$$$. .'''''' $"$$$' .'""$'''' '''''''' $""""$$$ .'.....'. .$$$$$$'''. '$$"'''' $"'"".$.. '"$$$$.$' ."$$$$$'''. ..'......$.'$$$''$' $"'$"'$.' $"'$"'.$' $$$$$$$'''''''''''''''''''$$$''$'. '"'$"'$$$$"$"'$"''$$ '''$$'$$$'$$$$'"$$$$''$$$.'"$$$'''$'$. $"'$"'$"""$$"'$"'.$$$$$$$$"$$$'"$'"$$$.'$$$$.'"$$$$$$$$$$''''''''' '""""'$"""''"'$"'$"""'$"""$"$$''''$$$$$'$''$$'$$"$$$$$$$$'"$$$''''''. $"""'$$"'""$"'$"'""""$$"""'$$$''''$$'"$''''$$'$$$""$'$$"$'$$$$.'''''''$ $"$$"'$"'$""""$"'"'$""$"'"'$$$''''$$'$$''$"$$'$"$"'''$$"''$$"$$.''$'''''. '"$$""$"'$"""'$"'"""""$"'$$'$$''''$$'$$'$$$$$'$$$$.''$$$'$$$$'$$"'$$$'''''. '""$""$"'$""""$"'"""""$"'$$'$$'$$"$$'$$'$$'$$''$$$$$'$$$'$$$$'$$$'$$"$"''''' '$$""$"'$""""$"'"$$$$$"'$$'$$'$$"$$'$$'$$'$$''''$$$'$$$'$$$"'$$$'$$$$$"''''$ .$$$$"""$""$"'""'""$"'$$'$$$$$"$$'$$'$$'$$'$$'$$$'$$$'$$$$$$$"'$$"$$'''''' .$$$$""$"'$"""'$"'$$'$$$$$$$$$$$'$$$$$'$$"$$"'$$$'$$$"$$$"$$$"$$$"''$$ .'$$$'$$$$$$$''$$$$''$$""'"$$$$'"$$$$"'$$''$$$''"$"$$$"'$$"''"" ''''''""$'''"$''''''""$$''$$$"$$$''''"$$$"'$$"''"" $"""""$$$$$$$$$""''''$"$$"'$'''$''$$$"'"$"''"" ""$"""$$$$$$$$$$$$$$$""$'$"'$$$$$$"$$$"''$$''"" $$$''$'$$""""$$$$$$$$$$$$"$'''$$$$$"$$$"''"'''"" "$$'$"'''$''$"$$"$$$$$$$$'.$$''"$$$"$$$"''""$'"" $$$'$$$''"'"$''' $$''$"""$$$ .$"'""'$$$"''"" '. --scurty-- $"'$$$'"''"$'$"'$'"$'$''$"$$" $"''"$$"''"" $'$""'$"'""'$"'$'$"'$''$$'""$$ $$"'"$"''$' $""''"'$.'$"'"'$"'$'$'$'""$$$'$$ $$"''$$ $$""$""''$"'$"'$'$'$'""$$$$$". ''$"$ ."$"""""""''$"'$"''""$$$$"". ... """"""""""'$"'$""$$$""" $""""""""$$"$''''' =-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Rollercoaster Tycoon FAQ/Strategy Guide by: Irving aka Quan Jin [email protected] Version 7.0 =-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- This guide may be found on the following sites: [http://www.gamefaqs.com]--------------------------------------------[GameFAQs] [http://www.gamespot.com]--------------------------------------------[GameSpot] [http://faqs.ign.com]------------------------------------------------[IGN FAQs] [http://www.neoseeker.com]------------------------------------------[Neoseeker] [http://www.dlh.net]------------------------------------[Devil's Little Helper] [http://www.cheats.de]----------------------------------------------[Cheats.de] [http://www.game-guides.tk]------------------------------------[Game-Guides.tk] [http://www.www.supercheats.com]----------------------------------[SuperCheats] This guide is copyright 2003(c)Quan Jin =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Legal Information Baha, here's all the stuff that no one reads and no one can give a crap about. However, if you feel like doing something stupid to this guide, I would suggest you take a quick look before doing something involving this guide. Before I get into anything else, I would like to tell you something. Stealing this guide in any way will automatically get in in BIG trouble. Sure I'm only a teenager but my parents will most definitely be able to bring you down to court. I'm proud of my work and I do not wish for any others to make money off of my guides. Now I know what you are thinking and it's okay to print it out or show it to friends but I don't wish for you to claim you made the guide. That's just incorrect and very selfish of you. Anyway, If you really wish to host this guide on your site, I would expect you to contact me first through email(located at the top of the guide). If your site is decent(I review it myself)and you have not had any trouble or lawsuits put against you in the past few years, I will probably say yes. However, the FAQ can not be altered in any way and my name must be shown at the top of the FAQ. Thank you for your time. If you have a question you wish to ask or a comment, compliment, or rant, please do not hesitate to send it. I will usually respond in the next 24-48 hours. If you really don't like this guide, I would not suggest sending anything at all but if you have some constructive critism to give me, send me an email without flames and such. I want to know what you guys think about my guide even if it's not so positive. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= HOW TO NAVIGATE THROUGH MY GUIDE: As we all know, no one likes to sift through an entire guide looking for one subject. That's what the table of contents is for. Notice the decimals in front of the sections. I'd like to thank the genius who invented this as it makes looking for subjects faster and quicker. How do you do it? First, click ctrl-F and type in the number - the subject. For example, to find 1.1 put 1.1 - System requirements/additional info in the box then... click find. first you'll receive a result in the table of contents of course. then... click find next and you'll go straight to the section in context. -_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_\\ -_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_/ TABLE OF CONTENTS: |------------------------------------------------| |\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/| |------------------------------------------------| |1.1 - System requirements/additional info | |2.1 - Version history | |3.1 - Introduction | |4.1 - Rollercoaster Tycoon interface | |5.1 - Rides/Attractions list | | 5.2 - Transportation rides | | 5.3 - Thrill rides | | 5.4 - Gentle rides | | 5.5 - Rollercoasters | | 5.6 - Water rides | | 5.7 - Shops & stalls | |6.1 - Walkthrough | |7.1 - Your park | | 7.2 - Loans & money | | 7.3 - The queue line | | 7.4 - Staff | | 7.5 - Placing entrances and exits | | 7.6 - Guests | | 7.7 - Scenery | | 7.71 - Scenery list | | 7.72 - Scenery tips/info | | 7.8 - Research | |8.1 - Rollercoaster construction | | 8.2 - basics | | 8.3 - to build a coaster | | 8.4 - underground construction | |9.1 - FAQ | |10.1 - Terms and glossary | |11.1 - Bugs/glitches | |12.1 - Credits and thanks | | | |------------------------------------------------| |/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\| |------------------------------------------------| -_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_\\ 1.1 - System requirements/additional info First off, I'll get the system requirements going and here they are. Keep in mind that they're copy and pasted from the readme. Minimum System Requirements: Pentium 90 CPU Windows 95/98 16 MB RAM 4X CD ROM DRIVE at least 50MB free hard drive space 1 MB SVGA card Windows 95 compatible Sound Card DirectX 5.0 (included on CD) Mouse --------------- Recommended System Requirements: (for good game performance) Pentium 200 MMX CPU Windows 95/98 32 MB RAM 8X CD ROM DRIVE at least 50MB free hard drive space 2 MB accelerated SVGA card Windows 95 compatible Sound Card DirectX 5.0 (included on CD) Mouse --------------- Ideal System Requirements: (for ultimate game performance) Pentium II 350 CPU Windows 95/98 64 MB RAM 8X CD ROM DRIVE at least 180 MB free hard drive space 4 MB accelerated SVGA card Windows 95 compatible Sound Card DirectX 5.0 (included on CD) Mouse --------------- now to make some other things a bit more clear. In certain international rollercoaster tycoons, you may see some name differences. US: International: ------------------------- --------------------------- Katie's World Katie's Dreamland Dinky Park Pokey Park Aqua Park White Water Park Mothball Mountain Mystic Mountain Big Pier Paradise Pier Same thing with some rides: US: International: ------------------------- --------------------------- Swinging Ship Dragon Boat Whoa Belly Launched Freefall Gravitron Top Spin Scrambled Eggs Twist Miniature Railroad Steam Train or Miniature Railway Bumper Cars Dodgems Boat Hire Boat Ride Reverse Whoa Belly RC Reverse Freefall Rollercoaster Fries Stall Chips Shop Cotton Candy