I was about to say this. I use the maze in places that no other ride could fit. And if you like to build densely packed parks, you will have alot of little spots to fit these
@@TesseraCraft That's my main use for them, custom micro mazes made to fit into tight spaces. Those designs to see use later on due to their small size as well, so they see a surprising amount of use.
@@Kafj302 it would probably cause issues if guests are trying to go directly to the ride the maze leads to, and some guests would avoid the mazes if they prefer more intense rides. I wouldn’t do it unless there was also a path connecting to the entrance and exit.
Imagine if mazes did need to be repaired due to vandalism, such as guests forcing their way through the hedges to create shortcuts, which creates additional paths.
Amazing that the same guests who can smash a stone slab bench in half and bend steel lamp posts over cannot (or will not) wack some bushes out of their way.
When I was young and this game came out, I noticed how bad the guests (weren't even known as peeps yet) were at solving mazes (the very first mazes only had hedges). So I spent a sizable part of my off-time one school year, working out no-dead-end mazes for them that were only 5x5 big tiles... Ended up basically designing an entire alphabet of letters I could make out of the filled tiles. And a couple variations of dice numbers I could make, with holes in them where scenery could fit. Then I got an official strategy guide, and learned that even a little 2-tile maze boosts your guests happiness enough to make it worthwhile, AND when you've got a full park going, it doesn't hurt to give guests who've "run out of money" a maze as an option. ;) Unfortunately I lost the font (as I later learned the alphabet to be called) but I DO still have some isometric graph paper around (made it myself in MS Paint) with the dice patterns and the non-letter mazes inked in. I've come a long way in my design capabilities since the 90s, but I still go back to some of the 5x5 can't-lose mazes I made way back then, when I want a good looking maze, that peeps can still do... Even though nowadays I can make ridiculously complex LOOKING mazes these days, that guests still can't fail. lol
You spent your off time as a kid categorizing 5x5 mazes? Let me guess, you later majored in math in college, didn't you? Many such cases! (Seriously, though, a rigorous study of this could probably be a paper in combinatorics. Given the similarities between mazes and space-filling curves it, probably even has applications to some very interesting high-level analysis research.)
@@arKiteX3 I wish... Normal school bored me, and I WAS top-score in math at the entry exams for my chosen college, the year I applied for some web design classes... BUT, the longest held job was as a barista, for just under 5 years. Before that, I went through 5 entry-level jobs in about 6 years. Lost all of them because of miscommunication issues due to my ASD. Thank you for the smile though, I very much appreciate the levity. :) "If I didn't laugh, I'd cry" comes to mind. lol I hope you have a great week. :D
Haha i recently started rollercoaster tycoon 2 again after watching some videos of this channel and its actually pretty funny the small details guest do , like taking random pictures or just stop somewhere to look at the ride or scenery
The guest remover "death maze" is also OP for the fact that in pay for entry parks, it's an easy way to get them out, and with the way they're removed, the game basically instantly respawns them, cash refreshed. While removing guests for scenario play might not be the best idea for some scenarios, it's an amazing advantage for those it works on.
1:43 Imagine if you were lost in the maze with an entire queue behind you, all impatiently waiting for you to get out, because the owner restricted it to one person at a time. Anxiety level 9,000.
I wonder if you could use a maze as a sort of transport ride? As in, making guests pay to walk along a shortcut from one part of a park to another rather than just building a path. Yes, it would be one-way (unless you built two mazes next to each other in each direction), but it might also help redistribute crowds into deeper parts of the park while also making some pocket money on the side.
@@sirrliv I think actual transport rides or even rollercoasters are both better money makers and quicker at that job. Monorails especially are really strong.
@@Game_InSky Yeah, but the advantage to mazes is their size; normal track rides require the station buildings to jut out to the side, whereas the maze has them at each end and is otherwise 1 tile wide. I guess it's less a "transport ride" and more a "paid path" at that point, but the concept stands. And scrolling through the comments, I'm not the only one to come up with this. Alternately, just build a 1x3 maze and use it as a toll booth.
@@sirrliv In parks where you're so tight on space you'd consider using mazes as a transport ride, I don't think will be big enough to warrant a guest transporter.
i love how each one brings 40 "yo you wanna go to this new park, it has this cool maze" "nah i dont like that one" "it also has this maze thats exactly the same" "oh shit lets go"
I actually make "fake" mazes that look nice but are actually just a straight line, that way guests cycle through the maze at a very consistent rate while still looking maze-like. I also like to make fake side paths in the maze so that the entire space isnt just a squiggly line, where you punch in a section that guests could never access in the first place.
