Rollercoaster Tycoon - Drowning Entertainers Since 1999
1,229 replies, posted
[img]http://i.imgur.com/8qbiL.png[/img]
[b]I'm 12 years old and what is this?[/b]
[i]RollerCoaster Tycoon is a construction and management simulation game that simulates theme park management. Developed by MicroProse and Chris Sawyer and published by Hasbro Interactive, the game was released for Microsoft Windows on March 31, 1999. It is the first game in the RollerCoaster Tycoon series and is followed by RollerCoaster Tycoon 2, RollerCoaster Tycoon 3, and the upcoming Nintendo 3DS game RollerCoaster Tycoon 3D.
You can design any park to be your very own wonderland.. or a vomit soaked hell. You can build a variety of shops, gentle rides, thrill rides, and of course, custom built roller coasters, and even ride them in first person in RCT3. There is a wide variety of scenarios to choose from, many which last hours each.[/i]
[img]http://i.imgur.com/H1Hdo.jpg[/img]
[b]Various features and shit[/b]
-21 Scenarios in the base game and 87 in total with expansions. Many can't be finished in one sit down. Some may require you to get a specific amount of guests in the park, build a number of roller coasters, or give you infinite cash and see if you can survive an aging park.
-Hire entertainers, security, handymen, and repairmen. The two last are especially important considering how weak stomached your visitors get and how ugly ride malfunctions can get when 21 people die in a fiery wreck. You can set any of the staff members to your own defined zones and give them specific tasks.
-Ability to adjust many ride mechanics, such as: intensity, time, colors, music played, chain lift speed, themes, and much more. And yes, you can adjust these settings to made a terrifying ride with actual deaths. (Though no one will ride it after that)
mad and lost. Guests will have different tolerances, temperaments, and favorite rides. You'll occasionally get a guest who will spend $7.00 on a ride that would injure the average person with insane G-forces. Or you'll have the guest who goes on the jumbo slide the entire time they're there, only to leave having spent 10$.
-A ton of rides, shop stalls, scenery and food stalls with varying themes to make the park of your dreams. There's even an octopus tentacle stall but that usually unlocks so late in the game, you really don't get to enjoy people chewing down on a purple pixely wiener.
-Detailed roller coaster editor! Of course, its right in the name of the game! You can pull off complicated coaster designs you have in mind. However, you have to be sure people want to ride it. Rides and coasters are broken down into 3 categories: Excitement, Nausea, and Intensity. Excitement obviously governs how much fun guests get out of riding it, as well as how popular it is. Nausea dictates how much vomit your handymen will end up cleaning. Finally, intensity will meter how much your ride resembles a F-22 jet maneuver.
[u][b]HOW DO I Play this game?![/b][/u]
Rollercoaster Tycoon is a fairly simple game once you get the hang of it, but it's got some intricacies that may not be totally clear that can frustrate you. This guide will (hopefully) make it easier to start playing and move from "oh god why do all my rides have 16 intensity and why does everyone hate me" to rolling in cash and having a theme park that's the envy of every child's dreams.
[b]The basics: Shit to know[/b]
-You can access your research through the red beaker icon on your taskbar. Here you can see what you're researching next (in stages - from "What the fuck are we doing? " to "Oh, we're researching into (thing)" to "We're going to unlock (specific attraction)" as time goes on), as well as tweak exactly what you're researching and increase/decrease your budget. ([b]Unless you're in a financial crisis or out of things to research other than scenery, you should probably run max research all the time[/b]).
The categories are as follows:
[b]Gentle Rides:[/b] Slow, boring rides like merry-go-rounds and ferris wheels and shit. Usually has a 1-2 excitement and a <1 intensity/nausea. You should build these anyway as having more attractions will increase the number of people in your park, but don't expect to turn a huge profit from these.
