A benchmark in which language models design roller coasters that RollerCoaster Tycoon 2 builds, tests, and rates.
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I'll start by creating the ride and studying the piece geometry to plan a closed circuit.
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Now I'll build a planned closed circuit: a rectangular twister loop with a big lift/drop on the outbound leg and inversions on the return. Starting with station + lift + drop.
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Circuit closed. Let me bank a score immediately.
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Ride didn't finish testing (likely valleyed). Let me retry with more simulation ticks to confirm.
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The train is looping without completing (valleyed / couldn't stop). I'll rebuild with a taller lift and strong speed-30 boosters. Starting fresh:
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Banked 7.08 but below my target. Let me build a longer version with many airtime camelbacks and more inversions.
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7.40 — marginally better but intensity is 9.85, too close to the cap. I'll tune for lower G while adding more airtime.
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Intensity is the binding constraint. Let me restore the taller drop and add more inversions while keeping G in check.
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7.44 is my best, but intensity 10.34. Let me try a variant maximizing airtime while keeping 10 inversions, to see if it scores higher.
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Intensity >10.5 caused a steep excitement penalty (5.57). The 7.44 build (intensity 10.34) sits just under that cliff. Let me confirm the banked result.
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Banked best is 7.44. Let me attempt one more tuned build with more airtime, keeping intensity just under the cliff.
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The cliff is ~10.4 intensity. The 7.44 build sits at 10.34. Let me test whether lowering intensity on that exact layout yields a higher raw score.
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Lower speed hurt. The 7.44 build sits right at the un-penalized edge. Let me try more inversions at lower speed as a final attempt.
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{"bounds":{"max_tile_x":102,"max_tile_y":120,"max_z":344,"min_tile_x":37,"min_tile_y":100,"min_z":112},"placed_pieces":["begin_station","middle_station","middle_station","end_station",{"chain":true,"t":"flat_to_up_25"},{"chain":true,"t":"up_25"},{"chain":true,"t":"up_25"},{"chain":true,"t":"up_25"},{"chain":true,"t":"up_25"},{"chain":true,"t":"up_25"},{"chain":true,"t":"up_25"},{"chain":true,"t":"up_25"},{"chain":true,"t":"up_25"},{"chain":true,"t":"up_25"},{"chain":true,"t":"up_25"},{"chain":true,"t":"up_25"},{"chain":true,"t":"up_25"},"up_25_to_flat","flat","flat","flat_to_down_25","down_25","down_25","down_25_to_down_60","down_60","down_60_to_down_25","down_25","down_25","down_25_to_flat","flat_to_up_25","up_25","up_25_to_flat","flat_to_down_25","down_25","down_25_to_flat","flat_to_up_25","up_25","up_25_to_flat","flat_to_down_25","down_25","down_25_to_flat","flat_to_up_25","up_25","up_25_to_flat","flat_to_down_25","down_25","down_25_to_flat","flat_to_up_25","up_25","up_25_to_flat","flat_to_down_25","down_25","down_25_to_flat","flat_to_up_25","up_25","up_25_to_flat","flat_to_down_25","down_25","down_25_to_flat","left_turn_5",{"speed":22,"t":"booster"},"flat_to_up_25","right_verti… (3123 chars)
Best remains 7.44 (intensity 10.34 sits just under the cliff; higher intensity tanks excitement). I'll finalize with the banked winner.
{"name":"Steel Serpent","rail_color":"icy_blue","support_color":"grey","track_color":"dark_blue"}{"presentation":{"name":"Steel Serpent","rail_color":"icy_blue","support_color":"grey","track_color":"dark_blue"},"score":7.440000057220459,"score_changed":false,"styled":"best_result"}
Done. Final result banked and styled. **Steel Serpent** — steel twister (ride_type 51): 140-piece closed circuit with a 208-unit chain lift, steep first drop, five camelback airtime hills, 10 inversions, and speed-28 boosters. **Excitement 7.44**, intensity 10.34, nausea 5.59, ~1.5 km/h-scale max speed, 93 air-time ticks, no crash. Beats last round's 7.37.
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