I think it's worth mentioning that if you want to make a maze larger than 1x1, but still want to optimize it's throughput, you can make a decent looking but still effective setup by making a "labyrinth". A route with no dead ends that just winds through can look just as good as a proper maze, but have the advantage of a maze that's mostly inaccessible; the guests can't get lost and will walk straight through it... but because the *path* wanders it at least appears like they're wandering a maze.
Could you in theory use the maze dropping guests into the void to filter out guests with a low ride intensity preference? If it can work like that, I suppose you could line a few dozen up at the park entrance and have all your guests pass by all of the maze entrances to increase the chances they'll go in. All the guests that generally prefer intense rides would ignore it while most guests that happen to like low intensity rides will go in.
I imagine that the most optimized difficult maze now would be one where it's basically a big binary tree. Like it just keeps forking one path into two over and over until you have like 4096 different branches and only one path actually leads to the exit.
I like to use to the prebuilt with 64 occupancy as a great guest reservoir, and you can funnel them deeper into the park, forcing more even distribution to the less traveled pathing in the back. So yea, I don't really see it as a spectacular throughput/revenue generator, but it does great cutting down on the "It's Too Crowded" and forcing them to walk by my newer rides that naturally are built further away from the entrance.
The mazes are useful for making “toll bridges”- they count as rides for attracting guests, can connect over terrain, and only need to be at least one tile wide. The throughput is surprisingly large if you keep these bridges small and as I said, only one tile wide. Use it to connect two areas with a lot of traffic. Guests who prefer low intensity rides will use it frequently and they will have to pay every time they cross.
i didn't start building custom mazes until a few months ago. I have no idea why i thought it would be difficult. They're so much fun to fill up weird voids in your park. Especially when it's long and skinny.
Props to Marcel for waiting until a guest completes the maze just to include it in the video. There's another clip at the end where two guests complete it back-to-back.
It would be more viable if it had a roof. This is basically what I value in flat rides above all else. Also, it seems that Vinesauce Joel's "Don't get lost" blueprint was the most effective maze design all along.
It wasn't until recently that I started trying to add roofs to some things and making my own buildings with the scenery walls and such. Even made a lil food court into a singular building type thing like in most amusement park food courts. And I think I did that in the Sherwood Forest scenario. Wanted to make it look like a medieval village.
I once made a single hedge maze that covered ALL of the water in Leafy Lake. Neat trick: You can use OpenRCT2 cheat codes to bump the max people on ride to 255.
The fact that it would take guests longer than the age of the universe to solve the maze shown at 8:31 is absolutely mind-boggling to me. Like that would literally be where guests would go to something equivalent to hell. Just trapped for essentially eternity in a "maze" that looks exactly the same throughout the whole thing.
I've been binge-watching your videos and I love how you explain nonsensical stuff about RCT2 while talking with absolute seriousness and by weighting your word. Keep up the good work!
I remember starting a scenario with low-intensity guests. I made a maze exactly 1 square and no maze (literally just 1 empty square they walked right through). Every customer loved it. Eventually I had a couple hundred of them until I ran out of map space and created the worlds most successful, high rated park in roller coaster tycoon history. No maintenance, no breakdowns, no guests throwing up, no guests rejecting the ride...just infinite happy customers forever.. Things only took a down turn when it rained but everything picked right back up immediately after....Made a killing in umbrella sales though, seeing as I maxxed out the guest numbers. Good times...good exploits
I once created a 6x6 blank maze. Literally one whole open maze. No turns. You could walk in and literally see the exit 6 blocks over. Guests still will turn and go all different directions, try and jump over bushes that aren't there, and still get lost.
This was so helpful. What a fabulous way to get guests out of the park without killing them and affecting the park rating. I built a few of these 1 tile mazes in some high traffic areas and got rid of 1000 people pretty quickly. It’s not quite as satisfying as drowning people but it’s automated 😆
My thing for mazes in Micro Mazes, not the three-tile maze, but custom mazes made to fit into tight spaces, these saved designs see a surprising amount of use later on, even after the park that they were designed for was beaten.