[b]Transport Rides:[/b] (lumped with gentle rides in the research menu): Slow, boring rides that are constructed like rollercoasters and can also have multiple station platforms. They're ridden at the same rate as gentle rides but can also ease overcrowding/tiredness by getting people around faster, or keeping people away from your exit and leaving early. (note: Your guests are stupid and won't actually ride transport rides with a destination in mind, so don't have isolated park sections only accessible by transport)
[b]Thrill rides:[/b] Mildly intense rides like swinging ships or whatever. There's also a couple things in here that are built like rollercoasters, like go-karts. Thrill rides are more exciting than gentle rides and some can actually be as exciting as smaller coasters, but they're not your big moneymakers.
[b]Water rides:[/b] (lumped with thrill rides in the research menu): These vary wildly but most are similar in terms of excitement to thrill rides. They all work on the same general principle (get people wet) and have simpler excitement calculations than rollercoasters, so they're easier to build. One of them, the boat hire, has to be built on actual preexisting water and is more like a gentle ride unless you use Bumper Boat cars. Water rides tend to be very slow, so make sure they have enough cars, don't make them too long, and put entertainers in the queue. (Rollercoaster tycoon 3 adds to this feature by having its own built-in Water Park simulator.)
[b]Shops & stalls:[/b] Should be obvious - these are places where people can buy shit. You should build these because people who get too hungry/thirsty will start walking obnoxiously slow, get pissed, and leave. Bathrooms are also in here. Also of note: Information Kiosks, which sell maps to help your guest's shitty pathfinding and umbrellas, which you can gouge them for hilarious amounts whenever it rains. (note: Don't put your concession stands right next to nauseating rides, people are dumb and will eat a load of cotton candy then get on a ride and make the exit path a wonderful green mess afterwards)
[b]Ride Improvements:[/b] These can be anything from new track sections to new rollercoaster car types, which can either be cosmetic or drastically alter the ride. The most important thing here is the on-ride photo tile, which you can add to rollercoasters to get an extra buck or two from riders with no effort involved.
[b]Scenery & theming:[/b] Scenery and theming. New tiles to replace that generic grass texture with or new buildings to plonk down. RCT2 and RCT3 adds to this features by giving the ability to add individual wall and ceiling section (you can have an entirely indoor theme park if you're a big enough sperg)
[b]Roller Coasters:[/b] Aw hell yeah, this is the shit you bought this for. But more on that momentarily.
[b]"What the fuck are all these ratings? Why does this badass rollercoaster have only 1.6 excitement?"[/b]
Click on any ride and go to the stopwatch tab and it'll show you a bunch of [IMG]http://i.imgur.com/ZKp7B.png[/IMG] nonsense. Most of it you can ignore unless you too are a [IMG]http://i.imgur.com/ZKp7B.png[/IMG], but the important 3 are excitement, intensity, and nausea.
-[b]Excitement[/b] is how awesome your ride is. More is better. Fast rides are exciting, rides that go up and down are exciting, and rides that go by cool things like cool scenery or into tunnels or other rides are exciting. How much you can charge for a ride is determined by its popularity, excitement, and also affected by your park's entry fee.
[b]-Intensity[/b] is how physically intense/frightening your ride is. More is better to a point - a ride with .5 intensity is a snoozefest and people won't want to ride it. But at the same time, go above 10 intensity and you've made an astronaut trainer, not a rollercoaster - the ride is too physically painful to go on and your excitement will start tanking the further past 10 this goes.
[b]-Nausea[/b] is how much people are going to [IMG]http://i.imgur.com/pvv2r.gif[/IMG] after getting off. Already nauseous people won't get on another nauseating ride, but other than that this isn't really a barrier to entry - having more nauseating rides just means you'll need more handymen.
[b]"Wait, you mean I can't just have a 30-tile drop into a u-turn on all my rides? How the fuck do I build these, then?"[/b]
What gives your ride more intensity is your G-forces, mostly your lateral Gs. Have you ever been in a car going around a tight circle and you kind of slide off to the side? That's what lateral Gs do to you - now imagine that happening in an even tighter circle going 90MPH, and that's what's probably fucking up your first few rollercoasters. Lateral Gs can be exciting, but get too many and your intensity will skyrocket and your excitement will plummet. Your ride starts being physically painful to ride, and nobody wants that.
