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  • Friendly Fandoms: With Planet Coaster.
  • Goddamned Bats: Vandals. Unlike in RollerCoaster Tycoon, these aren't just guests who stepped in puke and trash too much. These are guests that are randomly generated with the "Vandal Outbreak" event with the intention of screwing around in your park and demolishing property. You'll either have to select them manually and select the "ban" option, or have security guards do it automatically.
  • Low-Tier Letdown: Yup, there are still rides that are absolute trash just like in RollerCoaster Tycoon, often the same ones.
    • The Ferris Wheel is still as useless as ever. And given its height, it's folly to attempt to give it rain coverage as well.
    • The Teacups and Top Spin rides are notorious for their high Nausea rating compared to its low Excitement rating.
    • The Alpine, Mini, and Monorail coasters all have trains with low capacity and low stats, making them unsuitable for being the cash cows other roller coaster types usually are.
    • Even with the guests being smarter and more cognitive of their surroundings, Elevators are still useless, since you can't charge much for them due to their poor stats and it's always simpler to build ramps going up and down. Don't even think about building a tower-style Elevator! If there is one in a scenario, demolish it.
  • Nightmare Fuel: If you manage to drown or kill a guest or guests, you can see their spirits fly away with a Ghostly Gape.
  • Scrappy Mechanic:
    • A mild example can be found in the loans. You can only take out two loans at once, at randomized intervals and interest rates. When you deposit money back, you cannot renege and take the money again.
    • Not being able to relocate structures and shops; you need to destroy them and place a new one. This is mitigated by the fact that there's no net loss in doing so, but it's still a replacement structure with new statistics and potentially a new name.
    • Partial walls block the entire grid like a regular wall. This is more noticeable when it comes to shops where the Hauler can't reach the stall properly, or if a pre-made ride blueprint somehow doesn't allow guests to enter it.
    • Pretty much all the later scenarios in the Taste of Adventure DLC have the bonus objective of not building anything while the game is paused and not using any blueprints for track rides, making them unnecessarily more difficult and time-constraining, especially when other objectives in the same scenarios involve building roller coasters with excitement quotas.
  • That One Level:
    • Adventure Island is the first scenario that will give players trouble. It's a pre-established park with a few rides. Immediate action is needed to fix a few design problems the park currently has. The shops are located far away from the main depot with no supplementary depot to support them, resulting in redundant Haulers roaming around the park, bringing down the immersion stat and generally being inefficient. There's a long winding road that leads to nothing but a useless elevator that charges no fee that would serve no fiscal purpose. The existing roller coaster, King Bee, has decent stats, but atrocious throughput with block brakes that hamper how many trains the ride has. There are a limited supply of indoor rides available at the start and it rains heavily here. If one doesn't address these issues at the start of the scenario, the player is going to hit financial problems.
    • Orchard Acres is a park split in two, and you don't initially have building rights above the area in between (you need to unlock it by getting a certain number of guests in your park first). You can't just block one section and focus solely on the other; you need to dedicate a number of rides for both areas to help your park rating.
    • Hickory Hill and Kaiserberg restrict the building height for rides, so in order to build decent roller coasters you need to heed this building height or build underground (itself having limited building rights). You'll need to be creative to avoid financial ruin. Kaiserberg in particular becomes difficult due to the fact that guests are a lot poorer than in other scenarios, so they'll be more prone to leaving your park.
    • Disaster Peaks is the next incarnation of "Ivory Towers", with trash and vandalism everywhere. The bigger problem is the layout, as one area of the park has basically no rides. If you don't block this area off, guests will get lost and unhappy.
    • Brimstone Peak not only comes with the dreaded "Price Satisfaction Rating" quota, which can really put a dent in your profits and takes forever to change once you've applied lower fees, but also comes with the "Without building while the game is paused" caveat, meaning that whatever construction you do in this mission has to be done while the game is still running, which is a death knell to the construction of complicated tracked rides. At least you can still use pre-made blueprints to bypass this limitation, but the Timed Mission isn't generous.
    • Celeste Mountain seems like an easy scenario at first glance but many players soon learn that not only it's much harder to attract guests but one of the objectives (albeit optional) features the dreaded "Without building while the game is paused" challenge meaning that managing guests, rides, and especially budget will test your patience even when spamming tons of Shuttle Looping Coasters, Carousels, Go-Karts and Advertisements. And with the cost of buying land being expensive and researching the rides/stalls are mostly randomized, this scenario ends being more luck-based than usual especially with the pesky vandals event.
  • Visual Effects of Awesome: Despite the low-poly aesthetics, once camera is unlocked with this mod or by using the coastercam, the game surprisingly has a neat detail on the 3D objects.

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