For the many people wondering about whether you could do this without any path: No you cannot. Guests cannot enter a park if there's no path and they also cannot enter a ride if they're not on a path.
"and they also cannot enter a ride if they're not on a path" Is this true for mechanics? For the inaccessible rides, my hypothetical solution was to build the ring coasters so that the exits meet in a common area that's blocked out for a mechanic, even though there's no path, they might still be accessible. Unrelated to that - the one area where you tried to build a mighty mouse coaster with 2 one-tile entrances might still have worked, just put the exit on the first, and the entrance on the second, with the corresponding entrance and exit on the inside. Guests would only be able to enter on the second station, and would exit fine on the first station. The game would keep complaining that people couldn't reach the first station, but that's clearly not a concern here :P
Me: “But Marcel. You could just advertise and get those guests.” Marcel: “I also beat it without advertising, so that’s an added bonus and from now on ads are off limits too.” Me “oh dear lord…”
I love Marcel skipping out on setting zones for handymen and just flooding a park with them. Sometimes it works out, other times it leads to a swarm of handymen just following eachother around in an unhelpful group XD
@@roddydykes7053 Back in my day, ya had to raise a tile of land way up high on which to place a ride! None of this toggling up the ride up into the air cheatin’ these kids do today 😅
That wooden coaster at the very beginning of the video is very nicely designed. Also, being Dutch myself, it's interesting you have other names for both the parks and some of the rides. Dinky Park = Pokey Park, Aqua Park = White Water Park, Mothball Mountain = Mystic Mountain. And the two rides in "Karts and Coasters" are called "Lumberjack" and "Timber Terror" in the (afaik) European version of RCT1, just to name a few. One final (small) note is that in RCT1, if you didn't have add-ons installed, there was no "No Entry"-sign available.
Yes, the Dutch version used the original names, while they were changed for the American edition (I have no idea why). Even stranger is that some named rides in the European editions did not have one in the American ones.
@@gymnasiast90 I think "Pokey" is unknown (or a Nintendo trademark) in America. "Pokey" means "small" in British English, I think, while in the US you'd say "Dinky" instead. And Dinky is apparently trademarked, possibly by Disney, as Diddy Kong was originally going to be called Dinky Kong, and that's what Kiddy Kong was called in Japan which obviously had to be changed. Also, Chris Sawyer is British IIRC.
challenge suggestion: you can only use each attraction once. Either in a single park scenario, or - and I think this would be more interesting - playing loads of different scenarios: You could place e.g. as many ferris wheels as you want within the same scenario, but then you are not allowed to place ferris wheels again until you've used EVERY SINGLE ride & stall available in the game. I think this could be interesting in terms of strategizing since not every ride or stall is available in every scenario
You can beat nearly every scenario (apart from the "build 10 coasters" ones) with just one single ride type so apart from a bit of planning at the start this probably wouldn't be interesting enough for a video.
@@MarcelVos Nah, what would be harder is only getting to build one of every ride type, including only one of each coaster type. The only exception would be the coasters that come with a park, such as the three steel/ looping coasters in Three Monkeys Park. You could build microcoasters, but only one corkscrew, one looping, etc
As someone who recently finished all of the RCT1 scenarios partly due to your videos, I was very surprised to hear you also had not done them all til now. Like you I didn't finish them all in childhood, but I would never have guessed that I'd complete them before you did 😃
@@MarcelVosI wondered how you were able to implement _all_ the RCT1 particulars in OpenRCT2, didn't know they made all of that available.. The answer is that you weren't and they didn't, You were just actually playing RCT1 😄
I must admit that it is somewhat depressing to learn that despite struggling so much with the later scenarios in RCT1 as a kid (even some of the middle scenarios to be honest), pretty much the entire game can be beaten by just filling the entire screen with the same rides, even if they are unreachable. It's certainly an amusing dichotomy between the complex and often arcane design elements of RCT, and the numerous ways they can be broken.
22:10 Yes, this is one of the first things I noticed when I started playing with OpenRCT2 shortly after completing every scenario in Vanilla RCT1. It always bugged me how OpenRCT2 didn't default things to the proper height in Big Pier, when I knew it was supposed to default to the same height as the path. Fortunately, since you can change the build height with the shift key in OpenRCT2, this isn't actually a problem, it's just something I noticed after spending so long playing vanilla. I kind of wish they'd add that back for authenticity's sake, but it's such a minor thing that it doesn't really matter that much. I think it also comes up in Barony Bridge from corkscrew follies/added attractions, which I think also has an increased default height to match up with the bridge. Barony Bridge also has this slightly annoying fence around the two small islands in OpenRCT2 which doesn't appear in Vanilla RCT1, due to properly owning the islands, but only construction rights over the water. But, again, this is a very minor aesthetic issue, so it's not a big deal. Anyway, fun video, as always. Looking forward to the next one.
As someone who's only ever played RCT1 and followed this channel since the early days, seeing Marcel get annoyed by the intricacies of the game compared to RTC2 sparked so much joy
I guess you learn new things about this game all the time, with stuff like the default ride price changing and the default build height over water depending on the scenario
@@MarcelVos That's awesome to hear. I was really surprised about your findings, i.e. the price being set free as default when charging for the entrance. All common knowlegde to me for example hahah
@@beunjoris Maybe I did know it at some point, but the last time I properly played RCT1 is at least 15 years ago, so I have definitely forgotten a lot of stuff.
