Friday, November 24, 2017

RCT 1 - Gentle Glen

Gentle Glen

The next scneario has an odd restriction: guests prefer an intensity below 4 and stop riding rides somewhere around 6. It's also a somewhat hilly small island. Getting 1200 guests in here won't be very difficult, but getting the high amount of guests I got in Future World won't be possible.

Unlike the previous scenario's, I researched gentle rides first (and some roller coasters), Which seems to attract guests somewhat slower than usual. This park researches (as far as I know) every gentle ride, but the amount of roller coasters and thrill rides is rather restricted. One annoying aspect I had was that my side-friction coaster crashed like three times... It wasn't built that well apparently. Because of the focus on smaller attractions my park value and company values were some of the lowest I ever got.

Objective: 1200 guests in 3 years
Difficulty: Moderate
Final guests: 1.538 (New record, up 11 from Crumbly Woods)
Park Value: 32.600€ (New record, up 11.000 from Crumbly Woods)
Company Value: 81.000€


Monday, November 20, 2017

Thursday, November 16, 2017

RCT 1 - Future World

The second large map of the expansion (after Three Monkeys Park), it's quite flat and you start with a nice coaster. The goal is the highest I met yet (1500 guests in 3 years), but in this park, that goal seems really doable and even rather easy.

As I do most of the time, I started with researching roller coasters (but this time I forgot to increase the funding immediately...). I think this park has about every coaster available except for the steel coaster (which incidentally, is the most profitable one with its shuttle loops). By the time the park ended my park contained 23 coasters (including one virginia reel and the original vertical coaster) and a monster park value of about 75.000. I slightly improved my guest count over Crumbly Woods (my previous record) and blew that of Park Value away. The Company Value was the third largest I ever got in three years ( trailing only Mel's World and White Water Park).

This scenario was quite a breath of fresh air where it seems you could just build a lot of coasters in the open space. I like. After playing this park, I can confirm that it is not difficult at all.


Objective: 1500 guests in 3 years
Difficulty: Easy
Final guests: 2.238 (New record, up 11 from Crumbly Woods)
Park Value: 75.000€ (New record, up 11.000 from Crumbly Woods)
Company Value: 176.000€


Tuesday, November 14, 2017

RCT 1 - Fun Fortress

Fun Fortress

Scenario nr.7 . Same goal as Canary Mines, but without any initial built rides. You start with a smallish hilly park with a 'wall" on its edges. removing the pathing system of the fortress netted me a cool 3.000€. 

So I first made us of the available gentle rides and then build some roller coasters. I checked the initial shops and stalls and noticed all the requirements are there, so I first researched some roller coasters. And with some, I mean that it took until October year 2 to research "em all, which means I ended up with a lot of coasters (15, building all but the most annoying to build, such as bobsled and suspended coasters).

After having all the coasters, I researched some stalls and then went on with gentle rides instead of the usual thrill rides. I ended up with a suprising amount of guests... in the negative sense, just a tad bit above 1.500. Is it because I researched gentle rides instead of thrill rides? maybe they attract more?



Objective: 1300 guests in 3 years
Difficulty: Moderate
Final guests: 1.532
Park Value: 48.600€
Company Value: 91.000€




Thursday, November 9, 2017

RCT 1 - Haunted Harbor

Haunted Harbor

The sixth scenario of the corkscrew follies expansion. A relatively small park (larger than Pokey Park, about the same as Mystic Mountain), but that can be expanded as there is plenty of land to buy. But while the initial park is rather flat, the extra land is hilly as hell, so I did not buy much extra.

Due to park size, I built much more compact than on the previous parks of corkscrew follies, with tracked rides above each other (sometimes three layers, such as wooden coaster with steel mini on top of it, with the mine train on top of that one). But neither buying land nor cramming as hard as I did is really necessary to get 1200 guests required.

While normally I try to research all roller coasters first, here I only researched a few and then started researching thrill rides and later gentle rides. As you can see, it is pretty full even without a crapload of coasters.



Objective: 1200 guests in 3 years
Difficulty: Easy
Final guests: 1.847
Park Value: 37.100€
Company Value: 98.000€


Thursday, November 2, 2017

RCT 1 - Funtopia

Funtopia

My favorite scenario of the five initial scenario's of the expansion. It's a relatively square, flat, not to many trees. While it's definitely not the largest park out there, due to the shape and flatness it feels not to compact. It builds a bit like Barony Bridge, except there is no water for guests to drown in and you initial ride selection is really expansive compared to all previous parks, both expansion and original.

