Rollercoaster Tycoon Extreme Heights

Jan 06, 2017  Hello, I have fun withe the game but i can't beat Diamond Heights my objective is 'archieve a park value of 300,000 oct, year 3' i never come above the 200,000 is the value not a little high? The original game on the pc is the objective also 200,00 on that mission! Oct 15, 2002  RollerCoaster Tycoon 2 Review Newcomers will likely find RollerCoaster Tycoon 2 enjoyable, but if you were a fan of the original, you'll probably have a.

Extreme Heights

Extreme Heights is an Expert scenario in RCT2, and it is a non-money park. The goal is to get 4,500 guests in the park, with no time limit. The challenge is that you are given virtually only roller coasters. 4,500 is quite a lot of guests for the game, so I figured I would get a good start by building a bunch of shuttle loop roller coasters to get in initial guests, and then build larger roller coasters. Because of the amount of roller coasters I built in this scenario, I’m going to skip through some of the more basic things, such as the shops and staff, to keep the length of this post down.

On the upper right side of the park I built two shuttle loops that intertwined, it saved on space and boosted their excitement a little. As you can see, with an excitement of 5.5 and an intensity of 5.7, these guests thought the ride was boring. Now that’s the challenge of the park. Not only are you limited to roller coasters, but you have to build very excellent roller coasters, and tons of them.

I ended up keeping one shuttle loop, but as you can see it is much larger than most of them, and ended up with a 9 intensity, but the guests liked this one.

My second roller coaster was a mine ride, with just over 6 excitement and nearly 8 intensity, the guests saw this ride as acceptable as well. Its a pretty basic mine style ride, I tried to use several steep drops and adjacent helixes to build up excitement.

Farther to the right I built a Twister roller coaster. I really like these. They can hold a lot of people at a time, hold momentum very well, and are usually around the same intensity as the standard steel roller coasters. This particular coaster has quite a few inversions, and features track going through two loops, which worked out pretty well. The intensity was a bit high, but for this park the guests wanted that so it worked great.

I built another Twist coaster, but this time with much less inversions, but used helixes and proximity (and length) to make up for it. I really like how the corkscrew went through the loop. The less inversions brought down the intensity by a whole point, but because of all the track close together the excitement is almost identical.

I’m usually pretty bad at building Wild Mouse rides, so I decided to give it a go here. They’re great for their tiny size, and this was a great place to utilize it. It ended up being way longer than I expected because I made the lift hill too high, and needed the extra track to have a good excitement rating.

I was starting to run out of room on the right side, so I built a Mine roller coaster underground. This helped a lot because I wouldn’t have any other covered rides, so the guests would at least have this to ride when it rained. Building underground in RCT1 and 2 is very difficult, so I usually try to keep things simple. This featured several helixes close together to bump the excitement up to nearly 7, which is just about the minimum that these guests will ride.

I moved over to the left side of the park, and built this Corkscrew coaster. Considering the proximity of the track and the number of inversions I was really surprised this didn’t have a higher excitement rating. I was very happy on how I had all of the corkscrews adjacent to each other, and go through the one loop.

Because it was a desert setting, I figured the guests would like a water ride. My go to water ride, the Splash Boats was not available, so I went with the Log Flume. I knew the guests wanted at least 6 excitement, so I had several big drops, and added in some scenery to boost it even more.

I dont have much experience building dueling coasters, so I decided to use this scenario as a practice. However I chose to use inverted coasters, which resulted in a ridiculous intensity. So I rebuilt it using a Twist, and got the stats that I was looking for.

In the bottom left corner of the above picture you can see I built a Wild Mouse ride, which had an excitement of 6.7 and an intensity of 7.5. I then built an Inverted Hairpin coaster (basically an inverted Wild Mouse) that rode through the white and black dueling coasters, it was pretty long but didn’t utilize any new space, so it it was basically a free roller coaster. Its stats were 6.7 and 7.2

It rained a few more times, so I decided to make another underground coaster, another Mine ride. Very similar to the other one, it had a bunch of helixes and I tried to keep the track as close to itself as possible to build up more and more excitement.

