shadowcat's Full Review: Rollercoaster Tycoon 3 (Platinum) for Windows
Loopy Landscapes is the second expansion pack for RCT, and contains the first expansion (Corkscrew Follies). (So you need the original game to play Loopy Landscapes, but you don't need Corkscrew Follies.) It adds a new set of scenarios, and new rides and shops for your parks. Even if you already have Corkscrew Follies, Loopy Landscapes is probably cheap enough by now to make it worth it. Its new scenarios are quite tough; I've beaten all of the original, maybe half of Corkscrew Follies, but only one (out of eight or so) from Loopy Landscapes so far, and I've had this expansion for a while.
The new scenarios also give some very interesting variants on the type of land you're building on. Future World is all land, but it's an alien landscape with a whole new set of scenery and some rides that don't show up often in the other scenarios (like the "Heartline" roller coaster). There's also one set on the moon, one set in the Arctic, and one set on a bunch of very tiny islands (about five or six squares of land apiece).
The variety of new rides give you lots of new stuff to have fun building, along with the old favorites. Miniature golf, water rapids, bumper cars, ghost train, steel twisting, heartline, and air-powered vertical roller coasters, and more.
Here's a quick overview of RCT itself:
You start with some land and a $10000 loan. You get to build all sorts of rides (not just roller coasters, though those are the most fun to design), keep your guests happy and spending money, maintain paths and landscaping, and get a steady flow of messages about the status of your park.
All games start in one of the scenarios, which have particular goals (usually something like have 750 guests in your park by the end of Year 3, with a Park Rating of at least 600); but nothing says you have to pay any attention to the goal if you just want to play, and the game doesn't end when the time for the goal is up.
For rides like roller coasters (there are at least a dozen kinds, though you usually can't build them all immediately; that's what your research department is for) or water rides, you can either plunk down pre-made tracks or design your own. If you design one you particularly like, you can save it for use in another park. Each ride has three stats: excitement, intensity and nausea, and how you design it affects each of them. Make the ride too high on nausea, and people will get sick; too intense, and people will be scared to ride it. Since your guests have varying nausea tolerances, this is a serious consideration!
The computing requirements for this game are quite low, but this doesn't hurt the game; it is designed to make the most of its resources without looking like it's pushing the envelope.
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