There's also vertical Gs, which are caused by up/down forces instead of side-to-side forces. You know how you get that weird feeling in the pit of your stomach in an elevator? That's what vertical Gs do to you. These have a much smaller impact on your intensity and actually can give you more excitement, but also increase your nausea.
So keep these things in mind when building your rollercoasters: Fast up/down movement is fine, but fast side-to-side movement is painful and people won't want to ride if there's too much of it. Have an upward slope after your first drop and before your first turn to kill speed, then carefully manage the timing of your drops to keep your speed fairly constant without going too fast into any turns. Bank (tilt) any turn you can; these transfer some of the force of lateral Gs into vertical Gs instead, depending on the angle of the tilt. Use brakes or special track features to help keep your speed manageable or make flat sections more exciting.
Once you've built your rollercoaster, test it. Your first test should be just to see if the train can get through it without stalling, so hit the yellow test button just long enough for one train to leave then close it again. Once you get a successful first test, leave it testing until the ratings come up. Take a look - if your intensity is OK and you have decent excitement, you did it right! Give that shit a silly name and an eye-searing paint scheme and open it to the public. But if you have 10+ intensity, look at the graph tab and see if there's any sections where your G forces spike, then fuck with those sections - widen curves, add upward slopes or brakes to reduce speed, etc - to get them lower.
Every time you finish fucking with the track and get it reconnected, test it again until you've got it right.
[b]Note that some rollercoasters work differently.[/b] Make note of the angle their banked sections are; anything with a higher-than-average bank angle can handle fast turns better. Some rides - like the Crazy Mouse rollercoaster, the Suspended rollercoaster, or the Steel Mini with the spinning car, for instance - can't even bank turns but have other mechanics to prevent lateral Gs from killing you on fast turns. If you're not sure how to design a coaster, make a prebuilt one, look at what it does, then copy parts of it.
[b]I built this one prebuilt coaster, and it doesn't have a lift hill, it just goes right into a loop! Is it going to murder my guests? [IMG]http://i24.photobucket.com/albums/c29/kalamari13/emot-ohdear.png[/IMG][/b]
That's probably a shuttle loop, which has a powered launch station. There's actually 3 different station types which you can set in the gear tab once the rollercoaster is built and they effect how the coaster leaves the station:
-The normal kind, which has the train roll out on its own power/weight/whatever at about 8MPH.
-The "Reverse inclined shuttle-launch" kind, where you have to move the construction cursor backwards and build a backwards lift hill behind the station. When the ride starts, the car moves backward and is pulled up the lift hill, and once it reaches the top it's let go, gravity becomes the boss, it goes forward through the station, and then goes through the ride as normal.
-Powered launch, which fires the car out at a predetermined speed (which you can set).
With the second two, you can have the train go up an incline at the end of the track and run through it backwards instead of returning to the station the normal way (in fact, you have to do this with reverse incline coasters). These coasters can save on space, but can only have one train and are more expensive to maintain.
[b]It said I needed to hire a handymen, and I did but this douchebag just mows grass all day! How do I get non-retarded employees?[/b]
There's four employee types and managing them correctly can mean the difference between a park that falls to shit if you stop looking at it for two minutes and a park that can run perfectly for an hour unattended.
The most important thing with employee managment is patrol paths. In the upper left is a little blue footpath icon; clicking that sets an area that the employee will not leave (unless it's a mechanic getting called to fix a broken ride). You can use this to have employees patrol trouble areas or have them wander the park freely. The four employee types are:
[b]Handymen:[/b] Keeps your park from looking like shit. They do four things: Sweep garbage/vomit from footpaths, empty trash cans, water flower beds (which wilt and bring down your park value otherwise), and mow grass (helps boost your park value). You will need a lot of these. [b]Of note:[/b] If you let them freeroam, be sure to turn off their "mow grass" option - otherwise they'll wander off and be a douchebag mowing grass all day instead of sweeping up all the vomit that winds up on your park paths. If you want mowed grass, keep those handymen on patrol paths and hire enough to cover all the areas near your paths.