I think you could optimize the throughput by making the 1x1 maze in the corner form and then blocking out the quarter tile that isn’t connected. That way guests won’t get lost in the 1x1 square occasionally
I only just started playing OpenRC2 about two weeks ago (after a lengthy amount of time playing RCT1 as a kid - furthest I've ever gotten was the tiny park level. Did beat it at one point). Got recommended your videos about a day later, and boy howdy have your mechanics breakdowns and overviews helped me realize how much of a generous fool I was as a youth. No more, now! I shall make rollercoasters that are both intense and rideable! Exciting yet not absurd! I shall forsake the Golf Course, and embrace the glory of the Corkscrew! In seriousness, your videos are great and they've helped me improve quite a bit. Currently playing the Crazy Castle scenario, giving the main RCT1 parks a bit of a break for now, and your videos (and that helpful calculator Shottysteve made) are making an already pretty breezy-looking scenario even breezier. Right now my only issue is that I'm gouging my guests for all they have and I don't have the ATM. Yet. Currently keeping guests in the park with a free car ride and nothing else. In short, thank you Marcel. Something, something, batman hero need/deserve quote.
I'm fairly new to this channel, mostly just out of nostalgia from RCT2, and I never expected this kind of stuff from the maze ride xD Surprisingly interesting..for those inclined to subject their guests to new and unusual psychological warfare.
it is said, that he is still waiting for the first guest to solve the left indented maze on a 256x256 map. Fun thing about old games is how they all work in 8 bit multiplicities'
I know guest behavior was mentioned in the ATM video, but I want a in depth video on all guest behavior. How do they “act upon” certain thoughts, like “This park is really clean and tidy” Do guests act differently if they have a map/coupon for food?
Something you can do with the maze is make a straight path to the end and then make a bunch of unconnected paths around it. That way, the guests will go through easily, but you still have an exciting and good looking large maze.
I have never played RCT before but I love your videos. I also want to play the game now. I always wanted to back in the day. Initially we didn't have a good enough PC, and by the time we did I was well and truly obsessed with Morrowind. I'm surprised RCT2 hasn't gotten the Age of Empires 2 DE treatment.
Imagine if you could make a ramp up and down in the maze, so you could just make a stack of those left and right hand mazes and just have guests in there for year. The maze should have a higher guest count.
@@martabachynsky8545 imagine a branching maze, where say one path leads to floor two and one leads to floor three. i wonder how long it would take the guests to exit the ride. all your guests in one places, and at the end you just let them fall into the void.
@@Kafj302 The multilevel maze sounds great, although I don't have the motive of keeping them in there forever; I just like the idea of it. I also wish you could put decorations in the maze for a "theme" like the corn mazes some communities have, and I wish there were a small "prize" like a badge/button at the end of the maze for the guests. As to the voiding, I rarely kill the guests; only the red-faced vandals who cause a lot of damage before I notice. Cheers.
I usually just build mazes that are one long single path - can do it either with or without turns, but no side paths off the main one. Gets the stats and guests still get through pretty quickly, Also in open RCT2, if you turn the operating limits off, you can actually get up to 255 guests in the maze at the same time.
When they changed guests behavior in mazes, i feel like they might as well could have gone all the way, and make it 50/50 chance for them to either always go left, or always go right. Then the mazes would actually get a steady throughput, without having to build mazes in a certain way to achieve it.
I think their thought process was to not change too much about the game itself, just fix bugs and make enhancements. That seems like changing the original design overall as where the left indent just seems like a bug.
@@zenverak As i see it, it wasn't a bug but flawed pathcoding that they changed. And with the "simple" solution i propose, people will still be all over the maze, cross each others paths etc. I really dont see that changing the original design more than the latter. Unless the original intention really was to have people being lost in a maze for hours, get in a bad mood, and leave the park when they finally get out.
I think it was a mistake to fix this in OpenRCT - I am fairly sure the difference in chance was entirely intentional, not an accident. People tend to choose to turn right more often than left on forks. A lot of corn mazes are intentionally designed to make you stray further into the maze when turning right. This is why it is often said that you can solve them quicker if you keep turning left.
I love to use mazes as a way of guest storage as well as a way to utilize land that’s being occupied by a ride. I also remove all the walls since the guests are just so bad at path finding that no walls is just as confusing to them.
If I'm going for aesthetics, I make a maze with a linear path from entrance to exit, make the rest like normal, but make the rest inaccessible, so guests solve it easily, but it still looks nice, and improves stats.
I play rct classic on my phone, so building custom rides can sometimes be... tedious. I'm still just not very good at scenario play either, so I'll try to remember the mini mazes trick next time I start one with a guest goal!
Guests get VERY confused by mazes with more than one route to solve, so to make a maze that can be solved quickly, I do think the way Marcel suggested is the best.
One day on openrct2 multiplayer, I made a brick wall maze that was just a big empty space with the exit blocked off. I set the max number of guests to a ridiculous number with cheats, named it "prison", put a few mr. bones around it for the lulz and left it for a bit. When I came back to see how many guests were trapped, another player had built paths over the top of the prison maze and put a bunch of security guards up there. I wish I thought of that.
