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File: Bumbly_Beach_RCT1.png (946 KB, 800x521)
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>build rollercoaster
>Never destroy it. Watch it steadily depreciate for years upon years upon years
>20 years later...
>Suddenly 7x in value. Now considered a historical monument and people love it again.

This...this is the type of shit I live for.
>>
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>>5804831
>Sims 3
>Patriarch of family established wealth as a genius painter
>Paintings pass down generation after generation
>Patriarch is now a mythical van Gogh type figure, whose grave serves as a reminder
>Paintings still adorn the walls of the house
>They have appreciated in value insanely over the years.
>>
The death of /vr/ct is the worst thing that ever happened to this board and possibly the site as a whole.
>>
What was it like? I loved Rollercoaster Tycoon 2, was thinking about replaying it.
>>
>>5805323
Why the fuck does that 2 week rule even exist? It almost seems solely targeted to kill that general which is even more of a crime because there's fucking nowhere to even talk about these games on the internet that's not a graveyard.

Been tackling all the parks I can lately, though I enable early scenario completion
>>
>>5805338
Get OpenRCT2 along with the RCT1 map recreations.
>>
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>>5805362
>Class Action Park
Everyone talks about how we need to go back to the moon, but there's an even bigger scientific accomplishment we need to make possible in the modern age.
>>
>>5805362
redpill me on recreations
>>
>>5805371
It's the only thing Fiasco Forest deserves to be named.
>>
>>5805373
Aside from some weirdness like the Steel Mini being split up into two coasters, and some train types not existing (spinning trains for example) they're pretty much perfect, down to the invention list.
If you want to get back into RCT, take a look here. https://pastebin.com/hn8ik9Dh
>>
i always get eyebrow raises for some reason when i list RCT Deluxe / 2 among my top 5 favorite games. great fucking pleb filter. god i miss playing this as a kid
>>
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What is the worst park objective and why is it park value?
>>
>>5805396
I always wonder what it would be like going to one of those stacked micro parks IRL.
>climbing up steps through a super dense jungle of supports that shakes violently every few minutes
>the deafening noise of 20 air compressors running at the same time
>>
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>>5805409
>ride coaster
>it's somehow still getting rained on despite being absolutely covered by platforms and bridges
>>
>>5805381
i never played rct 1, what am i in for?
>>
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>>5805428
Play 1's scenarios in 2. 1's missing some pretty important things, namely the ability to change the height of whatever you're placing by holding down Shift, which makes building underground an enormous chore.
Aside from that, good scenarios, tons of coaster building, and making fat stacks of money. and maybe some explosions and snapped spines if you dont bank your turns
>>
>>5805428

You're playing one of the most autistically made, but simple and simply fun game ever. Everything makes sense and you just try to stay profitable while you build cool attractions and try out new attractions your dedicated research team somehow invented all by themselves.

PROTIP: Build two of these, mirrored, directly next to each other, and tell them to synchronize their launch. Customers love it, the coaster costs nothing to build, and it makes tons of cash. Then you can build whatever you want comfortably around the rest of the park.
>>
Post spaghetti
>>
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>>5805471
>>
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rct2's scenarios are lol
>>
This park seems like it'd be a gigantic pain in the ass in RCT1
>>
>>5805359
>Early scenario completion

Holy shit

Didn't even know this existed

I fucking hated when I finish objectives in year 2 and have to do two years of maintenance bullshit thank you
>>
>>5805396
Playing gravity gardens as we speak and don't know about the ratings bullshit hack.
>>
>>5805681
Honestly, if your scenario is so poorly designed that i meet the goal in less than 3 months when it's 4 years long, you did something wrong.