When I started this scenario, I put the research on roller coasters as all necessary shops/stalls are available. First I built some gentle rides, as there are two intense roller coasters already available, and a small mini coasters. As the steel wild mouse was researched early, I made one of those as well. After building a couple small coasters, I eventually made a larger inverted coaster and wooden twister coaster. By the end, the park was comfortable occupied with attractions.

Just like the other park that requires 1400 guests, they park is equipped with enough means to get 2000+ in without too much problems. It's actually a rather easy park despite the high goal and somewhat smallish size.



Objective: 1400 guests in 3 years
Difficulty: Easy
Final guests: 2.140
Park Value: 57.900€
Company Value: 159.000€


Monday, October 30, 2017

RCT 1 - Barony Bridge

Barony Bridge

The fourth scenario of the expansion pack. You start with a bridge connecting two entrances and a square in building rights over water, which means this is a very flat park. I experienced some minor problems with building (once didn't connect a roller coaster exit properly and about 30 guests fell into the water, of whom three drowned) and everything is two tile heights more expensive than usual. I also started with a disappointing attraction selection, including only one roller coaster, one thrill ride ,only two gentle rides and no transport ride at all.

I started this off with building every available attraction, including ones I usually forget about like the car ride. Then focused mostly on roller coaster research with some thrill rides. Due to the flatness, this park doesn't feel quite as small as it really is, so I didn't build my coaster compactly. Their is also a lack of coasters that can be launched (only corkscrew and inverted), therefore building compact coaster would be a problem anyway.

After getting all thrill rides and coasters, I researched stalls for the obligatory balloon stall that I always want to get and then researched gentle rides to fill the spaces between the coasters. This park is rather easy, with the only really annoying thing being the lack of attraction choices at the start.


Objective: 1200 guests in 3 years
Difficulty: Easy
Final guests: 1.704
Park Value: 47.000€
Company Value: 133.000€


Thursday, October 26, 2017

RCT 1 - Canary Mines

Canary Mines

The third level of the expansion pack. It remind me of Millenium Mines in both title and the scenario look, except its smaller and requires 50% more guests. You start with a miniature railway (again) and two duelling vertical coasters that only crashed three times while playing, thanks scenario designer.

This scenario's use of the muddy underground (and name) is reminiscent of Millenium Mines, but while Millenium Mines was relativly flat with some cliffs, Canary Mines is really hilly with more and worse cliffs in the mine area itself. The opening layout is also perfect to have guests get lost later in the park, is it clear that I am no fan of its initial layout. Pity I always try to keep the original attractions intact, as they were rather space consuming here.

While 1300 guests in three years isn't to hard, expansion here was somewhat hard and even with almost continued marketing from year 2 on, I still didn't get that goal until year 3. This is the first time I didn't get a Ballon Stall =(.

Objective: 1300 guests in 3 years
Difficulty: Moderate
Final guests: 1.883
Park Value: 55.070€
Company Value: 114.000€


Monday, October 23, 2017

RCT 1 - Three Monkeys Park

Three Monkeys Park

Three Monkeys Park, named so because it's three big central steel coasters are named after the mystic monkeys that "see no evil", "hear no evil" and "speak no evil". In this large park (which is one of the largest of the Corkscrew Follies expansion) you must attract 1400 guests in 3 years. Compared to the guest goals in the original, this is really a lot(, but so far I would only have failed that amount in Mystic Mountain).

Looking initially at the park, you would notice it is rather uneven. It's not really hilly, but except for the water it has almost no places that are flat. When you look at the initial attraction selection, I noticed a lot of gentle rides options (not proportionally compared to other types of attraction). This is the kind of park where I wouldn't research gentle rides at all if I didn't run out of other research options. For some reason there was a bit of stagnation in the second year while I played this park with my guest count fluctuating around 1200 for almost the entire year.


Objective : 1400 guests in 3 years
Difficulty: Moderate
Final guests: 2.111
Park Value: 57.300€
Company Value: 142.000€


Thursday, October 19, 2017

RCT 1 - Whispering Cliffs

Whispering Cliffs

The first scenario of the expansion sets the tone of the difficulty increase. The first scenario of the original was the easy, flat and quick Forest Frontiers. Whispering Cliffs is none of these. It's very wide and ridiculously narrow, averaging about 6 spaces wide above the cliffs and 5 below. The total area isn't much more than Mystic Mountain. The goal here is park value, in between that goals of Diamond Heights and Katie's Dreamworld, except here you have a much smaller park and start from scratch.