Still on the left side, I demolished the Log Flume because its low intensity was not attracting guests after a few months. I built this Floorless coaster, which turned into probably the best ride into the park. The mid section of this ride is perfect proximity, as there’s a ton of track that is touching several other pieces, this really helped the excitement. Also having an underground section boosts excitement a lot, and I actually had to have it because I had no other way of getting back to the station.

On the other (the lower) side of the path I built a Stand Up Twister, which I tried to do about the same things as the last coaster, but I was more limited on the space. It worked out really well, and actually having this coaster bumped up the excitement on the previous coaster to 10.11 (because of the several adjacent pieces of track)

I felt like I was neglecting the right side of the park, so I went back over there and built this Corkscrew coaster. It has parallel corkscrews, and a cool turn around section that has three levels. I think this one looks really cool, even though the stats aren’t too amazing.

My goal for this Mine coaster was to use this tiny space, but still have a full size coaster (not a Wild Mouse ride). I think it worked out great, cause it does interact with the yellow Twister coaster, which probably helped bump this one up to over 7 excitement. It also left room for the next few roller coasters.

I started building to the back of the park, and started with this LIM launcher. I wanted it to get a lot more excitement from being adjacent to the Mine ride, but the speed got too high, so I ended up with this. Considering the size I’m satisfied with this ride, but next time I would definitely not have a loop, because they require a high speed to get through, and especially have enough speed to get through on the way back.

I built another Twister coaster, but this one was mostly underground. This features back to back parallel corkscrews, which looks really awesome. It also has a ton of helixes which helped me get to the 7.6 excitement while only having 5 inversions.

Since the previous coaster was pretty much all underground, it left me room to build this Twister above it. It does feature a short underground section to turn it around back to the station, but other than that it only has 3 corkscrews, the rest of the inversions are twists. I was really happy how this one turned out, especially because of the space constraints.

A quick update on how the scenario is going, it’s nearly the end of Year 8, and I have 3,500 guests. Yes, 8 years. Anyway, the next coaster I built was the white Floorless, it was pretty boring, but because it passed over so many other rides the excitement went way up. It also features a short underground section, to help get around some of the other rides and get back to station.

Using that experience, I built another Mine ride, but this one I built on top of the previous rides. I really expected a higher excitement, but it was probably lower because I had a pretty boring last half, it consisted of basically only helixes, and could of used a few drops. I really liked the station placement being on the top of the hill, which helped me expand the park onto the mountains.

I then built a path to the lower right section of the park, and started to build some roller coasters down there. I wanted to try some theming, and I decided on a watersnowice style theme. The first was another Twister, pretty standard, several helixes stacked and some corkscrews. I then got a little tired of this scenario, so I just took a picture after I finished several more rides.

The rides weren’t anything too exciting, but they did keep a small footprint, which allowed me to build a Looping rollercoaster.

At this point I had nearly 4,300 guests. The majority of the guests were complaining about overcrowding issues, so I built additional paths connection the sections of the park.

And then, after 10 full years, I reached 4,500 guests. I think having additional paths would of helped me achieve this sooner, as it seemed the game was limiting guests because I had very few paths, and once I built pathing across the park, my population jumped almost 200.

This scenario is definitely only for experts, as it takes dedication to build up a park to 4,500 guests. I spent a lot of time making sure the guests were staying happy by placing food, drinks, and bathrooms all over the park, and loaded up benches. Because of the sheer number of guests in the park it gets quite difficult to figure out which people are hungry and far away from food, and which are just hungry and haven’t started going to the closest shop. I built redundant food areas to help the guests out, and it seemed to work. Handymen weren’t much of a problem because the guests’ high nausea tolerance, however litter would accumulate very quickly. If I did this scenario again, I definitely would build more paths, and have them walk above some of the roller coasters. This way guests won’t complain about overcrowding, and you still can build shops up to a pretty good height above the ground. This scenario was very difficult, and definitely tests your RCT abilities.


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