The Definitive RollerCoaster Tycoon Experience

“OpenRCT2 is an open-source re-implementation of RollerCoaster Tycoon 2 (RCT2), expanding the game with new features, fixing original bugs and raising game limits.”. To put it another way, a dedicated group of fans have spent years voluntarily rebuilding RollerCoaster Tycoon and improving it in nearly every way.

RollerCoaster Tycoon takes the prize as my second favorite game of all time. So much so that it was the subject for the first post I ever published on this website. Since it occupies such a spot on my list, I’ve got some great suggestions for what your definitive experience with the game should be. Sure, you could just buy the game from Steam or GOG and play it without any modifications, but I don’t recommend it. Installed directly as purchased, the game is locked in a 4:3 aspect ratio that will be stretched to your widescreen monitor. In addition, there’s no way to play in windowed mode. No matter how long you play, it’s likely you’ll never quite get used to the squished perspective everything has. On top of the awkwardness of actually running the game, if you buy RollerCoaster Tycoon 2 you’ll be stuck with some ugly, ugly scenarios.

Here’s a screenshot of what the vanilla game looks like as installed on my PC and played on a standard widescreen monitor at a resolution of 1920 x 1080:

No, it’s not bad, but it’s just kind of awkward. If you don’t think so, compare it to the screenshot below:

The angle is better. The Ferris Wheel is round. The perspective shift doesn’t make things look quite so flat. Things don’t look quite so muddy. It’s an all-around improvement, I’d say. So what’s the secret to the change? OpenRCT2. As stated on the project’s website, “OpenRCT2 is an open-source re-implementation of RollerCoaster Tycoon 2 (RCT2), expanding the game with new features, fixing original bugs and raising game limits.”. To put it another way, a dedicated group of fans have spent years voluntarily rebuilding RollerCoaster Tycoon and improving it in nearly every way. All of these changes and tweaks are completely legal, since the source code to the game was voluntarily released years ago. The improved version of the game works on modern operating systems and is compatible with a wide array of hardware. It supports windowed mode or plays full screen at nearly any resolution. There’s a debug and cheat menu. And it’s quite easy to import custom scenarios. Ready to play yet?

To have the definitive RollerCoaster Tycoon experience, here are the steps you need to take:

  • Purchase RollerCoaster Tycoon 2: Triple Thrill Pack from GOG: https://www.gog.com/game/rollercoaster_tycoon_2 Install it on your PC.
  • Download the OpenRCT2 launcher from the website’s downloads page: http://openrct2.org/downloads Scroll down to the bottom of the page to get to the correct link:
  • The next page you’ll see has a bunch of different versions of the file to download. The one you want is the straight .exe file for windows:
  • Download it, and then run the installation process. Once the program is installed, remember that you want to run the program called “OpenRCT2 Launcher”, and not the installation of RollerCoaster Tycoon. They are very different!
  • To make your installation complete, you must download and install the scenarios from the first RollerCoaster Tycoon. They weren’t included in the retail release of RollerCoaster Tycoon 2, but the game’s dedicated fan base reconstructed them and assembled them in an easy-to-install pack. The link to the scenario pack is in this Reddit post: https://www.reddit.com/r/rct/comments/1h93gx/more_exact_recreations_of_rct1_scenarios_for_rct2/ The MediaFire link is the one to get.
  • To install the new scenarios, extract the contents of the file you just downloaded to the scenario folder created by the installation of OpenRCT2. The file path for that should be something like “C:\Users\YourUsername\Documents\OpenRCT2\scenario”

That’s all there is to it! Prepare to enjoy dozens if not hundreds of hours of one of the best PC games known to mankind! If you need any help with the install process, leave a comment and I’ll do my best to walk you through it.

Deus Ex – Betrayal!

Turns out, murdering a fellow agent isn’t the thing to do if you want to earn favor with your boss. But surprisingly enough all I got was a scolding. […] In retaliation for the betrayal, they’ve remotely deactivated Paul’s augmentation and activated his kill switch. Your brother has twenty-four hours to live. If Paul has a kill switch, that means I do too. Step out of line, and the powers that be will snuff me out. This kind of puts a dampener on morale; nobody likes to work for a jerk!

This post is the fourth in my series which chronicles my journey through the original Deus Ex. Read part three here.