The cliff in the "middle" of the park does have one advantage, you can build roller coasters with a station on top of the cliff and go down immediately and have the chain lift at the end (if you don't build on the water, you lose half of an already small park). The other kind of rides (all non-tracked flat rides) can be build on top of the cliff. One change that makes it easier is that scenario's from the expansion often start with more rides initially available. Most scenario's from the original start with only three or four gentle rides and in whispering cliffs (and most other scenario's that follow) start with more than six.



Objective: 17.000 Park Value in 3 years
Difficulty: Moderate
Final guests: 1.600
Park Value: 41.000€
Company Value: 99.000€



Monday, October 16, 2017

RCT1 Expansion : Corkscrew Follies

Rct1 expansion : Corkscrew Follies


Next up is the first expansion of roller coaster tycoon 1. Compared to the new scenario's, the original scenario's are a child's play (Well, it was a children's game after all). When you look the initial expansion scenario's, you see smaller parks with usually more uneven terrain and the easiest goal being the same as the hardest from the original (, 1200 guests in 3 years seems to be the easiest you can get). The positive thing about the expansion is that almost all scenario's start with (much) more initial attractions available, barring some exceptions.

Thursday, September 28, 2017

Difficulty of Original RCT1 Parks


Difficulty of Original RCT1 Parks

Below is a table of all scenario's of rct1 and my percieved difficulty rating with the meaning:
Very easy: Waiting for it to be completed was the only challenge
Easy: The goal was reached in just 1/3 of the total time. By the end i had at least twice the guestcount/park value that is required in that time.
Moderate: I failed to get the goal in 1/3 of the total time (usually October year 1), but usually just barely. More common with parks with high guest requirements (900-1200 by year 3)
Hard: Because of park size/elevation/other restrictions, the amount of guests I got was noticeable fewer than i would expect, or the name of the scenario is rainbow valley.

very easy Forest Frontiers         719*
easy Dynamite Dunes 1581
very easy Leafy Lake 1605
easy Diamond Heights 1822
easy Evergreen gardens       2088*
easy Bumbly Beach       1439*
moderate Trinity islands 1498
easy Katie dreamland 1766
hard Pokey Park       1123*
easy White Water Park 1874
moderate Millenium mines 1771
moderate Karts & Coasters 1823
moderate Mel's World 1972
hard Mystic Mountain 1377
easy Pacific Pyramids       2233*
moderate Crumbly Woods 2228
easy Big Pier       1316*
hard Lightning Peaks 1480
moderate Ivory Towers 1850
hard Rainbow Valley       2034*
easy Thunder Rock       1985*
*= This scenario's goal deadline was not October year 3.

Below is a graph of the 3 year parks with the guests amount at march 1, year 4, and the difficulty rating I gave it. The main influence for the guests at the end was:
- Earlier parks had fewer guests than later ones
- Except that harder parks had fewer than easier one (mostly notable on Trinity island, Mystic Mountain and Lightning Peaks)



RCT 1 - Thunder Rock

Thunder Rock

The very last scenario, not counting Megapark. This one is strangely easy. The guests amount is less than Rainbow Valley in a much easier situation. It’s just a(n almost rainless) desert with a huge rock in it. You can see this park as consisting in three parts: On the rock, next to the rock and in the rock. While the park size is disappointedly small, you can use some of the space twice due to constructing both on and in the rock.

After researching the information kiosk, I started researching roller coasters (as almost always) and started building the gentle and thrill riders that are initially available in front of the rock next to the entrance (that space is occupied rather quickly). Then I started filling the top with more coasters, starting the cheaper kinds. As most of area on top was occupied once the cheaper brands were used, the more expensive ones, like the vertical drop coasters (or the more annoying to build like the bobsled) were build inside the rock.

After running out of rollercoasters to research, it was time to research thrill rides. As RCT1 doesn’t let you build these underground, they were built all around the rock (and occasionally on top if I found some space). Some tracked gentle rides and water rides were also build inside the rock. Luckily there were still an abundance of 1x1 spaces next to paths to build stalls. Except for the ease of running out of space near the very end, this is a really easy park and way easier than most of the last parks.


And a second pic with the land removed, revealing what is built underground:


Objective: 900 guests in 4 years
Difficulty: Easy
Final guests: 1.985
Park Value: €51.000

Company Value:  €175.000

RCT 1 - Rainbow Valley

Rainbow Valley

This is a notorious one. It has a unique restriction among original scenario: you are not allowed to remove any trees or change the landscape in any way. It’s also not as if they were merciful in placement of trees or tree density either. It’s so full of trees that finding a 3x3 space to build flat rides already takes some time and finding enough treeless squares in a single row for a rollercoaster lift hill is challenging as well. It’s not even remotely flat either, so some amount of foresight is involved in placing pretty much everything in this scenario.