8:42 this is lowkey crazy when you realize it takes THAT much for AI to solve a long ass maze. With that been said, I think its worth seeing how much time it takes in real-time for 1 guest to solve a maze like that in the vanilla RCT2 (if its even possible).
I can throw you one more. I checked, limit of guests is applied only in gui, so if you use something like cheat engine to raise limit to 999 guests at once, you can have unlimited guys running that thing in circles.
Can I just highlight how amazing it is that even in a single tile maze, some people still stop and jump to try to see over the walls to find the exit.
And jump with excitement when they exit.
@@DraconisMarchVII You know.
With their (old) AI, I wouldn't be surprised if they would still get lost. XD
They aren't looking for the exit. They're checking in case they missed the entrance to the actual maze.
Don’t you mean: how aMAZEing? XD
@SryBut modern aaa ai would definitely get lost lol
The maze might not be a great money maker, but building mazes that wrap around other rides is so satisfying!
I was about to say this. I use the maze in places that no other ride could fit. And if you like to build densely packed parks, you will have alot of little spots to fit these
@@TesseraCraft That's my main use for them, custom micro mazes made to fit into tight spaces. Those designs to see use later on due to their small size as well, so they see a surprising amount of use.
why not make two mazes, one to enter ther ride, and one to exit. one do it with another ride that can't break down, and you have money flowing in.
@@Kafj302 it would probably cause issues if guests are trying to go directly to the ride the maze leads to, and some guests would avoid the mazes if they prefer more intense rides.
I wouldn’t do it unless there was also a path connecting to the entrance and exit.
"Death Maze" at 5:00 just devouring and dumping out guests is absolutely hilarious
Imagine if mazes did need to be repaired due to vandalism, such as guests forcing their way through the hedges to create shortcuts, which creates additional paths.
Amazing that the same guests who can smash a stone slab bench in half and bend steel lamp posts over cannot (or will not) wack some bushes out of their way.
Steven M: "I've been stuck on Maze 1 forever. I want to get off Maze 1. >:-C "
* breaks through hedge *
Maze 1: * explodes *
And then the staff gets lost too
That's a great way to fix the unsolvable maze problem! They'll just tunnel to the exit eventually!
Guest: is too stupid to follow one wall
Vandal Guest: OH *YEAH!*
Holy cow, at 7:10 one of the guests actually solved the left indented maze
Still managing to thwart the gimped AI even with all the odds stacked against them... I'd say that guest _earned_ the right to escape.
When I was young and this game came out, I noticed how bad the guests (weren't even known as peeps yet) were at solving mazes (the very first mazes only had hedges). So I spent a sizable part of my off-time one school year, working out no-dead-end mazes for them that were only 5x5 big tiles... Ended up basically designing an entire alphabet of letters I could make out of the filled tiles. And a couple variations of dice numbers I could make, with holes in them where scenery could fit. Then I got an official strategy guide, and learned that even a little 2-tile maze boosts your guests happiness enough to make it worthwhile, AND when you've got a full park going, it doesn't hurt to give guests who've "run out of money" a maze as an option. ;)
Unfortunately I lost the font (as I later learned the alphabet to be called) but I DO still have some isometric graph paper around (made it myself in MS Paint) with the dice patterns and the non-letter mazes inked in. I've come a long way in my design capabilities since the 90s, but I still go back to some of the 5x5 can't-lose mazes I made way back then, when I want a good looking maze, that peeps can still do... Even though nowadays I can make ridiculously complex LOOKING mazes these days, that guests still can't fail. lol
Love the idea of spelling words with a few mazes in my parks! Thanks!
Thats so cool!
I'd like to see a video of what you got and done of your parks
You spent your off time as a kid categorizing 5x5 mazes? Let me guess, you later majored in math in college, didn't you? Many such cases!
(Seriously, though, a rigorous study of this could probably be a paper in combinatorics. Given the similarities between mazes and space-filling curves it, probably even has applications to some very interesting high-level analysis research.)
@@arKiteX3 I wish... Normal school bored me, and I WAS top-score in math at the entry exams for my chosen college, the year I applied for some web design classes... BUT, the longest held job was as a barista, for just under 5 years. Before that, I went through 5 entry-level jobs in about 6 years. Lost all of them because of miscommunication issues due to my ASD.
Thank you for the smile though, I very much appreciate the levity. :) "If I didn't laugh, I'd cry" comes to mind. lol I hope you have a great week. :D
I never realized that the guests jump to see over the walls! That's so endearing somehow.