The first thing I do is modify the pre-built roller coasters to prevent crashing. I add a separate brake area before the train gets back to the station. They typically crash into a boarding train after getting a Station Brakes Failure. Be sure to add a space in-between though, otherwise the brake section will become a part of the station brakes for some odd reason.
Can guests enter a ride if they're standing on grass/dirt? I figured this challenge would basically be an exercise in dumping guests off of the path and then restricting their movement by placing lots of scenery/stalls/entrances/exits.
@@MarcelVos they cant* while theyre in the grass. If they go back to the normal path, wont they go to another ride? I think that thats what @@9Mystere9 meant, cuz this way you could build exits to the grass and funnel guests back to theyr paths
The first strategy I'm thinking of is 'artificial' path. Make sure that a ride exit points to nothing, and then raise/lower tiles so that you constrain guest movement from there
As someone who has only played RCT1 but still watches your videos, I'm really glad you're covering it and would love to see more of that A lot of times in your videos you present information that I can't tell if it's a difference between RCT1 and (Open) RCT2 or if it's just something I never knew Learning the differences between 1 and 2 is interesting to me and will be helpful in my very slow quest to finally beat RCT1 and then move on to RCT2 once I've done that
Disney's California adventure opened 2 years after this game came out, so if I had to guess I'd say disney probably already had the rights to the name "paradise pier" in the us because they were already building it. That's probably why the scenario was named differently in the us release. I wonder if they could do it now though since paradise pier was replaced by pixar pier
6:32 "A Agoraphobia crashed and killed 14 people which doesn't matter as the goal is just park value and not park rating" -Marcel Vos speaking like a real CEO
For a lot of the scenarios you could technically just have the exits have no paths at all and just modify the terrain so that the only way they can go is to return to the path. You would have to rebuild the rides when they break down, but it is an option available to you.
Marcel: "today we're going to beat RCT without turning the PC on" lol. I found the default height values of rides around 21:57 very interesting. You were right, Chris was amazing.
As a young man I definitely struggled with Evergreen Gardens. You said the strategy is to block off the paths. The first time I beat this scenario I started by closing the park and deleting most of the paths. This gives you money and allows you to grow the park as normal. But at this point it seems the winning strategy is to just always hammer the park with slides lol
In RCT 1 the water rides came under several different heading in research based on what they were. The log flume and slide are thrill rides. The boat hire is a gentle ride.
Whenever I replay the RCT1 scenarios, I always made a habit of modifying the pre-built coasters by putting a brake piece set to the slowest possible speed at the very end of the ride, even if I have to delete one of the existing station tiles to do so. I've noticed that it actually manages to help A LOT with making crashes less frequent even in RCT1 vanilla since, for some reason, brake pieces are still fully functional when the dreaded "brakes failure" breakdown occurs, and trains can only "crash" (read: explode and kill guests) in such a breakdown if the colliding train is traveling above a certain speed.
In Forest Frontiers, you can bend the rules a little by starting the tutorial, which builds some paths, but it’s technically not YOU building it, so unless you consider it cheating you can make that scenario a lot easier
My favorite part of going to an amusement park is standing on the short piece of path and just looking at all the tiny coasters that don't look fun and that I can't access anyway! Also, it is rather funny that placing entertainers in big costumes onto already crowded paths still makes people happier. XD
10:35 I’m fairly certain water rides either categorize as thrill rides, gentle rides, or even roller coasters depending on the ride. Boat hires are gentle, log flumes are thrill, and dingy slides are roller coasters.
Handymen mowing grass is what got me to start using patrol areas everywhere. It just ends up helping a lot to have some guys focusing especially on high traffic areas of the park (near roller coasters and food stalls), with the added benefit that all the nearby grass stays nice and mowed 😄
14:24 The wooden coasters at Karts & Coasters have better names in the international version of RCT1: the smaller one is called Lumberjack and the bigger one is called Timber Terror, the latter presumably being a reference to the CCI woodie of the same name at Silverwood in Idaho.
17:40 imagine heading to the park to visit this cool space rings ride you heard about. You arrive and can barely move because you are crammed into a few hundred square feet with 800 other guests, 300 of which are also heading for the same ride. You wander back-and-forth trying to find the damn ride entrance, all the while trying not to get crushed by the massive tide of people churning about. Then you hear the ride was hastily demolished while you pacing about. You leave, defeated, along with 100 other equally disappointed guests.
For bumbly beach, one thing i do to safeguard a playthrough is... From tbe statt, go inti edit mode, and add a brakes path on the last two straights before approaching the platform. Since almost always the accident that the breakdown that kills the ride happens from the coaster entering too fast. If funds and paranoia allow, i even set obe mechanic zoned to the ride so any blood is on their hands specifically.
To think how much I struggled to beat some of those scenarios as a teenager, this video markedly demonstrates how ridiculously easy this game really is, when you know what you need to do ;)
ORCT2 really needs a toggle for that "set ride prices to 0 when charging for entry" thing. I imagine it's not in there since, by default, rct2 doesn't allow charging for both in any scenarios (at least that I can recall). Super handy! That aside, ngl I forgot just how janky rct1 could be at times. I definitely prefer the 1st games scenarios, but the 2nd game has SO many QoL improvements.
The Trinity Island Problem was a nightmare for me as a kid, there were all these messages, that guests couldn't find the exit. Now I understand the problem for the first time in my life... thanks Marcel :D
Idea for the next challenge: Beat scenarios with only what money you start out with. Money you get from guests is banned, research is banned, taking out a loan is banned, and micromanaging is banned. Essentially, plan and build it all at the start, let it run itself and pray it works.
