The cruellest RollerCoaster Tycoon park created
eurogamer.net
eurogamer.net
https://rumorsontheinternets.org/2010/10/14/magnasanti-the-l...
Taking simulation games to their logical extremes is a wonderful, time-honored tradition.
Apparently I'm not the only one who just enjoyed crashing stuff and torturing the guests in the park:
I put more time into transport tycoon, where there was a neat truck you could pull on competitors - build a level crossing over a road route, and stick a cheap rail engine on it going back and forth, ignoring signals, destroying buses and murdering their passengers.
Ah, to be young again ...
https://www.reddit.com/r/gaming/comments/uxpil/ive_been_play...
https://www.reddit.com/r/theeternalwar/comments/uzm4w/took_5...
I wonder if the author is aware he's created what amounts to a huge Westworld joke? (No spoilers, please.)
It's not for you to know.
As I get older and life has more responsibilities, at times I miss being able to completely immerse myself in a game like this for hours on end.
> As always, before the warmind and I shoot each other, I try to make small talk. 'Prisons are always the same, don't you think?' I don't even know if it can hear me.
There’s some thinking about the same problem (although from a human point of view) in this Stack Overflow question:
So if you want to have a harder maze than that, you must visit each cell more than once. i.e. lots of backtracking.
If you have N dead ends (i.e. leaf nodes), the node before them must be visited twice (down and back up again). The previous node can be visited at most 4 times (in, down and back for each edge, and back out again). Past that, limitations due to geometry will slow down the growth of possibilities.
Source I read the x86 assembly.