Best way to make these coasters is to line up like 2-4 in a row and have them "race" eachother. They're OP money makers too since the ride only lasts like 15 seconds and you can charge quite a bit. I was charging something like 4$ per ride. They take up so little space too you can cram them into anywhere. They're fun when making futuristic parks aswell, use the jetpack booster vehicle type and make the vertical track invisible and it looks like rockets taking off and landing
As a child, a beat extreme heights buy building five of them on top of each other over the full length of the map. The queue lines were massive to get to the entry and stored a ton of guests. I continued the scenario by building more custom coasters that hardly anyone rode, but the massive storage of the five reverses freefall coasters stored all the guests until the goal was reached. One of the few scenarios I actually beat as a child.
I think this is the one coaster type I have built in every single Park where it's been available. Not only is it very useful when you're getting towards the end of a scenario and you're starting to run out of room (typical when you get it out of research) but I always felt like the main appeal of this coaster was the scenery you used with it, not necessarily the actual coaster design. Example, building walls around the track so that it essentially fires out of a very long building, or the same thing but done with poles and canvas tent roofs. You could also have it fire across a Valley/Canyon giving a great view.
I would always sink the Reverse Freefall into the ground, use a lot of scenery pieces, a few parts going underground (often making it look like a bridge) and I could get some good stats on it. It was one of my favorite rides to build, especially if you synced it up with a parallel station
That's a good idea for a video. From playing, I've noticed it's generally anything underground, or 'covered' rides like haunted house, crooked house, observation tower :( I'm not Marcel however so don't rely on me
Another fun fact, when playing with openRCT (or any trainer that alows you to merge coaster types). Due to the way this game was made, if a coaster train has sprites for a slope, it will have sprites for any direction of that slope. This means that the train of this coaster actualy has all the sprites necessary to be used on a normal track. On top of that, any coaster type that has vertical track piece elements also has upside down sprites for the trains, for some reason, even if they're not used. This means that the trains can take loopings without it looking weird. And I have to say, this train looks quite good on a wooden coaster track.
this type of coaster is not the most boring coaster it is actually unique, Dreamworld Gold Coast Australia, that freefall coaster has been around since 1997 but recently it has been removed due to the park making a new roller coaster that just opened called Steel Taipan and Tower of Terror (the name of the freefall coaster) has been opened since 1997 - 2019 and it will always be remembered. Reverse Launch Freefall coaster are awesome.
I'm so glad the ride overview videos are back! I was a bit sad when you announced you were going to focus more on streaming, but just glad that one of the best (among very few!) RCT2ubers was going to stick around (Yes, that's what I call UA-camrs who make OpenRCT2 content, lol. Isn't it a good name? xD). I'd still be happy to see some Minecraft or Civ content if you ever decide you need a break or just want to branch out with your content!
Thanks for bringing back some glamour to one of my favorite coasters to build. I am not sure why I enjoy them so much, but they just excite me. i hope to one day ride a real life freefall coaster.
This ride is really fun to build with an adjacent station. Also fun to build underground and only have the tower portion of it appearing at the top of a tall mountain/hill, etc.
I used to use these as dueling/racing coasters early in park designs. Great little money maker that has decent throughput, takes up very little space, and can be "upgraded" by all of the building you do around it. I always liked running my queue lines next to the track and looping them back to the main path, then run some roller coasters over the track later on. They weren't an easy win button, but they helped a lot. I also remember in one park, I had five of these things lined up with increasingly-longer stations so I could have a synchronized launch of five. Totally pointless, but awesome regardless. Now I'm wishing I still had my CD...
One of my favourite coasters incidentally. So easy to just plonk a couple down on some skinny outcrop of land, mow down a few trees, synchronise the stations and boom a few hundred guests for not a lot of effort and fiddling around adjusting track or deleting trees in the way.
the travel backwards is painfully slow if you decide to make a long one to see how high you can get. But when its sunk underground you don't see it so its the guests problem.
Funnily enough Marcel should know this as he specifically shows Superman in SFMM at 3:58. You can tell by Goliath and Colossus behind it (and you can see the ATH of Goliath's sign in the bottom right corner).
This scientific testing of why the reverse freefall coaster gets boosts is an example of why I watch every one of these videos despite not having played RCT in over a year!
