Rollercoaster Tycoon Gentle Glen

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Mar 09, 2007  RCT2 Gentle Glen » Gentle rides for gentle peeps. « Version: 1.1. 874 downloads (3326 views) Added 09 Mar 2007 Future World. By dakinle RCT2 Future World » Martian amusements. « Version: 1.1. 1,245 downloads (4961 views). → Rollercoaster Tycoon 2.

Walkthrough & Strategy Guide

Completing all 21 scenarios in Rollercoaster Tycoon requires serious amounts of practice. This strategy guide offers tips on how to build bowel-shaking rollercoasters, as well as more general hints on the day-to-day management of your would-be Alton Towers. Finally, there's a brief walkthrough of each scenario to put you firmly on the right track. Let's roll...

Building A Successful Rollercoaster

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Building intense, exciting, non-nausea-inducing rollercoasters is the Holy Grail of theme park design. To achieve this golden aim you need to learn how to manage G-force.

Finding The G-Spot

While standing motionless, you are experiencing 1G. That means if you weigh 12 stone, you weigh... well, 12 stone. If you add speed and resistance to the equation, such as you dropping 100 feet at 70mph and shooting straight back up into an inverted loop, you are being subjected to a force greater than gravity. In fact you're probably pulling about four vertical Gs, which means you now weigh four times your usual weight. That's some force. And, as you'd expect, it hurts.

Generally speaking, in Rollercoaster Tycoon it's best not to exceed 4G too often -and especially negative Gs, which occur when cars come off a straight section of track and hit a bump at high speed, or plummet down a drop with too much initial velocity, which causes weightlessness. While it's extremely exciting for a brief moment, prolonged experience simply causes your guests to spew. If one of your coasters has a high negative G rating, sort it out immediately.

G-force also works laterally (side to side). (Are you sure about all this? - Science Ed.) If you design a ride that hits about 5G laterally, you're basically snapping necks. Overall, you want to keep your Gs to a level that's reasonably pleasant for people to experience. By all means give the punters a bit of a shock and a thrill, but excessive exposure to high Gs is the wrong way to do it.

Excitement

Exciting rides are not necessarily fast, nor do they have loads of twists, loops and turns. A high rating in the 'exciting' category usually comes from building a ride that goes over water, through tunnels, past themed scenery or close to another attraction. For example, a section that dives into a tunnel after a sharp drop, emerges into bright sunlight, performs a sharp 90-degree banked turn and darts back into the darkness rates highly on the excitement scale, but doesn't make the passengers vomit.

Also, build uphill sections of track so that cars have just enough momentum to get up and over. If passengers think they're not going to make it, and are going to plummet backwards down the track, they become even more excited. Indeed, later add-ons enable you to do just that, but to do it safely. But beware: going too fast backwards is likely to be messy.

To keep the interest factor high on slower sections of track (usually near the end), use banked helix turns. This type of curve maintains speed, and gives the rider the impression of speed.

Intensity

The trick is to study the graph when you first test a ride. Look at the places with high and sudden G-forces, then smooth them out. Inserting banked corners - or, God forbid, even brakes - can usually do this. Above all, make sure the car doesn't come into the station too fast. Coming out of the last turn at 50mph and then suddenly braking to Omph in less than a second is pretty intense; unfortunately it's also the equivalent force of a fatal car accident. Sure, the guests want some intensity in their lives, but giving it to them like that is a sure way to make them leave the park completely -possibly in a body bag.

Nausea

Beginners usually find that most of their rollercoasters have high nausea ratings simply through a lack of understanding of rollercoaster dynamics and physics. Follow the guidelines outlined in the Excitement and Intensity sections above to reduce the nausea rating.

The Price Is Right

Never charge more than Pound-2 for any food or drink item, and try not to go above Pound-1 for a map, and Pound-3 for an umbrella. When it comes to rides, 50p for a gentle ride, Pound-1 for a thrill ride and Pound-2 for rollercoasters, go-carts, and water rides is about right. Try not to charge for the toilets, or transportation rides like the monorail. That's just greedy.

The admission price should start at about Pound-10 and increase gradually from there. Let's say that each attraction (including stalls) is worth Pound-1.50 on the entrance fee. This means that a park with ten attractions should charge Pound-15 quid, Pound-30 for 20 attractions, and so on. Basically you'll know if the price is right anyway, because your punters will no doubt squeal about it if they're unhappy.

