and it can be very infuriating to deal with at the beginning of the scenario. Fortunately, once you've gotten a more developed park, the whole "transportation system" deal isn't too bad. (Then you just have to deal with the time-consuming process of building 9 more coasters at least 4,537 feet or 1,400 meters long, which is tough enough in itself.)
Micro Park is the last stage in the Loopy Landscapes set and is just like Dinky Park, but with 13x13 for land. The goal is focused around park value, where you build things. See where this is going?
Gravity Gardens in 2. You have to pay off a loan and get a certain park value, both of which are rather high. However you only get rollercoasters to build, and with the park being pay-to-enter, it's too easy to get stuck in a loop of having to build a new ride cause the value of your other rides feel again and by the time you have enough money to build another one, the values of the others dropped. It's considered the hardest scenario in 2 for a reason.
Adrenaline Heights in Corkscrew Follies has similar restrictions. While you aren't literally restricted to roller coasters in terms of ride choice, all the guests have high intensity preferences, often above 9, making this bit of leeway redundant. You may as well only build roller coasters still.
Southern Sands from Loopy Landscapes, hoo boy. You get two really good rollercoasters, a nice transport ride, tons of flat space and a nice pathing system. The problem? You get the double whammy of having a harder time getting guests and increasing the park rating on top of the goal of 2,300 guests in 4 years, the highest outside of infinite money parks. If you're not judicious about cycling guests in and out, keeping the ride tickets cheap and getting high excitement ratings on your rides, the guest count will stop growing, advertising and awards be damned.
Jolly Jungle from Corkscrew Follies is a downplayed example. The objective itself isn't too difficult and there's plenty of time to achieve it (4 years), and the park is pretty large. The biggest catch here is the sheer amount of trees and foliage in the park, constantly getting in the way of construction. Better find a way around them, or start getting used to right-clicking!
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 giving good propaganda, they remain and whine about not having enough money for anything, lowering their happiness and finally leaving the park hungry, thirsty, tired and unhappy. Leaving you with a bad reputation. (Fortunately rectified in RCT2, where you could put in an ATM for them to use.