I love the jetpack car, it looks like an actual rocket and the ride sure acts like it. What if you were to merge hack this thing to give it a turn from the air powered? (as it looks the same) I'm curious if these cars got the frames for turning animations and what it does to the stats.
Wow, so you can build whatever coaster you want, merge it with a Reverse Freefall station, and you get free acceleration on every straight piece? That could be fun.
I like the idea of using a reverser coaster to highlight a reverse freefall coaster. Basically, have the reverser coaster loop around it, and reverse around it. Let the guests see it, pass it, and then flip around to keep looking at it.
Meaby You can explain how the photo section works? How it possible to guest can buy it? What is the maximum price? And can the gust buy more then one photo? Greetings :)
Fun fact: in RCT3 they can be a powered launch. This obviates the need for booster pieces completely, making them one of the most OP coaster types in the game, because pretty much everything said about how much you can charge for them is still true. The smallest design is two station pieces and a hill, and you can charge a pretty good amount ($7.00, which is a lot in 3) for them.
I discovered your channel recently and have binge watched your stuff all week. Any chance you make a coaster building tutorial video centered around ride stats, how they are calculated, their effect on whether people ride them, how they effect your park, and how to control them? There are snippets of these in many videos but no straight up tutorial on the theory behind building a quality coaster.
I dunno i always liked to make some kind of race fitting the park's theme whit this coaster. You can do a lot whit this easily whit scenery. Also i really sad that you didnt talk about how much this coaster affected by Guest Weight. Ofc not as much as Bobsleight fe., but whit 'racing' designs it gives a really interesting look for this one.
one small thing, reverse freefall coasters only need one station piece if you put the entrance and exit on opposite sides, all extra's just give more spaces to put those. reason being is the car only uses the front half of the first station.
This coaster is actually pretty good because it almost always fits, doesn't cost a lot, generates acceptable revenue in both pay-for-ride and pay-for-entry scenarios considering its cost, and it is quite unique.
It's very easy to have two of these synched up going underneath your entire park. You basically end up with better than a Giga Coaster for guest generation that only takes up useful land equivalent to a couple flat rides.
I wonder if that "slowly boosts on any flat pieces of track" could be used and mixed with some other coasters with turns for some interesting designs. I am think something like flat level racing coasters, weaving around, almost like race cars, accelerating on straight away, though regular booster tracks might be better for that and it wouldn't meet a lot of the drop requirements of coasters.
A funnything you can do with this coaster is decorate the top of it's vertical hill with the tophat from the Air-powered Coaster. The track style is almost exactly the same and they will line up perfectly, but the supports look different.
Fun fact, this coaster train type for some reason has banked train sprites. Once found out when I merged the track with an airpowered coaster thanks to cheats. So you can have a bit more creativity that way. Of course the way to merge 2 tracks can only go half way so it crashed when going in reverse...
i have found that the max hight of the track is tall enouth that it can launch accross all of the designer and not fly off. the g forces on the turn into the vertical part are way too high though
When you have a park big enough to accommodate it, I like to do very long dual track/synchronised launch versions of these that reach over 100mph. Certainly a great thing to have!
You missed out on one critical design, the 48 strait track (excluding the station and spike) design (making it 57 tiles long in total). This is one that'll work for 'harder guest generation' scenarios as its 1,998 feet long (1,968 feet long is where the Harder Guest Generation modifiers kick in). With some work you can get the excitement up to the required 6.00, this can come in handy, it also makes some of the bigger designs more as they'll help you attract more guests than the shortest non-penalty design can in such a scenario. Yes their throughput isn't very good, but there's some value in them at least. One thing to note that in RCT1 the Reverse Freefall is completly outclassed by the Air Powered Vertical Coaster as it can be made into a reverse freefall style coaster (same goes for OpenRCT2), in Classic or Vanilla RCT2 it has to be a full-circut and has to have two spikes as it rolls back through the station. The problem is that the APV seats twice as many riders (16 as opposed to 8), it doesn't take anywhere near as long to cycle due to the fact that the APV doesn't slow down on the way back. Plus the stats are SO MUCH BETTER to boot.
Hi Marcel (hi fellow Dutchie), can you maybe do a video about how much you can charge maximum per stall (food but also souvenir, hats, etc..?). Think it would be very helpful!
