![]() Career is a series of scenarios that I didn’t find terribly interesting, in which you take a pre-built park and spruce it up to complete a set of objectives. Of the three modes, I mostly played in Challenge, which is the closest to classic tycoon games in that you start with nothing and build a park brick-by-brick, but are beholden to loans and a budget and must spend cash to research things like new stores and coaster designs. And it’s kind of a bummer when a fantasy roller coaster game’s algorithm punishes you just for going big. Comparing my designs to the pre-made coasters that were getting riders, the only significant difference seemed to be size. Even if the Excitement heatmap said that more than half of my track had an Excitement rating above 10, even if I switched out the slow cable lift with a linear synchronous motor launch - at great cost - to minimize the time spent getting up the first hill, I’d often end up with Excitement ratings below 1. My first designs had a maximum lateral force of 48 times Earth’s gravity.While my first couple designs had some admitted flaws, like a maximum lateral force of 48 times Earth’s gravity, even my later, more refined designs ran into issues where I couldn’t seem to make the Excitement level go up to save my life. The problem I kept running into, however, was that building an ambitious supercoaster almost never resulted in anything anyone wanted to subject themselves to. For example, you can view a heat map that displays, track segment by track segment, which parts of your coaster are getting your guests pumped and which ones are making them spew a deluxe caramel sundae onto unfortunate passers-by down below. And to Planet Coaster’s credit, it gives you great tools for determining where these ratings are coming from - at least in theory. Fear is more of a balancing act where you want to have some, but not too much. Each coaster, once tested, is given ratings for Excitement, Fear, and Nausea. It gives you great tools for determining where ratings are coming from.To a degree, it makes sense. ![]() There was just one problem: I could build the coasters of my dreams, but that didn’t mean anyone would actually want to ride them. And every coaster also comes with some pre-made loops and turns I could mix in, resize, and reposition. I had full control over the slope, turn, and bank of the track, allowing me to create just about any shape I could think of. There are 28 distinct types of coaster to start with, from wooden to chain-lifted steel to hydraulically launched, each with different behaviors and track restrictions. Produced with the cooperation of the Golden Museum, The Akisqunuk First Nations and the Secwe'pemc Tribe.The coaster editor may be the best example of Planet Coaster’s spirit of freedom and experimentation. We are grateful to these First People for allowing us to work and play in their territory. ![]() The Secwe’pemc (pronounced Se-KWEP-umk-wh) is the name of the Shuswap Tribe in the Shuswap language and they live on reserve land near Invermere, BC. Historically, other Indigenous peoples also harvested, hunted, fished and settled seasonally within the area, including the Shuswap peoples who for centuries have travelled to and inhabited the Ktunaxa homelands. The Indigenous people moved upon this land 14,000 years before the arrival of the first European people. They moved through this area in cycles with the seasons, gathering and hunting as they went. Ktunaxa (pronounced tun-a-ha’) is the name of the Kootenai Tribe in the Kootenai Language. Akisqnuk First Nation (called Akisqnukniks in Ktunaxa) are people of the Ktunaxa Nation, located near Windermere, BC. As far as your eyes can see and your feet can walk you are upon the territory of the Ktunaxa Peoples and the Métis Nation Columbia River Society.
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