>>5805685
About all I can suggest for park value there is build those coasters that are powered launch, and build a ton of them. Also dont have ATMs and set the park entry price to take all of the poorest guest's money so that they GTFO
>>
>>5805681
One other thing you might like is you can flip on a simulation of the ride test while building coasters and the like. Perfect for if you think something's entering a loop too fast, or if the train will lose all momentum somewhere.
>>
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>when the two rides researched in a row are just the same ride with a different skin or a worse change
Fuck the mini suspended, fuck the 10 Car Ride variants, and fuck the non-Bumper Boat Boat Hires
>>
>>5805716
Holy shit this is fucking HUGE thank you.

One of my biggest annoyances was constantly starting and crashing coasters on launched mode trying to perfect the speed into inversions cause we all know getting that "barely made it" entrance speed is key to excitement vs intensity. Then I would save the track and then destroy everything and rebuild so I don't get the "Im scared to ride it" criticism

I've been playing that game for everything BUT building rollercoasters lately (insane but just shows you how great the game really is) so that tip will change that
>>
>>5805756
Here's an example of the simulation in action. Once the "ghost" car hits the end, the simulation starts anew.
>>
>>5805459
how do i synch lauch
>>
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>>5805760
>place the same kind of ride next to it
>click "sync with adjacent stations
>>
>when you not only have to research something extremely basic, but have to wait an entire year for it
>>
>>5805779
That's alcohol license yo
>>
I always liked to put multiple entrance/exits on rides. The stats always gave me credit for the full length, even though the people were only riding a short while and I could churn vast numbers of people through quickly.
>>
>>5805782
Now that I think about it, that makes sense. I've seen people puke like maybe twice in all the years I've been going to amusement parks, yet it's everywhere in RCT. Those little guys are getting fucking smashed.
>>
OpenRCT option to stop my fucking handymen from entering queues WHEN?
>>
>>5805371
holy fuck this terrifies me
imagine being stuck
>>
>>5805371
That's the one from that sketchy NJ park isn't it?
>>
>>5805827
Fear not, Anon. As proven with test dummies, part of you will always come out the other side.
>>
>when you make a spinebreaker with 9 g's at one point but the intensity penalty isn't enough to make it unrideable
Steel Twisters are busted
>>
>>5805371
You can find anecdotes of people getting slammed around in the loop, but nobody ever mentions how it appears to dump you out onto wet concrete instead of an actual pool.
>>
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>it's a "can't build high" episode
>it's a "can't get rid of trees" episode
>>
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>>5806204
More of RCT's UK origins showing through.
>>
>>5806209
dude FUCK Harmonic Hills
>>
>>5806210
I never even bothered with that one because compromising the track layouts for the trees fucked with my realism autism hard.
>>
>>5806215
it's absolutely not fun. You have like no ride variety to start and i think you don't even have a place to eat to start with. I'd say just spam 1x3 and 2x2 mazes and motion sims until you hit the goal.
>>
>>5805359
Because mods are stupid and lazy.
Slow burning threads are some of the comfiest on 4chan.
>>
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>>5805696
>Also dont have ATMs and set the park entry price to take all of the poorest guest's money so that they GTFO
That's the funniest thing I've read today.
>>
>>5805371
It's a wonder that not even more people were injured and killed in those death traps.

>>5805887
Yes, Action Park, nicknamed Class Action Park by nearby hospitals, because it was ridiculously unsafe and they were involved in dozens of lawsuits.
>>
>>5805827
>>5805904
https://m.youtube.com/watch?feature=youtu.be&v=kqpeDum3jeE
>>
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>>5805471
>>
>>5806487
It might be funny, but it's also a viably strategy once you get enough rides up. It's only once i have a ton of money that i might lower it just to keep guests in to meet that goal.
>>
>circus and cooked house lose novelty so fast you cannot even charge the default price in the newest versions of openrct
Why is this allowed?
>>
>>5806641
not enough wooden coasters
>>
CONSISTENT RCT GENERAL PLEASE
>>
>>5807564
I wish but i think it'd autosage after 2 weeks
>>
>>5807603
this