[b]Mechanics:[/b] Inspects rides to keep them running and fixes them when they break down. If you have a ride that breaks down often (or a high-value ride you want working as much as possible) you can set them to patrol just the area by the exit to keep them handy. [b]Note:[/b] Mechanics access rides from the exit booth and (for rollercoasters) fix them at the rearmost station tile. Be sure to have your exit booth accessible and keep it at the back of the queue for speedy maintinence.
You can set your rides to be inspected more often in the gear tab, but even a ride religiously inspected every 10 minutes will break down now and then.
[b]Security Guards:[/b] So, vandalism. If you look at your park you might notice shattered lamps, broken benches, or trash cans that have been knocked over. This happens if guests get bored/hungry/tired/whatever and haven't seen a guard in a while, so these tend to happen in certain areas where there aren't many exciting rides/benches/concession stands/whatever. Placing security guards set to patrol those areas can cut down on vandalism. Do not let security guards roam freely, as they're slow as hell. Note that you need to manually replace vandalized park furnishings.
[b]Entertainers:[/b] Entertainers are creepy fur-suiters who help raise guest mood. You can set them to patrol long, slow queues to keep up guest happiness while they wait or around the park exit to hopefully raise their mood enough to not leave.
[b]What are all these ratings and shit?[/b]
[b]Park rating[/b] is how good your park is. It's raised by having lots of good, popular rides; being well-maintained; having rides that rarely break down (and kill their riders); and having guests that leave happy. As long as you built your park right, this should be fairly high; and if it's low, you should be getting red messages telling you what's wrong. You can also look at guest thoughts (the crowd of people icon on your toolbar) to see if lots of people are thinking about what an asshole you are.
[b]Park value[/b] is the, uh, value of your park. It's determined by land area, the cost of your rides reduced by their popularity if it's anything below 100%, the cost of furnishings in your park reduced by them being vandalized/unmowed/unwatered or being in an area nobody ever goes to, and also slightly by your profit. Several missions require you to double a park's value and the challenge in them is dealing with issues in a park with some cool shit but glaring design flaws.
[b]Company value[/b] is basically your score and can be safely ignored as far as I know. The number one thing that drives this down is having a big loan; if you actually give a shit about it, you can pay back your loan.
[b]How do I deal with these red messages popping up?[/b]
If a lot of people are having issues, you'll start getting messages on your bar and your park rating might drop.
[b]Guests getting lost:[/b] Build more information kiosks, make sure there aren't any "no entry" signs keeping people trapped in an area of your park, and make sure a section of your park doesn't double back and get closer to the entrance without connecting directly to it - you can see this happen on trinity park if you leave all 3 islands accessible, as people will wander to the third island and not be able to get to the entrance because they're not willing to walk "further" away from where they are to actually get back to the entrance.
[b]Guests getting hungry/thirsty:[/b] Build more concession stands. Make sure they're spread out and not all clumped in one area, and make sure they're actually on main paths and not off in their own side-area.
[b]Guests getting tired:[/b] Build more benches, you horrible person.
[b]Disgusting paths:[/b] First, make it easier to see your paths - click on the eye icon and check see-through rides/scenery/invisible supports/people. Then look around for sections of path with more than 1 or 2 bits of vomit/trash on them, and assign a handyman to patrol around that area.
[b]Vandalism:[/b] Same as above, but look for broken shit, replace the broken items, and assign security guards. If you keep getting this, you may have several other issues that are making people annoyed but not bad enough to generate their own messages; check guest thoughts.
[b]Overcrowding:[/b] This one can be harder to solve without causing other design flaws. Overcrowding can be caused by not having enough paths, but usually it's a side effect of having your shit so cheap that people can hang around for ages, so more and more people keep coming in without your profits really increasing, then suddenly you've got 3,000 people in a tiny park and people hate you for it.
Increase the prices on your rides, stop advertising campaigns, build more benches and extend your queues to get people off the main paths, build more gentle/transport rides to occupy people, or build underground paths or skyways that people can walk on to get around and spread out your population. Do not needlessly build long mazey paths or double/triplewide paths, as then people will get lost/bored/tired/hungry/whatever and fuck you a different way. If you're getting a lot of "You entrance fee is very cheap" messages then you might have this problem down the road; raise the price on something - be it your rides, your concessions, or the actual entrance.