Watch the animations of your guests. If they wander up to an attraction and leap backward in surprise with their eyes popping out of their head, something is wrong. Check out the price of your ride and put it right. On the other hand, if people come off a ride and jump with joy, then you know a ride's popular, so maybe jack up the price a little to maximise revenue.

Workforce And Patrol Zones

Always give your workers relatively small patrol zones, otherwise the good-for-nothing slackers just wander about aimlessly, reducing park efficiency. When you employ a handyman, order him not to water the gardens or mow the grass -it's a waste of time. Instead assign him to areas near ride exits, food and drink stalls and litter bins, and get him to sweep the pavement and empty the bins.

Mechanics should be given zones that cover maybe five or six rides. Inspections of the rollercoasters should take place every 20 minutes, and everything else every 30 minutes.

Not all parks need security patrols, but if you do require their services, position them around vandalism hot-spots such as benches and litter bins.

The Scenic Route

Try not to destroy ready-made scenery and themes; guests are absolute suckers for something that looks pretty. Try to add fountains, statues, lamps and other gadgets, which all go towards making a more scenic environment that people are less likely to leave. Most useful of all are themed rollercoasters and other rides. Not only do they look cool, they also actually increase the excitement factor of the ride.

Right On Queue

When you site an attraction, remember to leave enough room for a queuing area. Rollercoasters, go-carts and water-based rides tend to be among the most popular, and so need the longest queuing areas (7-10+ blocks), then it's thrill rides (4-6 blocks), and finally the gentle rides (2-3 blocks).

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Even though it's fairly common practice at most real-life theme parks, in Rollercoaster Tycoon you don't actually need to queue at any of the refreshment stalls, so don't bother building queuing areas by them.Another thing: if a ride takes about two minutes, people are going to be queuing for longer than a ride that takes only ten seconds. Think about this and plan appropriately.

Occasionally guests complain about long queues. If this happens you can do one of two things: either extend the station platform (rollercoasters etc), or raise the price of the ride to scare a few people away. On the flip side, if a ride has no queues at all, reduce the price to attract people to it. It's usually the gentler rides that guests start to lose interest in, and if this happens just swallow your pride and keep reducing the price. Don't worry about making a loss, there are

The Path To Success

Pathways obviously enable guests to get from one part of the park to another, but they also serve as viewing platforms. Position your paths so that they meander tantalisingly near rollercoasters and other interesting-looking rides. Put a few benches down as well so that people can gaze at the ride while they eat their pizza or whatever. Dig some tunnels. Do anything humanly possible to make the pathway an attraction in itself.

Marketing Talk

If all else fails you can always spend a bit of extra cash on marketing campaigns, although generally speaking they are most effective at the start and end of a scenario. One cunning tactic you can use if you're short of guests with about six weeks to go is to have a massive blanket advertising campaign and entice revellers that way.

Scenarios In Brief

Because the tactics for the completion of each scenario are essentially the same, here's a quick walkthrough outlining the main points.

Forest Frontiers

Set the park entrance fee at around Pound-15. Go for the 'woodchip' rollercoaster and spread a selection of gentle and thrill rides around it. Employ a mechanic and two handymen to keep things ticking over. Only research ride improvements.

Dynamite Dunes

Increase entrance fee to Pound-20. Build a selection of rides around the initial rollercoaster. Employ four handymen and two mechanics to keep the park in shape. Finally, reduce the ride prices towards the end of the second year, and start some marketing campaigns to attract punters.

Leafy Lake

Build a pre-made rollercoaster near the entrance, and another on the other side of the lake. Pad out the rest of the park with a varied selection of gentle and thrill rides. Security is needed, as well as some handymen and mechanics.

Diamond Heights

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Hire three mechanics, two security guards and about five handymen. Build an information kiosk, food and drink stalls and some toilets near the entrance. Introduce some gentler rides and a few thrill ones. Start a marketing campaign for the new attractions, then sit back.

Evergreen Gardens

Research stalls early so you can get the information kiosk, otherwise your guests will become lost. There's loads of room available, so spread your rides around the park; position them between scenic areas so guests have exciting walks. Build a steam train or monorail to help guests get around the park. Flatten the land, and add minor rides along the existing pathways. When you can, build a wooden rollercoaster somewhere in the middle of the islands. Advertise it and the punters should start flooding in. Raise the admission fee to Pound-20. Create more land. Add new rides.

Katie's Dreamland

Set the admission price at Pound-20 for some quick cash. Get your guests eating food, and hire more mechanics. Raise the price of Runaway Plumber to Pound-3. Research thrill rides and place them in the area just outside the rollercoaster.

