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  • 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.
  • Author's Saving Throw: RCT Classic can effectively be considered an apology letter from Atari for the universally-panned 4 Mobile adaptation and the Troubled Production and Obvious Beta nature of World, as it is a straight-up mobile port of the universally beloved original game.
  • Awesome Music: Music from the expansions in the first game and overall in the second game as well as the third game.
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    • 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.
    • Rock 1 Style. The other two Rock Styles aren't any slouches either.
    • Savannah and Witch Doctor from Wild!.
    • Bermuda Shorts and Surf Shack in Soaked!.
  • Best Level Ever: Oh so many. Where to begin?
    • 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.
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    • Vertigo Views from Loopy Landscapes introduces the "Make X amount of ride income" scenario, by giving you a bunch of land and a huge Hypercoaster.
    • Mega Park, from the original game. Two words: "Have fun!"
      • 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 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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    • 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...
    • 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). 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 some people still consider it inferior. It's the park on the cover screen.
  • 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 in Loopy Landscapes). This also makes it the only Corkscrew Follies scenario not to have a time limit, so despite the downplayed Unexpected 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.
    • 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 That One Level and Scrappy Mechanic), 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.
  • Complacent Gaming Syndrome:
    • 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).
  • Contested Sequel:
    • 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.
  • Demonic Spiders:
    • 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.
  • Disappointing Last Level:
    • 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.
  • Ear Worm: From the first game, Egyptian Music.
    • There are so many examples, but none can top either the Merry-Go-Round music or the Dodgems Beat Theme (mainly because they are always played with their rides).
  • Fanon Discontinuity: As far as most fans are concerned, all of the games released past RCT3 and its expansions don't exist. Many find Parkitect and Planet Coaster to be far more worthy successors. (It helps that the latter was made by the exact same development team behind RCT3).
  • First Installment Wins: Not to say the second and third games don't have their fans, but the first one is generally the most liked and most remembered.
  • Game-Breaker:
    • 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.
      • 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.
    • 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.
    • A similar situation can be done with a Heartline Twister Roller Coaster by filling it with Reverser Sections and Heartline Rolls.
    • 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 
    • A Youtuber discovered a way to destroy any challenging aspect of Micro Park in Classic. 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. If you really aren't in the mood for handling this scenario, it's the perfect way to absolutely cheese it.
  • Internet Backdraft:
    • Over RCT 4 Mobile being an Allegedly Free iOS Game that strips the series down to a basic village simulator, ala The Simpsons: Tapped Out.
    • 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.
  • 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.[1]
  • It's Easy, So It Sucks!: 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 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.
  • It's the Same, Now It Sucks!: What most negative reviews for RCT2 usually result as when compared to the original game. 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.
  • Memetic Mutation:
    • Mr. Bones' Wild Ride. The ride never ends! Experience it yourself in first-person.
    • EXPLODING DINGHIES!Explanation 
    • Peep BowlingExplanation 
    • Several popularized by Joel at Vinesauce:
      • IT'S A FEATURE Explanation 
      • MADE IN CHINA Explanation 
      • The placement of random Mr. Bones and/or Skulls across the map.
    • Killing the park inspector was a popular meme back in the 2010's.
  • Most Annoying Sound:
    • The sound of a guest literally coughing up vomit.
    • Anytime you get a message, especially if it's in critical red.
    • The second game has guests almost always using the same scream on water ride slopes. Strangely this was never around in the first game.
      • On the same note, the Haunted House scream sfx ended up being used for rollercoasters and water rides. It clashes with every other scream.
  • Most Wonderful Sound: The sound of successfully passing a scenario.
    • 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.
  • Quicksand Box: A problem with beginners is that they expand too quickly and waste money on stuff they don't need (duplicate rides, scenery, large roller coasters and such). Of course, Evergreen Gardens is supposed to work people out of that mentality by giving them everything but what they need.