If you did all this and still have overcrowding, then put a fee on your toilets- it'll piss people off but get them to leave faster and the rating hit for charging for toilets is lower than overcrowding.
[b]That's fine, but I'm still not doing well. I need you to play the game for me give me more specific advice.[/b]
[b]Year one:[/b] Take it slow the first year. Build all the thrill/gentle rides you have, maybe a water ride depending on cost, all your concession stands, and ONE rollercoaster. This coaster should be small and short like my penis to ensure people are getting through it fast and it turns a steady, if low, profit again like my penis. You do not want to immediately build a rollercoaster and burn through your first loan, because then you'll probably have issues cropping up that you can't deal with. Hire employees to maintain your shit but don't worry about mowing grass or building fancy dioramas.
It might seem spergy, but having a solid financial base in year 1 gives you leeway for bigger construction projects down the line, whether it's your dream park or a giant money-eating monstrosity. Run research at maximum the whole year and research shops and stalls if you don't have a drinks stall and the information kiosk and at least one thing that sells food to counter hunger, then focus on gentle/thrill rides. You should probably charge admission early on to make sure you're getting money from everyone early on, as when you don't have many attractions people may leave pretty fast.
Note that shuttle-loop type designs - where you use powered launch/reverse incline launch to get the train through one or two inversions and then go back - are cheap and can get a lot of money. If you have access to a coaster type that can do inversions, definitely build one of these early on. (you can actually win scenarios by building nothing but shuttle loops)
Also note: If the scenario has you starting on an established park, take some time to look through and fix any issues it might have. Some of them will throw you in a park with mazey paths that guests get lost on, no concession stands, no bathrooms, areas that get vandalized, and one overworked mechanic for 8 rides. Make sure you fix the issues early before they snowball and fuck you later.
[b]Year two:[/b] You should be starting to get more room to fuck with things. Decorate your terrain or whatever, build more concession stands, and think about building another rollercoaster. If you're getting a steady stream of guests, consider reducing or eliminating park admission fees, which lets you charge more for rides (up to a number equal to their excitement rounded down in a park with free admission). Tweak your shit, make sure your park isn't going to fall apark in a tide of vomit and broken benches, and pay off your loan if you care about that.
[b]Year three:[/b] You should now be getting a few thousand dollars income every month and you can start big construction projects. Build a megacoaster or two or a 10-minute go-kart track; feel free to take out a loan if you need one as at this point you can repay them fairly fast. Still keep an eye on things; if you have a design flaw with 2,000 guests it can add up a lot faster than the same flaw with 200.
[b]OH GOD IT'S THE LAST YEAR OF THE SCENARIO AND I HAVEN'T DONE THE OBJECTIVE:[/b] If you need guests and park rating... well, you should already have enough park rating. For more guests, just build more rides and start advertising (financial tab, the coin icon on your taskbar). All advertisements will bring in more guests - not many for coupons, but a lot for ride ads and a shitload for park ads - and also have other effects (increase popularity of the thing advertised, increase park rating for coupons, etc).
Just be careful because once you start advertising, if you stop you'll start having a net loss of guests - if you need ads to get enough guests, you'll have to keep advertising until the mission finishes. Make sure you don't have a vandalism problem you haven't noticed, ease overcrowding, and build jumping fountains to make guests happier.
[b]OTHER SHIT:[/b]
-When it's raining, guests will not want to go on aboveground rides, or any rides that are exposed to the elements (you can probably guess based on how it looks - anything where the guest isn't in an enclosed car). They will also buy lots of umbrellas and are willing to pay outrageous prices, so feel free to go to your information kiosks/souvenier shops and jack the price up.
-If a ride crashes or the cars stall out you need to reset it - to do this, click the red close button twice. The first closes, the second resets the ride to its newly-built state (no cars on the track, no smoking wreckage, etc).
-If you have two rides with the stations next to each other, you can set them to start in synch in the gear tab.
