Man, I can still remember the magic I felt when first discovering that game on my cousin's laptop in 1999. Such a simple game yet allowed enough creativity for an 10 year old boy to be imaginative.

There does come a point where there isn't much else to do with the game once you get good enough at it, so I started having fun doing "experiments". One of the things I did in RCT was build "prisons" where I leveraged things like the carousel to work as a one-way door into the park to allow guests to come in but prevent them from leaving; it lead to a barren cement building with a turbo drop coaster designed to be intentionally dangerous so I could "execute" prisoners. There was puke everywhere after a while. What a disturbing mind I had.

> There was puke everywhere after a while. What a disturbing mind I had.

I think you were not the only one exploring those sides of those sort of games! I don't remember if it was SimCity 2000 or 3000 that I played the most, but I remember some of these tycoon/management/simulation games let our destructive sides really come out by letting us unleash volcanoes, tornadoes, earthquakes and similar, all at the same time :)

I always used the Do Not Enter marquee signs such that once guests entered the park they could never leave. Great for helping meet the total park population scenarios.

Similar things come to my mind with The Sims. Once the game was “over” (maybe you’ve reached the top job) you could still do all sorts of things… Some of them a bit masochistic.