Pokey Park

Demolish the Twister in the corner and replace it with a wooden rollercoaster. Raise the admission price Pound-10. Gradually replace all the rides with more exciting ones, and aim for another rollercoaster to finish off.

White Water Park

Research nothing but thrill rides, and add them to the vast array of water-based outings. There's loads of room for expansion, so try to get in a coaster or two. Add two clusters of refreshment stalls - one near the entrance and one near the log flumes.

Millennium Mines

At first the only thing in this massive mine area is the train. Add another station towards the far side of the mines, then start adding a selection of rides around the two stations. Aim for about 30 attractions, and make use of the underground.

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Karts & Coasters

One mechanic in this place? That's a joke. Hire another one, and assign them to two rides each for now. Clear away some trees and add some thrill rides -keep this park for the hard-core adrenalin addicts only.

Tycoon

Mel's World

There's nothing really too abnormal about this scenario apart from the vast number of people you have to entice in. Basically, work faster than usual and add a few gentler rides to appeal to families.

Mystic Mountain

Ultimately you want to set up a meaty mine car rollercoaster around the original scenery on the mountain. There's loads of room for park expansion, and this should enable you to create some hugely enjoyable rides.

Pacific Pyramids

Another one to build from scratch, but yet again there's acres of room for expansion. Wrap some tracks around the sphinx for added effect, and also expand upon the existing underground tunnel system.

Crumbly Woods

Not long after you begin, Double Trouble crashes, and soon other rides meet the same fate. Hire an army of mechanics to keep the old attractions going while you build new ones. Add themes wherever possible to attract the 1200 visitors you need.

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Paradise Pier

Don't worry about the lack of land, you can build wherever you want. There's loads of space for everything, so go for some huge rollercoasters. Be careful with your money though - building on water is more expensive than building on land.

Lightning Peaks

There's scope for some giant drops and intense underground rides here. Concentrate your attractions around the top of the three peaks and include refreshment stalls and other vital amenities. The main problem here is rain, so build plenty of information kiosks where your visitors can buy umbrellas.

Rainbow Valley

The local authorities won't allow you to demolish trees or change the landscape, so tread carefully. Go underground or high above ground. Alternatively, build in the water - there's enough of it.

ThunderRock

A great place for a mixture of open-air and underground rides. Stick all the thrill and gentle rides around the base and on top of the rock. Build the rollercoasters inside, and clinging to the outside walls.

Everything About Fiction You Never Wanted to Know.
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RollerCoaster Tycoon is a simulation strategy computer game that simulates theme park management, and roller coaster design. Developed by MicroProse and Chris Sawyer, and published by Hasbro Interactive. It was widely praised for its originality and success in simulating a theme park. The roller coaster designer was a popular feature and was praised for it's high attention to detail, with many real types of coaster available, and allowing very elaborate creative coasters to be built. A release for the Xbox for the original was released with mixed reviews, which turned out to be the same, but with hard-to-coordinate controls.

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The principal games in the RollerCoaster Tycoon series are:

  • RollerCoaster Tycoon (1999)
    • Corkscrew Follies (aka Added Attractions) (1999)
    • Loopy Landscapes (2000)
      • Compilation RollerCoaster Tycoon: Gold (aka Totally RollerCoaster) (2002): Includes original game and both expansions
      • RollerCoaster Tycoon: Deluxe (2003): Includes original game and both expansions with fan-made designs for the different customizable rides
  • RollerCoaster Tycoon 2 (2002)
    • Wacky Worlds (2003)
    • Time Twister (2003)
      • RollerCoaster Tycoon 2: Combo Park Pack (2003): Includes original game and Wacky Worlds expansion
      • RollerCoaster Tycoon 2: Triple Thrill Pack (aka Totally RollerCoaster Tycoon 2 (2004): Includes original game and both expansions
  • RollerCoaster Tycoon 3 (2004)
    • Soaked! (2005)
    • Wild! (2005)
      • RollerCoaster Tycoon 3: Gold (2005): Includes original game and Soaked! expansion
      • RollerCoaster Tycoon 3: Platinum (aka. RollerCoaster Tycoon 3 Deluxe Edition) (2006): Includes original game and both expansions
  • RollerCoaster Tycoon 3D (2012)

Will be getting a CGI film adaptation. People promptly went 'Wait, what ?'.