The pursuit of stolen Ambrosia continues. I’ve successfully traveled to the private section of LaGuardia airport in pursuit of Juan Lebedev, the man behind the theft of the Ambrosia vaccine. According to Joseph Manderley, my boss at UNATCO, “Lebedev poses a continuing threat to UNATCO. He is also a dangerous man, and if the operation should result in his termination rather than capture, there is no doubt that the agent responsible would be found acted appropriately and with the full force of the law.” Lebedev is loading the stolen vaccine onto a plane in preparation for transport elsewhere. My job is to find him and the vaccine, and prevent both of them from leaving the airport. 

Sneaking around the airport was tense, but not as difficult as I thought it might be. Due to my unfortunate resort to violence in the last mission, I was well stocked on tranquilizer darts here. There were a few security bots I had to sprint away from, but I was able to get the drop on most of the security guards. Outside of the the airplane hangar, my main objective, I had a little bit of trouble with the guard house. There were two ways in: a door, and a second-story window. Entering through the door put me in full view of two NSF troops. There was no way for me to incapacitate both before one of them triggered the alarm. Going in through the second-story window put me in a dorm room. There were some supplies, but I needed a lockpick to get out, and I didn’t have one. At this point I’m starting to wonder if lock picks really are so fragile, or if the game has made them disposable for the sake of balance. It’d be kind of overpowered if I only needed a single lock pick to open every locked door in the game, right? To get in the guard house, I wound up going back outside through the window, and tossing a few metal crates around. The noise attracted one of the guards from inside, which I batoned into submission. This left me free to give the remaining guard a dart-infused nap. Obstacles removed, I stood freely in front of my objective: Lebedev’s 747.

Betrayal! In this hangar I find a terrorist-operated 747, a barrel of stolen vaccine, Juan Lebedev himself, and my dear brother Paul waiting on the front steps to greet me. He’s a double-agent, affiliated with the NSF but working undercover at UNATCO. Shocking? Maybe to some people, but it was pretty clearly telegraphed by the game up until this point. What I didn’t expect it what Paul tells me about the virus. The Gray Death is a man-made virus, which means someone unleashed it intentionally. Since UNATCO is the only organization capable of creating and distributing the cure, every organization on earth is subject to their whims. Earth is controlled by bankers. Who’d have thought?

I go into the plane and prepare to meet Lebedev. Before doing so, a friend of mine suggested I plant a LAM, Lightweight Attack Munition in the hallway outside our meeting. It seems a bit odd to me to plant an explosive outside of a peaceful meeting between a government agent and a world terrorist, but who am I to judge?

Explosive planted, I walk in to interrogate Lebedev. He surrenders and says little else. My conversation with him ends, and the hallway outside his room explodes. A second later, I hear footsteps walk past me and into the bathroom. Following them inside, I notice that Anna Navarre is cloaked and registering as a hostile. Shooting her a few more times, she falls and then explodes. Cybernetically augmented agents do that, apparently. Wait, what? I planted the explosive in the hallway, and Anna detonated it. The explosive is triggered by any kind of motion, friend or foe, so that’s why it detonated. The blast wasn’t enough to kill her, but she registered it as an attack and responded by activating her built-in cloaking defense. At this point, she is hostile towards me since I planted the explosive. I had to shoot her a few more times to preserve my life and Lebedev’s. She then died, at which point her cybernetic implants went into overload and exploded so nobody could recover them.

So what would happen if I didn’t try to explode Anna preemptively? Deus Ex is great in that it gives nearly unparalleled player freedom, but it doesn’t necessarily make clear what the alternative options are. As it turns out, if Anna had come into the meeting between JC and Lebedev, she would have issued an ultimatum: Kill Lebedev or she will. Kill the prisoner, and you both go back to UNATCO. JC would be riddled with the guilt of murdering an unarmed man; a man who his bosses claim is a terrorist. In addition he’d be no closer to knowing why his brother betrayed an organization that’s the embodiment of international cooperation. Kill Anna, and you’ve betrayed the world government and will presumably suffer their full wrath.

Since killing an unarmed prisoner isn’t my cup of tea, I decided that to betraying my host organization was the moral thing to do. It was a good thing that Anna had been removed from the picture. After she, er, departs, Lebedev is in more of a talking mood. He states that JC and Paul are genetically-engineered humans; a pioneering experiment in the absolute control of mankind. UNATCO is a lie, that it’s just a puppet for the real threat: a secretive organization called Majestic-12. Why else would there be only one corporately-manufactured cure to a global plague? Shouldn’t the recipe for healing be transmitted to any company that’s capable of manufacturing it? The Gray Death is about controlling the population. The NSF was working on getting the vaccine to a man in Hong Kong named Tracer Tong. He’s working on reverse-engineering the cure so it can be mass-produced and distributed to the masses.