that rule is fucking stupid and illogical
>>
>>5807661
Is there anything that can be done about it? This shit doesn't happen on even slower boards
>>
>>5807603
>>5807661
>>5807672
Couldn't we just have it on /vg/?
>>
>>5806497
"Traction Park" was my favorite nickname.
>>
>>5807753
It's far too fast a board for a game as niche as rct to exist as a general
>>
>>5807767
What about /rcg/ (roller coaster games) for RCT, Planet Coaster, Parkitect, etc.?
>>
>>5807771
Even that probably wouldn't be enough, you might have to lump citybuilders into it at the same time since that was a thing here for awhile. Hell, I'm not sure if that would even be enough.
>>
Quick, name the hardest scenario in all of RCT1
>>
What the fuck have I done
>>
>>5806641
fucking dope
>>
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>>5807939
More real coasters need interlocking loops.
>>
>>5808186
>RCT1
but why
>>
>>5806209
>rust everywhere
>parts that haven't rusted have faded from gray to white
Jeez, bongs repaint your shit once in a while.
>>
>>5808206
Has OpenRCT2 incorporated RCT1 ground styles yet?
>>
>>5808297
It's not real rust.
https://www.youtube.com/watch?v=T6B7T46WNIk
>>
>play rct a bunch
>have only ridden a single coaster in my life
anyone else know this feel?
>>
RCT spritework is so fucking amazing its just gorgeous to look at.
>>
>>5807817
Rainbow Valley
>>
>>5805919
Looks like a wet tarp in a pit to me
>>
>>5808345
there's only one rollercoaster in my country and it looks like this
>>
>>5808561
>look it up
>closed last year
Sorry to hear that, Czechbro.
>>
>>5807753
The RCT generals originated on /vg/ but /vg/ quickly became too fast for them to stay alive so they moved to /vr/. Best you can hope for is transient RCT generals it seems.
>>
This game is so incredibly nostalgic to play again. My entire family used to play it.
>>
>>5804831
Great. Now I want to play this game. Again.
Let's see if I actually manage to install it this time, unlike last.
>>
>>5808731
Fucking gachashit ruined /vg/. There's like 15 different flavors of that shit there. So many comfy generals got kicked out.
>>
>>5805428
Better scenarios and more satisfaction through completion progression. I always hated that everything was unlocked from the get go in RCT2. in 1 you had to unlock scenarios by completing others. Though it lacked several very important design and buliding tools that 2 has. So openRCT2 with RCT1's scenarios basically gives you the best both games had to offer.
>>
>>5805569
Lots of parks in Loopy Landscapes were a pain in the ass back in the day without all the improved building tools in 2. I remember the first time i played LL as a kid, it was like a brick to the face compared to the original release and Corkscrew Follies.
>>
>>5807817
For some odd reason Mothball Mountain always gave me the hardest time when i was a kid.
>>
>>5808206
>>5808324
You can use the RCT1 HUD in openrct2. i've always preferred it over 2 for nostalgia purposes.
>>
>>5808770
it has tremendous longevity and replay value. The fact that it took up to 3 hours to complete a single scenario most times and there were how many scenarios? talk about a crazy amount of play time.
>>
>>5806641
beautiful
>>
>>5808506
i dunno it was pretty easy for me. Granted the simple ability to build off the ground is absolutely huge here >>5807939

>>5808561
Damn, the only one I went on was a wooden out and back, that thing looks tiny

>>5808916
/vg/ seriously needs another page or two
>>
>>5807672
Complain to Hiro but I doubt he'll do anything.
>>
>>5809535
All An Hiro will do is speak in intentionally broken english to seem "quirky" and then add more malicious ads
>>
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>it's a "rains constantly in the park" episode
>>
>>5808186
Most that did exist are gone now.
Loch Ness Monster is the last I can think of in the US.
>>
>>5810562
Why is it so rare? Too hard to do right?
>>
>>5810562
There were only ever three coasters that did it. Orient Express and Lightning Loops were the other two.

