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Many of the earlier parks gave you less time for the same guest count or required more guests in the same time (including one of the starting scenarios), and the scenario immediately before it was That One Level.
The original has Thunder Rock, the final scenario, where you must have 900 guests in your park in 4 years. Breather Level: Each of the three level packs in the first game has at least one:. You get it by completing every single scenario on the list, and it's essentially a far more stabilized version of Megaworld Park, although some people still consider it inferior. An actual park exists in Classic as well: Tycoon Park. RCT Classic gives you the option of making a true sandbox level by combining Mega Park's "have fun" goal with Megaworld Park's unlimited cash. For some, Micro Park became this, not for the scenario, but for sandbox play in general, since the minuscule size allows for "dream parks" to be completed rather quickly. There's a lot that can be done in the vast space of beauty. Blocking off some of the pathways in Evergreen Gardens and Magic Quarters at the start of the scenario to prevent guests from getting lost allows for a smoother transition of construction for the generously large parks. The maximum loan is $50,000, the land is wide (and can be expanded), and there's a lot one can do in that giant lake. Leafy Lake in the original is memorable too and none too difficult. (Being one of only five parks in the entire list of eighty-plus scenarios that gives you the Steel Twister roller coaster, one of the best coaster types in the game, right from the start doesn't hurt either.) The park comes with two decent pre-built roller coasters, and has access to every single ride and attraction in the game, when research is all maxed out. Funtopia in Corkscrew Follies is a readily accessible example. However, the guests will prefer intense roller coasters, and the objective is to prevent the park rating from falling below 700, so you'll be spending time multitasking between building very intense rides and keeping the guests happy. Extreme Heights in the second game is another infinite money level, but here you get a gigantic piece of land to work with (nearly 150 x 150) and a mountainous region, allowing for plenty of creativity in how your rides are laid out, making it among the best of the infinite money scenarios. In fact, some people prefer Megaworld Park over Mega Park because of the fact that the former is an "infinite money" scenario and the fact that Megaworld Park and Mega Park are the same exact park, but it looks like Megaworld was made before Mega Park, as there are empty pathways and gates as if rides were already there.
Otherwise, the park is relatively well-established. Even better in RCT2 and Classic, where your main worry is just modifying the rides so they don't crash. there are a lack of stalls, restrooms, and such), but once everything is fixed, you can modify it to include more rides. Its sequel, Megaworld Park, is overall a fun endgame level where you have to make a bunch of adjustments to the park in the beginning (i.e.Vertigo Views from Loopy Landscapes introduces the "Make X amount of ride income" scenario, by giving you a bunch of land and a huge Hypercoaster.Still, once they're done, they're basically entire sandboxes. Although, they do have a caveat where if your park rating falls low enough and you can't raise back up, your park gets closed down. Loopy Landscapes introduced parks that gave you infinite money, such as Arid Heights, letting you exercise the custom roller coaster designer to its fullest and generally build an enormous park with no financial worries.Bermuda Shorts and Surf Shack in Soaked!.