Stall Candy Floss Stall However, they are all the same rides just with different names. -_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_\\ 2.1 - Version history Version 1.0 - Release Version. Well, I was able to finish the rides list and about two of the scenarios. Expect a new release sometime in one or two days. (submitted on 6.14.03) Version 2.0 - Tremendous update. I was able to finish the guide. I may add some new sections in the future. We'll just have to wait and see. (submitted on 6.16.03) Version 2.1 - Must get sleep. -_- Changed the format a bit and the signature at the bottom has been fixed. Added a more detailed copyright. (submitted on 6.17.03) Version 2.2 - Got one question in my email so added first question to FAQ. Signature at bottom got fixed and doesn't look messed up anymore. (submitted on 6.19.03) Version 2.4 - Yay, school's out. Anyway, I added a long section on scenery in the Your Park section. Check that out. I'll check that out. Apology to Red Snake for spelling his name wrong. It's fixed in the credits now. And after getting a motivation from RedPheonix's guide, I decided to add a bugs section as well. Submit some cuz I don't have a lot. And finally after wading through a lot of email and replies, I added some questions to the FAQ. I also put a nice lookign box around the table of contents. No one is giving me any suggestions or info which sucks. Just questions, that's all. >:( (submitted on 6.23.03) Version 2.5 - Since I have too much time on my hands, I'm going to be updating a lot. I didn't get any new emails but I decided to add a new section called Challenges. Basically, I'll just give you some challenges to try if you've gotten bored of this game. I'll accept user made ones as well so send me whatever you got. Finished scenery. Fixed some messed up areas. (submitted on 6.24.03) Version 2.6 - Cleaned up some stray marks and double checked the FAQ for any formatting errors. Added a new FAQ question and added a new section. There isn't much new information and I can't update without emails and the sort. (submitted on 6.25.03) Version 3.0 - Added a new mini section in the guests section. I'm not getting any more emails for some reason and unless I start getting some, I can't update. Summer's getting really boring and I'm getting really lazy. (submitted on 7.2.03) Version 3.1 - Fixed a few errors and a few spelling mistakes. Still no email. (submitted on 7.3.03) Version 3.2 - Okay, now this is getting ridiculous. I'm adding a new sections called "Questions to Avoid." I'm receiving a lot of flames these days for god knows what reasons. Anyway, the beginning ASCII has gotten better. Quite easy to notice. Hope you find it pleasant. (submitted on 7.5.03) Version 3.3 - All I did was change my username because I changed my contributor name. Fixed the dedication thing at the bottom. (submitted on 7.6.03) Version 3.4 - Fixed a few things (submitted on 7.8.03) Version 3.5 - Took away the Challenges section and added a new section called "The Reader's Corner." Here, I'll add all the information reader's decide to give me. (submitted on 7.9.03) Version 4.0 - More messages added to the Reader's Corner. Finished the Game Interface. Redid the roller coaster Construction section and had to reformat a lot of things. (submitted on 7.11.03) Version 5.0 - I took advantage of my delay by going through the rides section and the walkthrough again. You'll find reformatted rides to the Steel Corkscrew and I redid two of the scenarios. I'll finish them in the next update as I'm getting really tired. (submitted on 7.14.03) 0 Version 5.1 - Finished redoing the rides guide. Not much of a big update as I didn't do anything to the walkthrough. I'll get around eventually and don't expect the next update for about a week. (submitted on 7.13.03) Version 5.2 - Not really a gameplay update but I had to add three sites to that are using this guide. (submitted on 7.17.03) Version 5.3 - I'm sorry if these updates are too small but I've got some business to organize. I've finished the Leafy Lake scenario and that's really all. I promise a big update next that should cover about six scenarios but don't expect it too fast. (submitted on 7.19.03) Version 6.0 - As I promised, I've covered six more scenarios today. The reason these updates will take so long is becuase each scenario costs me a day or two. I still have a good 12 scenarios left to finish. I also changed the ASCII at the top (submitted on 7.28.03) Version 6.1 - Submitted to Neoseeker and made a few extra improvements. I haven't made any gameplay additions but I have to finish other projects first. (submitted on 8.23.03) Version 7.0 - Made a few drastic changes. -_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_\\ 3.1 - Introduction I bet we all have heard something about Chris Sawyer's Rollercoaster Tycoon. As of now, the sequel, Rollercoaster Tycoon 2 has been out for a while now with a new expansion, Wacky Worlds. However, I know there are still some people out there who want to try the first one. Rollercoaster Tycoon has been a popular hit for a while. Now then, what is Rollercoaster Tycoon? Well, it's another one of those management sims where you take control and start a theme park. Play through various scenarios getting more attractions and experience. Rollercoaster Tycoon was an addictive game for me a while ago. Anyway, you have access to various rides and attractions and try to build up a park and complete your scenario in the given time. It may sound tedious yet, but you will be hooked for a while. Believe me. This guide should help any newbie or just become reference for any experienced player. Keep in mind this guide covers the first Rollercoaster Tycoon, no expansions. Rollercoaster Tycoon is really quite an easy game in my opinion really. -_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_\\ 4.1 - Rollercoaster Tycoon Interface ===============| The Game Menu | ===============| The game menu consists of four buttons placed like this. --------------------------- | | | | | | 1 | 2 | 3 | 4 | | | | | | --------------------------- 1. Start New Park - You'll come to a list of scenarios. The more you complete, the more scenarios will become available to you. 2. Load Saved Park - Load a previously saved park. You'll probably be using this button a lot. 3. Tutorial - It's not a very good tutorial but it will help. To take control of the game at any time, click 4. Exit - Simply to exit RCT ================| Game Interface | ================| For this, I'll divide it into two sections. One being everything at the top, the other being everything at the bottom. I'll try to go into as much detail as I can, but this job is really the game manual's. It's quite hard to draw the game's interface in ASCII. ~~~~~~~~~~~~~~~~~~~~ The top section ~~~~~~~~~~~~~~~~~~~~ The top is arranged in buttons like this: [1][2][3]##[4][5][6][7][8]##[9][10][11][12][13]##[14][15][16][17][18][19][20] 1. Pause game - to pause the game. 2. Load/save game, exit game - Load, save, and exit the game here. There is also an options menu where you can set the game's settings. 3. Toggle sound on/off - turn sound on and off. 4. Zoom view out - to zoom in. 5. Zoom view in - to zoom out, you'll see more of your park. 6. Rotate view 90 degrees clockwise - rotate the screen so you can see an area blocked off by a tree or attraction. 7. View options - you can see underground, through rides, through scenery, etc. 8. Show map of park - brings up a window with a map of your park. It's not a terribly detailed one though. 9. Adjust land height and slope - change the land into your liking. Of course there's a price. 