  • All Deserts Have Cacti: Most of the desert stages have a small batch of cacti somewhere. Possibly justified as in-universe examples of They Just Didn't Care, since this is, after all, quite literally The Theme Park Version.
  • Amusement Park of Doom: Ivory Towers is vandalized and full of litter and vomit starting out, Rotting Heights is basically a garbage dump, and Fiasco Forests starts out with a fatal accident on a ride named Deathslideunless you pause the game right after entering the scenario. You can also create your own.
  • Anachronism Stew: Players can build an 1890's Side Friction Coaster and a 2000's Intamin Giga coaster in the same year.
    • That's perfectly fine for some people, but it gets worse with Time Twister; one scenario takes place (according to the text) in the actualMiddle Ages despite... well, since it's a game about theme parks, pretty much everything.
  • And Now for Something Completely Different: Coaster Crazy was the first stage with a 'build 10 roller coasters' challenge. And boy, it was a doozy.
    • Bumbly Bazaar. Hope you like selling food.
    • Rainbow Valley from the original. Not being able to destroy scenery object (including those you place) or alter the landscape caught quite a few people off guard.
    • Gentle Glen from Corkscrew Follies had everyone's intensity levels locked to 5 or below. So much for roller coasters...
    • Not that any of the above is necessarily a bad thing, as it averts Complacent Gaming Syndrome by forcing you to try new rides and play-styles every so often.
  • An Exterior Designer Is You: Loopy Landscapes sets this off.
  • Artificial Stupidity: In the first game, none of the guests are that smart. They really just walk down paths, and if they see an intersection, they will pick a direction at random. This will only change if they are incredibly hungry or thirsty, or if they have to go to the bathroom. The same thing applies to your staff. Less severe in the second game, in which they will actually form a sort of guest-line along a two-or-more-tile pathway, and can watch rides from a distance and head for them if they're interested; and completely averted in the third game, especially with handymen.
    • A word of advice for those playing RCT 1: Don't watch any one of your guests too closely. You will quickly find yourself infuriated as one of your guests gets thirstier and thirstier, and angrier and angrier, walking away from the soda vendor you keep placing him at again and again, refusing to buy a drink, and blaming the park for his misery, because he won't put down his cheeseburger.
    • Staff in the first two games may occasionally drown on their own if their patrol area is set to footpaths built above water.
  • Auto Pilot Tutorial: One you can interrupt nevertheless.
  • Boring but Practical: Sure, you can build Shuttle Loop a bazillion times, but it isn't that much fun.
    • Also can be done with the Go-Kart ride.
    • Don't forget the Magic Carpet in the second game.
  • Easter Egg: Guests named after the game developers occasionally perform special actions such as taking photos or waving. Naming someone 'Damon Hill', 'Michael Schumacher' or 'Mr. Bean' makes that guest drive extra-fast, fast or slow respectively on Go-Kart rides.
    • Clicking on swimming or flying ducks will make them quack. In the third game, there is a chance that a duck will lose all its feathers each time it is clicked.
  • Expansion Pack: All three games have two of these. The first game's packs added many unique attractions, theming categories, and scenarios (including the first 'money doesn't matter' scenario, Arid Heights). The second game's packs were purely aesthetic add-ons; all the new rides were just reskins of existing ones, and the new scenarios were nothing special besides theming. The third game's packs added entirely new park types (zoos in Wild, water parks in Soaked).
    • Fans have also made their own for RCT2 and RCT3.
  • Expansion Pack Past: Time Twister, literally. And future too.
  • Follow the Leader: The vast majority of simulation games with 'Tycoon' in their name were created in order to capitalize on this game's success. The magazine PC Gamer eventually created a 'Tycoon' genre for classification in their game reviews because of this. [1]
  • Fake Difficulty: Guests often overestimate their tolerance for nausea-inducing rides, and offering barf bags is not an option. They will throw up on your nice clean paths once they exit. You can provide benches for them to sit down and try to recover (which rarely helps much) and First Aid stations in the sequel, but still, no barf bags.
    • Speaking of handymen, they and other employees will ignore 'no entry' signs, so if you start out with a huge, empty park and use these signs to keep guests within the part you're developing, you can expect your employees to go AWOL a lot if don't set up patrol areas.
    • Station Brakes Failure can happen at any time and usually cause disasters, which will make a roller coaster's popularity and your park rating plummet.
  • Game Mod: It's buggy and cumbersome with the first installment, but the second on was built around it.
