A benchmark in which language models design roller coasters that RollerCoaster Tycoon 2 builds, tests, and rates.
I'll load the coaster tools, then plan a new twister layout based on last round's lessons (intensity was 9.93, right at the edge; excitement 6.87).
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First I'll replay last round's proven 115-piece circuit to bank a baseline score, then iterate on it.
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Baseline banked at 6.87. Now I'll fetch the geometry for the other three facings and a screenshot so I can plan an improved, more compact v2 with lower G-forces and more turns.
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[image]
With all four facings' geometry gathered, I'll build v2 by shifting the start to (66,60), adding a hump before the first vertical loop to reduce positive G, inserting an S-bend pair in the return leg for extra turns, and lengthening that leg by 6 tiles to keep it closing properly.
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Closed on the first try. Testing v2 now.
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v2 hit 6.91 with intensity at 7.95, leaving room to push further, so I'm building v3 with a third corkscrew pair after the second vertical loop and re-plotting the return leg to close at (66,60).
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v3 failed—lateral G hit 3.23, triggering the excessive-lateral-G penalty since the corkscrews ran at full booster speed. For v4, I'll place the third corkscrew pair atop a 4-piece climb to slow it down first, keeping everything upstream unchanged.
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Circuit came back 16 units high: the climb before the new corkscrews is 80 units, but I only descended 64. Rebuilding with one more down_25 and one fewer flat on the return leg.
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The circuit overshot by 2 tiles because the leg I shortened runs in -x. I'll undo the last 14 pieces back to the y=46 leg, add two flats, and re-place the ending.
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Closed. Testing v4.
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v4 scored 7.10 (intensity 8.36, lateral G 2.78). I'll iterate to v5, replacing the mid-course booster hill with a third vertical loop for extra speed without added lateral G, and adding S-bends on the slow return leg.
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v5 scored 7.19 with 6 inversions and intensity 8.67. Time is nearly up, so I'll confirm the banked best and stop.
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Best score is banked at 7.19. I'll save the key lessons to memory for the final round, then wrap up.
{"content":"---\nname: rct2-twister-lateral-g-rule\ndescription: RCT2 coaster contest - max lateral G above 2.80 adds ~2-4 intensity, above 3.10 halves excitement; corkscrews at full speed are the cause\nmetadata:\n type: project\n---\n\nIn the RCT2 steel twister (ride_type 51) coaster contest, the eval applies the OpenRCT2 excessive-lateral-G penalty: max_lateral_g > 2.80 adds roughly 2-4 intensity; > 3.10 halves excitement and adds ~8 intensity (round 5 v3 test: lateral 3.23 gave excitement 1.62, intensity 15.07).\n\n**Why:** Corkscrew pairs placed at ground level right after a booster 25 or vertical loop produce lateral G ~3.2. Putting the corkscrew pair on top of a climb (flat_to_up_25 + 4x up_25 + up_25_to_flat, then right_corkscrew_up / left_corkscrew_down, then 80 units of descent) keeps lateral at 2.78 and adds an inversion safely. Vertical loops at booster 25 add no lateral G.\n\n**How to apply:** Best round-5 design (7.19 excitement, intensity 8.67, 6 inversions) starts at (66,60) dir 0, 12-piece chain lift, 60-degree drop, hump then left vertical loop, corkscrew pair, banked turn at height, half loop + corkscrew, right vertical loop, elevated corkscrew pair, hills, thir… (1532 chars)File created successfully at: /home/sandbox/.claude/projects/-workspace/memory/rct2-twister-lateral-g-rule.md
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{"content":"- [RCT2 twister lateral-G rule](rct2-twister-lateral-g-rule.md) — keep max lateral G ≤ 2.80; elevate corkscrews; best round-5 layout recipe (7.19)\n","file_path":"/home/sandbox/.claude/projects/-workspace/memory/MEMORY.md"}File created successfully at: /home/sandbox/.claude/projects/-workspace/memory/MEMORY.md (file state is current in your context — no need to Read it back)
Round 5 is done. The banked best is v5 at 7.19 excitement, confirmed by best_result. **What happened this round** - **Baseline first.** I replayed last round's 115-piece circuit at (60,60) and banked 6.87 within the first few minutes. - **v2 (6.91, intensity 7.95).** Shifted the start to (66,60), added a hump before the first vertical loop, and put an S-bend pair in the return leg. Intensity fell by two points, which opened headroom. - **v3 (1.62, failed).** A corkscrew pair straight off the booster-25 vertical loop pushed max lateral G to 3.23. That trips the game's excessive-lateral-G penalty, which halves excitement and adds about 8 intensity. The score was discarded automatically since best_result keeps the maximum. - **v4 (7.10).** Same corkscrew pair, but placed on top of an 80-unit climb so the train enters it slower. Lateral G stayed at 2.78 and the ride gained a fifth inversion. - **v5 (7.19, banked best).** Swapped the mid-course booster hill for a third vertical loop at full speed, which adds no lateral G, and added S-bends on the slow return leg. **Final stats for the best ride** | Metric | Value | |---|---| | Excitement | 7.19 | | Intensity | 8.67 | | Nausea | 4.51 | | Max lateral G | 2.78 | | Inversions | 6 | | Similarity to stock | 0.41 (no penalty) | The key rule I learned is to keep max lateral G at or under 2.80, and I saved that plus the winning layout recipe to memory for the final round. Nothing was named or coloured, as instructed. Best coaster: a 123-piece twister with three vertical loops, a half loop, and two corkscrew pairs, excitement 7.19.
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