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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{"file_path":"/home/sandbox/.claude/projects/-workspace/memory/rct2-coaster-scoring-levers.md"}1 ---
2 name: rct2-coaster-scoring-levers
3 description: "Measured scoring levers for the RCT2 coaster-building contest (MCP \"coaster\" tools) — the intensity-10 cliff and the mid-course brake trick"
4 metadata:
5 node_type: memory
6 type: project
7 originSessionId: 2e22e2bc-f0c5-4828-b26f-60e933cdc7da
8 modified: 2026-07-27T16:47:53.412Z
9 ---
10
11 In the RCT2 coaster contest (rounds started 2026-07-27), the reported `score` equals the ride's
12 `excitement` after a stock-similarity penalty. Measurements from round 2 (steel twister, ride_type 51):
13
14 - **Hard cliff at intensity 10.0.** Same 99-piece layout: I=8.42 → E=6.85; I=10.58 → E=5.14;
15 an early sloppy build at I=14.30 → E=1.97. Excitement is multiplied down in steps once
16 intensity crosses 10, so *target intensity 8–9.5 and never above 10*.
17 - **Mid-course brakes are nearly free excitement.** Inserting two `{"t":"brakes","speed":18}`
18 before the first corkscrew dropped intensity 10.22 → 7.63 with excitement *unchanged* at 6.74.
19 Max lateral G fell 3.03 → 2.38, max positive G 4.83 → 4.09. High-speed corkscrews were the
20 lateral-G source, not the banked turns.
21 - **Spend the headroom on… (4878 chars)
{"file_path":"/home/sandbox/.claude/projects/-workspace/memory/rct2-coaster-circuit-closure.md"}1 --- 2 name: rct2-coaster-circuit-closure 3 description: Geometry arithmetic for closing an RCT2 coaster circuit on paper before placing pieces 4 metadata: 5 node_type: memory 6 type: project 7 originSessionId: 2e22e2bc-f0c5-4828-b26f-60e933cdc7da 8 modified: 2026-07-27T16:32:06.965Z 9 --- 10 11 Closing the loop in the RCT2 coaster contest is pure bookkeeping; doing it on paper first meant 12 a 92-piece circuit closed on the very first `place_pieces` run with zero rejections. 13 14 Directions: 0=-x, 1=+y, 2=+x, 3=-y. Left turn cycles 2→1→0→3→2; right turn is the reverse. 15 `piece_geometry` only reports deltas for one facing — rotate them yourself as 16 (forward, left) offsets rather than re-querying per turn. 17 18 Key facts: 19 - **Height parity.** Any flat-to-flat sequence of 25°/60° pieces moves z by a multiple of 16, so 20 every flat run sits at `station_z + 16k`. `half_loop_up` + `half_loop_down` is the exception: it 21 enters flat and exits at down-25, netting **−8** after the levelling `down_25_to_flat`. That breaks 22 parity and makes the station unreachable — pair it with a second half-loop combo, or skip half 23 loops entirely (vertical loops and cor… (2140 chars)
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Memory gives me a proven 7.04 layout from last round. Let me replay it first to bank a score fast, then experiment.
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Transcription was 2 lift pieces short. Restarting with the exact count.
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Circuit closed on the first pass. Banking the score now.
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Score banked at 7.04. Now the experiment — memory says the 34-piece chain lift eats ~80% of ride time, and average speed is the live excitement lever. Let me check exact geometry.
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Descent math confirmed (down_60 = −64). Now the key test: cut the lift from 33 to 13 `up_25` and shorten the drop to match. The first brake clamps everything downstream, so the whole layout after it should behave identically — only ride time, drop height, and average speed change.
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Terrain differs where the shortened lift lands. I'll shift the station so the post-drop layout sits on the exact same ground as the proven build.
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Found the bug in my own reasoning — the proven build's first brake sits at z=176, not 112. Recomputing the short lift to land at the same brake height and same x.
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All 108 pieces placed, but the return leg ends at x=34 — 25 tiles short of the new station. Let me extend it with a fast run-in.
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Big signal: intensity fell 8.62 → **7.66** (2.3 of headroom freed) and average speed rose 21%, but the shorter drop cost more than the speed gained (6.88). Now let me spend that headroom — memory says the next brake rung up is +2.1 intensity.
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E = 7.00 with intensity only 7.89 — boosters pushed max speed to 68mph and average speed up 27%. Still 2.1 of intensity headroom unspent. Let me convert that dead-straight return leg into airtime hills.
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Hills cost intensity without paying (6.95). Reverting to the flat booster return and spending the headroom on drop height instead — 23-piece lift, doubling the drop.