I really want to hear about river rapids and log flumes, if you ever get the chance. Water rides always seemed to be the bread and butter of a lot of my parks. As a potential request, is there any chance that we could see an idealized collection of coaster / track ride designs, that to attract both guests with high happiness and gentle preference of 3 or less, and guests with a normal intensity preference of 4.0+, meet the following criteria; An intensity rating of between 4.0 and 4.15, (if I remember your previous video correctly, maybe it was that it could be up to 4.3 or 4.5, but still.), an excitement rating without scenery of at least 6.0, and the lowest cost possible after meeting both those criteria? Preferably done with 5 commonly available coasters / track rides, like wooden and looping coasters? I know some of your designs that you've shown have met this, I'd just like to know what coasters this would be possible on at a reasonable cost and could be found in most scenarios besides the wooden coaster. Also you've got me thinking about RCT2 again. I've had classic since it came out but haven't touched it in the past year. Now I'm back at it again, lol.
I'm curious if you can use cheats to build a useful reverse freefall coaster. If the coaster type is coded to speed up on straight track pieces, can you set a different train and track type and gain the benefit of the auto-boost straight pieces while making a normal coaster?
Greetings! Nice videos, just got here. Marcel, in some videos you mention some things we can do to raise the rides' scores. Do you have a list with all of them? Also, have you ever made a park with all of them in every ride?
I feel like the creativity around this coaster is how you develop the land around it (décor, paths, tunnels ETC.)
Synchronize it with a launched freefall
Best way to make these coasters is to line up like 2-4 in a row and have them "race" eachother. They're OP money makers too since the ride only lasts like 15 seconds and you can charge quite a bit. I was charging something like 4$ per ride. They take up so little space too you can cram them into anywhere. They're fun when making futuristic parks aswell, use the jetpack booster vehicle type and make the vertical track invisible and it looks like rockets taking off and landing
Maybe the true creativity was the friends we made along the way
Highlighting the pieces mid-ride is so slick
The wonders of pausing and the edit studio. ;-)
As a child, a beat extreme heights buy building five of them on top of each other over the full length of the map. The queue lines were massive to get to the entry and stored a ton of guests. I continued the scenario by building more custom coasters that hardly anyone rode, but the massive storage of the five reverses freefall coasters stored all the guests until the goal was reached. One of the few scenarios I actually beat as a child.
Brilliant
Literal genius
This is HUGE BRAIN TIME
I think this is the one coaster type I have built in every single Park where it's been available. Not only is it very useful when you're getting towards the end of a scenario and you're starting to run out of room (typical when you get it out of research) but I always felt like the main appeal of this coaster was the scenery you used with it, not necessarily the actual coaster design. Example, building walls around the track so that it essentially fires out of a very long building, or the same thing but done with poles and canvas tent roofs. You could also have it fire across a Valley/Canyon giving a great view.
At 2:47 I like the arrangement of your restroom and coffee stand
Been hooked on your videos lately, and it’s rekindled my love for RCT2. Love the content, Marcel! 😁
"My AI was able to create roller coasters similar to those built by real people!"
The AI: *builds a reverse freefall*
The Coaster: *crashes*
*Bathroom 1 looks too intense for me*
@@familybroakajonny Bathroom 1 is incidentally placed near the Hottest Chili Stand.
@@jvccr7533 Look at 2:42, to the right of the vertical track of the reverse freefall :>
@@MaxArceus saw it from another comment that pointed it out. it's indeed :>
@@jvccr7533
And right opposite to it is a Taco Stand.
I would always sink the Reverse Freefall into the ground, use a lot of scenery pieces, a few parts going underground (often making it look like a bridge) and I could get some good stats on it. It was one of my favorite rides to build, especially if you synced it up with a parallel station
"Hello everyone"
*LEGENDARY VOICE*
I'm very happy to see you making videos again! Best niche channel on youtube.
2:41 I just noticed that background detail, and I'm happy about it. (No, I'm not going to say what it is!)
Omg you've got eagle eyes, and that is hilarious hahahahaha
Toilets with threatening auras.
omg that's gross
"It's a feature!"
Better out than in, I always say
0:59 The Rainbow Road.