This scenario is a valley with a river in the middle. This is actually rather fortunate, as there are no trees on the wall, making the river the ideal place to build pretty much everything. So, a lot of my pathing is right next to the river. With most of the attractions concentrated on and near the water. The upper edges of the valley much more loosely filled with parts of rollercoasters and the occasional water ride.

Because the pathing involves a lot of tree dodging and uneven terrain, most of the paths don’t run on the ground but are built up in the air. So, placing stalls of all kinds was also challenging. Stall placement is another thing to keep in mind while constructing/planning the pathway system. This is also the only park where everything is researched by the time it takes to complete the scenario, that has not happened in any other level.



Objective: 1000 guests in 4 years
Difficulty: Hard
Final guests: 2.034
Park Value: €47.000

Company Value:  €202.000

Monday, September 25, 2017

RCT 1 - Ivory Towers

Ivory Towers

Entering the final three, this mess of a park is next. You start with four space-gorging attractions (okay the canoes aren’t that bad), there is much junk on the street than you see on a festival and pretty much every bank, lamp and thrash bin has been vandalized. Invigorating this park shouldn’t take more than two in-game months and it plays like a normal park otherwise. Albeit a bit more rainy than average then Millennium Mines and Lightning Peaks.

Putting a new breath of life into this park isn’t very hard. Hire a handyman, set it patrol area to about 8 4X4 squares, repeat until all paths are covered. Search for really angry guests and put them near the exit so that they leave. Set guests to invisible and repair the vandalized ornament (Do this last or it will be destroyed once more by angry guests). Remember to have a mechanic if anything breaks. There are no stalls either, so putting them down may also be a good idea. All this is possible to do in the first two months. Play the rest of the scenario as you otherwise would.



Objective: 1000 guests in 3 years
Difficulty: Moderate
Final guests: 1.850
Park Value: €47.000

Company Value:  €152.000

RCT 1 - Lightning Peaks

Lightning Peaks

One of the last parks. The guests count required isn’t very high. You start with two attractions (both chairlifts). It is possible to get every attraction, which is always a nice possibility to have. There are two problems with this park. It rains quite often and the landscape is absolutely atrocious.

If you look around this park you will notice almost no flat land. The land is not a bit uneven but it consists of four huge mountains and very large altitude difference. There Is no way to fix it with the landscape tool, that would be prohibitively expensive. The only option is to build roller coasters that follow the landscape a bit and plan your paths and stores very well.

At first I moved the path on the narrow corridor on the initial ascent near the entrance to one side and put the other side as full as possible with attractions. Then at the first peak I put down many thrill rides and gentle rides as the connectivity between exits/entrances and the pathway is slightly easier. The valley between the four peaks is to be filled with roller coasters. As the original pathway was an “u”-shape, I also completed the circle to prevent guests from getting lost as easy.

Despite having a very high park value (55.000) I got one of the lowest guests total I ever got (only 1.480). I don’t know how that happened.



Objective: 900 guests in 3 years
Difficulty: Hard
Final guests: 1.480
Park Value: €55.000

Company Value:  €91.000

Thursday, September 21, 2017

RCT 1 - Paradise Pier

Paradise Pier/Big Pier

A park without any land. Nothing. Only some water and construction rides. A small spot inside the sea, smaller than mystic mountain, is all you the place where you can build. Luckily you don’t need that much guests and the park doesn’t last very long, as I completely filled it in the available 2 years.

Some people move the paths to have more space, but I think the straight lines that are prebuilt are good enough. They won’t cause any lost guests and removing them would cause (more) crowding issues.

As always, I first researched all necessary stalls (there was no information kiosk available) then roller coasters and finally thrill rides.


Objective: 600 guests in 2 years
Difficulty: Easy
Final guests: 1.316
Park Value: €35.000

Company Value:  €81.000

RCT 1 - Crumbly Woods

Crumbly Woods

The 1200 guest goal of Mel’s World is back. But you already have half of those guests in the park. So, getting the guest amount isn’t that difficult. There is, however, a different hidden obstacle in this park. If you check the ages of the rides, they are quite old. This causes two problems. First, they break down a lot. Secondly, guests don’t pay a lot for them. That wooden coaster that could easily have an entrance price of €6 if new, won’t attract any guests at all when €3 is asked.