Treason committed and sinister plot uncovered, it’s time to go back and report to the boss. Manderley is not happy.

Turns out, murdering a fellow agent isn’t the thing to do if you want to earn favor with your boss. But surprisingly enough all I got was a scolding. Manderley was happy enough that they were able to take Lebedev into custody, but he’s very upset at Paul’s abandonment. In retaliation for the betrayal, they’ve remotely deactivated Paul’s augmentation and activated his kill switch. Your brother has twenty-four hours to live. If Paul has a kill switch, that means I do too. Step out of line, and the powers that be will snuff me out. This kind of puts a dampener on morale; nobody likes to work for a jerk! To make things worse, my next official assignment is to go to Hong Kong and execute Tracer Tong. UNATCO takes their anti-competition clauses quite seriously.

I walk over to the helipad and meet up with my pilot, Jock. He’s not taking me to Hong Kong, but rather back to Hell’s Kitchen. Paul returned to his apartment and is in need of my help. You know, since he’s being murdered by the people who made him. Upon capturing Lebedev’s jet, UNATCO now has the locations of many other NSF agents around the world. This puts Paul’s allies under the hammer, and they’re getting wiped out left and right. Paul went back to Hell’s Kitchen because there’s a communication center nearby he can use to broadcast a warning to his friends.

There’s a lot to this section, but I think the most important thing is that I (finally) learned how the game’s durability system works. Doors, panels, and certain other objects have ratings assigned to them. These ratings make it easy to see how difficult it will be to access them. Take a look at the screenshot below; there are two ways to gain access to it. In order to open it up, I need to either use two lock picks or deal more than 10 damage to the door. 

Thankfully, the damage stats for each weapon in your inventory is pretty easy to read. My upgraded pistol deals 16 damage per bullet, making it a very logical choice to get that cabinet open.

However, there’s a door right next to that cabinet that required some… more powerful… methods in order to get it open.

The room that I blasted my way into contained some incriminating data on UNATCO. Paul needed me to broadcast that to the world along with the warning to other members of the NSF. This required I work my way back on top of a building to get to the broadcast terminal. Since I was still friendly towards the UNATCO troops who occupied the building, this was not a problem. However, part of being a cybernetically-powered super soldier is the always-on monitoring software. It’s this feature which allowed my tech support Alex to record – and then delete – my interaction with Anna on the jet. This is the same feature that allowed Walton Simmons, evil robotic overlord, to witness me broadcast a signal to the NSF in real time. Since he, through some malevolent influence, commands all UNATCO forces, this was a problem for both me and my brother Paul. Now we’re both enemies of the state.

Paul was back at his apartment, sitting defenseless whilst surrounded by now-enemy troops. When I make it back to visit him, he tells me to run for the subway station and leave him there. Leaving and running is the most logical thing to do. I possess no heavy weapons, and even if I did I don’t have the training to use them effectively. There are at least a dozen human soldiers to contend with, as well as two or three tough Men In Black. The only problem running away is that if I do so I also condemn my brother to death. Leave, and he’s out of the story. Considering that it’s his influence that caused me to betrayed the only peacekeeping government on the planet, there’s no chance I was going to just let him sit there and die. 

Since my armament consisted of little more than a pistol and a mini crossbow, this was a tough fight. I had to resort to using my one LAM to take out the Men In Black, and that was barely effective enough. My pistol proficiency was good enough that I could stay crouched and land head shots consistently, but the ammo reserves dwindled very quickly. The lobby of the ‘Ton held a more challenging fight. A dozen or so UNATCO troops wait stationed at various locations, all of them holding different armaments. I had to save, reload, and reload again to find a path that worked effectively. In the end it took a combination of pistol shots, tranquilizer darts, and a well-placed gas grenade to ensure that my brother and I could leave the hotel alive. After the battle Paul pushed me towards my only route of escape: the subway. Unfortunately, Gunther was waiting to remind me that there is no escape from scary robot men. 

Deus Ex – Dealing Drugs, and the Dumpster That Should Not Be

Owing to my inability to tell the difference between the men’s room and the women’s room, I find myself in the men’s bathroom. There’s a junkie here named Lenny, and he’s in bad shape. He threatens to blow me up unless I can get him a fix. As luck would have it, I picked up some drugs in Hell’s Kitchen. Here is where I have a brief moment of internal crisis. Do I really want to be a low-level drug dealer?

This post is the third in my series which chronicles my journey through the original Deus Ex. Read part two here.