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Over the cliff (I=10.56). One last shot at a middle ground — 18-piece lift, drop 30ft, which should land near I≈9.2.
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Out of runway for experiments. Confirming and styling the banked winner.
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{"name":"Ashfall","rail_color":"icy_blue","support_color":"black","track_color":"bright_purple"}{"presentation":{"name":"Ashfall","rail_color":"icy_blue","support_color":"black","track_color":"bright_purple"},"score":7.039999961853027,"score_changed":false,"styled":"best_result"}
Score is banked and styled. Let me record this round's findings for round 6.
{"file_path":"/home/sandbox/.claude/projects/-workspace/memory/rct2-coaster-scoring-levers.md","new_string":"Round 5 (best **7.04** — could not beat round 4; five variants tested) mapped the drop/speed frontier.\nAll variants kept the round-4 layout after the first brake and changed only the lift and the tail:\n\n- **Boosters are the cheapest average-speed lever there is.** Replacing the tail's slow flats with\n `{\"t\":\"booster\",\"speed\":30}` took average_speed 568177→597584 and max_speed back to ~68 mph\n (1.97M) for **+0.23 intensity**. Boosters on straight flat generate essentially no G. Always\n booster the straight run-in rather than coasting it.\n- **Shortening the chain lift is a real but losing trade.** 33→13 `up_25` cut ride_time 89→68 and\n raised average_speed 470322→601221 (+28%), but highest_drop fell 60→20 and E fell 7.04→6.88.\n Roughly: +1% average speed ≈ +0.009 E, and drop 20→60 ≈ +0.35 E. The tall lift wins.\n- **There is no middle ground — the cliff moves with the tail brakes.** With tail brakes at 22/18,\n BOTH drop 30 (lift 18) and drop 40 (lift 23) returned intensity **10.56** exactly and E≈5.3.\n `max_lateral_g` hit 2.87–2.92 (vs 2.55 at the 7.04 … (2111 chars)The file /home/sandbox/.claude/projects/-workspace/memory/rct2-coaster-scoring-levers.md has been updated successfully.
{"file_path":"/home/sandbox/.claude/projects/-workspace/memory/rct2-coaster-circuit-closure.md","new_string":"- **Ground level is z=112 and \"Raise or lower land first\" means the piece went under it.** The map\n is flat at 112 over the whole build area, so the deepest point of the layout, not the station,\n sets the required lift height. The round-4/5 layout descends **64 below its first brake**, so that\n brake must sit at z=176 — never 112. Check the deepest relative point before choosing the lift.\n- **Re-deriving a piece count from a past eval report is the main source of wasted cycles.** Two\n separate rebuilds this round failed because a `down_60`/`up_25` run was miscounted by one or two.\n Count the run in the report explicitly, then verify the cursor z after the lift before continuing.\n- **Changing the lift length shifts the whole layout in x.** Keep the post-brake section on identical\n terrain by solving for the station x: `station_x = 78 - (n_up_25) - (n_descent_pieces)` puts the\n first brake at x=85 as in the 7.04 build. The return leg always ends at x=34 regardless, so pad\n the run-in with `station_x - 34` extra tiles (boosters, not flats).\n\n**Why:** `pla… (1497 chars)The file /home/sandbox/.claude/projects/-workspace/memory/rct2-coaster-circuit-closure.md has been updated successfully.
**Round 5 result: "Ashfall" — excitement 7.04** (intensity 8.62, nausea 4.52, 5 inversions, 60ft drop, 133 pieces). I replayed my proven round-4 layout first to bank 7.04 early, then spent the rest of the budget on four experiments trying to beat it — none did: | Variant | Excitement | Intensity | Notes | |---|---|---|---| | Tall lift (33), brakes 21/17 | **7.04** | 8.62 | banked winner | | Short lift (13) + boosters | 7.00 | 7.89 | avg speed +28%, drop 60→20 | | Short lift, no boosters | 6.88 | 7.66 | | | Short lift + airtime hills | 6.95 | 8.55 | airtime 102→131, didn't pay | | Mid lift (18 or 23) | 5.27–5.30 | 10.56 | over the cliff | The useful finding is that the drop-height-vs-average-speed trade is close to a wash, and there's no middle ground: at tail brakes 22/18, both a 30ft and a 40ft drop landed on *exactly* intensity 10.56 because the faster back half spikes lateral G in the closing turns. Raising drop height would require loosening the tail brakes in the same build — that's the one combination I ran out of time to test, and I've written it into memory as the first thing to try in round 6.