The old flat rates, like the haunted house and carrousel, were replaced immediately. Whiplash, the corkscrew coasters, was just removed and replaced with a different dual corkscrew coaster. I also deleted the car ride as it is just way to long causing guests to complain about the length both for waiting and for being inside the ride, so I replaced it with a go karts track (which due to race mode still causes long waiting times, sorry guests). I also saved the wild mouse track and replaced it without the underground section. The wooden coaster was kept because it would take too much effort to replace and it’s a rather good coaster that I don’t want to delete.

A nice aspect of crumbly woods is that every ride is available for research. So, I got a lot of roller coasters by the end of it. All the important stalls are initially available as well (information kiosk, food stall, drink stall and restroom) as well as the balloon stall that I like to have when finishing the scenario. The combination of not needing to research any stalls plus the possibility to have every ride means that I could build more here than in every other park and get a record park value. ^^


Objective: 1200 guests in 3 years
Difficulty: Moderate
Final guests: 2.227
Park Value: €64.000

Company Value:  €152.000

Monday, September 18, 2017

RCT 1 - Done - All Screenshots - Part 2

Collection of All screenshots - Part 2

Download saved games on 31th October

Karts & Coasters

Mel's World

Mystic Mountain/Mothball Mountain

Pacific Pyramids

Crumbly Woods


Big Pier/Paradise Pier



Lightning Peaks



Ivory Towers


Rainbow Valley



Thunder Rock



Thunder Rock underground

The first half of the screenshots

RCT 1 - Done - All Screenshots - Part 1

Collection of All screenshots part 1

Forest Frontiers


Dynamite Dunes

Leafy Lake

Diamond Heights

Evergreen gardens


Trinity Islands

Katie's Dreamworld/Katie's World

Pokey Park/Dinky Park

Aqua Park/White Water Park

Millenium Mines

The Other Half of the screenshots

RCT 1 - Pacific Pyramids

Pacific Pyramids

Same goal as evergreen gardens, but the park is four times smaller. It’s pretty flat and the original decorations and pathing gives some starting loanless cash. It’s in a desert, so it doesn’t rain often. which is good for ride entrance profit and, seeing as I never charge park entrance, rather important.

If you made it this far and completed Pokey Park, Millenium Mines, Mel’s World and Mystic Mountains, this park shouldn’t be much of a challenge. I completed it with a company value and the most guests I ever got.



Objective: 1000 guests in 4 years
Difficulty: Easy
Final guests: 2.2333
Park Value: €57.000

Company Value:  €198.000

RCT 1 - Mystic Mountain

Mystic Mountain / Mothball Mountain

This scenario has a bit of a “reputation”. While it requires less guests than mel’s world, it’s small and except for a small flat plateau near the entrance, it’s really hilly. It also contains a small lake in the middle for if you want some rowing boats. Extra land can be purchased at exorbitant prices for bad quality (as in, not flat at all). As an additional surprise, it’s really rainy.

Building in this park is all about efficient placement of rides, roads and stalls. Queue’s should be short, ride placement dense and coasters should be compact. Despite the small space, I still researched roller coasters first as they are the main money makers. Thankfully, this park has a lot of coasters that can be built rather compact, such as wild mouses, vertical coasters and launched coasters (= corkscrew, steel coaster, inverted coaster). Though some are rather unwieldly, like the bobsled that I built anyway.

After three years, this park is so full I don’t think I could add much. Maybe a coaster with a good height limit above the other attractions, like I did with the inverted coasters, but apart from that it’s full. The ~1350 guests I managed to get in is the lowest I ever got on a park that lasts for three years.





























Objective: 800 guests in 3 years
Difficulty: Hard
Final guests: 1.377
Park Value: €39.000

Company Value:  €150.000

Thursday, September 14, 2017

RCT 1 - Mel's World

Mel’s World

One of my favorite parks. Large, a bit treeless, all rides available and you start with an awesome attraction selection. Only park in the original series where you start with either the inverted coaster, the top spin or the launched freefall.

Not very difficult, but it’s objective has the highest guest count in the original game at 1200 guests by the end of October year 3. Because of the high goal, I did not get it in the goal in the first year. But this park gives a nice start, 200 guests and 4 attractions, and it Is possible to expand the park very quickly. the 1100 guests in year 1 I got here is definitely my record. The Company value will also be hard to beat in 3 years.



Objective: 1200 guests in 3 years
Difficulty: Moderate
Final guests: 1.972 (new record, 98 more than in White Water park)
Park Value: €54.000 (new record, 1.000 more than in Millenium Mines)

Company Value:  €199.000 (new record, 22.000 more than in White Water Park)