>>5810565
Maybe because those smaller loops (and to a lesser extent loops in general) aren't as popular nowadays. Which sucks, those circular Schwarzkopf loops are way more fun than stuff like RMC's "it's a barrel roll but it stops and goes the other way halfway through!"
>>
>>5810565
Don't know. But I do know that two trains used to always enter the loops at the same time on Loch Ness (it was a major ride feature), but now the computerized zone/braking system forbids it.
I'm sure there are legal reasons they're no longer built, and the computer system preventing certain events is probably the only reason Loch Ness still stands.
>>
>>5810573
I can dig a lot of RMC stuff, but their "let's defy your expectations by yanking you in an unexpected way through a loop" shit gets old real fast,
especially when they build a coaster that has NOTHING BUT that fucking gimmick over and over (looking at you, Twisted Colossus; they destroyed a classic ride for this?).
>>
>>5810582
I'm of two completely different minds in regards to the RMC conversions. I had only ever been on the massively neutered Colossus with the Morgan trains, the airtime hill removed, and the double dip covered up with a midcourse. I'd say Twisted Colossus is a better ride than that for sure, but is it better than 70s/80s Colossus? Unfortunately I'll never now. The fucking phenomenal refurbish Ghostrider got a few years ago makes me wonder if Colossus could've turned out better if they did that instead.

I think the RMC layouts are great in general, but the thing is, when a roller coaster is gone, it's GONE. You can read an old book, watch an old movie, listen to an old song, or play an old game as much as you like, but the original layouts RMC converts are now 100% gone, and that's a bit screwy to me.
>>
>>5810575
Something to do with loose articles potentially falling onto the lower train, maybe?
>>
Name something in RCT uglier than the "flower power" pathing
>>
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>>5804831
Do coasters actually bump back up in value after 20 years?
>>
>>5812475
From what i've read, it's not a huge uptick, but it does increase in appeal after years of losing value
>>
For the "build 10 different types of coasters" scenarios, do different train types count? Like normal Steel Twister and another Steel Twister with floorless cars would be two different types?
>>
>>5812759
I don't think so.
>>
>>5812507
It 7x but that still doesn't make up for the depreciation in the 20 years

It's useful on park value scenarios since you can reach a point where suddenly your rides start becoming monuments and you rapdily gain park value

But ofc all scenarios are beatable within 4 years anyway
>>
I reinstalled RCT+AA+LL years ago and got to Karts & Coasters before not really wanting to go any further. Don't know why I just stopped. Was good fun while I played it though.

I had this really fucking stupid idea of screenshotting each park's income/expenditure each month, totalling it up into Excel and making fictional accounts for each park so I could see how much I'd spent throughout the game. Might try it again at some point if I can be bothered.
>>
>>5815023
Karts & Coasters is honestly kind of a drag. Trees everywhere and not much even ground.
>>
So the best way to play is getting RCT2 off GoG, then using that with openRCT combined with the RCT1 scenarios pack? I need to make me some coasters.
>>
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>>5808342
who the fuck thought about fake rust paint?

if I was there, not knowing about the fake rust paint, I would question their repairman's job

it's like those jeans they sell today: white washed, with holes and wrinkled; wtf
>>
>>5817165
pretty much yeah. You might also want to get playermade ride layouts and scenarios
>>
So this game has depth ? I love all those numbers and information on the rides.
>>
>>5805359
Feel free to post as many threads about Roller Coaster Tycoon over on New Totse. No weird content killing rules, there's a private image host connected to the site so the pictures will never get deleted, and being a non-chan board threads could go on forever, get created regularly to maintain order, be contests could be contained to their own threads, et cetera. Just keep the threads in Games People Play
>>
>>5810573
>Orient Express
I didn't know my local World's of fun park had such a unique roller coaster outside of the Timberwolf. Interesting. Too bad it's gone now.
>>
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>>5811591
wjsy yjr svyis; givl
>>
Anyone else like making compact coasters in the coaster designer so that you have something to slap down on March 1st?
>>
>want to reinstall
>can't find old game disc that was bought when it first came out
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
>>
>>5817795
see
>>5817165
>>
>>5817804
it's just not the same as pulling a disc out of that cool jewel case but I'll have to
I have no idea where it went and it makes me sad, I've had it since I was a kid
>>
Thoughts on RCT2's expansions?
>>
>>5817821
Bit shit really. Doesn't help that RCT2's scenarios overall were really uninspired.