10. Create/adjust lakes & water - water tool. 11. Place scenery, gardens, and other accessories - the scenery list. 12. Biuld footpath/queuing line - to build footpaths and queuing lines. 13. Build new ride/attraction - the ride list where you can choose an attraction to build. 14. Financial information - shows your current money status and any advertisements you have going. 15. Research & development information - you'll be allowed to set the research price level and see what's being researched. 16. Rides/attractions in park - this handy tool will list every ride and attraction in your park. Really helpful when attempting organize everything. 17. Park information - tells you whether your park is open, shows awards, and scenario statuses. Also to buy land/construction rights, view park rating, and set entrance fee. 18. Guests - brings up a list of all guests walking in your park. Another handy tool. 19. Staff - brings up a list of all staff walking in your park. Another handy tool. 20.Recent messages - shows all the recent messages that appeared in the bar at the bottom. An alternative way to bring up this window is to click on the bar at the bottom. ~~~~~~~~~~~~~~~~~~~~ The bottom section ~~~~~~~~~~~~~~~~~~~~ 4 7 1 | | --------|---------------------|---------------------|------- | $999999 | | June, year 3 | | -999 guests |Rollercoaster 1 has broken | | || ==============| down | 87 F ( ) | ||--------|-------------------------------------|--------|--- 2 | | | 3 6 5 1. Your current treasury. If you lose too much money, it will go into the negatives. In the chart, the player has $999999. 2. Your current amount of guests. Most scenarios will require a certain amount of guests to win. In the chart, the player has 999. 3. Your park rating bar. In the chart, it's full or at 999. 4. Your recent message bar. Anything important will flash across the bottom. In the chart, it read's "Rollercoaster 1 has broken down." 5. The weather at the time. It can be raining, sunny, cloudy, etc. 6. The temperature. It can be set to both Farenheit or Centigrade. In the chart, it's 87 degrees Farenheit 7. The date. Don't ask me why but for some reason, RCT skips the months of November, December, January, and February. In the chart, it's June of year 3. Hotkeys: -------------------------------------------- | Usage | Command | -------------------------------------------- | Close topmost window | Backspace | | Pause game | Pause | | Zoom out Page | Up | | Zoom in Page | Down | | Rotate View | Enter | | Rotate construction object | Z | | Underground view toggle | 1 | | Remove base land toggle | H | | Remove vertical land toggle | V | | See-through ride | 3 | | See-through scenery | 4 | | Invisible supports | 5 | | Invisible guests | 6 | | Height marks on land | 8 | | Height marks on ride tracks | 9 | | Height marks on paths | 0 | | Adjust land | F1 | | Adjust water | F2 | | Build scenery | F3 | | Build paths | F4 | | Build new ride | F5 | | Financial information | F | | Research information | D | | Rides / Attractions list | R | | Park information | P | | Guest list | G | | Staff list | S | | Recent messages | M | | Show map | Tab | | Screenshot | Ctrl + S | -------------------------------------------- (if I missed any, please contact me.) -_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_\\ 5.1 - Ride/Attractions list keep in mind that not all rides will be in the same scenario. Also, the price will be based on what the description says in the rides menu. The price canbe altered from sloped terrain, water, etc. I will list the pros and cons plus my own strategy. The rating will be based on the following: - price - complexity - how easy to build - attracts a lot of guests - moneymaker I've created a list of special tracks to explain some of the more confusing ones. If I've missed any, please contact me. |~~~~~~~~~~~~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~| |---------------|-----------------------------------------------------------| | SPECIAL TRACK | DESCRIPTION | |---------------|-----------------------------------------------------------| | | - A simple curve that allows a train to shift "over" one | | S curve | space. When you find yourself in a tight spot, you can use| | left/right | this tight turn to get back on track. | |---------------|-----------------------------------------------------------| | | - slows the train down at an adjustable speed. | | Brake | | | | | |---------------|-----------------------------------------------------------| | | - speeds the train up at an adjustable speed. | | Booster | | | | | |---------------|-----------------------------------------------------------| | | - like a horizontal loop, the helix will require a banked | | Helix down/ | curve before it can be built. An exception would be the | | up | Inverted Coaster and the Suspended Coaster. | |---------------|-----------------------------------------------------------| | | - A loop is a circular inversion that requires at least | | Loop | one slope up 25 degrees. Do not allow trains to go at high| | | speeds through loops as it will increase intensity. | |---------------|-----------------------------------------------------------| | | - Half of a loop, this track needs another inversion like | | Half loop | a corkscrew or in line twist to get it right side up. | | | | |---------------|-----------------------------------------------------------| | | - An inversion that moves in a spiral or corkscrew | | Corkscrew | pattern. | | | | |---------------|-----------------------------------------------------------| | | - Found only on the inverted coaster, the in line twist is| | In line twist | quite obviously, a twist that stays in one line. | | | | |---------------|-----------------------------------------------------------| | | - This is a unique track found only on the Wooden coaster.| | Water splash | It will raise excitement but it is only effective when the| | | train is going at high speeds as it will slow it down. | |---------------|-----------------------------------------------------------| | | - This is not exactly a special track but it's pretty | | Steep twist | cool. To make it, create a slope 60 degrees and turn it 90| | | degrees. It looks like a vertical spiral. | |---------------|-----------------------------------------------------------| |,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,| -_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_\\ 5.2 - Transportation Rides Miniature Railroad --------------- PRICE: $1,300 upwards MAXIMUM TRACK SLOPE: 25 degrees MAXIMUM HEIGHT ABOVE GROUND: 29 ft. VEHICLES: Steam Train GAME DESCRIPTION: Narrow-gauge railroad tracks, with miniature passenger trains. THE GOOD: The Miniature Railroad is very cheap and will be the first transport ride you'll see. It's a good transport for small lengths. THE BAD: The tracks won't be able to be too high and the hills will make the train considerably slower. STRATEGY: This is the cheapest transport ride. Just remember, don't create too many hills as it will slow the train down. The engine has a lot of trouble scaling those. Anyway, placing scenery, water, and other rides by this transport ride will increase it's excitement of course and look nice. Just remember, this ride won't be too popular in the rain. MY RATING: 5/10(too simple and slow although cheap) PRE BUILT TRACKS: none Chairlift --------------- PRICE: $1,440 upwards MAXIMUM TRACK SLOPE: 25 degrees MAXIMUM HEIGHT ABOVE GROUND: 173 ft. VEHICLES: Chairlift cars GAME DESCRIPTION: cars hang from a steel cable which runs continuously from one end of the chairlift to the other and around large turnaround wheels at each end. THE GOOD: The Chairlift