Can you make a video on how rain affects the guest and what rides they will pick during a storm
That's a good idea for a video. From playing, I've noticed it's generally anything underground, or 'covered' rides like haunted house, crooked house, observation tower :( I'm not Marcel however so don't rely on me
I think every ride that is an indoor ride has is specified on the wiki
5:15
"It is also MONstrously big and won't fit in a lot of scenarios"
I giggled there quite unnecessarily
Another fun fact, when playing with openRCT (or any trainer that alows you to merge coaster types). Due to the way this game was made, if a coaster train has sprites for a slope, it will have sprites for any direction of that slope. This means that the train of this coaster actualy has all the sprites necessary to be used on a normal track. On top of that, any coaster type that has vertical track piece elements also has upside down sprites for the trains, for some reason, even if they're not used. This means that the trains can take loopings without it looking weird.
And I have to say, this train looks quite good on a wooden coaster track.
ooh, maybe I'll use this in a future build, merge another track into it to make it do some crazy stuff
this type of coaster is not the most boring coaster
it is actually unique, Dreamworld Gold Coast Australia, that freefall coaster has been around since 1997 but recently it has been removed due to the park making a new roller coaster that just opened called Steel Taipan and Tower of Terror (the name of the freefall coaster) has been opened since 1997 - 2019 and it will always be remembered. Reverse Launch Freefall coaster are awesome.
watching this aftre rewatching all your old ride overview videos is like night and day. you've improved so much at your commentary
NICE :D Love how you still have so much new information for us, even about these 'boring' coaster types.
I'm glad to see you going back to your RCT 2 videos
The final design, where you got it up to 10 excitement with not terrible other stats, just shows your dedication to the craft. Well done.
I've never played any of these games nor do I plan to but I can't stop watching your videos. Great stuff.
Try it, it's an awesome game
Finally some new content.
Marcel, you've again blessed us with 9min of RCT2 insight straight outta Groningen.
I am so glad you are doing more ride overviews! I really enjoy watching them!
I just want to say that I love your Outro music. I always stay until the end because it is so good
2:41 Nice looking wooden coaster you've got there. RIP Red Train
Great to see this series back
Reverse falling for you ❤️
Wtf
I'm so glad the ride overview videos are back! I was a bit sad when you announced you were going to focus more on streaming, but just glad that one of the best (among very few!) RCT2ubers was going to stick around (Yes, that's what I call UA-camrs who make OpenRCT2 content, lol. Isn't it a good name? xD).
I'd still be happy to see some Minecraft or Civ content if you ever decide you need a break or just want to branch out with your content!
Good to see you uploading again. Nice overall look at the freefall coaster.
This stuff is awlays deeper than it seems, it's really cool. Marcel, every video is a treat!
Glad you were willing to not just admit you were wrong, but even make a full video explaining why.
I’m so glad marcel is back to these :)
I didn't used to like this ride type irl, then I found something to enjoy about it and now I actually like it quite a bit :p
Thanks for bringing back some glamour to one of my favorite coasters to build. I am not sure why I enjoy them so much, but they just excite me. i hope to one day ride a real life freefall coaster.
This ride is really fun to build with an adjacent station. Also fun to build underground and only have the tower portion of it appearing at the top of a tall mountain/hill, etc.
ik geef je gelijk een like bij elke video , omdat ze zo leuk en leerzaam zijn + nostalgie met zich mee brengt :)
This ride is proof that size matters
That's what she said
No, it's definitely about how you use it
Smaller ones are usually better because of the thruboot and you usually charge the same amount for the first 5 months.
I used to use these as dueling/racing coasters early in park designs. Great little money maker that has decent throughput, takes up very little space, and can be "upgraded" by all of the building you do around it. I always liked running my queue lines next to the track and looping them back to the main path, then run some roller coasters over the track later on. They weren't an easy win button, but they helped a lot.
I also remember in one park, I had five of these things lined up with increasingly-longer stations so I could have a synchronized launch of five. Totally pointless, but awesome regardless.
Now I'm wishing I still had my CD...
One of my favourite coasters incidentally. So easy to just plonk a couple down on some skinny outcrop of land, mow down a few trees, synchronise the stations and boom a few hundred guests for not a lot of effort and fiddling around adjusting track or deleting trees in the way.
the travel backwards is painfully slow if you decide to make a long one to see how high you can get. But when its sunk underground you don't see it so its the guests problem.
Nice seeing you are back with regular videos on YT!
Love your videos Marcel. I just saw them again in the past few days and i started playing rct2 again
Just last night I was watching u flame the reverse free fall lol in your top 5 worst rides video. This is nice
A 9 Minute Video about the Reverse Freefall Coaster? Crazy
The best part? None of it felt like padding. It was all relevant.