That is probably not very difficult but super annoying. You can manually do the jobs of mechanics and handymen (replacing broken down rides and rebuilding puked on path), but it's just not fun to do.
Are you kidding me???...Here we all are struggling with RCT1 goals and Marcel just whips through them with ease. But I hardly ever used staff like the way you did. I also never used to place more than one of a ride type because I thought the guests would get bored with them and not come. My mind is blown. And now after playing the game since release I might actually get to finish all the scenarios. Thanks Marcel for a brilliant insight into how to beat them. I am going to add path though...lol
Funnily enough, I always place that exact same pre-built Wooden Rollercoaster (Mischief) in Leafy Lake every time I play that scenario. It's just a bit of a tradition of mine after emulating what my brother did when he played that scenario.
Ehh... to be perfectly honest, I don't think replacing an accidentally deleted piece of path should count. You're not placing any new path; just correcting a misclick.
I didn't think of it until watching this video a few times, but another option for retaining good throughput on a coaster would have been to delete one of the rides prebuilt in some of the parks like the railways and then custom build an efficient coaster and line up the entrance and exit buildings with the former queue line and exit path of the deleted ride. All the benefits of actually having a queue without having to place path!
12:13 - Cracked up laughing at this moment. "The dinghies are getting stuck in this part of the ride, unless we help them out these guests are just going to be stuck here forever, unable to finish the ride, just spending the rest of their natural life sitting in a plastic boat watching the world move on around them. So anyway, on to the next scenario."
Crashing coasters have always been a nightmare for me. I eventually got into the habit of only running one train per coaster. Also, wow, I forgot some of these parks even existed. Even Dynamite Dunes.
Very well done... could the same be done for Added Attractions & Loopy Landscapes? Mostly because I want to hear the commentary on how the levels are designed, etc. and how to work with the limited terrain available in some of the scenarios, like Whispering Cliffs; that one was always a pain because of how far guests walked to get to the park entrance so they'd be very tired getting there and new guests would take forever to cycle in and out
That was really fun! Another thing you could try is doing this, but whenever you build something in one scenario It can’t used in any oher. Build a slide in Forest Frontiers: No Slides from there on out!
In forest frontiers, you could have added another ride, the entrance to the very end of the path, and the exit can just send guests out into the grass, and you could have chosen a high capacity ride to offset overcrowding.
That was really neat to see! It's really amazing how emergent gameplay can completely break these scenarios. Loopy Landscapes & Corkscrew Follies pathless playthrough when?
I love how the best solution to overcrowded paths is to shove even more people onto the paths to make the people "happy". Like if there are already 100 people on this square meter of path, adding 2 more isn't going to make anyone happy. But what do I know apparently?
32:40 "entertainers are OP" One funny thing was that I normally never bother with entertainers, had a park that had problems with the happiness going down due to multiple reasons (mainly people wanting to go home). Managed to turn the happiness around by hiring a dozen or more entertainers, thanks to them my park rating went back up to being around 900s.If I didn't do that, would have probably failed the park (think it was carts & coasters park). .
On Bumbly Beach and Trinity Islands, I built a bunch of connecting pathways across the big pathway loops, and some added paths back towards the entrance, so that it was easier for people to get from one side of the park to the other. It helped a lot and made it so I could still use the entire park. This wouldn't work in the no path-building challenge, obviously, but it did help with beating the scenarios the traditional way.
I mostly just played RCT1 as a kid, and RCT2 since I found this channel 2 years ago. I remembered the two different wooden coasters, including their different bank angles, but I _totally_ forgot "Whoa Belly" haha
4:45 I knew about the rides defaulting to being free if you charged for the entrance, it was actually a big shock for me going from RCT1 to OpenRCT2 that it _doesn't_ do that. Something I really hope gets updated in the future.
Heya, great video! Some open door advice for guests who are lost: just build more information kiosks with map sale to tackle that problem much easier than working around with no entry signs!
I love how you're like "Evergreen Gardens has a lot of paths that causes guests to get lost, so the recommended strategy is to block off paths until you need them. So of course, we're just going to build four dozen merry-go-rounds and call it a day."
Wow, nice job! I think it would have been fun to see: 1) How many of them can be beaten without unreachable rides (with advertising allowed to make up for it) 2) How many of them can be beaten without No Entry signs (as banner signs were not in the base RCT1 game; they were introduced in an expansion)
In thunder rock you could have collected all your guests in a limmited space using no entry signs and assign all staff to patrol that area. Just keep the other rides in testing mode for the guest cap and there you go. Weird though how making a chicken coup of your guest and fencing off the rest of the park might be the better strategy.
I always think "Wow he can't come up with another wild challenge" alas he does it. Also I beat OG RCT for the first time in my life last year! As a kid I made it very far but would get bored/distracted or the game file would crash. But I finally did it and used your tactics to get me through most of the game! When I got to "new" levels I played as normal but yeah I didn't feel like doing it "normal" for levels I beat so many micro coasters and ads were used.
On the entrance vs ride price, I started charging for my rides after watching your videos. Just like 3-4$ for Rollercoaster, 1$ for flats and an increasing admission price. But it seriously helps you recoup your cash.
As wacky as this is, the one thing I really liked in RCT1 was the progression of scenarios, and the increasing difficulty. Instead of just being a list of scenarios, all unlocked, arranged in alphabetical order... grr.