Has anyone got that one from years and years ago called NOOB (something like that) where you just start it and everything crashes? Always wanted to play that one again.
>>
>>5805359
Meanwhile, /wsg/ has a CHRISTMAS THREAD still going, because hey, fuck logic.
The 2 week rule on /vr/ was the most stupid idea ever. The fact this rule also applies to fucking /qst/, where it's para-fucking-mount to keep threads going for as long as possible, is the most boneheaded part of it all.
>>
>>5817836
Oh wait, found it: https://warosu.org/vr/thread/3914738

In the "/v/ pack".
>>
>>5817843
It really does seem more like the result of a petty mod than anything
>>
>>5805475
>Nausea rating this low
How?
No, seriously, how
>>
>>5817854
definitely
>>
>>5817854
The whole concept for the 2 week rule is the peak of lazyness. Officially, this was introduced to prevent people from "invisible bump", a practice that dates all the way back to times when /tg/ had quests on it. Basically, you made a bump post, then instantly delate it, so the counter wasn't going up, but the thread got bumped.
Somehow this was used as explaination why the 2 week rule was introduced, despite it affected a bunch of slow boards like /vr/ and a god-damn /qst/, which is the very last place you want to have threads disappearing.
>>
>>5817869
Well just don't allow OPs to bump their own threads like some boards already do then. It's bullshit that some boards have threads older than some other boards and yet this happens.
>>
>>5805323
>>5805359
Oh wow, they're finally banning generalfags on /vr/? I quit the board quite a while ago and only visit semi-regularly because for a while it was just doom, tycoon and crt. Finally you dipshits were shown the fucking door, holy shit.
>>
>>5817906
Fucking moron.
>>
>>5817906
>yeah dude how dare 3 threads out of 100 exist
You'll find any reason to shitpost, huh? If you don't like tycoonfags so much, what are you doing in this thread?
>>
>>5817935
The entire front page was just shitty generals for a while, which was why I quit browsing /vr/ on a regular basis. There were more than three. CRTs, some sort of sad collectorshit, HoMM and more.
>>
>>5817957
CRTs and collector threads makes sense but a thread about video games? If there were dozens of tycoon threads you'd be complaining about that as well, what exactly do you want? Do you seriously expect a forum with many people to only make threads about games you personally like?
>>
>>5817891
Like we've already established - lazy mods are lazy. And the best part is, some of them probably no longer even work here anymore, but they left their garbage rules behind
>>
>>5817957
... and they are still on, so what you are even japping about? The only difference now is they are on auto-sage on the 15th day and a new one has to be made, instead of continuing the old one.
>>
>build coaster
>it's meh since there isn't enough money to build a good one
>no reason to tear it down though since it attracts enough people
>do other stuff for a while
>eventually build another coaster of the same kind
>it's actually pretty good
>instant hit, crowded
>suddenly coaster 1 is empty and I have to lower the price for it to have any visitors

