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  • When you complete a scenario, every guest in your park will turn towards the general direction of the camera and applaud. If you have a Balloon Stand, every guest who bought a balloon will simultaneously release them into the air. It gets better if you make a point of making a ton of different Balloon Stands, each of them selling a different color.
  • The fact that the original game was developed almost entirely in assembly language. In other words, code that is very close to machine code and requires a very intricate understanding of how the CPU works, as opposed to more conventional programming languages that are (relatively) human-readable but add some bulk in terms of how fast the processor can run it. End result: A game that can keep track of every single guest, of which there can be hundreds or even a few thousands present at once, and every single ride, even on contemporary "average" computers.
    • How much information can the game process? The original game had an absolutely massive sprite limit, to the point where placing down the maximum amount of 255 rides and shops and the maximum of 200 staff in a single scenario would still allow over 9000 guests in the park at once. At that amount, you might encounter some lag on a slower computer, and barely notice a drop on even slightly above-average computers.

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