The working theory is that the terrorists took the stolen vaccine to the warehouse, then dropped down into some abandoned subway tunnels to transport the goods elsewhere. First step: get to the old subway tunnels. A chopper takes me away from UNATCO HQ and drops me off at battery park, outside Castle Clinton. There’s a shanty town nearby where I press sum bums for informatio. Though I have no memory of the encounter, in a previous mission I was told the Mole People’s secret password. A bum in the shanty town pressed me for the passphrase, which JC knew. He gives me a secret code to activate a hidden entrance behind a phone booth in the nearby subway station. After punching in the code the entire booth sinks into the floor, granting me access to a passage that leads to the old subway station.

Ah, good old decrepit subway stations. Dark, moody, and just not a whole lot to see. A couple of bums walk the platform, as well as a hooker and a junkie. There’s a door on one end of the station, but the hallway behind it is blocked by some heavy debris. One of the bums on the platform tells me that everyone living in the station has been suffering since the water got shut off. There’s a valve that, when opened, will restore the flow of water; but it’s located past the blocked hallway. I do have an explosive, a LAM, in my inventory, but I don’t want to use it just yet. It’s usually best to search through the area and make sure there aren’t any other pathways forward.

On the level above the platform I run into a group of stout and well-armed gang members. All of them instruct me to talk to their leader because “he manages the business”. So that’s what I did. Upon seeing my augmentation, he offers me a job: take out the drug dealer on the platform below in exchange for some high explosives. I decline the offer; I didn’t sign up to do anyone else’s dirty work. Upon reflecting on his method of payment, it’s pretty obvious that the only path forward is through the blocked hallway. After turning the water back on and clearing the path, a nearby bum tells me that there’s a secret passage in the women’s restroom. The NSF moved “a bunch of barrels” through there an hour before I arrived. The secret passage is opened via keypad under the sink. Owing to my inability to tell the difference between the men’s room and the women’s room, I find myself in the men’s bathroom. There’s a junkie here named Lenny, and he’s in bad shape. He threatens to blow me up unless I can get him a fix. As luck would have it, I picked up some drugs in Hell’s Kitchen. Here is where I have a brief moment of internal crisis. Do I really want to be a low-level drug dealer? Is that why I play video games? I already blew through the passage, so I don’t really need more explosives. But then again this is Deus Ex, and I’m certain that there will always be a need for explosives. I tell my conscience to shut up and trade the drugs for a LAM. It’s only as I’m writing this I realize I never did anything about the drug dealer on the platform. Oops. Maybe Lenny will live to take a hit another day. 

Downward towards the Mole People! The secret passage takes me to another closed-off section of the abandoned subway tracks. In these depths are more bums, barrel fires, and patrolling NSF troops. In one corner, a kid and his dog are standing by a barrel. Two NSF troops stand nearby, talking to themselves. From my best estimation, the enemy troops are far enough away not to notice me. I approach the boy and ask him if he’s seen the troops moving any barrels of Ambrosia. He begins telling me his answer when I hear a rapid beeping sound. Yeah, we blew up. As it turns out, those two NSF troops were in range! While I started talking to the boy, they tossed a grenade in my direction, blowing up all three of us. Jerks! I reload my game and decide to try again. This time, I sneak up to the corner and launch a tranquilizer dart at one soldier, switching to my pistol to take out the other. Satisfied that I had cleared the area, I again approach the boy to listen to what he has to say. We blow up. Again. Turns out there was a third NSF soldier that I hadn’t seen the first time. I reload my game again, then equip my pistol and go Liam Neeson on them. Finally, I can listen to the boy! He tells me that the terrorist leader lives down here. He’s got a hidden residence nearby, and the button that grants access to it is hidden; shaped like a brick. I never found it.

Instead I went what turned out to be the opposite direction and find a set of bathrooms. Again, one of them leads to a secret passageway. What is it with cyberpunk terrorists and hiding secret passages in bathrooms? Where do they go when they actually have to use the loo? In short, I wind up in sort of a large hallway protected by two security robots. There’s only one way forward, and it’s through them. I suppose it may be possible to shoot them down, but I haven’t the firepower for it. There’s a manhole cover nearby. Out of curiosity, I check it out and find it leads to a section of sewer. At the end of it, there’s a crate that conveniently contains an EMP grenade. It makes short work of the bots, allowing me to progress. Thank goodness our terrorists hide crates containing live ordinance at the bottom of a sewer!

As I approach the next section, Alex, my tech handler, comes in over the radio to tell me I’m approaching a helibase terminal. It’s connected to LaGuardia airport, and it’s where the NSF is ferrying all the drugs through. He even tells me that they’re close to identifying the person responsible for moving the shipment. Sounds ominous. This would be a story beat that occupies the forefront of my thoughts, but I get distracted by something completely trivial. Look at the screenshot below. Do you see it? If you can, then you know it is nothing other than The Dumpster That Should Not Be.