-Banner signs can be turned into "no entry signs" by clicking on them and then clicking the red stop sign. This will stop people passing it from the side with the actual sign part of the banner, although they can still go through the other side. You can use this to make ride exits one-way only, staff shortcuts, or close off loops so people stop wandering in circles and getting lost [IMG]http://i24.photobucket.com/albums/c29/kalamari13/emot-argh.gif[/IMG]
-The Bobsled rollercoaster and the water slide have "free" cars - meaning they move under their own power and are not attached to the track. This means that even if you fully connect the track and aren't intending to kill anyone that if you've designed it poorly the car might fly off the track and explode. Be very careful with these! With the bobsled coaster, use lots of up/down helixes and banked curves and try not to put an upward hill anywhere once the car has speed, and with water slides switch to enclosed tubing on any fast section or any upward slope.
-You can make boat hires have "free" sections off the track where people can pilot boats wherever, but if you do this there's a bug where two boats will try to enter the station at the same time and get stuck. You can prevent this by making the entrance to the station platform go through a channel formed by terrain instead of boat hire track sections.
-You'll also get more intensity on a coaster by braking abruptly, so if you're going more than ~30mph into the station the sudden reduction to 5mph speed might boost your intensity.
-It's not hard to make sweet-ass parks like you see in screenshots all over the internet. Even though all my advice here is utilitarian, try and make your parks pretty, too! It's its own reward.
[b]Where do I get this shit?[/b]
You can get Rollercoaster Tycoon on GoG for [i]$3.00[/i], here:
[url]http://www.gog.com/en/gamecard/rollercoaster_tycoon_deluxe[/url]
You can get Rollercoaster Tycoon 2 on GoG for [i]$5.00[/i], here:
[url]http://www.gog.com/en/gamecard/rollercoaster_tycoon_2[/url]
You can get Rollercoaster Tycoon 3 on Amazon for [i]$5.00[/i], here:
[url]http://www.amazon.com/Rollercoaster-Tycoon-3-pc/dp/B00029QOQS[/url]
[url]http://store.steampowered.com/app/2700/?snr=1_7_suggest__13[/url]
[b]SCREENSHOTS AND MEDIA![/b]
[t]http://i.imgur.com/e7KSR.png[/t]
[t]http://img.photobucket.com/albums/v128/Jung435/Screenshots/Rollercoaster%20Tycoon%201/Evergreengardenstaff.gif[/t]
[t]http://i.imgur.com/FRCjk.png[/t]
[t]http://i.imgur.com/8GzgR.png[/t]
[t]http://i.imgur.com/WZ2ZK.png[/t]
[t]http://i.imgur.com/U1JdN.png[/t]
[t]http://i.imgur.com/eMW8U.png[/t]
[t]http://i.imgur.com/lfART.jpg[/t]
[t]http://i.imgur.com/vCejC.jpg[/t]
Build some parks, Drown some guests, Have a blast. <3
Huge nostalgia attack when I saw this thread
I used to watch my cousin play this
Sadly I never did
These games are awesome.
Should I rebuy RC2 or RC3? (lost disks and stuff)
OH GOD
THE NOSTALGIA
IS OVERWHELMING
Those pixels, i FUCKING love those pixels
[editline]24th March 2012[/editline]
Also, very well made OP.
[QUOTE=legolover122;35277329]These games are awesome.
Should I rebuy RC2 or RC3? (lost disks and stuff)[/QUOTE]
Rollercoaster Tycoon has the best scenarios.
Rollercoaster Tycoon 2 has bad scenarios and odd limits on various things, but has the best custom ride creation.
Rollercoaster Tycoon 3 has the worst scenarios, a confusing UI, but the [i]BEST[/i] of custom ride design.
I would personally recommend RCT1 and the expansions over the rest. Maybe RCT2 if you can find a download link that ports the RCT1 scenarios over.
I need to re-buy all of these.
I hear GOG has them?
[QUOTE=Shotacon;35277372]
I would personally recommend RCT1 and the expansions over the rest. Maybe RCT2 if you can find a download link that ports the RCT1 scenarios over.[/QUOTE]
Define "scenarios"
Like random objectives during play?