For Paradise Pier I think it has to do with the version of the game you are playing. My disc copy of RCT1 puts all my rides at water level for this scenario.
If you look at the research tab, there is no option to research "water rides", thats probably why log flume is a thrill ride, boat hire is a gentle ride, water coaster is a roller coaster, etc...
28:30 "Hey, wanna go to the local amusement park?" "I don't know, sounds kinda boring." "What if I told you they have a forest of 33 inaccessible Ice Cream Stalls?!?" "HELLZ YEAH, LET'S GO!!!"
I had a similar issue with Trinity Islands (during regular play, not a challenge) as guests were getting lost on the far island. I think it's their simple pathfinding trying to find a way to the exit from far away, and them getting frustrated when they can't. Even when I tried to build a free chairlift connecting that island to the exit, the queue line filled up and it wasn't enough to contain the lost guests. So in the end I just build a path connecting those two places (something obvi not allowed in this challenge)
I love the premise of squeezing a bunch of entertainers into an already claustrophobic and dangerous stampede of humanity in order to increase guest happiness.
For a ride to be used by guests, you only need the ride entrance to have a path in front of it, exits can just kick guests out onto grass. You can use fences (or scenery items or whatever) to create single tile-wide corridors for guests to reach the path. This way guests should be able to actually use all the rides in the park and (I think?) beat this challenge without all those inaccessible soft-cap increasing coasters.
How exactly would you connect enough rides to get 800 guests to the 9 tiles of path in Mothball Mountain? This wouldn't actually result in that many extra available spots for rides. Also, you would need space for those grass "exit paths" to connect back to the path, but that doesn't matter because they wouldn't work anyway as guests walk completely randomly when they're on grass, so if the path is 10 tiles long it would take them forever to get back to the path. Sure, you could manually pick them up every time but that's super tedious.
For the many people wondering about whether you could do this without any path: No you cannot. Guests cannot enter a park if there's no path and they also cannot enter a ride if they're not on a path.
Does this open the door to a one-path challenge, perhaps?
@@kwatar54he has done that on Forest Frontiers
Why not open RCT1 into Open RCT 2? It turns off the mowing automatically.
Edit: Though, I suppose it does run it in the RCT2 engine. I think?
@@ganjaericcoRCT 1 scenarios are not compatible with vanilla RCT 2 as RCT 2 uses a different filetype for scenarios.
"and they also cannot enter a ride if they're not on a path"
Is this true for mechanics? For the inaccessible rides, my hypothetical solution was to build the ring coasters so that the exits meet in a common area that's blocked out for a mechanic, even though there's no path, they might still be accessible.
Unrelated to that - the one area where you tried to build a mighty mouse coaster with 2 one-tile entrances might still have worked, just put the exit on the first, and the entrance on the second, with the corresponding entrance and exit on the inside. Guests would only be able to enter on the second station, and would exit fine on the first station. The game would keep complaining that people couldn't reach the first station, but that's clearly not a concern here :P
"I had some Ferris Wheels drowning guests but unfortunately they broke down in the second year" Never change Vos
Me: “But Marcel. You could just advertise and get those guests.”
Marcel: “I also beat it without advertising, so that’s an added bonus and from now on ads are off limits too.”
Me “oh dear lord…”
Marcel "We could drowned 10000 and still beat it. And we do indeed..."
Brain autocomplete "drowned several hundred"
The exact moment in the video when I scrolled down into the comments, looking for this. And lo, it is already here.
He did that in a different video. Drowned all the guests just seconds from beating the scenario to prove a point.
Was expecting “…So I did just that.”
1:50 I love that the solution to overcrowding unhappiness is to spawn a bunch of gigantic panda costumes in the middle of the horde
Next we need the ultimate challenge for Marcel: RCT pacifist run, win every scenario with 0 drownings.
Sounds like a better challenge for Tube Cody.
I love Marcel skipping out on setting zones for handymen and just flooding a park with them. Sometimes it works out, other times it leads to a swarm of handymen just following eachother around in an unhelpful group XD
I did use them in the one scenario where I really needed to (Thunder Rock) and it still wasn't enough.
Zoning is the Bane of my existence
@@MarcelVos the trick is to zone the entertainers not the handymen
@@Mister_Brown I did zone quite a few entertainers too.
@@MarcelVos i figured you'd tried, you probably could have gotten to the unofficial goal with some path deletions
seeing RCT1 is just so weird after some years only playing with OpenRCT2
1 is the best
@@1who4me I agree. And that's the reason why i setup OpenRCT2 with RCT 1 title music, start maps and theme :)
It’s the one I grew up on so it’s what I prefer. Except the updated way of placing rides and scenery in mid-air
@@roddydykes7053 Back in my day, ya had to raise a tile of land way up high on which to place a ride! None of this toggling up the ride up into the air cheatin’ these kids do today 😅
@@1who4meRCT1 Deluxe specifically
really puts into perspective the quality of life changes in RCT2 and open
like staff being placed automatically or stalls opening automatically
Don't forget handyman having lawn mowing toggled off by default
@@Gameprojordan if i remember correctly rtc2 already did that even without openrtc
but yeah that was easily the most annoying thing in 1
Big woodchip and bigger woodchip is absolute comedy gold
It's a challenge - to build the biggest woodchip 😏
Ahh yes the silly nicknames of Lumberjack and Timber Terror.
19:32 As the great American philosopher Lawrence Peter Berra said: "It's too crowded, nobody goes there anymore."
"Nobody in the 21st century drove, there was too much traffic."