The Dumpster That Should Not Be

Okay, I realize that this probably wouldn’t bother most people, but it sticks out to me like – well, a dumpster that has no right of being there! Think about what a dumpster is and where you see them in real life. When you go to a strip mall, it’s a long series of shops and storefronts. All the customers go in through the front doors, do their business, and walk straight out again. All the ugly, smelly business goes out the back door to the dumpster. There’s usually a service road where the dump truck drives through in the wee hours of the morning and hauls all the nasty garbage away. In an office complex, it’s on the back end of the building, surrounded by an open expanse of parking lot. Even shopping malls have collection points that allow a garbage truck enough space to maneuver around them.

Why is there a dumpster here? Look again at the screenshot above. I’ve just come to an underground helibase through service passageways and tunnels. This would presumably be where garbage is taken away, but none of the passages I walked through are large enough for a dumpster or a dump truck to drive through. No lifts, no garage doors, no open passageways. Check out the screenshot below: the double doors might presumably be large enough to push a dumpster through, but why would people take their trash out of the office only to have to cart it back through again? It makes no sense! It’s little things like this that make me do a double-take in games. These missed details pull me out of the world just a little bit and make me wonder if the game’s level designer really thought things through. 

Deus Ex is certainly not the only game ever to make these mistakes. Doom, Half Life, and Far Cry have all done the same thing. Crates, vehicles, or other large objects are present in a space where there’s no logical way for them to have gotten there. It’s a sort of spatial anachronism that just eats away at my sense of immersion. Does it really matter? Not at all! But it does shed a bit of light on the evolution of game design as a whole. Years ago, before games had the ability to render believable spaces, they relied on artistic license to convey their setting. When technology started to catch up with artistic vision, there was a bit of an awkward period where it was hard to create semi-realistic environments just right. Details like this and the logistics of how that game world really functioned were overlooked. All it would have taken for some of these areas to make sense would be to place a large garage door on one wall. It doesn’t need to open or to lead anywhere, just serve as a suggestion that the game environment is bigger than what the player can see. Game developers got better at this with time, and it’s just interesting to see what some of the growing pains were. I don’t think it invalidates the experience at all; moments like this are the exception rather than the norm. Anyway, back to our regularly scheduled blog post:

Sneaking Into the Helibase

I’ve been crawling through service tunnels, trying to make my way up to LaGuardia airport to track down some stolen drugs. Right. There’s an atrium before me, surrounded by a series of offices that I need to sneak through. Enemy troops are very active here. At least five of them have patrol routes that take them through or overlooking the atrium. It’s going to be difficult to sneak past all of these guys.

Trying to be the nice anti-terrorist agent, I do my very best to neutralize the guards on patrol in a non-lethal manner. My results are mixed since some of these enemies are quite far away. If I can hit someone in the head with a tranquiler dart, they’re rendered unconscious immediately. Hit them anywhere but the noggin and they panic and try to alert everyone in sight. It’s a challenge to be an accurate shot with the darts, since their trajectory drops significantly over long distances. Trying to factor a the path of a projectile against a moving target makes incapacitating guards at long range a tricky proposition! What usually winds up happening is that I aim too low and land a dart in their upper torso. Victims know the toxin is moving in their body and they’ve got a few seconds to do something before losing consciousness. They panic and run to their allies. In this particular case, there’s an alarm in the base. All they have to do is press the giant red button and everyone comes swarming to that location.

After a few attempts to disarm the base the nice way, I decided the only way to progress was to play for keeps. It’s time to whip out the silenced pistol and take down these terrorists one by one. The downside to this is that fallen bodies alert other soldiers. Now I not only have to neutralize the enemy, I have to clean them up. In a cold and logical way, it makes sense that I would have to do this. How many times have we watched a spy movie and and seen the secret agent drag a body to a closet so they could safely continue clandestine operations? In video game form, it’s really no different. Discovery means failure. Neutralize the target, wipe the evidence, and move on to the next one. The only problem here is that by the time I cleared the area I felt less like a secret agent and more like a twisted serial killer.

Hmm. There were more enemy troops around than I first expected. But my cover is still intact, somehow! That’s a good thing right? With the area clear, I can proceed to the maintenance elevator and go up to the ground level of LaGuardia airport. As I survey the helicopter landing pad one more time, I can’t help but wonder how all of those giant shipping containers got there…