1. RCT… brings back lots of memories. The night some mates and I found the demo had been released, we jumped on it like a trampoline covered in cash. My friend had this crappy acrylic trackball that had button-reactive lighting. The drivers for it conflicted with the game in such a way that using right-click would cause the game to crash instantly which was fine, unless you wanted to use the RMB to do something like remove a tree.

    Still, we hot-swapped that 20-minute demo until dawn – ten straight hours, bugs, crashes and limits be damned. Surprising how creative you can get working with existing forestry.

    My favorite customer reaction was to get off the ride, vomit, and then immediately jump in the air with joy, usually vomiting again right after. That’s customer satisfaction.

  2. I spent days on this game. Months, even. I remember being frustrated most by the game and the patrons treating the trains, monorails, and cable cars as rides and not as transportation. I had envisioned theme parks like lily pads, with cable cars linking each disparate sections.

    It didn’t work that way.

    Then again, Locomotion.

  3. I enjoyed many hours spent on this game. I got pretty good at figuring out how to make really fun coasters, and also how to make really profitable coasters. (Shuttle loops and the like always pay off so quickly. My brother and I often made a station-launched inverted coaster that would immediately half-loop, do a full barrel roll, then half loop back down to the track. Cheap, and it made a lot of money cause of the short ride/load time)

    But one of the most fun things were the game’s bugs and easter eggs. Naming a character Michael Schumacher meant he always won Go-kart races. If you placed a park visitor on a raised square of land and then quickly raised and lowered the land, sometimes they could fall into the ground, and would continue to plummet until they reached elevation 0 (the game’s minimum elevation-there was no negative). At this point the visitor would vanish, never to return.

    There were also some spectacular times spent trying to make the longest coaster jump. Build your station at maximum height, station launch, then drop as steeply as possibly to height 0, then make a little bump in the track. Bonus points if you got some people to get on first.

    Other experiments included putting all park visitors inside the Coliseum scenery piece. Unable to escape, we hoped they would fight to the death. Alas.

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