That wooden coaster at the very beginning of the video is very nicely designed.
Also, being Dutch myself, it's interesting you have other names for both the parks and some of the rides.
Dinky Park = Pokey Park, Aqua Park = White Water Park, Mothball Mountain = Mystic Mountain.
And the two rides in "Karts and Coasters" are called "Lumberjack" and "Timber Terror" in the (afaik) European version of RCT1, just to name a few.
One final (small) note is that in RCT1, if you didn't have add-ons installed, there was no "No Entry"-sign available.
Yes, the Dutch version used the original names, while they were changed for the American edition (I have no idea why). Even stranger is that some named rides in the European editions did not have one in the American ones.
Don't forget how the Twists are sometimes called "Scrambled Eggs"
@@gymnasiast90 I think "Pokey" is unknown (or a Nintendo trademark) in America. "Pokey" means "small" in British English, I think, while in the US you'd say "Dinky" instead. And Dinky is apparently trademarked, possibly by Disney, as Diddy Kong was originally going to be called Dinky Kong, and that's what Kiddy Kong was called in Japan which obviously had to be changed. Also, Chris Sawyer is British IIRC.
The no entry signs were available in the RCT 1 expansions Loopy Landscapes and Corkscrew Follies. Absolutely revolutionary!
@@Wiimeiser don't forget about Dinky Toys being trademarked by Mattel, for which Dinky Toys is a typically British brand
challenge suggestion: you can only use each attraction once. Either in a single park scenario, or - and I think this would be more interesting - playing loads of different scenarios: You could place e.g. as many ferris wheels as you want within the same scenario, but then you are not allowed to place ferris wheels again until you've used EVERY SINGLE ride & stall available in the game. I think this could be interesting in terms of strategizing since not every ride or stall is available in every scenario
You can beat nearly every scenario (apart from the "build 10 coasters" ones) with just one single ride type so apart from a bit of planning at the start this probably wouldn't be interesting enough for a video.
@@MarcelVos Nah, what would be harder is only getting to build one of every ride type, including only one of each coaster type. The only exception would be the coasters that come with a park, such as the three steel/ looping coasters in Three Monkeys Park. You could build microcoasters, but only one corkscrew, one looping, etc
As someone who recently finished all of the RCT1 scenarios partly due to your videos, I was very surprised to hear you also had not done them all til now. Like you I didn't finish them all in childhood, but I would never have guessed that I'd complete them before you did 😃
I have completed them in OpenRCT2 before, but never in rollercoaster tycoon 1.
@@MarcelVosI wondered how you were able to implement _all_ the RCT1 particulars in OpenRCT2, didn't know they made all of that available..
The answer is that you weren't and they didn't, You were just actually playing RCT1 😄
I must admit that it is somewhat depressing to learn that despite struggling so much with the later scenarios in RCT1 as a kid (even some of the middle scenarios to be honest), pretty much the entire game can be beaten by just filling the entire screen with the same rides, even if they are unreachable.
It's certainly an amusing dichotomy between the complex and often arcane design elements of RCT, and the numerous ways they can be broken.
22:10 Yes, this is one of the first things I noticed when I started playing with OpenRCT2 shortly after completing every scenario in Vanilla RCT1. It always bugged me how OpenRCT2 didn't default things to the proper height in Big Pier, when I knew it was supposed to default to the same height as the path. Fortunately, since you can change the build height with the shift key in OpenRCT2, this isn't actually a problem, it's just something I noticed after spending so long playing vanilla. I kind of wish they'd add that back for authenticity's sake, but it's such a minor thing that it doesn't really matter that much. I think it also comes up in Barony Bridge from corkscrew follies/added attractions, which I think also has an increased default height to match up with the bridge. Barony Bridge also has this slightly annoying fence around the two small islands in OpenRCT2 which doesn't appear in Vanilla RCT1, due to properly owning the islands, but only construction rights over the water. But, again, this is a very minor aesthetic issue, so it's not a big deal.
Anyway, fun video, as always. Looking forward to the next one.
As someone who's only ever played RCT1 and followed this channel since the early days, seeing Marcel get annoyed by the intricacies of the game compared to RTC2 sparked so much joy
"Ah nice, a new Marcel video, I like how they are always short and a quick watch..." *checks runtime*
Seems like Christmas came early this year ;)
@@Yumeinikki indeed, after this video is done it's almost Christmas 😂
I enjoy the long ones, I always feel like they are too short lol
That's what she said.
😂. I clicked on this thinking it was a short watch while I was loading the dishwasher. 🤦🏼♀️
"All the parks with a lot of paths already built will be a walk in the park" 😆
A nice challenge that also teaches us some semi-hidden mechanics that all helps ya appreciate Sawyer even more.
Marcel: ''Today I will do a very difficult challenge''
Also Marcel: ''Okay but it will be boring so let's make it even harder''
Marcel: today I will do a very difficult challenge
Also marcel: beats every scenario easily bc he’s an rct hero
Let's face it, if I didn't do the extra challenges the video would have been very boring to watch.
I guess you learn new things about this game all the time, with stuff like the default ride price changing and the default build height over water depending on the scenario
I'm so happy to see you giving the original RCT a shot!
That's what I originally grew up on and it feels good to play it again!
@@MarcelVos That's awesome to hear. I was really surprised about your findings, i.e. the price being set free as default when charging for the entrance. All common knowlegde to me for example hahah
@@beunjoris Maybe I did know it at some point, but the last time I properly played RCT1 is at least 15 years ago, so I have definitely forgotten a lot of stuff.