has a price somewhere between the Railroad and the Monorail. It's the best transport ride in my opinion as it doesn't slow down on hills, it maintains the same speed throughout the ride, and it can go very high so rides in the way won't mess with your chairlift construction. THE BAD: The one only drawback to the Chairlift is the fact that you need at least two stations and it can't be built in a circuit. This can be a major drawback. The other minor con is it isn't faster than the Monorail. STRATEGY: The Chairlift is probably the easiest to build if you just simply want a transporting ride from one end of your park to the other. Try to tangle it with other rides and roller coasters to improve excitement. And also, set the speed to the max. It will improve intensity/excitement, and the car will get from one place to another faster. MY RATING: 9/10(great transport) PRE BUILT TRACKS: none Monorail --------------- PRICE: $1,550 upwards MAXIMUM TRACK SLOPE: 25 degrees MAXIMUM HEIGHT ABOVE GROUND: 32 ft. VEHICLES: Small monorail cars, Large monorail trains GAME DESCRIPTION: Track is a box sectioned steel rail supported on square section steel posts. Trains are powered and run along the top of the rail with additional wheels either side for stability. THE GOOD: The Monorail is the fastest transport ride and it can go one unit higher than the Railroad. It's also covered so it's still popular in the rain. THE BAD: At a hefty price tag, the Monorail is not worth the money. Still struggling on hills, and it still can't go very high. STRATEGY: I don't suggest the Monorail. I just don't like it, but if you want variety or you just want to try something else, be my guest. Just avoid large climbs. If you have to create some hills, try to have a drop after them so the Monorail can gain speed again. The best time to use the Monorail is when you wish your transport ride to have a lot of downhill tracks. MY RATING: 3/10(not worth the money) PRE BUILT TRACKS: none -_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_\\ 5.3 - Thrill Rides Scrambled Eggs --------------- PRICE: $360 VEHICLES: Scrambled Eggs arms and cars GAME DESCRIPTION: Three pairs of seats rotate at the end of three rotating arms. THE GOOD: This is a nice cheap thrill ride. It's also small so it can be placed in a tight area. To improve excitement, add trees around and you'll see some results. You can also improve excitement by raising the amount of spins, but each ride will take longer. THE BAD: Not as exciting as some others. STRATEGY: I don't have too many strategies for this, but I can suggest placing a lot of trees, fountains, etc. around it. I suggest leaving the number of rotations around 9 or 12. MY RATING: 6/10(not bad) PRE BUILT TRACKS: none Swinging Ship --------------- PRICE: $387 VEHICLES: Swinging Ship GAME DESCRIPTION: Large ship suspended from steel supports. THE GOOD: Still cheap, and it also doesn't take up a lot of room. A bit more exciting than Scrambled Eggs. Effected by scenery as well. You can increase intensity by raising the amount of swings, but each ride will take longer. THE BAD: Still not very exciting but it can be altered. STRATEGY: Consider adding scenery again and keep the number of swings around 9 to 11. MY RATING: 7/10(slightly better than the above and it's compact) PRE BUILT TRACKS: none Go Karts --------------- PRICE: $920 upwards MAXIMUM TRACK SLOPE: 25 degrees MAXIMUM HEIGHT ABOVE GROUND: 29 ft. VEHICLES: Go karts GAME DESCRIPTION: Tarmac track with tyre barrier on each side. THE GOOD: Very popular so it brings in a lot of money ! Effected by scenery as well. THE BAD: It can't hold too many people and it also can't be raised above the ground too high. A bit on the expensive side as well. STRATEGY: I have no idea why but guests always seem attracted to the go karts like it's their favorite ride. Because of the tiny seating capacity, I would suggest toning down on the footpaths. Add scenery as well. MY RATING: 9/10(big moneymaker) PRE BUILT TRACKS: "Figure 8 Track" Excitement: 4.40(approx.) Intensity: 2.50(approx.) Nausea: 0.40(approx.) Max. Speed: 24 mph Average Speed: 11 mph Ride Length: 456 ft. "Mega Track" Excitement: 5.30(approx.) Intensity: 2.40(approx.) Nausea: 0.40(approx.) Max. Speed: 27 mph Average Speed: 15 mph Ride Length: 1,115 ft. Whoa Belly --------------- PRICE: $800 upwards VEHICLES: Whoa belly car GAME DESCRIPTION: The tower is constructed from steel girders and contains large pneumatic cylinders to launch the car upwards. THE GOOD: A great thrill ride with a lot of intensity. I like this ride. THE BAD: Sometimes a car may overspeed and jump the top of the ride and then ^_^. But anyway, it may be too intense for some guests that are looking for gentle rides. STRATEGY: The Whoa Belly can get pretty nauseating so remember benches and bathrooms. Also, in Mel's World, there's this Whoa Belly covered by footpaths making it look underground, create something like that and you'll see the excitement skyrocket. MY RATING: 8/10(intense ride) PRE BUILT TRACKS: none Gravitron --------------- PRICE: $580 VEHICLES: Gravitron car GAME DESCRIPTION: Gondola is suspended by large rotating arms at each side. The supporting arms can both move the gondola and rotate it upside down in a preset sequence. THE GOOD: Gravitron has three adjustable intensity levels. It is a nice addition to any park, and if painted right, looks awesome. Another compact thrill ride to be placed in a tight area. And to top it off, it's cheap. THE BAD: nothing!!! STRATEGY: I suggest taking advantage of the three intensity settings by making three Gravitrons throughout the park. One on the first intensity level, another on the second, etc. Placing scenery helps as always. My RATING: 10/10(perfect thrill ride) PRE BUILT TRACKS: none 3D Cinema --------------- PRICE: $560 VEHICLES: Cinema Building(can't exactly be considered a vehicle but oh well) GAME DESCRIPTION: Cinema is located inside a geodesic sphere. THE GOOD: Three different movies. Still popular in the rain. THE BAD: Not effected by scenery so each movie has a set amount of excitement intensity, and nausea. STRATEGY: You can't really get any strategies for the 3D Cinema but the best I can do is to tell you to build three of them, each having a different movie. MY RATING: 7/10 PRE BUILT TRACKS: none Motion Simulator --------------- PRICE: $440 VECHICLES: Simulator pod GAME DESCRIPTION: Simulator pod mounted on a hydraulic arm. THE GOOD: Two exciting and intense movies. Also is covered so it's just as popular in the rain. THE BAD: Like the above, the Motion Simulator is not effected by scenery so each simulation has a set amount of excitement again. STRATEGY: I find the Simulator more exciting then the 3D Cinema but they have the same strategy. Again, it's not effected by scenery so don't bother with those. MY RATING: 8/10(I like Motion Simulators) PRE BUILT TRACKS: none Swinging Inverter Ship --------------- PRICE: $424 VEHICLE: Swinging inverter ship GAME DESCRIPTION: Large ship attached to arm with counterweight at opposite end. Swings through complete 360 degree circle. THE GOOD: The Swinging Inverter Ship is more exciting than the Swinging Ship. Apparently, it does a complete inversion before stopping so it's more exciting and intense. I'm not sure if it's effected by rain or not, but I believe it isn't becuase it looks covered. Also, scenery helps. THE BAD: The entrance and exit have to be on the same side and for some, that's an inconvenience. STRATEGY: The Swinging Inverter Ship is another very compact ride so you can fit it practically anywhere. Place scenery around of course. MY RATING: 9/10 PRE BUILT TRACKS: none -_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_\\ 5.4 - Gentle Rides Haunted House --------------- PRICE: $340 VEHICLE: Haunted house building GAME DESCRIPTION: Large themed building containing scary corridors and spooky rooms. THE GOOD: It's very cheap. Still popular in the rain. THE BAD: Guests tend to neglect the Haunted House. It's also not affected by extra scenery even though some gaunt objects would look awesome around it. I don't happen to like the Haunted House as it usually doesn't make me money. STRATEGY: Place it in a crowded area so more guests will ride it. The Haunted House won't do that good and eventually, you'll find that it won't make you any more money. I don't like this ride for that reason. Don't bother building this as I just think it's a waste of time. MY RATING: 1/10 PRE BUILT TRACKS: none Ferris Wheel --------------- PRICE: $450 VEHICLE: Ferris wheel GAME DESCRIPTION: Large wheel with 16 self-righting chairs. THE GOOD: It's cheap for good reasons. THE BAD: The Ferris Wheel is definitely the worst ride in all of Rollercoaster Tycoon. First of all, to load, each person will get on and make a rotation, then two people will get off and another two will get on, rotate again, and another two get on, rotate again, and another two will get off. Then people start complaining about the line, and wanting to get off the ride. It also has really low excitement even around scenery. STRATEGY: I don't have any good strategies for this ride. The Ferris Wheel is quite easy to build but I hate the ride and I usually don't bother. MY RATING: 0/10(for good reasons) PRE BUILT TRACKS: none Hedge Maze --------------- PRICE: $216 upward VEHICLE: none listed GAME DESCRIPTION: Maze is constructed from 6-foot tall hedges. Guests wander around the maze and can only leave through the exit. THE GOOD: It's very cheap and guests will like it. Trees will effect the Hedge Maze quite drastically. THE BAD: It may take a while for you to learn how to build a maze correctly and some mazes may make guests get lost if it's too confusing. STRATEGY: Just remember not to make too many dead ends and have more than one path to the exit. Guests only get happy if they reach the exit so it doesn't really matter if you only have one line. The Hedge Maze looks great around trees. My RATING: 6/10 PRE BUILT TRACKS: "Mini Maze" Excitement: 1.50(approx.) Intensity: 0.60(approx.) Nausea: 0.00(approx.) "Spiral Maze" Excitement: 1.60(approx.) Intensity: 0.60(approx.) Nausea: 0.00(approx.) Merry Go Round --------------- PRICE: $460 VEHICLE: Carousel(at least that's what the game says) GAME DESCRIPTION: Circular carousel with horses and a fairground organ mounted in the center. THE GOOD: The Merry Go Round is another cheap gentle ride with decent excitement for it's price. It's covered so rain won't effect popularity. THE BAD: The ride may take a bit long. STRATEGY: Place around trees and gardens for a great effect. Place this around roller coasters exits so the riders can regain themselves by riding the Merry Go Round. MY RATING: 7/10 PRE BUILT TRACKS: none Observation Tower --------------- PRICE: $592 upwards VEHICLE: Rotating Cabin GAME DESCRIPTION: The tower is a cylindrical steel structure. The observation car is hauled up by cables running to the top of the tower. THE GOOD: Guests will be able to see your park and if they catch a ride they like, they'll walk to it. It's a great ride for guests to see the park. It's also covered so rain doesn't effect the popularity. THE BAD: The ride is a bit slow, and if a high one is built, it can use up some money. STRATEGY: I would suggest placing this in the middle of the park so guests can see in all directions. A unique fact of the Observation Tower is that if a guest sees something he likes, he'll know what it is and go to it next. MY RATING: 8/10(great ride) PRE BUILT TRACKS: none Car Ride --------------- PRICE: $540 upwards MAXIMUM TRACK SLOPE: 25 degrees MAXIMUM HEIGHT ABOVE GROUND: 26 ft. VEHICLES: Sports cars, racing cars, trucks GAME DESCRIPTION: Track is made from wood planking, with a central guide rail. Cars are powered, and follow the guide rail along the track. THE GOOD: A cheap gentle ride. It can be a very good moneymaker if made properly. It also has a variety of cars to actually use. Guests are attracted to the Car Ride just like they're attracted to the Go Karts. THE BAD: The cars may travel a tad too slow and they may want to get off, etc. Also, big Car Rides may be very expensive. STRATEGY: Pick a section of your park that is very large and could house a Car Ride. Try to add as many tunnels, trees, fountains, etc. as you can. I would suggest using the Sports Cars as they can hold two guests unlike the Trucks and the Racing Cars. If the ride takes over three minutes, I would suggest redoing it. MY RATING: 8/10(another great ride) PRE BUILT TRACKS: "Mini Cars" Excitement: 2.60(approx.) Intensity: 0.60(approx.) Nausea: 0.00(approx.) Maximum Speed: 4 mph Average Speed: 4 mph Ride Length: 738 ft. Spiral Slide --------------- PRICE: $330 VEHICLE: none listed GAME DESCRIPTION: Wooden structure with an internal staircase and an external spiral slide for use with slide mats. THE GOOD: The Spiral Slide is extremely cheap and it barely takes up any space at all. THE BAD: Because of it's price, the Spiral Slide barely has any excitement. STRATEGY: You can place the Spiral Slide practically anywhere because of it's size. Just remember to add scenery. I would also suggest no queue line if you're using the "Unlimited rides" option. MY RATING: 6/10(it has bad excitement, but look how cheap it is.) PRE BUILT TRACKS: none Space Rings --------------- PRICE: $288 VEHICLE: Space rings GAME DESCRIPTION: Each space ring consists of concentric steel pivoted to allow free rotation in all directions. THE GOOD: Space Rings are cheap. Uh, that's just about all. THE BAD: Space Rings can only hold four geusts at once. I don't really like this ride because of it's really high nausea rating. STRATEGY: I don't usually use this ride because of it's nausea as stated above but occasionally, I may. Just remember to add benches at the exit and of course, scenery. MY RATING: 3/10 PRE BUILT TRACKS: none -_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_\\ 5.5 - Rollercoasters(the biggest ride section) Wooden Crazy Rodent Coaster --------------- PRICE: $1,480 upwards MAXIMUM TRACK SLOPE: 60 degrees LIFT HILL MAXIMUM SLOPE: 60 degrees MAXIMUM HEIGHT ABOVE GROUND: 59 ft. VEHICLE: Mouse cars, mine trucks(I wouldn't consider them trucks though) GAME DESCRIPTION: Track is laminated wood topped with a flat steel running rail, constructed on a wooden support structure. Cars are held on the track by mushroom shaped pegs running between steel guide rails in the center of the track, allowing the cars to tilt over corners. OTHER INFO: A good Crazy Rodent Roller Coaster is all about tight turns and sudden drops-the more intense, the better. THE GOOD: The Wooden Crazy Rodent Coaster doesn't require too much space if built properly. It isn't very expensive either. This coaster also seems to be pretty exciting although intense. THE BAD: There's not much wrong with this coaster except many times, it can be really intense. There are also no banked curves and there aren't really any special tracks. STRATEGY: Try to have the tracks entwine each other to save up space and raise excitement. This coaster will allow you to automatically build a 60 degree slope without a 25 degree slope to start it, but on drops, I suggest adding a 25 degree slope and then a 60 degree. It will lower intensity drastically. And who can forget the scenery? MY RATING: 8/10 PRE BUILT TRACKS: "Crazy Vole" Excitement: 