    • There are also people who have created 'custom rides' you can install. No, not custom coasters; custom flat rides with new animation and everything. There was a major limit to what they could do with this, because they all had to be based on -- and thus use the same stats and capacity as -- an existing ride, but the results could still be pretty creative.
  • Genius Programming: The first two games are capable of running at full speed on computers that were manufactured back in the early 90's. The third game averts this completely, although given its complexity and nature, it does not fall into Idiot Programming either.
    • The original was actually mostly written in Assembly with only a bit of C to work in Windows.
  • Holiday Mode: The third game's menu plays horror-themed music on Halloween.
  • Insurmountable Waist High Fence: Every ride needs to have enough space for an entrance and exit house that sticks out from the side of the ride station. Because of the game's isometric grid layout it is possible to place down rides without being able to connect them up properly with the existing paths. Also the paths and ride tracks have to have a square in height to clear each other, leading to an inability to complete rides or queue lines because of a few meters of clearance. In RCT 3 the increasingly detailed terrain also means paths can be at microscopically different heights and not connect up properly, giving the irritating warning messages that 'guests cannot reach the entrance of Ride X', or 'mechanics cannot reach Ride Y, ensure it is connected to a path'.
  • Karma Meter: Torturing, killing, and overall making things difficult for your guests causes your park's approval rating to go down, and you'll get less visitors (and make less money). Although intentionally drowning guests or making them fall to the center of the earth doesn't seem to affect this.
    • Inverted if the guests are unhappy; killing them will boost your park's rating, which makes sense in a sadistic way (fewer unhappy guests = better reputation).
  • Lava Is Boiling Kool-Aid: Except for the boiling part. In the second game's scenario editor, there is a menu to choose between blue water, green water, acid water or orange water that is supposed to look like lava. Of course, in a theme park, everything is fake.
    • There is also an official patch for the second game that added pink water as an option.
    • It was mainly just swapping the water colors for other ones, as one can see in the ride menu.
  • Letting the Air Out of the Band: The music your rides play do this whenever they break down. Actually justified with the carousel, which is limited to playing a medley of classical music on an apparently built-in mechanical organ. On the other rides... not so much.
    • The inverse applies sometimes for the Carousel, with the music getting faster and higher pitched.
  • Lost Forever: In the original, if you were to dig into the ground too far, that square would drop into oblivion, and you wouldn't be able to fill it back up, thus losing one square (or more, depending on how large the dig tool was) forever.
    • Similarly, if you delete a path that a guest was on while underground, that guest would keep dropping down into oblivion. Nothing is mentioned of them ever again.
    • Meta Example: The Promo & Competition parks for the original seemed to have been lost to the internet for a while, but then this came up.
  • Luck-Based Mission: The penultimate scenario in RCT 3 Soaked, 'Mountain Spring' requires a monthly ride income of $250,000 to reach the Gold level (for comparison the average scenario can be beaten with parks that pull in about $100,000 from rides). Unfortunately the weather in the park is very rainy, and guests won't be as keen to ride the big rollercoasters in the rain. So beating the scenario relies on getting lucky to have a relatively dry month so the income beats the target.
  • Made of Explodium: In the first two games, if two roller coaster trains collide with a combined speed of 48 km/h (30 mph), one of them will explode. If a car goes off the track, no matter how low the velocity or short the fall, it explodes. And of course, this always kills the riders.
    • Even something like a rubber raft for the Water Slide will go kaboom.
    • Having a guest named 'Atomic' in RCT 3 makes certain rides explode when they crash.
  • Made of Iron: In the third game, the peeps are invincible. They can and will survive falling from great heights, being flung from coasters, being hit by coasters, blown up and staying in the water for hours. All while smiling and cheering.
    • In the first two, you could make guests fall from an elevated ride exit onto a lower path without any ill effect, other than the occasional message telling you there's no path to the ride exit.
      • If you build a path underground however, and delete it while Guests are walking on it, they will fall through the ground and keep on falling until they fall off the stage into nonexistence. They simply cease to be, your Guest Count falls ... that's it.
  • Nintendo Hard: The first few parks aren't too bad, but quickly, after the first six or seven, the difficulty starts to pick up.
    • 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 I'm going?
  • Percussive Maintenance: In the first two games, a vehicle malfunction or jammed restraint/door is usually solved by a mechanic giving the offending vehicle/car with the restraint/door a good kick, and the dreaded (Station) Brakes Failure is solved by the mechanic hitting the rear section of the ride's station brakes four times with a hammer. In the third game, mechanics fix broken down shops by kicking them.