They are trying to cheat! (and failing at it horribly) That's not endearing, we should lock them up.
The best one is the guy at 10:10 jumping over to see... the straight ahead path he was on
Haha i recently started rollercoaster tycoon 2 again after watching some videos of this channel and its actually pretty funny the small details guest do , like taking random pictures or just stop somewhere to look at the ride or scenery
The guest remover "death maze" is also OP for the fact that in pay for entry parks, it's an easy way to get them out, and with the way they're removed, the game basically instantly respawns them, cash refreshed. While removing guests for scenario play might not be the best idea for some scenarios, it's an amazing advantage for those it works on.
When one sacrifices to the Void consistently, the Void will be generous in return.
The Good Old Park Entrance into Maze of Death, max cost, instant death. Just watch as the dough rolls in and go AFK for the rest of your life.
1:43 Imagine if you were lost in the maze with an entire queue behind you, all impatiently waiting for you to get out, because the owner restricted it to one person at a time. Anxiety level 9,000.
Mazes are great for filling in unusually shaped areas, I always just make them a single convoluted path so it looks like a maze but isn’t
I wonder if you could use a maze as a sort of transport ride? As in, making guests pay to walk along a shortcut from one part of a park to another rather than just building a path. Yes, it would be one-way (unless you built two mazes next to each other in each direction), but it might also help redistribute crowds into deeper parts of the park while also making some pocket money on the side.
@@sirrliv I think actual transport rides or even rollercoasters are both better money makers and quicker at that job. Monorails especially are really strong.
@@Game_InSky Yeah, but the advantage to mazes is their size; normal track rides require the station buildings to jut out to the side, whereas the maze has them at each end and is otherwise 1 tile wide. I guess it's less a "transport ride" and more a "paid path" at that point, but the concept stands. And scrolling through the comments, I'm not the only one to come up with this. Alternately, just build a 1x3 maze and use it as a toll booth.
@@sirrliv In parks where you're so tight on space you'd consider using mazes as a transport ride, I don't think will be big enough to warrant a guest transporter.
RCToll road.
i love how each one brings 40
"yo you wanna go to this new park, it has this cool maze"
"nah i dont like that one"
"it also has this maze thats exactly the same"
"oh shit lets go"
I actually make "fake" mazes that look nice but are actually just a straight line, that way guests cycle through the maze at a very consistent rate while still looking maze-like.
I also like to make fake side paths in the maze so that the entire space isnt just a squiggly line, where you punch in a section that guests could never access in the first place.
I think it's worth mentioning that if you want to make a maze larger than 1x1, but still want to optimize it's throughput, you can make a decent looking but still effective setup by making a "labyrinth". A route with no dead ends that just winds through can look just as good as a proper maze, but have the advantage of a maze that's mostly inaccessible; the guests can't get lost and will walk straight through it... but because the *path* wanders it at least appears like they're wandering a maze.
Could you in theory use the maze dropping guests into the void to filter out guests with a low ride intensity preference? If it can work like that, I suppose you could line a few dozen up at the park entrance and have all your guests pass by all of the maze entrances to increase the chances they'll go in. All the guests that generally prefer intense rides would ignore it while most guests that happen to like low intensity rides will go in.
That's brilliant! I'm gonna try it
Ah yes the good ol' RCT Eugenics tactic of sorting guests by their intensity preferences.
"I'm not allowed to enjoy cheaparse gentle rides? Guess I'll just cease to exist then"
Sounds like a way to filter guests who refuse to go on my 15 intensity roller coaster
Another idea is to split the park into "intense" and "gentle" halves, and the only way to enter the gentle section is to pass through a 1-tile maze.
I imagine that the most optimized difficult maze now would be one where it's basically a big binary tree. Like it just keeps forking one path into two over and over until you have like 4096 different branches and only one path actually leads to the exit.
1:36
*Enters a room, pulls a box down off the shelf and opens the lid to reveal about 25 guests inside*
This guest storage method is amazing!
I love how most (if not all) of the mazes are called "death maze". But the one maze that kills, that one is "maze 2"
I wish I could be as excited about things as guests leaving a single tile maze.
3:57 Joel would be proud.
"DONT GET LOST was great!"
I like to use to the prebuilt with 64 occupancy as a great guest reservoir, and you can funnel them deeper into the park, forcing more even distribution to the less traveled pathing in the back. So yea, I don't really see it as a spectacular throughput/revenue generator, but it does great cutting down on the "It's Too Crowded" and forcing them to walk by my newer rides that naturally are built further away from the entrance.