The first thing I do is modify the pre-built roller coasters to prevent crashing.
I add a separate brake area before the train gets back to the station. They typically crash into a boarding train after getting a Station Brakes Failure.
Be sure to add a space in-between though, otherwise the brake section will become a part of the station brakes for some odd reason.
Can guests enter a ride if they're standing on grass/dirt? I figured this challenge would basically be an exercise in dumping guests off of the path and then restricting their movement by placing lots of scenery/stalls/entrances/exits.
Nope, they cannot.
@@MarcelVos they cant* while theyre in the grass. If they go back to the normal path, wont they go to another ride?
I think that thats what @@9Mystere9 meant, cuz this way you could build exits to the grass and funnel guests back to theyr paths
Ive been playing this game for over 20 years now and still learn something new every time i watch your videos. Very well done sir!
The first strategy I'm thinking of is 'artificial' path. Make sure that a ride exit points to nothing, and then raise/lower tiles so that you constrain guest movement from there
Accidentally deleting path and starting over is pure Dutch pedantry, and I gotta respect that lol
As someone who has only played RCT1 but still watches your videos, I'm really glad you're covering it and would love to see more of that
A lot of times in your videos you present information that I can't tell if it's a difference between RCT1 and (Open) RCT2 or if it's just something I never knew
Learning the differences between 1 and 2 is interesting to me and will be helpful in my very slow quest to finally beat RCT1 and then move on to RCT2 once I've done that
I swear the entertainers are threatening guests to be happy
You always find interesting new challenges. Great work
As an April Fools joke one year, you could take these challenge runs a step further and beat RTC 1 with 0x A-presses.
Wooden Roller Coaster 1 builds up speed for 12 hours
Guest2343: I don't wanna go on "Parallel Universe 4" again
@@DogsRNice wooden roller coster
But first we have to explain what half a button press is.
@@Tremoneck we also need tas and tasless versions
Disney's California adventure opened 2 years after this game came out, so if I had to guess I'd say disney probably already had the rights to the name "paradise pier" in the us because they were already building it. That's probably why the scenario was named differently in the us release. I wonder if they could do it now though since paradise pier was replaced by pixar pier
6:32 "A Agoraphobia crashed and killed 14 people which doesn't matter as the goal is just park value and not park rating" -Marcel Vos speaking like a real CEO
For a lot of the scenarios you could technically just have the exits have no paths at all and just modify the terrain so that the only way they can go is to return to the path. You would have to rebuild the rides when they break down, but it is an option available to you.
Having to rebuild every ride every time it breaks down would be a micromanagement nightmare
It's very cool how many new things you learned about the inner workings of RCT1 in this whole experience!
Marcel: "today we're going to beat RCT without turning the PC on" lol. I found the default height values of rides around 21:57 very interesting. You were right, Chris was amazing.
As a young man I definitely struggled with Evergreen Gardens. You said the strategy is to block off the paths. The first time I beat this scenario I started by closing the park and deleting most of the paths. This gives you money and allows you to grow the park as normal.
But at this point it seems the winning strategy is to just always hammer the park with slides lol
In RCT 1 the water rides came under several different heading in research based on what they were. The log flume and slide are thrill rides. The boat hire is a gentle ride.
Whenever I replay the RCT1 scenarios, I always made a habit of modifying the pre-built coasters by putting a brake piece set to the slowest possible speed at the very end of the ride, even if I have to delete one of the existing station tiles to do so. I've noticed that it actually manages to help A LOT with making crashes less frequent even in RCT1 vanilla since, for some reason, brake pieces are still fully functional when the dreaded "brakes failure" breakdown occurs, and trains can only "crash" (read: explode and kill guests) in such a breakdown if the colliding train is traveling above a certain speed.
In Forest Frontiers, you can bend the rules a little by starting the tutorial, which builds some paths, but it’s technically not YOU building it, so unless you consider it cheating you can make that scenario a lot easier
My favorite part of going to an amusement park is standing on the short piece of path and just looking at all the tiny coasters that don't look fun and that I can't access anyway!
Also, it is rather funny that placing entertainers in big costumes onto already crowded paths still makes people happier. XD
Ok this video could actually be the contender for the most entertaining video I've ever watched. Great job Marcel
10:35 I’m fairly certain water rides either categorize as thrill rides, gentle rides, or even roller coasters depending on the ride. Boat hires are gentle, log flumes are thrill, and dingy slides are roller coasters.
Handymen mowing grass is what got me to start using patrol areas everywhere. It just ends up helping a lot to have some guys focusing especially on high traffic areas of the park (near roller coasters and food stalls), with the added benefit that all the nearby grass stays nice and mowed 😄
14:24 The wooden coasters at Karts & Coasters have better names in the international version of RCT1: the smaller one is called Lumberjack and the bigger one is called Timber Terror, the latter presumably being a reference to the CCI woodie of the same name at Silverwood in Idaho.
17:40 imagine heading to the park to visit this cool space rings ride you heard about. You arrive and can barely move because you are crammed into a few hundred square feet with 800 other guests, 300 of which are also heading for the same ride. You wander back-and-forth trying to find the damn ride entrance, all the while trying not to get crushed by the massive tide of people churning about. Then you hear the ride was hastily demolished while you pacing about. You leave, defeated, along with 100 other equally disappointed guests.
