Roller Coaster Tycoon Classic: Six Flags Magic Mountain
Well here I am after a 2 year hiatus, I decided to buy the expansion pack and to play with the extra perks. I needed something that was a little familiar to me and something that was more cleaning up a park rather than starting a park from scratch. So I chose SFMM first because I can beat it in 10 seconds (deleting 2 coasters and paying off the loan) and not have to worry about beating a park.
I started by raising the entrance price, making sure there were enough restrooms and food stalls everywhere, as well as making sure there were no dead ends or path traps in the park. I then started going section by section and beautifying the park, deleting paths, making lines neater, even moving rides across the map. I never deleted any rides though, as I wanted to keep all of the same rides in the original park. I did however rebuild rides with different stations, different entrances, even redesigning parts of Flashback and Ninja, and lowering the entire structure of Goliath by 30 feet so its station isn’t as ridiculously high as when you start. Gold Rusher had a major overhaul, redesigning the section before the lift, as well as the long finale so it was more thrilling. I found an odd glitch while rebuilding ninja, when rebuilding it as a new ride, one of its trains would spawn at the bottom of the first drop, valleying it as soon as it spawned. I somehow fixed this by reprofiling the first turn so it would spawn higher up the first drop, completing the circuit. Really strange glitch that I’ve never seen before.
After redesigning the entire park, I started adding to it. I wanted some brand new rides that aren’t at the real park, but I wanted some nods to the current park. There is a green B&M stand up coaster called Saguaro where the Riddler should be, but a different color pallet and a different layout. Next to it is a blue B&M invert where Batman should be, but a different blue with a different layout and theme. There’s a launched shuttle coaster called Full Throttle. Some brand new rides I’ve built are a wooden twister a la gravity group between X and the entrance called Sierra Flyer, a mini launched giga coaster called Grizzly which twist over the rapids ride, an industrial themed wild mouse next to Psyclone, a pirate themed area where the water park should be, including an inverted impulse coaster and a dive coaster, which intermingles with a river raft ride. Next to the pirates area is a castle themed area where the looney toons area should be, I’ve moved some rides around (Ferris wheel now on the mountain) and added new rides including an inverted wild mouse. The final pair of coasters I’ve made are a massive duo of a 200 foot giga coaster called Inferno and its wooden counterpart, Ember. These are built in the very back corner of the park in an odd diagonal patch of land, with Inferno crossing the station of Colossus.
Rides that I did not touch were Colossus, I thought about making it one continuous coaster but I thought that might make the intensity too high. Revolution is the same though I rebuilt it so I could redesign the station. X is untouched but its station scenery design changed. Psyclone is untouched as well, Deja Vu was moved 2 spaces towards the canal so I could fit a plaza in between them.
This park was extremely hard to manage, with only entrance ticket prices making you money, I couldn’t hire a lot of staff, so the paths were regularly a mess, vandalism happened frequently, and people would always get stuck, forcing me to create paths and create new routes all the time. I had to redesign sections for the handymen and mechanics, and I eventually had to hire a couple security guards. The key is keeping the handymen’s sections small, as this park easily could fit 6,000 people in it, so areas can get very messy very quickly. You have to use marketing at almost every moment if you want to get anything done, but it also brings more people in, and people never leave if you keep cash machines around. It’s a rough scenario.
All in all this park was therapeutic for me to build, and I’m very happy with the end result. I loved combing over every inch of this park and making it perfect in my mind. I finished SFMM with 5,800 guests, 65 staff, 60 rides, and 25 coasters (including duplicate/racing coasters).