HOLY SH!T lol that maze at the end that took up the whole park... first time I've ever felt bad for non-sentient sprites (the guests) in my life haha
It's just a bunch of pixels, but my jaw dropped 😂
@@peterpop-off You two haven't seen some of the other videos here, then :)
The mazes are useful for making “toll bridges”- they count as rides for attracting guests, can connect over terrain, and only need to be at least one tile wide.
The throughput is surprisingly large if you keep these bridges small and as I said, only one tile wide. Use it to connect two areas with a lot of traffic. Guests who prefer low intensity rides will use it frequently and they will have to pay every time they cross.
i didn't start building custom mazes until a few months ago. I have no idea why i thought it would be difficult. They're so much fun to fill up weird voids in your park. Especially when it's long and skinny.
Marcel, on Left-indented maze: Guests will have a lot of trouble solving it.
Peep at 7:14: I’m going to ruin this man’s career and finish it!
ikr fkin hilarious
Props to Marcel for waiting until a guest completes the maze just to include it in the video. There's another clip at the end where two guests complete it back-to-back.
It would be more viable if it had a roof. This is basically what I value in flat rides above all else.
Also, it seems that Vinesauce Joel's "Don't get lost" blueprint was the most effective maze design all along.
Would you mind telling me where I could see it?
Is it just a 1x1 maze?
@@chillinchum ruclips.net/video/KB5E_qGjk9A/видео.html
It wasn't until recently that I started trying to add roofs to some things and making my own buildings with the scenery walls and such. Even made a lil food court into a singular building type thing like in most amusement park food courts. And I think I did that in the Sherwood Forest scenario. Wanted to make it look like a medieval village.
I once made a single hedge maze that covered ALL of the water in Leafy Lake. Neat trick: You can use OpenRCT2 cheat codes to bump the max people on ride to 255.
Is that "unlock operating limits?"
@@nthgth Yes.
The fact that it would take guests longer than the age of the universe to solve the maze shown at 8:31 is absolutely mind-boggling to me. Like that would literally be where guests would go to something equivalent to hell. Just trapped for essentially eternity in a "maze" that looks exactly the same throughout the whole thing.
I've been binge-watching your videos and I love how you explain nonsensical stuff about RCT2 while talking with absolute seriousness and by weighting your word.
Keep up the good work!
5:49 I like how the nauseous guest's slower movement speed affects his falling speed too
It also affects drowning speed!
Another aMAZEing video, thanks Marcel!
Shoutout to the blue shirt at 4:01 who managed to get lost in a 1-tile maze.
Blue shirt's just getting his money's worth.
*OpenRCT2 devs this morning* "Oh fug, another maze video. What did he break now?" :D
I remember starting a scenario with low-intensity guests.
I made a maze exactly 1 square and no maze (literally just 1 empty square they walked right through). Every customer loved it.
Eventually I had a couple hundred of them until I ran out of map space and created the worlds most successful, high rated park in roller coaster tycoon history.
No maintenance, no breakdowns, no guests throwing up, no guests rejecting the ride...just infinite happy customers forever..
Things only took a down turn when it rained but everything picked right back up immediately after....Made a killing in umbrella sales though, seeing as I maxxed out the guest numbers.
Good times...good exploits
"It only has one design that's good for scenario play"
Three, if you count placing the exit on the left or the right :D
5:47 is horrifying. never knew mazes had such a dark side
"Trap guests by exploiting they're own stupidity. Which is always fun."
Why I like Marcel. :)
Their*
@@bitemytail Dammit, I goofed. This is what I get for fast typing, and brain going on autopilot, and no proof reading.
I once created a 6x6 blank maze. Literally one whole open maze. No turns. You could walk in and literally see the exit 6 blocks over. Guests still will turn and go all different directions, try and jump over bushes that aren't there, and still get lost.
This was so helpful. What a fabulous way to get guests out of the park without killing them and affecting the park rating. I built a few of these 1 tile mazes in some high traffic areas and got rid of 1000 people pretty quickly. It’s not quite as satisfying as drowning people but it’s automated 😆
My thing for mazes in Micro Mazes, not the three-tile maze, but custom mazes made to fit into tight spaces, these saved designs see a surprising amount of use later on, even after the park that they were designed for was beaten.
I think you could optimize the throughput by making the 1x1 maze in the corner form and then blocking out the quarter tile that isn’t connected. That way guests won’t get lost in the 1x1 square occasionally
I only just started playing OpenRC2 about two weeks ago (after a lengthy amount of time playing RCT1 as a kid - furthest I've ever gotten was the tiny park level. Did beat it at one point). Got recommended your videos about a day later, and boy howdy have your mechanics breakdowns and overviews helped me realize how much of a generous fool I was as a youth.
