Oh, hey, I can TOTALLY DESTROY the environment in Rollercoaster Tycoon!
Oh man, I made some serious deathrap rides after I beat a mission, and could afford it.
So to put it, it was a vertical coaster that reached the height limit, went straight down until it hit it's Z-support-limit, and then I just continued the vert-drop after making the nudge, made it go underground, and then cut 90-degrees forward with a tight bend, and then do the same upward a tight coiling helix, then go down a smoother helix, build up much speed and then fly way up, and then finish off.
Gotta love that edit-go ignorance bug about the customers. I never seen intensity and G-force ratings so high. And managed to get at least 50 customers riding before the first train arrives at the home station. I don't remember if I still have the screenshots of it or not.
Another oddity was making a small lake high up while there's no water elsewhere. So. Many. Ducks. I know I must still have screenshots of THAT. I hope they're not lost. They were just too friggin awesome to not keep. I recall also having screenshots of that deathtrap coaster as well.
Man, I should really show you some of the parks I've made. They're the sort of things that would get cited in a "Humanity's Greatest Atrocities" video. What I mean by that is: my playstyle was horrifically pragmatic.
I wanted my park to be as ride dense as humanly possible, and by that, I mean I exploited unusual glitches in order to fit as many ride in as little a space as possible. For example, I'd never just create a merry-go-round. What I'd do is elevate the ground some 10~ tiles up, then build a merry-go-round fifty feet in the air with supports. Then I'd lower the ground, then build another merry-go-round directly below it, this one only 20 feet in the air, also on supports. Then I'd lower the ground some more and build another one below that one, this one at ground level. I'd connect all the entrances and exits with a haphazard array of supported roads, and so I'd have a tower of merry-go-rounds all balanced on eachother, defying all laws of physics and common sense. But it worked, and that's all I cared about.
I'd abuse the fact that most customers would go on any ride almost indefinitely if it was free, so I had all my rides free, and just cranked up the entrance free to make all my money. To guarantee an increasing inflow of customers, I'd make obscene numbers of rides, and never had any wait lines whatsoever. To make sure that my rides all had an adequate number of customers to operate sans lines, I'd minimize my path usage in order to make sure there was a high customer/path tile ratio. My park was filled to the brim with duplicate rides, but the little customers didn't care, because all their needs were met with my ultra-pragmatic design machismo. In fact, the only time I'd consider actually making a rollercoaster (I didn't like rollercoasters, they were SO space inefficient) was if they were a very small coaster with a high fun output, or if I could easiler build it underground where it wouldn't get in the way of all the other rides.
Looking at one of my parks from afar, it just looks a like a solid block of rides, all neatly compacted together. You might see some oddities, like 6 ferris wheels all placed right next to and ontop of eachother, but you can be assured that it works damnit.