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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Loaded. Let me start building — station, lift hill, and first drop.
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Cursor at (29,59,z=144) after the first loop. Now the turnaround and mid-section.
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Exactly on plan. Continuing with loop #2, an airtime hill, and a second corkscrew pair.
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Circuit closed on the first try. Testing to bank a score.
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Banked **6.65** (intensity only 6.94 — lots of headroom). Last round scored 7.06 with more length/drops/airtime. Let me rebuild much longer using the free y-space.
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`left_turn_1` has no artwork for this ride type. I'll undo the tail and reroute the return lane.
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Circuit closed with 81 pieces. Testing.
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Good: **6.80** banked (intensity 7.98, similarity 0.37). Still headroom. Let me extend the ride with a whole extra lobe south of the station.
ride already finalized; use demolish + new_ride
Need a full rebuild. Building v3 with an extra southern lobe (+1 inversion, +2 drops, more length).
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**6.96** now (length 725, 13 drops, 67 airtime, 7 inversions, intensity 8.40). Still room — let me raise the lift for a much bigger first drop.
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Too far — the taller lift spiked intensity to 15.6. Reverting to the v3 profile and instead adding length/airtime at the same speed.
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6.95 — the long brake run cut average speed. One final tweak: keep the length but replace brakes with fast flats.
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Done — stopping here, out of budget. **Best coaster: a 96-piece steel twister — 240-unit chain lift into a 60° plunge, then a counter-clockwise chain of 3 vertical loops and 4 corkscrew pairs (7 inversions) linked by banked turnarounds and airtime hills across four lobes, closing with a southern loop-back behind the station: excitement 6.96 (intensity 8.40, nausea 4.70, 725 ft, 13 drops, 67 airtime, similarity 0.385).** Round notes: five tested builds (6.65 → 6.80 → **6.96** → 1.61 → 6.95 → 6.84). The 1.61 came from raising the lift by 64 units, which spiked intensity to 15.6 and tanked the rating; the two later 6.8–6.95 builds added length but lost more on average speed than they gained. Last round's 7.06 was slightly higher but ran at intensity 10.07 — this design gets nearly the same excitement with far more headroom and lower similarity (0.385 vs 0.458).