6.40(approx.) Intensity: 7.70(approx.) Nausea: 4.40(approx.) Maximum Speed: 29 mph Average Speed: 9 mph Ride Length: 1,322 ft. Max. Positive Vertical G's: 2.88g Max. Negative Vertical G's: -1.28g Max. Lateral G's: 1.60g Drops: 9 Highest Drop Height: 19 ft. "Mini Miner" Excitement: 5.60(approx.) Intensity: 7.70(approx.) Nausea: 4.10(approx.) Maximum Speed: 33 mph Average Speed: 13 mph Max. Positive Vertical G's: 2.56g Max. Negative Vertical G's: -0.96g Max. Lateral G's: 2.24g Drops: 5 Highest Drop Point: 32 ft. Wooden Coaster --------------- PRICE: $2,800 BANKED CURVES: 30 degrees MAXIMUM TRACK SLOPE: 60 degrees LIFT HILL MAXIMUM SLOPE: 25 degrees MAXIMUM HEIGHT ABOVE GROUND: 105 ft. SPECIAL TRACK ELEMENTS: Banked curves, On ride photo, water splash VEHICLES: Wooden rollercoaster train, wooden rollercoaster train(backwards) GAME DESCRIPTION: Track is laminated wood, topped with a flat steel running rail, constructed on a wooden support structure. Trains are held on the track by upstop wheels, which run under the inside edge of the rails. OTHER INFO: A good Wooden Roller Coaster is fast, has plenty of air- time, some lateral G's, steep drops, and is designed to feel 'out-of- control'. THE GOOD: Wooden Coasters are very exciting coasters. It allows more intensity and guests like a good Wooden Coaster. It also has banked curves and a variety of special track including it's unique water splash. THE BAD: The Wooden Coaster isn't exactly the cheapest thing in the world, actually, it's a bit on the expensive side. Also, they tend to take up more space than others as well. STRATEGY: Don't worry about making your coaster too large, just remember to save yourself some space. It's better if the coaster is larger than smaller. It can also start losing you some money so just check if you have enough money before building it. $10,000+ is pretty good. The water splash is also very effective at adding excitement but keep in mind it'll slow the train down. MY RATING: 7/10(a few flaws and a bit expensive) PRE BUILT TRACKS: "Woodchip" Excitement: 5.70(approx.) Intensity: 7.50(approx.) Nausea: 4.30(approx.) Maximum Speed: 38 mph Average Speed: 13 mph Ride Length: 2,060 ft. Max. Positive Vertical G's: 2.88g Max. Negative Vertical G's: -1.28g Max. Lateral G's: 1.28g Drops: 10 Highest Drop Point: 39 ft. "Mischief" Excitement: 6.10(approx.) Intensity: 8.80(approx.) Nausea: 4.80(approx.) Maximum Speed: 47 mph Average Speed: 18 mph Ride Length: 3,117 ft. Max. Positive Vertical G's: 2.88g Max. Negative Vertical G's: -1.60g Max. Lateral G's: 2.56g Drops: 12 Highest Drop Point: 39 ft. Steel Mini Roller Coaster --------------- PRICE: $1,320 upwards MAXIMUM TRACK SLOPE: 60 degrees LIFT HILL MAXIMUM SLOPE: 25 degrees MAXIMUM HEIGHT ABOVE GROUND: 65 ft. VEHICLES: Ladybird cars, log cars, rocket cars, spinning cars GAME DESCRIPTION: Track has steel running rails with cross-bracing. Supports are thin square-section posts. Trains are held on the track by wheels above, below and outside the running rails. OTHER INFO: Cheaper than other types of roller coaster, but cant be built as tall and curves can't be banked. THE GOOD: Another compact coaster, the Steel Mini is a nice, cheap coaster. It isn't very intense which can be a good or bad thing depending on what you're looking for. There a lot of different train types. THE BAD: The Steel Mini doesn't make as much money as some of the other big coasters. I don't see any special track sections or banked curves. As I said before, it's not very intense so if you're looking for an intense ride, don't use this. STRATEGY: The Steel Mini is a good kiddie ride and if built ride, can attract a hefty crowd. Just try to keep it compact and add a lot of scenery. Don't be discouraged if the excitement doesn't go above 5.00 as other coasters do, the Steel Mini wasn't meant for big crowds. The price should give you some clues after all. MY RATING: 6/10 PRE BUILT TRACKS: "Crazy Caterpillar" Excitement: 4.40(approx.) Intensity: 5.90(approx.) Nausea: 3.70(approx.) Maximum Speed: 36 mph Average Speed: 13 mph Ride Length: 1,414 ft. Max. Positive Vertical G's: 2.24g Max. Negative Vertical G's: -0.32g Max. Lateral G's: 2.24g Drops: 5 Highest Drop Point: 39 ft. "Raging Rockets" Excitement: 4.50(approx.) Intensity: 6.80(approx.) Nausea: 4.40(approx.) Maximum Speed: 45 mph Average Speed: 13 mph Ride Length: 1,798 ft. Max. Positive Vertical G's: 3.20g Max. Negative Vertical G's: -0.96g Max. Lateral G's: 2.56g Drops: 8 Highest Drop Point: 55 ft. Steel Roller Coaster --------------- PRICE: $3,350 upwards BANKED CURVES: 50 degrees MAXIMUM TRACK SLOPE: 60 degrees LIFT HILL MAXIMUM SLOPE: 25 degrees MAXIMUM HEIGHT ABOVE GROUND: 150 ft. SPECIAL TRACK ELEMENTS: Banked curves, vertical loop, steep twist, banked helix, on-ride photo VEHICLES: Rollercoaster train, rollercoaster train(backwards) GAME DESCRIPTION: Track has a tubular steel spine, connected to the inside edges of the track by wheels above, below and outside the running rails. OTHER INFO: Gives a very smooth ride, and allows the design of long, fast, twisted layouts. THE GOOD: The Steel is considerably easier to build with because of it's smooth ride unlike some other bumpy roller coasters. There are also a lot of different special tracks. Maybe not as varied as the Steel Corkscrew but it's still pleasant. THE BAD: A bit expensive. STRATEGY: Don't worry about intensity on this coaster that much. It's pretty easy to avoid super high intensity as the Steel gives a nice, smooth, and calming ride. Use some loops and chain loops together or send a track through a loop. The Steel allows for a great dueling coaster so I'd suggest that too. The Steel looks best with tunnels, trees, fountains, gardens, etc. MY RATING: 9/10(great coaster) PRE BUILT TRACKS: "Fizzly" Excitement: 5.80(approx.) Intensity: 5.80(approx.) Nausea: 2.60(approx.) Maximum Speed: 40 mph Average Speed: 13 mph Ride Length: 1,899 ft. Max. Positive Vertical G's: 2.88g Max. Negative Vertical G's: -1.28g Max. Lateral G's: 2.24g Drops: 7 Highest Drop Point: 42 ft. Inversions: 1 "Exterminator" Excitement: 6.40(approx.) Intensity: 6.90(approx.) Nausea: 3.20(approx.) Maximum Speed: 42 mph Average Speed: 15 mph Ride Length: 2,697 ft. Max. Positive Vertical G's: 4.16g Max. Negative Vertical G's: -1.28g Max. Lateral G's: 1.92g Drops: 10 Highest Drop Point: 55 ft. Inversions: 2 "Shuttle Loop" Excitement: 4.30(approx.) Intensity: 3.90(approx.) Nausea: 1.50(approx.) Maximum Speed: 42 mph Average Speed: 22 mph Ride Length: 275 ft. Max. Positive Vertical G's: 2.88g Max. Negative Vertical G's: -0.32g Max. Lateral G's: 0.00g Drops: 3 Highest Drop Point: 45 ft. Inversions: 2 Stand Up Roller Coaster --------------- PRICE: $3,750 upwards BANKED CURVES: 30 degrees MAXIMUM TRACK SLOPE: 60 degrees LIFT HILL MAXIMUM SLOPE: 25 degrees MAXIMUM HEIGHT ABOVE GROUND: 131 ft. VEHICLES: Stand up roller coaster cars GAME DESCRIPTION: Track has a tubular steel spine, connected to the inside edges of tubular steel running rails. Supports are large tubular steel posts. Trains are held on the track by wheels above, below, and outside the running rails. OTHER INFO: Gives a more intense ride than a sit-down roller coaster, so the track requires careful design to avoid high G forces, especially lateral G's. THE GOOD: The Stand Up Coaster is a unique coaster. This coaster has some nice special tracks and a great intensity coaster to make guests just plain sick to the stomach. THE BAD: Sometimes a bit hard to make because of it's Lateral G tolerance. Also, it's a bit expensive. STRATEGY: Always place banked curves. Lateral G's should be really low for the coaster's intensity. As always, place