It's time for some motherfucking Roller Coaster Tycoon 2 with Whisky.
For those of you unaware, Roller Coaster Tycoon 2 is the sequel to Roller Coaster Tycoon. It has mostly the exact same graphics as the original game, save for a few cosmetic changes like ramps having stairs, and overall there are little additions. However, the ability to modify starting height of objects puts it ahead of the original game and you can import the original game's scenarios, which are more well-received, by downloading them on the internet.
Today, however, we're going to be playing Extreme Hawaiian Island, AKA Wacky Waikiki. It's a scenario that came with one of the expansions to the game.
As you can see, we've got our work cut out. There are no pre-existing rides and the local populace will not ride anything that isn't around 9 Intensity. This means that in order to create good rides, you must tread the fine line between XTREME and Terminal G-Force.
First of all, a change of name. Wacky Waikiki is just so...corny sounding. A more prestigious name would suit it better.
The first ride is built. A LIM-Launched Steel Roller Coaster by the name of Popamole, named for the numerous chest-high walls by the tracks. We felt that starting with something more accessible would create a good first impression for us, while at the same time staying true to the nature of the Roller Coaster.
The end result was slightly below the Intensity expectations of the locals. However, we expect the ride will still be popular and since we're charging for admission instead of for rides, it doesn't matter because we've already got their money by the time they've ridden it.
Feeling the need for one more ride before we opened, we created Deline, a Roto-Drop. As can be seen, its intensity more than meets the local expectations.
We hired the staff members at the last minute, including an entertainer to entertain the folk queuing in line for Popamole.
The time finally came to open. Along with that, we invested in a two week advertising campaign.
Our first visitor was a local wino who somehow managed to cough up the cash to meet our 30 quid entry fee. Seeing little choice, we allowed him entry.
Popamole was an initial success with the few who rode it. We paid back some of our excess funds into our loan.
We were a little disturbed to see people prefer Decline to Popamole. Our marketing research had failed us.
We decided to make a new ride to win back the hardcore audience. It was called Bees Tend to Fly Crooked and as can be seen, it is significantly more intense than the other rides. While most would be put off by the red font on the G-Force scale, the ride immediately attracted a huge line-up.
The ride is a reserve-incline steel coaster. The cars get dragged up backwards and fall through the rest of the course, eventually returning backwards. Testing had went well.
OH SH...
24 people died during the maiden flight of the ride. It turns out there is significant variance in speed each time a ride is launched in the game.
Not wanting to surrender, we revamped the ride to include an extra stretch of track at the end for safety reasons.
There were plenty of naysayers who scoffed at our improved ride, but the queues kept on growing.
We hired an entertainer for Bees Tent to Fly Crooked. He seemed nice enough but perhaps too eager to get into a bear suit.
Things were finally starting to go well.
Although there were those unhappy with their time here, they were clearly in the minority.
Our concession stands were purchased to make up for the fact that with there being only one park entry fee, there would be hundreds wandering around not spending money otherwise. Even GD was monetized.
Believe me, it WAS necessary.
The year came to a close with a severe thunderstorm.
It was now time to pass the management torch to another.