Glad you are making ride overviews again, thanks
The only existing coaster of this type in operation is at Magic Mountain near LA. It was surprisingly fun too based on how "basic" of a ride it is!
Funnily enough Marcel should know this as he specifically shows Superman in SFMM at 3:58. You can tell by Goliath and Colossus behind it (and you can see the ATH of Goliath's sign in the bottom right corner).
your content always makes me happy!
These videos are so great to learn the game! Thanks again Marcel!
This is the deep deep dive, into a fundamentally useless topic, that I needed today. Great video!
They really need to include the “backwards” reverse freefall like Superman Escape From Krypton
This scientific testing of why the reverse freefall coaster gets boosts is an example of why I watch every one of these videos despite not having played RCT in over a year!
2:38 i feel like a vertical photo section woild be a neat part for this coaster.
I always treat this one more like a long flat ride than a coaster.
I love the jetpack car, it looks like an actual rocket and the ride sure acts like it.
What if you were to merge hack this thing to give it a turn from the air powered? (as it looks the same) I'm curious if these cars got the frames for turning animations and what it does to the stats.
Wow, so you can build whatever coaster you want, merge it with a Reverse Freefall station, and you get free acceleration on every straight piece? That could be fun.
Only openrtc I think
Can you, or have you done a tier list of the rides, think it would be interesting for a brief overview of your thoughts
I like the idea of using a reverser coaster to highlight a reverse freefall coaster. Basically, have the reverser coaster loop around it, and reverse around it. Let the guests see it, pass it, and then flip around to keep looking at it.
Meaby You can explain how the photo section works? How it possible to guest can buy it? What is the maximum price? And can the gust buy more then one photo? Greetings :)
Fun fact: in RCT3 they can be a powered launch. This obviates the need for booster pieces completely, making them one of the most OP coaster types in the game, because pretty much everything said about how much you can charge for them is still true. The smallest design is two station pieces and a hill, and you can charge a pretty good amount ($7.00, which is a lot in 3) for them.
I discovered your channel recently and have binge watched your stuff all week.
Any chance you make a coaster building tutorial video centered around ride stats, how they are calculated, their effect on whether people ride them, how they effect your park, and how to control them?
There are snippets of these in many videos but no straight up tutorial on the theory behind building a quality coaster.
Welcome back Kotter. I wonder if you will ever do coaster overviews for Planet Coaster. If not then do you like impressions?
I dunno i always liked to make some kind of race fitting the park's theme whit this coaster. You can do a lot whit this easily whit scenery.
Also i really sad that you didnt talk about how much this coaster affected by Guest Weight. Ofc not as much as Bobsleight fe., but whit 'racing' designs it gives a really interesting look for this one.
Helps that the reverse free fall coaster also has a smaller footprint than many other coasters
one small thing, reverse freefall coasters only need one station piece if you put the entrance and exit on opposite sides, all extra's just give more spaces to put those. reason being is the car only uses the front half of the first station.
This coaster is actually pretty good because it almost always fits, doesn't cost a lot, generates acceptable revenue in both pay-for-ride and pay-for-entry scenarios considering its cost, and it is quite unique.
This ride also gets a slightly better synchronization bonus: 0.60 excitement and 0.15 intensity vs the standard 0.40 excitement and 0.05 intensity
How about the inverted Rollercoaster for the next ride overview 😀😀😀
Have you thought about doing a ride overview for the river rapids?
Do the stats change if you build part of it underground? Or if you make pathways go over it?
Love your videos dude. Can you do a video explaining the difference between steel mini coaster for vanilla RCT1 and the junior coaster in RCT2?
It's very easy to have two of these synched up going underneath your entire park. You basically end up with better than a Giga Coaster for guest generation that only takes up useful land equivalent to a couple flat rides.
I wonder if that "slowly boosts on any flat pieces of track" could be used and mixed with some other coasters with turns for some interesting designs. I am think something like flat level racing coasters, weaving around, almost like race cars, accelerating on straight away, though regular booster tracks might be better for that and it wouldn't meet a lot of the drop requirements of coasters.
Do you have a video about Open RCT and the changes they have made?
5:47 didn't know Doug Dimmadome was a coaster type
A funnything you can do with this coaster is decorate the top of it's vertical hill with the tophat from the Air-powered Coaster. The track style is almost exactly the same and they will line up perfectly, but the supports look different.