scenery, tunnels, etc. Try to make no more than 3 inversions if possible. A dueling Stand Up Steel is a great idea as well. MY RATING: 7/10 PRE BUILT TRACKS: "Venom Rail" Excitement: 4.80(approx.) Intensity: 8.00(approx.) Nausea: 5.60(approx.) Maximum Speed: 38 mph Average Speed: 13 mph Ride Length: 1,765 ft. Max. Positive Vertical G's: 2.88g Max. Negative Vertical G's: -1.28g Max. Lateral G's: 1.28g Drops: 8 Highest Drop Point: 39 ft. Inversions: 1 "Red Baron" Excitement: 5.00(approx.) Intensity: 9.30(approx.) Nausea: 6.30(approx.) Maximum Speed: 38 mph Average Speed: 11 mph Ride Length: 1,502 ft. Max. Positive Vertical G's: 3.84g Max. Negative Vertical G's: -1.28g Max. Lateral G's: 2.24g Drops: 7 Highest Drop Point: 39 ft. Inversions: 4 Suspended Roller Coaster --------------- PRICE: $3,550 MAXIMUM TRACK SLOPE: 60 degrees LIFT HILL MAXIMUM SLOPE: 25 degrees MAXIMUM HEIGHT ABOVE GROUND: 105 ft. SPECIAL TRACK ELEMENTS: Helix VEHICLES: Suspended swinging cars, suspended swinging airplane cars GAME DESCRIPTION: Track has a tubular steel spine, connected to the inside edges of tubular steel running rails. Supports are larges tubular steel posts. Trains hang underneath the track, swinging freely from a chassis held on by wheels above, below and outside the running rails. OTHER INFO: A good Suspended Roller Coaster requires plenty of curves and helixes to provide the high lateral G's required to swing the cars. THE GOOD: The Suspended is a another unique coaster. It attracts a lot of guests and it allows for a great ride. A big moneymaker. THE BAD: If there are too many curves at high speed, the Suspended will grow more nauseating. It's really impossible to avoid high nausea ratings, but you'll grow used to it. STRATEGY: The Suspended Coaster doesn't have banked curves because it doesn't exactly need them. The cars will are hanging down and swinging so banked curves would be unneeded. And because of that, the Suspended has a tendency to have a high nausea rating. So the best thing you could do is to avoid a lot of turns. You can make a great coaster out of the Suspended but you just have to learn how to build it properly. I think the Suspended does best when it's fully or partially underground. Don't forget scenery again of course. MY RATING: 8/10 PRE BUILT TRACKS: "Flight of the Pheonix" Excitement: 5.60(approx.) Intensity: 6.40(approx.) Nausea: 6.80(approx.) Maximum Speed: 40 mph Average Speed: 11 mph Ride Length: 1,975 ft. Max. Positive Vertical G's: 2.88g Max. Negative Vertical G's: -1.60g Max. Lateral G's: 1.60g Drops: 5 Highest Drop Point: 39 ft. Single Rail Roller Coaster --------------- PRICE: $1,680 upwards MAXIMUM TRACK SLOPE: 25 degrees LIFT HILL MAXIMUM SLOPE: 25 degrees MAXIMUM HEIGHT ABOVE GROUND: 59 ft VEHICLES: Horses, motorbikes GAME DESCRIPTION: Track consists of two tubular steel rails, one above the other connected by bracing. Supports are thin tubular steel posts. Cars are held on the track by wheels above, below and either side of the rails. OTHER INFO: An exciting ride, as the riders feel vulnerable sitting so high above the track. Corners have no banking, so be careful to avoid high lateral G's. THE GOOD: The Single Rail is really quite easy to build because it isn't usually very intense. It's also very cheap compared to the other roller coasters. THE BAD: Guests don't usually prefer the Single Rail over some other larger coaster like the Steel so don't expect too much profit. Again, popularity is effected by rain. There also aren't any special track elements. STRATEGY: There isn't really any strategy needed to building this coaster as it's really quite simple to erect. Just remember there aren't any banked curves but that shouldn't be a problem. MY RATING: 5/10 PRE BUILT TRACKS: "Steeplechase" Excitement: 4.50(approx.) Intensity: 5.20(approx.) Nausea: 3.60(approx.) Maximum Speed: 36 mph Average Speed: 11 mph Ride Length: 1,634 mph Max. Positive Vertical G's: 2.24g Max. Negative Vertical G's: -0.32g Max. Lateral G's: 1.60g Drops: 7 Highest Drop Point: 32 ft. Mine Train Roller Coaster --------------- PRICE: $3,050 upwards BANKED CURVES: 50 degrees MAXIMUM TRACK SLOPE: 60 degrees LIFT HILL MAXIMUM SLOPE: 25 degrees MAXIMUM HEIGHT ABOVE GROUND: 68 ft. SPECIAL TRACK ELEMENTS: Banked curves, banked helix, on-ride photo VEHICLES: Mine train GAME DESCRIPTION: Track consists of tubular steel running rails, fastened to a wooden support structure. Trains are held on the track by wheels above, below, and inside the running rails. OTHER INFO: The Mine Train is all about fast, smooth, twisted track, and can be improved considerably by adding tunnels. THE GOOD: The Mine Train Coaster is not as expensive as some of the other coasters, but it can still use up some money. Also, this is really the only themed roller coaster in RCT. Strange. THE BAD: Can get a bit expensive and sometimes, it gets hard to build because of intensity. STRATEGY: As stated above, the Mine Train Roller Coaster is the only only themed coaster in this game. So quite obviously, mine theming would look the best around it of course. This roller coaster also looks considerably good around tunnels and the sort. Add a lot and you'll have a very popular coaster. MY RATING: 8/10 PRE BUILT TRACKS: "Manic Miner" Excitement: 5.70(approx.) Intensity: 6.50(approx.) Nausea: 4.10(approx.) Maximum Speed: 36 mph Average Speed: 13 mph Ride Length: 2,319 ft. Max. Positive Vertical G's: 2.56g Max. Negative Vertical G's: -0.96g Max. Lateral G's: 1.60g Drops: 6 Highest Drop Point: 19 ft. Suspended Single Rail --------------- PRICE: $1,800 upwards MAXIMUM TRACK SLOPE: 25 degrees LIFT HILL MAXIMUM SLOPE: 25 degrees MAXIMUM HEIGHT ABOVE GROUND: 42 ft. VWHICLES: Single person swinging cars, lying down swinging cars GAME DESCRIPTION: Track is a single tubular steel rail, supported by tubular steel posts. Cars hang from the rail, swinging freely from side to side. OTHER INFO: quite surprisingly, none is listed THE GOOD: Another cheap roller coaster. THE BAD: Sometimes I find the Suspended Single Rail worse than the Single Rail even though it is considerably more expensive. It's not a very popular roller coaster with the guests so I don't use it that often. I find the Single Rail much more popular and it makes more money. STRATEGY: Use the strategy for the Single Rail. MY RATING: 3/10(The Single Rail is a better coaster) PRE BUILT TRACKS: "Batflyer" Excitement: 4.70(approx.) Intensity: 5.70(approx.) Nausea: 4.20(approx.) Maximum Speed: 27 mph Average Speed: 11 mph Ride Length: 1,168 ft. Max. Positive Vertical G's: 1.92g Max. Negative Vertical G's: 0.00g Max. Lateral G's: 1.28g Drops: 5 Highest Drop Point: 16 ft. Vertical Roller Coaster --------------- PRICE: $3,780 BANKED CURVES: 50 degrees MAXIMUM TRACK SLOPE: 90 degrees LIFT HILL MAXIMUM SLOPE: 60 degrees MAXIMUM HEIGHT ABOVE GROUND: 239 ft. SPECIAL TRACK ELEMENTS: Banked curves, steep twist, banked helix, on-ride photo, vertical drop VEHICLES: Vertical Roller Coaster Car GAME DESCRIPTION: Track has a square section steel spine, connected to the inside edges of tubular steel running rails. Supports are large square section steel posts. Trains are held on the track by wheels above, below, and outside the running rails. OTHER INFO: Gives a smooth ride with limited scope for special track, but allows vertical track to be built. THE GOOD: The Vertical Roller Coaster is the only one with a vertical track section. It's also very popular around guests and it's a big money maker. Great roller coaster. THE BAD: It is a bit expensive and sometimes it may be too intense. STRATEGY: Always place banked curves as this coaster gives a very intense ride. And before you make a large