For bumbly beach, one thing i do to safeguard a playthrough is... From tbe statt, go inti edit mode, and add a brakes path on the last two straights before approaching the platform. Since almost always the accident that the breakdown that kills the ride happens from the coaster entering too fast. If funds and paranoia allow, i even set obe mechanic zoned to the ride so any blood is on their hands specifically.
Meanwhile, Chris Sawyer the Legend lives a secluded life enjoying roller coasters away from the modern gaming world.
Marcel coming down from heaven to save my lunch with a 30 minute video.
Thank you so much, love your vids dude! ❤
7:48 Yeah, I personally have *never* seen Big Dipper crashing in my life
To think how much I struggled to beat some of those scenarios as a teenager, this video markedly demonstrates how ridiculously easy this game really is, when you know what you need to do ;)
ORCT2 really needs a toggle for that "set ride prices to 0 when charging for entry" thing. I imagine it's not in there since, by default, rct2 doesn't allow charging for both in any scenarios (at least that I can recall). Super handy! That aside, ngl I forgot just how janky rct1 could be at times. I definitely prefer the 1st games scenarios, but the 2nd game has SO many QoL improvements.
Correct. It's either entry fee, ride fee, or neither(infinite money-scenarios)
The Trinity Island Problem was a nightmare for me as a kid, there were all these messages, that guests couldn't find the exit. Now I understand the problem for the first time in my life... thanks Marcel :D
Idea for the next challenge: Beat scenarios with only what money you start out with. Money you get from guests is banned, research is banned, taking out a loan is banned, and micromanaging is banned. Essentially, plan and build it all at the start, let it run itself and pray it works.
You should continue to do this with Added Attractions/Corkscrew Follies and Loopy Landscapes scenarios without building path.
Micro Park could be a problem
As would Rotting Heights
@@f1fan112 Micro Park is park value, so it's easy. Rotting Heights seems doable too since there's more path than in Mothball Mountain.
@@MarcelVos what about crazy craters
Great Video! Here's another idea for a challenge: Beat each scenario without any staff.
That is probably not very difficult but super annoying. You can manually do the jobs of mechanics and handymen (replacing broken down rides and rebuilding puked on path), but it's just not fun to do.
what?!
Are you kidding me???...Here we all are struggling with RCT1 goals and Marcel just whips through them with ease. But I hardly ever used staff like the way you did. I also never used to place more than one of a ride type because I thought the guests would get bored with them and not come. My mind is blown. And now after playing the game since release I might actually get to finish all the scenarios. Thanks Marcel for a brilliant insight into how to beat them. I am going to add path though...lol
Funnily enough, I always place that exact same pre-built Wooden Rollercoaster (Mischief) in Leafy Lake every time I play that scenario. It's just a bit of a tradition of mine after emulating what my brother did when he played that scenario.
"Fanatical Frozen Food Fetishist" there's a phrase I never thought I'd hear.
i can’t believe i was on the edge of my seat for most of this, this was an insane challenge. amazing work
Ehh... to be perfectly honest, I don't think replacing an accidentally deleted piece of path should count. You're not placing any new path; just correcting a misclick.
Maybe so, but if I hadn't restarted people would've complained about me placing path.
Autism
I didn't think of it until watching this video a few times, but another option for retaining good throughput on a coaster would have been to delete one of the rides prebuilt in some of the parks like the railways and then custom build an efficient coaster and line up the entrance and exit buildings with the former queue line and exit path of the deleted ride. All the benefits of actually having a queue without having to place path!
12:13 - Cracked up laughing at this moment. "The dinghies are getting stuck in this part of the ride, unless we help them out these guests are just going to be stuck here forever, unable to finish the ride, just spending the rest of their natural life sitting in a plastic boat watching the world move on around them. So anyway, on to the next scenario."
Crashing coasters have always been a nightmare for me. I eventually got into the habit of only running one train per coaster.
Also, wow, I forgot some of these parks even existed. Even Dynamite Dunes.
Very well done... could the same be done for Added Attractions & Loopy Landscapes? Mostly because I want to hear the commentary on how the levels are designed, etc. and how to work with the limited terrain available in some of the scenarios, like Whispering Cliffs; that one was always a pain because of how far guests walked to get to the park entrance so they'd be very tired getting there and new guests would take forever to cycle in and out
I think it's definitely possible. Whispering Cliffs is a park value scenario so that one won't be particularly difficult.
That was really fun! Another thing you could try is doing this, but whenever you build something in one scenario It can’t used in any oher. Build a slide in Forest Frontiers: No Slides from there on out!
I remember contemplating not building any new path in Forest Frontiers back in the day, but damn, never realised you could take the idea this far XD
In forest frontiers, you could have added another ride, the entrance to the very end of the path, and the exit can just send guests out into the grass, and you could have chosen a high capacity ride to offset overcrowding.
That was really neat to see! It's really amazing how emergent gameplay can completely break these scenarios.
Loopy Landscapes & Corkscrew Follies pathless playthrough when?
I love how the best solution to overcrowded paths is to shove even more people onto the paths to make the people "happy". Like if there are already 100 people on this square meter of path, adding 2 more isn't going to make anyone happy. But what do I know apparently?
32:40 "entertainers are OP"
One funny thing was that I normally never bother with entertainers, had a park that had problems with the happiness going down due to multiple reasons (mainly people wanting to go home). Managed to turn the happiness around by hiring a dozen or more entertainers, thanks to them my park rating went back up to being around 900s.If I didn't do that, would have probably failed the park (think it was carts & coasters park). .