Fun fact, this coaster train type for some reason has banked train sprites. Once found out when I merged the track with an airpowered coaster thanks to cheats. So you can have a bit more creativity that way. Of course the way to merge 2 tracks can only go half way so it crashed when going in reverse...
How do other coasters built to have as similar a layout as possible compare to the reverse freefall?
From the most simple to the most complex. Let's see multidimensional next
The acceleration on these things is real life is scary because it never ends you feel a constant push.
there are also sprites for the car to go around turns even though there are no turns available
i have found that the max hight of the track is tall enouth that it can launch accross all of the designer and not fly off. the g forces on the turn into the vertical part are way too high though
if excitement doesn't determine whether people want to go on a ride or not, what does?
But, if you add a corner piece, are there sprites for going around?
When you have a park big enough to accommodate it, I like to do very long dual track/synchronised launch versions of these that reach over 100mph. Certainly a great thing to have!
You missed out on one critical design, the 48 strait track (excluding the station and spike) design (making it 57 tiles long in total). This is one that'll work for 'harder guest generation' scenarios as its 1,998 feet long (1,968 feet long is where the Harder Guest Generation modifiers kick in). With some work you can get the excitement up to the required 6.00, this can come in handy, it also makes some of the bigger designs more as they'll help you attract more guests than the shortest non-penalty design can in such a scenario. Yes their throughput isn't very good, but there's some value in them at least.
One thing to note that in RCT1 the Reverse Freefall is completly outclassed by the Air Powered Vertical Coaster as it can be made into a reverse freefall style coaster (same goes for OpenRCT2), in Classic or Vanilla RCT2 it has to be a full-circut and has to have two spikes as it rolls back through the station. The problem is that the APV seats twice as many riders (16 as opposed to 8), it doesn't take anywhere near as long to cycle due to the fact that the APV doesn't slow down on the way back. Plus the stats are SO MUCH BETTER to boot.
Hi Marcel (hi fellow Dutchie), can you maybe do a video about how much you can charge maximum per stall (food but also souvenir, hats, etc..?). Think it would be very helpful!
Is it better as a cashgrab than te air powered coaster? Or the tiny corkscrew one?
I really want to hear about river rapids and log flumes, if you ever get the chance. Water rides always seemed to be the bread and butter of a lot of my parks.
As a potential request, is there any chance that we could see an idealized collection of coaster / track ride designs, that to attract both guests with high happiness and gentle preference of 3 or less, and guests with a normal intensity preference of 4.0+, meet the following criteria; An intensity rating of between 4.0 and 4.15, (if I remember your previous video correctly, maybe it was that it could be up to 4.3 or 4.5, but still.), an excitement rating without scenery of at least 6.0, and the lowest cost possible after meeting both those criteria? Preferably done with 5 commonly available coasters / track rides, like wooden and looping coasters? I know some of your designs that you've shown have met this, I'd just like to know what coasters this would be possible on at a reasonable cost and could be found in most scenarios besides the wooden coaster.
Also you've got me thinking about RCT2 again. I've had classic since it came out but haven't touched it in the past year. Now I'm back at it again, lol.
I love making these in 6-8 or even 12 synchronized stations. If you can’t make any more coaster, make more coasters
is there maths about how long a straight section you need for a given height?
I'm curious if you can use cheats to build a useful reverse freefall coaster. If the coaster type is coded to speed up on straight track pieces, can you set a different train and track type and gain the benefit of the auto-boost straight pieces while making a normal coaster?
The inventor of the reverse freefall coaster disliked this.
Shouldn't the drop height penalty be 'the minimum drop height' in case of this coaster? Since it only really can have 1 single drop?
It is possible in RCT3 for a Reverse Freefall Coaster to have two spikes, with the second spike traversed when the coaster goes in reverse.
Is it ever worth adding more station pieces? I Ias surprised your large design still only had two
Did you guys know that with a specific ride using the tubular coaster you can get 250+ of excitment ?
Greetings! Nice videos, just got here. Marcel, in some videos you mention some things we can do to raise the rides' scores. Do you have a list with all of them? Also, have you ever made a park with all of them in every ride?
Video on reverser coaster when?
I always put 2 together and synchronize them. More money. Guests LOVE them .
Nice video!
Could you make a guide about how to increase the visitors happiness?