Do coasters have a new ride boost that wears off after a while, or do they eat each other's popularity or something?
>>
>>5818073
Coasters lose popularity, but it's nowhere near as fast as other rides. You can pretty much charge insane rates for coasters, i've gotten away with $20 for some of them.
>>
>>5818134
>$20
>while my coaster didn't get guests at $5 so I had to drop it to $4
Huh. Then again, I didn't test how high I could pump the prices of the good one.
>>
>>5818168
for context this had excitement ratings of around 9+. They wouldn't pay $20 for very long, but you can get away with much more than you think. unlike the fucking piece of shit cooked house and circus which you instantly have to drop the price of
>>
>>5818179
Brand new rides have a bonus factor to them that allows you to charge like 2-3x as much as you'd typically be able to get away with. It only works during the first year though I believe, the ride has to say "built this year" in the stats.
>>
>>5818179
>YOU'RE SUPPOSED TO STAY IN YOUR PATROL AREA ENGINEER YOU SO*cans.wav*
>>
>>5818430
I actually made a shitty scenario based off of that shit. It's just one that starts you off in debt.
>>
>just build a coaster 1 minute ago
>already broken down
shit breaks down way too often in this game
>>
>>5818446
>Ghost opens his own amusement park
>he keeps getting calls from guest relations
>it's Tubguy asking where the gay bathhouse is.
>>
>>5818781
>it's the main attraction
>>
>>5818786
Ohh myyyy
>>
>>5818774
Much like everything else in this game there is a hidden strategy in choosing rides based on reliability, some rides are naturally less reliable than others. You can tweak reliability somewhat but rides are typically the most reliable by default and if you change an option you're making it worse. The exceptions to that is changing a ride to block sectioned mode and changing inspection times. Other than those two things the only way to improve reliability is to build a ride in a different way or build a different ride.

One factor the game looks at is how fast the lift hill is vs the minimum speed of the coaster as a whole. If the lift hill is too fast that it is not the slowest part of the coaster the game penalizes you for it.

Reverse incline launch greatly affects reliability on the compact inverted shuttle for some reason. The stat goes from 21 to 31 apparently.

Powered launch affects reliability as well. The looping coaster has a separate unreliability stat just for powered launch which adds 5 more points to its baseline level. If you add a chainlift to the coaster anywhere that might cause the reliability to plummet.

The chairlift's unreliability stat increases exponentially with the speed you set the chairs at. At base speed they are less reliable than a typical rollercoaster but at their top speed the chairlifts are tied with the flying saucers as the least reliable rides in the game.

On the other hand mini golf is the most reliable ride in the game with an unreliability of 0 which means its virtually immune to breakdowns. Mini golf has its own potential for optimizations though.

I went through the code a few years back and looked at the best and worst rides for reliability
https://warosu.org/vr/thread/S3033835#p3071684


This appears to be the current version of the file I was looking at:
https://github.com/OpenRCT2/OpenRCT2/blob/a094c5b0ce25d0a6a631024b5486fb7cc76caf5d/src/openrct2/ride/RideRatings.cpp
>>
>>5819223
So it wasn't just a RNG quirk that my wooden coasters broke down more often than the junior steel coasters.
Huh. Not going to stop building wooden coasters tho, they're fun to do.
>>
>>5819223
Another hidden stat which I didn't notice before is upkeep which affects a ride's profit margin. Powered launch and LIM powered launch greatly increase the costs of upkeep which means you make less from rides that use those two modes.
>>
>>5819223
>>5819238
Didn't know Powered Launches did this. Still going to make them though because you can fit powered launch coasters just about anywhere as opposed to needing a shitty lift hill take a year to climb
>>
>playing thunder rocks
>cant place benches or anything on the path i just built across the rocks
>>
>>5811591
So what happens here, it's a row of one way entrances and if a customer so much as goes in through the first one he's trapped and have to keep paying ticket after ticket if he wants to go home?
>>
>>5808342
>>5817260
>fake rust paint
>lets trick our customers into thinking our attractions are death traps or otherwise unsafe pieces of shits
Why?
>>
>>5817995
Too bad. I thought they were gone for good.
>>
Well, Rollercoaster Tycoon 3 was better imo.