No more, now! I shall make rollercoasters that are both intense and rideable! Exciting yet not absurd! I shall forsake the Golf Course, and embrace the glory of the Corkscrew!
In seriousness, your videos are great and they've helped me improve quite a bit. Currently playing the Crazy Castle scenario, giving the main RCT1 parks a bit of a break for now, and your videos (and that helpful calculator Shottysteve made) are making an already pretty breezy-looking scenario even breezier.
Right now my only issue is that I'm gouging my guests for all they have and I don't have the ATM. Yet. Currently keeping guests in the park with a free car ride and nothing else.
In short, thank you Marcel. Something, something, batman hero need/deserve quote.
4:13 "DONT GET LOST was great!"
I'm fairly new to this channel, mostly just out of nostalgia from RCT2, and I never expected this kind of stuff from the maze ride xD Surprisingly interesting..for those inclined to subject their guests to new and unusual psychological warfare.
it is said, that he is still waiting for the first guest to solve the left indented maze on a 256x256 map.
Fun thing about old games is how they all work in 8 bit multiplicities'
I always make no-dead-end mazes. Just a tour around rides and statues. People love that. And no vomiting. Which I love.
What i love most about your videos is just how theres always random people wandering around
I know guest behavior was mentioned in the ATM video, but I want a in depth video on all guest behavior.
How do they “act upon” certain thoughts, like “This park is really clean and tidy”
Do guests act differently if they have a map/coupon for food?
Something you can do with the maze is make a straight path to the end and then make a bunch of unconnected paths around it. That way, the guests will go through easily, but you still have an exciting and good looking large maze.
I typically build the Maze where no other ride fits, or as a spammable attraction in pay-for-entry parks to raise my soft guest cap.
There are some beautiful park ideas in this video! Plus, great lifehack with the 'pretty maze design' suggestion :D
I have never played RCT before but I love your videos.
I also want to play the game now. I always wanted to back in the day. Initially we didn't have a good enough PC, and by the time we did I was well and truly obsessed with Morrowind.
I'm surprised RCT2 hasn't gotten the Age of Empires 2 DE treatment.
you made me buy rct2 and i think i only played rct1 20 years ago
i like your content, keep it up, greetings from Germany
I like the fact you can squeeze a maze into weird spaces in.. uh.. less optimised park designs.
I don’t know why, but your videos are very calming and at the same time, very ominous and informative
I felt the brain power meme as you explained the void drop mechanics and why the maze (and other rides) are good for it.
I had gotten an estimate of 11,000 guests per hour for a micro maze, but I hadn't realized it could get as high as the simulated 15,000.
@7:13 They made it! One plucky guest beat the algorithm!
It is extremely impressive how many incidental shots of all different kinds of mazes are in this video!
It's not incidental.
Left indented maze video was how I found this channel a couple years ago and haven’t missed a video since
5:19 lol i lost it there and loled to death. why is that so funny
i love these rideoverviews.
i'd love to see more flatrideoverviews :)
I always make one of these “ice cube tray” mazes. You’re awesome!
Loving the disappointment in your voice that you can no longer make the potentially infinite loop of the left-maze issue.
Can't express enough how satisfying it is to watch your videos!
Oh my god the archaeological dig maze theme idea is so genius!
*Solves the absolutely massive left-handed maze*
*Falls into the void*
BAHAHAHA!!! Or maybe MUAHAHA!
Imagine if you could make a ramp up and down in the maze, so you could just make a stack of those left and right hand mazes and just have guests in there for year. The maze should have a higher guest count.
Yeah, I wish they could implement that feature. It would make mazes much more interesting.
I'm imagining a hybrid maze and mini golf.
@@jefffinkbonner9551 what if you could put a mini golf in the cue line of another ride? that way guests would have something do while waiting.
@@martabachynsky8545 imagine a branching maze, where say one path leads to floor two and one leads to floor three. i wonder how long it would take the guests to exit the ride. all your guests in one places, and at the end you just let them fall into the void.
@@Kafj302 The multilevel maze sounds great, although I don't have the motive of keeping them in there forever; I just like the idea of it. I also wish you could put decorations in the maze for a "theme" like the corn mazes some communities have, and I wish there were a small "prize" like a badge/button at the end of the maze for the guests. As to the voiding, I rarely kill the guests; only the red-faced vandals who cause a lot of damage before I notice. Cheers.