  • 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.
  • Rare Roller Coasters: The wooden Reverser Coaster is based on a unique design called the 'Hooper Reverser' built in Salt Lake City in 1914 and long since demolished. The side friction coaster was once a common design but into the 21st century only one is left, the Leap The Dips from 1912 at Lakemont Park Pennsylvania.
  • Recursive Translation: Not in-game, but on the third game's official forum, the custom scenery and ride sections have stickied threads entitled 'I Search an Object' and 'I Search a CTR/CFR'.
  • Shout-Out: A rock track that You can put on a ride from the first games expansions and the second game entirely sound similar to a track from Driver. Justified considering both games had Alistar Brimble as their composer.
  • Super Drowning Skills: In all the games, you can grab individual park guests and place them wherever you want, ostensibly to recover them from getting lost in your park or to move employees to troublesome areas. You can also choose to drop them in water. In the first two games, if you don't pick them back up, they will drown, reducing your park population by one. Averted in the third, however, as they will just keep treading water until you move the camera away from them, during which time they'll just appear somewhere else in the park.
  • The Theme Park Version: Well, duh.
  • Truth in Television: The regulation of building roller coasters at tree-height is a real challenge faced by English theme parks such as Alton Towers.
    • There are real coasters with interlocking loops, such as the 'Loch Ness Monster' at Busch Gardens Williamsburg. And a wooden coaster with a vertical loop.
  • Unwinnable By Mistake: In the third game, you can create a situation where a track is at X Height, the station is at X.3 Height, and its impossible to 'thread the needle' and finish the track. It doesn't happen often, but when it does happen, expect to rage.
  • Video Game Cruelty Potential: There are many, many ways to kill/torture your guests horribly.
    • The third game one-upped the cruelty potential with Ragdoll Physics.
      • One Example being if you built a steep upward path, and as the Peeps walk up it, when they get near the top of the long path, delete the path just as they step on it, and they trip, fall back into the crowd behind them, and start a HUMAN AVALANCHE!! (It was actually marketed as a feature of the game)
      • Wild! lets the player find out what happens if a zebra is dropped into a lion's enclosure (hint: no more zebra)
    • It's easy to just drown all your guests or make them crash brutally, but one person decided to take cruelty to a whole new level. Behold, Mr. Bones Wild Ride. Its max speed is 5 MPH downhill, and consisted of 30,000 feet of track at the start, growing larger as the riders continued. It takes in real life 70 minutes to complete, over a year in-game. Then, after everyone is thoroughly exhausted, hungry, and unhappy, the exit line leads straight back to the queue. It was so bad that the general consensus was that drowning was the kinder fate.
  • Video Game Settings: They've always been comparable to theme park areas, so of course there's plenty of freedom to make them.
    • Big Boo's Haunt: Horror themed sets and rides are a mainstay.
    • Build Like an Egyptian: The Egyptian theme set.
    • Circus of Fear: Combining the Horror theme sets with a few canvas tent rides and objects, and making your park a little bit less than safe will set this off.
    • Hailfire Peaks: Combine Snow and Fire
    • Jungle Japes: The Prehistoric and Jungle theme sets.
    • Lethal Lava Land: You can dye the water red, though it doesn't make any difference, although the thought of a lava log ride is awesome.
    • Minecart Madness: Several types of coasters.
    • Slippy-Slidey Ice World: The Snow And Ice theme, and also the ground textures made to look like ice.
    • Wackyland: Several themes, but especially the Wonderland one with its giant 'candy' objects.
  • Video Game Time: The timing of how long a visitor takes is wildly different from that of construction and management, leading to people spending what are essentially months in the park.
  • Wide Open Sandbox: In the first game, Mega Park's scenario is 'Have Fun!', while completing a scenario with a goal turns that park into a sandbox. In the second game, while the game didn't have one, you can create your own scenarios and make the conditions easy enough to unlock the sandbox almost immediately. The third game came with a built-in sandbox mode.
  • You Have Researched Breathing: Happens with some scenery in the third game. For example, you may be able to build a tall brick wall at the start, but need to research a smaller, diagonal wall.
    • Some stages don't start with information kiosks and/or drinks. It is also possible to setup a scenario without bathrooms.
  1. Railroad Tycoon, the first game with 'Tycoon' in the name, predates this game by nine years. Nonetheless, it's Rollercoaster Tycoon that codified & popularized the idea.

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