Just thinkj in the park inspector.
>>
>>5820345
think*
i'm using an old keyboard kek
>>
>>5817849
The worst part of not having a consistent general is the chance for that scenario pack to disappear. Last time I had to install the pack I had to do it from a random 5-year old reddit post. There's some legitimately fun and cool-looking scenarios there, like Green Hill Zone or the Racetrack park.
>>
>>5820357
my park pack's kinda old actually, dont got this one
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>>5820384
Here's the download link I used: http://www.mediafire.com/file/cl6l7zhlk50du43/v-vg-vr_scenarios.rar/file
According to the guy it has a bunch of parks from /v/, /vg/, and /vr/
>>
>move camera with right mouse drag
>sometimes it keeps moving after i stop moving and let go of rmb
>have to quit the game
how do i stop this
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>>5817821
>>5817836
>Much like with the first game, two expansion packs were released for Roller Coaster Tycoon 2, which included new rides, facilities, and scenarios. The first pack, Wacky Worlds, was released in May 2003, the second pack, Time Twister, was released in November 2003. Each packs were based around themes and didn't have any involvement from the series' creator Chris Sawyer. Instead both expansions were developed by Frontier Developments, who developed the Xbox port of the original game, and would go on to develop the entirety of RollerCoaster Tycoon 3.

Well that explains it completely why those two were crap. Shame.
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>>5820564
some of the scenarios are absolutely pathetically easy. They focus on trying to make them look good when you can just delete all of that shit for fat stacks of cash.
>this is what counts as Expert
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>>5820604
Don't forget the infamous "Robin Hood" level.

>The objective of this park is to achieve a monthly ride income of $1,000.

Why even bother?
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>>5820620
I've beaten that level without even building new rides. I've build shop stalls that can beat that amount on their own.
Don't forget about the parks that are over 5x longer than they have any right to be solely for padding.
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>>5820564
To say they included new rides is a bit of a stretch. They were just reskinned versions of existing rides and most of them were prefab rides. I didn't like them because a lot of the rides, scenery, and even the footpaths looked out of place in the game.
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>>5820675
Neither expansion pack suited the game.
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>>5820693
It's kinda strange that those expansion packs were so bad when RCT3 itself was actually pretty passable.
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>>5820726
I can only assume it was due to being the first time they'd tried something new for the franchise.
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>>5820675
>the Flower Power pathing
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Which rating should I seek to max when making a coaster? Excitement? Nausea should obviously be kept as low as possible, but how about intensity?
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>>5820761
I'd look for a good balance between excitement, profit per hour, and nausea that isn't at Very High. Intensity doesn't really seem to matter as long as it's below 10, but obviously if you can make it lower that's good. Also, your coaster could have 10+ excitement but it wont mean much if it has only 1 train.
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>>5820761
>>5820789
>when you make a coaster as a kid and you think it's MEGA AWESOME but the E/I/N is something like 2/11/9
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>>5820796
The first coaster i ever made resulted in 2 people dying and me not building non-prefab coasters for years.
I'd also tear down coasters if i saw them crash due to a breakdown once in the past. I didn't do very good as a kid.
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>>5820761
Excitement is what guests want you can't really go wrong with it.

Nausea causes guests to puke everywhere and guests avoid rides that are too nauseating.

Intensity is the most complicated of the stats. Guests will generally avoid rides with an intensity above their preferred intensity in their personal stats but sometimes guests will ignore their preference a little bit if they're happy and excited enough. Everything up to "very high" can be a good thing in certain circumstances but "extreme" and "ultra-extreme" rated rides will be significantly penalized in excitement and have very high nausea.
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>>5820761
Adding onto >>5820789 to show off a couple of things.
This coaster only has 6 excitement, pretty low for a woodie. But it's more compact than most coasters of its type, has 3 trains, and can charge 8+ bucks a ticket. I've built 9+ excitement coasters that dont have the sort of profit per hour this has, so do not neglect the amount of trains. Not every coaster setup is suited for tons of trains though.
But either way, compactness for a coaster can also be something very good to have.



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