Because I always just played free mode. Not unlimited money or anything, I just played no objectives.
Oh Christ, not this again.
I really wish I hadn't scratched my copy of RCT1 when I had it. But I was around 11 at the time. Kids that age are morons
[QUOTE=joshjet;35277388]I need to re-buy all of these.
I hear GOG has them?[/QUOTE]
It's in the OP.
[QUOTE]Where do I get this shit?
You can get Rollercoaster Tycoon on GoG for $3.00, here:
[url]http://www.gog.com/en/gamecard/rolle..._tycoon_deluxe[/url]
You can get Rollercoaster Tycoon 2 on GoG for $5.00, here:
[url]http://www.gog.com/en/gamecard/rollercoaster_tycoon_2[/url]
You can get Rollercoaster Tycoon 3 on Amazon for $5.00, here:
[url]http://www.amazon.com/Rollercoaster-.../dp/B00029QOQS[/url][/QUOTE]
[QUOTE=Shotacon;35277195][t]http://i.imgur.com/U1JdN.png[/t][/QUOTE]
Holy shit this looks amazing
You seemed to forget about:
[url]http://store.steampowered.com/app/2700/?snr=1_7_suggest__13[/url]
I remember having to scrape by the Ivory Park mission.
I had one save and five minutes left to finish the objective.
It was basically scrambling to hire as many handymen as possible to keep the park rating from falling a point or two.
My best park was Evergreen Gardens. I put it off for the longest time because I was overwhelmed but managed 3000 guests and 999 park rating by the end of it.
Amazing work OP, there were things you wrote about that didn't even know and i've been playing this game since release
I'll want o play RCT2+all expansions, it was my first computer game i had.
Sadly, the disk is lost.
I can still find RCT3 from my brother's shelf, but it isn't even half as awesome as the orginals.
[QUOTE=Mobon1;35277706]You seemed to forget about:
[url]http://store.steampowered.com/app/2700/?snr=1_7_suggest__13[/url][/QUOTE]
RCT3 was an abortion.
Found this the other day
[img]http://i.imgur.com/sknPP.jpg[/img]
Facepunch once tried to develop an open-source version of RCT [URL="http://facepunch.com/threads/1149898"]http://facepunch.com/threads/1149898[/URL]
I haven't been able to find my CD for years :(
[QUOTE=Kai-ryuu;35277822]RCT3 was an abortion.[/QUOTE]
It wasn't too bad. It just has a terrible UI and terrible scenarios.
Because I am insane:
[IMG_thumb]http://dl.dropbox.com/u/20383373/IMG_20120324_203151.jpg[/IMG_thumb]
[quote][highlight]Station Brake Failure[/highlight][/quote]
no no No NO [B]NO!!![/B]
somehow, I completed the first one all by myself when I was 3/4 years old, with no help from my parents, and I did good at it too...
now I have no idea how to play it.
NO FACEPUNCH NO.
NOT AGAIN.
Urgh, now I'll have to continue on my playthrough from the last thread.
I'm willing to post a few playthroughs I still have uploaded if you all want me to.
Do it!
One person said yes, meaning I get to give you all what I hope is
[url=http://dl.dropbox.com/u/6993235/RCT1/RCT%20Parks.7z][B][U]RCT1 PARKS IN RCT2![/U][/B][/url]
(now you can have the best of both worlds)
I've got: Dragon cove, Iceburglandparkplace, Vertigo Views & Volcania.
I still have pictures of my park. I got my RCT in a cereal box.
[img]http://uppix.net/1/c/c/c5aa97ffbee970b13acbb55eb079b.jpg[/img]
[img]http://uppix.net/1/3/4/35f226ae848131e098d44c713ca5e.jpg[/img]
Should I rebuy RCT + Expansions, or buy RCT2?
[QUOTE=jeimizu;35278855]Should I rebuy RCT + Expansions, or buy RCT2?[/QUOTE]
RCT 2 is better but for the ultimate nostalgic feel go for the first one.
Get RCT2. The scenarios for RCT1 can be found somewhere since RCT2 is architecture wise exactly the same, and RCT2 has simply more of everything
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