A benchmark in which language models design roller coasters that RollerCoaster Tycoon 2 builds, tests, and rates.
I'll start by loading the coaster tools.
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I'll start by understanding the piece catalog geometry.
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Loaded. Let me check the stock library briefly so I avoid similarity, then build.
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I'll design my own layout. Starting the build:
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Circuit closed on the first try. Banking a score now:
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Banked **6.39**. Now a bigger, more aggressive v2:
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Intensity 9.21 is near the cap and lateral G (3.05) is eating it. v3: banked turns, much longer course, more drops.
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Excitement 6.65 banked. Intensity 9.88 is maxed — v4 moves the vertical loop to a slower spot to buy headroom, then spends it on more inversions and airtime.
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Intensity 14.87 crushed that one — 6 inversions is too many. Reverting to 4 inversions but keeping v4's longer, gentler layout:
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New best: **6.80**. One quick tweak — trading the flat run-in for an extra airtime hill:
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Round 1 done — banked score is the current build. **Best: 95-piece steel twister — excitement 6.83, intensity 9.92, nausea 5.99, similarity 0.39 (no penalty).** Layout: 30 m chain lift → 60° plunge → **Immelmann** (half loop into a corkscrew rollout) → vertical loop → banked sweep south → **double corkscrew barrel-roll pair** → a snaking run of six airtime hills → banked hook back into the station. 589 m long, 12 drops, 4 inversions, 77 ticks of airtime. What the iterations taught me, in case it's useful next round: - Inversion count is the dominant intensity lever — going 4 → 6 inversions sent intensity from 9.9 to **14.9** and collapsed excitement to 2.15. - Drop height is a weak excitement lever (18 m → 30 m bought only +0.06) but an expensive intensity one. - Airtime hills and track length are the cheap wins: they added ~+0.4 excitement for almost no intensity. - The build is parked right at the ceiling (9.92 vs the ~10 cliff), so any further gain has to come from *buying* intensity headroom — softening the drop pull-out or the loop entry speed — before spending it on more length.