I dont know why, even though i dont Play RTC2 (currently at least) i still enjoy watching these Videos. I find them facinating...
Maybe its the Voice?
I usually just build mazes that are one long single path - can do it either with or without turns, but no side paths off the main one. Gets the stats and guests still get through pretty quickly, Also in open RCT2, if you turn the operating limits off, you can actually get up to 255 guests in the maze at the same time.
Peeps quietly and endlessly falling into the void may now be my favorite aspect of this game
"Making it useful for multiple things in the game, including torturing the guests"
Take my thumbs up good sir
When they changed guests behavior in mazes, i feel like they might as well could have gone all the way, and make it 50/50 chance for them to either always go left, or always go right.
Then the mazes would actually get a steady throughput, without having to build mazes in a certain way to achieve it.
I think their thought process was to not change too much about the game itself, just fix bugs and make enhancements. That seems like changing the original design overall as where the left indent just seems like a bug.
@@zenverak As i see it, it wasn't a bug but flawed pathcoding that they changed. And with the "simple" solution i propose, people will still be all over the maze, cross each others paths etc. I really dont see that changing the original design more than the latter.
Unless the original intention really was to have people being lost in a maze for hours, get in a bad mood, and leave the park when they finally get out.
"Guest Storage Unit" is my new favourite dystopian term.
As kids, we probably had no idea how much we were torturing our guests by making a maze with a lot of dead ends even if it was a small one.
What an aMAZEing video 😀
When the waiting queue is longer and takes more time to pass through than the actual maze...
just like real life
the attracting guest part seems really good actually. I wonder how in this category the maze compares to other rides, the space being similar.
I think it was a mistake to fix this in OpenRCT - I am fairly sure the difference in chance was entirely intentional, not an accident. People tend to choose to turn right more often than left on forks. A lot of corn mazes are intentionally designed to make you stray further into the maze when turning right. This is why it is often said that you can solve them quicker if you keep turning left.
That might be true, but for guests with no memory and no ability to look ahead of their current position this is a fatal flaw.
@@stargate525 fair enough :)
Don't get lost was great!
4:32 so THIS is what investors mean when they talk about hedge funds.
That was way way more interesting than I thought it would be, gotta sub now
I love to use mazes as a way of guest storage as well as a way to utilize land that’s being occupied by a ride. I also remove all the walls since the guests are just so bad at path finding that no walls is just as confusing to them.
If I'm going for aesthetics, I make a maze with a linear path from entrance to exit, make the rest like normal, but make the rest inaccessible, so guests solve it easily, but it still looks nice, and improves stats.
Correction - The maze tile is a quarter tile, not a half. By the way, amazing video!
I love these videos they are just interesting to watch while I eat my dinner
I play rct classic on my phone, so building custom rides can sometimes be... tedious. I'm still just not very good at scenario play either, so I'll try to remember the mini mazes trick next time I start one with a guest goal!
Nobody:
This guy: here's a review of an asset from a tycoon sim from the 90s.
Rct never gets old
I make mazes that have no dead ends, it keeps the the throughput consistent and nobody gets lost and angry.
Can't wait for the live stream on trying to find the guest that solves the map-filling maze in real time.
Guests get VERY confused by mazes with more than one route to solve, so to make a maze that can be solved quickly, I do think the way Marcel suggested is the best.
One day on openrct2 multiplayer, I made a brick wall maze that was just a big empty space with the exit blocked off. I set the max number of guests to a ridiculous number with cheats, named it "prison", put a few mr. bones around it for the lulz and left it for a bit. When I came back to see how many guests were trapped, another player had built paths over the top of the prison maze and put a bunch of security guards up there. I wish I thought of that.
0:52 reminded me of a tower defense game where you shoot peeps lol
my favorite thing to do with mazes is build one inside of a pyramid along with a food and drink stall.
"Don't Get Lost was great!"
8:42 this is lowkey crazy when you realize it takes THAT much for AI to solve a long ass maze. With that been said, I think its worth seeing how much time it takes in real-time for 1 guest to solve a maze like that in the vanilla RCT2 (if its even possible).
I can throw you one more. I checked, limit of guests is applied only in gui, so if you use something like cheat engine to raise limit to 999 guests at once, you can have unlimited guys running that thing in circles.
5:57 good ol' using the lowest Z-boundary to cheat death lol
"Hyper-Optimized Simulation Land" is just every high level RCT scenario
Please do the First Aid. How it works and where is the best place to put it
"[conceptualising 10^19758 actual solar years] looks too intense for me!"