You are answering questions we didn't know we had when we first played RCT. Well done sir.
Marcel's Theme Park Slogan: "Where we're going, we don't need paths."
Didn't expect the coasters to be used as guestcap decorations essentially xD
hi again
Glad to see my childhood frustrations with Trinity Islands validated
This video reminded me how much more I enjoyed the scenarios in RCT1 vs RCT2.
On Bumbly Beach and Trinity Islands, I built a bunch of connecting pathways across the big pathway loops, and some added paths back towards the entrance, so that it was easier for people to get from one side of the park to the other. It helped a lot and made it so I could still use the entire park. This wouldn't work in the no path-building challenge, obviously, but it did help with beating the scenarios the traditional way.
I mostly just played RCT1 as a kid, and RCT2 since I found this channel 2 years ago.
I remembered the two different wooden coasters, including their different bank angles, but I _totally_ forgot "Whoa Belly" haha
4:45 I knew about the rides defaulting to being free if you charged for the entrance, it was actually a big shock for me going from RCT1 to OpenRCT2 that it _doesn't_ do that.
Something I really hope gets updated in the future.
18:37.
Marcel: "[1600 guests in a 9-tile space] is physically impossible..."
Kowloon Walled City: "Wanna bet?"
Heya, great video! Some open door advice for guests who are lost: just build more information kiosks with map sale to tackle that problem much easier than working around with no entry signs!
I built several info kiosk on that island in Trinity Islands and it didn't solve the problem.
7:58 "It may seem that the parks with a lot of paths already built will be a walk in the park..."
I mean, it literally would be, right? 🙂
12:16 A good ol’ dingy blockage
Enjoy the longer form content.
Keep up the fantastic work!
I love how you're like "Evergreen Gardens has a lot of paths that causes guests to get lost, so the recommended strategy is to block off paths until you need them. So of course, we're just going to build four dozen merry-go-rounds and call it a day."
Imagine going to a park, seeing a bunch of roller coasters, and you can't ride any of them.
Wow, nice job! I think it would have been fun to see:
1) How many of them can be beaten without unreachable rides (with advertising allowed to make up for it)
2) How many of them can be beaten without No Entry signs (as banner signs were not in the base RCT1 game; they were introduced in an expansion)
All of them to both.
In thunder rock you could have collected all your guests in a limmited space using no entry signs and assign all staff to patrol that area. Just keep the other rides in testing mode for the guest cap and there you go. Weird though how making a chicken coup of your guest and fencing off the rest of the park might be the better strategy.
I always think "Wow he can't come up with another wild challenge" alas he does it.
Also I beat OG RCT for the first time in my life last year! As a kid I made it very far but would get bored/distracted or the game file would crash. But I finally did it and used your tactics to get me through most of the game! When I got to "new" levels I played as normal but yeah I didn't feel like doing it "normal" for levels I beat so many micro coasters and ads were used.
That background music is so nostalgic I'm almost crying
My god, that Cheat Engine usage was an unexpected trip down memory lane, nice!
6:40 "We could drown ten thousand guests and still beat it, and we do indeed -drown ten thousand guests- easily beat it."
On the entrance vs ride price, I started charging for my rides after watching your videos. Just like 3-4$ for Rollercoaster, 1$ for flats and an increasing admission price. But it seriously helps you recoup your cash.
As wacky as this is, the one thing I really liked in RCT1 was the progression of scenarios, and the increasing difficulty. Instead of just being a list of scenarios, all unlocked, arranged in alphabetical order... grr.
For Paradise Pier I think it has to do with the version of the game you are playing. My disc copy of RCT1 puts all my rides at water level for this scenario.
Really? That's fascinating!
Maybe it's the difference between the og RCT1 and a later, patched version that comes with the two addons?
If you look at the research tab, there is no option to research "water rides", thats probably why log flume is a thrill ride, boat hire is a gentle ride, water coaster is a roller coaster, etc...
28:30 "Hey, wanna go to the local amusement park?"
"I don't know, sounds kinda boring."
"What if I told you they have a forest of 33 inaccessible Ice Cream Stalls?!?"
"HELLZ YEAH, LET'S GO!!!"
I had a similar issue with Trinity Islands (during regular play, not a challenge) as guests were getting lost on the far island. I think it's their simple pathfinding trying to find a way to the exit from far away, and them getting frustrated when they can't. Even when I tried to build a free chairlift connecting that island to the exit, the queue line filled up and it wasn't enough to contain the lost guests. So in the end I just build a path connecting those two places (something obvi not allowed in this challenge)
I love the premise of squeezing a bunch of entertainers into an already claustrophobic and dangerous stampede of humanity in order to increase guest happiness.
For a ride to be used by guests, you only need the ride entrance to have a path in front of it, exits can just kick guests out onto grass. You can use fences (or scenery items or whatever) to create single tile-wide corridors for guests to reach the path. This way guests should be able to actually use all the rides in the park and (I think?) beat this challenge without all those inaccessible soft-cap increasing coasters.
How exactly would you connect enough rides to get 800 guests to the 9 tiles of path in Mothball Mountain? This wouldn't actually result in that many extra available spots for rides.
Also, you would need space for those grass "exit paths" to connect back to the path, but that doesn't matter because they wouldn't work anyway as guests walk completely randomly when they're on grass, so if the path is 10 tiles long it would take them forever to get back to the path. Sure, you could manually pick them up every time but that's super tedious.
@@MarcelVosi wouldn't mind if after like a year you did this challenge with at least some of the expansions