  • 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 same goes for RCT Classic, where even the second-to-last group, the Silver Group, has a surprisingly amount of Breather Level category scenarios, especially after dealing with the hell known as Fiasco Forest and Pickle Park.
  • The Scrappy: 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!
  • Scrappy Mechanic:
    • 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 rather infamous (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).
    • Grass tiles are hated for being the only terrain that needs maintenance. The singular purpose of having freshly-mowed grass is that guests will become marginally (emphasis on marginally) happier compared to unkempt grass. 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. Thankfully, RCT2 changes it around so the "Mowing Grass" function is unchecked in the Handyman's game checklist from the start and OpenRCT allows the player to enable or disable the "Mowing Grass" option by default. The player can make the grass normal again by playing new grass for free, but it's tedious when there are more important theme park matters to tend to.
    • The Artificial Stupidity of the park guests, period. They are too stupid to get through the simplest of mazes, get lost easily and can't even swim. But the stupidity is worst when it comes to their stay in the park, after they have spent majority/all of their money. They wander around, trying to get into attractions or getting hungry and thirsty, but incapable of doing anything about it, because they have no more money. This causes their happiness to drop until they are so mad that they leave the park in a bad mood, which influences the amount of incoming guests. Fortunately, the money issue was resolved in the second game by adding in an ATM, where guests can withdraw more money.
    • Your staff's AI. Your workers (especially Handymen) will wander in queue lines. Unless they're Entertainers, there's no reason for them to be there. You're often forced to pick them up with the pincers to divert them. Staff will also bypass No Entry banners, so managing pathways becomes a lot harder that way.
    • Not being able to charge guests for both ride and park tickets in RCT2. Parks that charge for rides may result in having plenty of guests that don't pay a cent when they leave. Parks that only charge for entry may result in guests never leaving at all, riding attractions forever while you don't make a cent off them.
    • 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.
    • 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.) Rainbow Summit in the second game shares Harmonic Hills's "tree height" restriction and forbids advertising, but thankfully lets you change the land and remove trees, allowing you to build underground as an advantage.
    • 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.
  • Scrappy Weapon: Well, not really weapons so much as rides, in which there are many that players despise.
    • 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.
      • One must be very careful when designing and testing a water slide, as the speed of one is much different while testing as opposed to when guests actually ride on it. You have to keep your eye on the ride to make sure that the ride goes as safely as possible while boats don't get stuck lest one finds an entire row of boats going 0 MPH.
    • 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 "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. It does make for a decent roller-coaster that can be rebuilt in other levels, and 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 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 , 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.
    • 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 Whoa Belly 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.
  • 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 
    • 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? note  Sadly, that money glitch has been patched in the Steam and GOG releases of the game.
  • That One Level: Has its own section
  • Underused Game Mechanic:
    • Height-building is pretty annoying in RCT1, because there's no option to normally build rides up in the air, or down underneath the soil. The only ways to get this to properly work is to either raise up a ground block so that the ride uses said block to be built high up in the air. Or, if you're building a track, you start making the ride normally, but instead place station somewhere deep underground, and instead start creating the ride from there.
    • With the exception of some smaller maps, like Dinky Park, the Land-for-Sale mechanic is quite underutilized in RCT1. Almost all the levels can be beaten without the player ever feeling the need to increase the size of the park.
  • Values Dissonance: In RollerCoaster Tycoon 3, shows with performing exotic animals including lions, tigers, dolphins, and killer whales are available as attractions; in the years since that game's release, public opinion has shifted drastically against the use of exotic animals in such performances.
  • Vindicated by History: 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 specs improved enough to run the game as intended, and the game developed a dedicated fanbase due to the creative freedom it allows and its ease of access for modding. Over a decade later, the game maintains an active modding community, and its development team went on to release an acclaimed Spiritual Successor, Planet Coaster.
  • What an Idiot!: The guests, oh so much.
    • 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.
    • 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.
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