drop, remember the Sloped Brake Piece, it's there for a reason. Try to build underground to boost the excitement. MY RATING: 9/10 PRE BUILT TRACKS: "Big 90" Excitement: 6.10(approx.) Intensity: 6.10(approx.) Nausea: 2.60(approx.) Maximum Speed: 49 mph Average Speed: 15 mph Ride Length: 1,427 ft. Max. Positive Vertical G's: 3.20g Max. Negative Vertical G's: -1.60g Max. Lateral G's: 1.92g Drops: 5 Highest Drop Point: 62 ft. Steel Corkscrew Roller Coaster --------------- PRICE: $3,900 upwards BANKED CURVES: 50 degrees MAXIMUM TRACK SLOPE: 60 degrees LIFT HILL MAXIMUM SLOPE: 25 degrees MAXIMUM HEIGHT ABOVE GROUND: 239 ft. SPECIAL TRACK ELEMENTS Banked curves, vertical loop, steep twist, half loop, corkscrew, banked helix, on-ride photo VEHICLES: Roller coaster train GAME DESCRIPTION: Track has a tubular steel spine, connected to the outside edges of tubular steel running rails. Supports are large tubular steel posts. Trains are held on the track by wheels above, below and inside the running rails. OTHER INFO: Can give a slightly rough ride, but allows the most complex track elements to be used, can be built to large height. THE GOOD: Probably the best roller coaster in the game in my opinion. The Steel Corkscrew has a variety of special tracks, and is very popular with the guests. A big money maker and if built right, a very, very exciting roller coaster. THE BAD: It is a bit expensive but the options of this roller coaster more than make up for it. It also is a little bumpy and can get pretty intense if not built correctly. STRATEGY: The Steel Corkscrew does give a bumpy ride unlike the regular Steel but it has a lot of special tracks. Try to use them all without overdoing it. From my experience, I've figured that the Steel Corkscrew does the best underground. Adding a lot of scenery will definitely help to improve the overall popularity and excitement. Remember to price this roller coaster high. MY RATING: 10/10(the best roller coaster in the game) PRE BUILT TRACKS: "Boomerang" Excitement: 5.50(approx.) Intensity: 7.40(approx.) Nausea: 3.40(approx.) Maximum Speed: 47 mph Average Speed: 18 mph Ride Length: 735 ft. Max. Positive Vertical G's: 4.48g Max. Negative Vertical G's: 0.00 Max. Lateral G's: 2.24g Drops: 8 Highest Drop Point: 62 ft. Inversions: 6 "Corkscrew" Excitement: 5.60(approx.) Intensity: 6.90(approx.) Nausea: 3.20(approx.) Maximum Speed: 38 mph Average Speed: 13 mph Ride Length: 1,719 ft. Max. Positive Vertical G's: 3.84g Max. Negative Vertical G's: -1.28g Max. Lateral G's: 2.24g Drops: 10 Highest Drop Point: 39 ft. Inversions: 3 Inverted Roller Coaster --------------- PRICE: $4,100 upwards BANKED CURVES 50 degrees MAXIMUM TRACK SLOPE: 60 degrees LIFT HILL MAXIMUM SLOPE: 25 degrees MAXIMUM HEIGHT ABOVE GROUNDL 118 ft. SPECIAL TRACK ELEMENTS: Banked curves, vertical loops, steep twist, inline twist, half loop, corkscrew, banked helix, on-ride photo Vehicle: Suspended cars GAME DESCRIPTION: Track has a square-section steel spine, connected to the inside edges of tubular steel rails. Supports are large square-section steel posts. Trains hang underneath the track, held in position by wheels above, below and outside the running rails. OTHER INFO: An Inverted Roller Coaster feels more intense and exciting than a sit-down roller coaster; due to the exposed feeling the riders have with their feet dangling below them and the lack of a car around them. THE GOOD: This roller coaster is also very popular with the guests and it can create quite a bit of income. A lot of special tracks makes this roller coaster the most detailed in the game. THE BAD: The Inverted Coaster is no doubt, the most expensive roller coaster. Coming in at $4,100 upwards, make sure you have a lot of money before you build. Also, it can get very intense and nauseating as it dangles the rider's feet to the oblivion below. STRATEGY: Make sure you have enough money before constructing this kind of coaster. $10,000 should be adequate. And if your coaster is to have a lot of inversions, try to use a good number of brakes to lower the intensity. You should bank curves and avoid super high Lateral G as well. MY RATING: 9/10 PRE BUILT TRACKS: "Danglefeet" Excitement: 6.20(approx.) Intensity: 8.50(approx.) Nausea: 6.60(approx.) Maximum Speed: 45 mph Average Speed: 15 mph Ride Length: 1,939 ft. Max. Positive Vertical G's: 3.52g Max. Negative Vertical G's: -1.60g Max. Lateral G's: 1.92g Drops: 7 Highest Drop Point: 55 ft. Inversions: 4 Bobsled Roller Coaster --------------- PRICE: $2,700 upwards BANKED CURVES: 50 degrees MAXIMUM TRACK SLOPE: 25 degrees LIFT HILL MAXIMUM SLOPE: 25 degrees MAXIMUM HEIGHT: 78 ft. SPECIAL TRACK ELEMENTS: Banked curves, banked helix VEHICLES: Bobsleigh cars GAME DESCRIPTION: Track is a semi-circular channel, supported by tubular steel posts. Cars run on small wheels, and are free to take their own course along the track, guided only by the curvature and gradient of the channel. OTHER INFO: Track layout requires very careful planning, as cars can crash of the track at the crests of hills if it is going to fast. THE GOOD: The Bobsled is a unique coaster. It's very easy to create a nice, fast thriller that will bring in a lot of money if you know how to build it properly. Also not very expensive. THE BAD: There doesn't really seem to be too many special tracks. And anyone who doesn't know how to build it properly will usually end in a failure. STRATEGY: I should tell you one thing before anything else. You MUST not place a rise in track right after a drop. The train will go flying right off and crash. That's really the only thing to keep in mind. Take a look at a few of the pre built models to get a feel of what kind of coaster you should build. Try to use a lot of curves and helixes and don't have too many lift hills. One should be enough. MY RATING: 7/10 PRE BUILT TRACKS: "Big Bob" Excitement: 5.40(approx.) Intensity: 5.60(approx.) Nausea: 4.70(approx.) Maximum Speed: 38 mph Average Speed: 13 mph Ride Length: 2,287 ft. Max. Positive Vertical G's: 2.56g Max. Negative Vertical G's: -0.32g Max. Lateral G's: 1.60g Drops: 2 Highest Drop Point: 6 ft. "Mini Bob" Excitement: 5.00(approx.) Intensity: 4.90(approx.) Nausea: 4.30(approx.) Maximum Speed: 29 mph Average Speed: 9 mph Ride Length: 1,368 ft. Max. Positive Vertical G's: 1.92g Max. Negative Vertical G's: -0.64g Max. Lateral G's: 1.28g Drops: 0 Highest Drop Point: 0 ft. Reverse Whoa Belly Roller Coaster --------------- PRICE: $6,750 upwards MAXIMUM TRACK SLOPE: 90 degrees VEHICLES: Reverse Whoa Belly Car GAME DESCRIPTION: Car runs on steel girder tracks. The car is accelerated out of the station, along level track using Linear Induction Motors. It then coasts up the vertical section of track, and free-falls backwards down the track to return to the station. OTHER INFO: The ultimate speed of this ride is controlled by the length of straight track to achieve maximum speed, a very long length of acceleration track must be built before the slope upwards. THE GOOD: Don't be fooled by the listed price, it usually won't take that much money as you won't need too much track. The Reverse Whoa Belly is another guest attracter and is good for money making. THE BAD: Occasionally, the train may fly off the top and "KABOOM" STRATEGY: There isn't much strategy needed. Place a few straight tracks so the train can gain some speed and make the track rise up. Try to experiment a bit and make sure the train can reach the top without crashing off. MY RATING: 7/10 PRE BUILT TRACKS: "Force 9" Excitement: 4.50(approx.) Intensity: 7.40(approx.) Nausea: 5.20(approx.) Maximum Speed: 67 mph Average Speed: 38 mph Ride Length: 459 ft. Max. Positive Vertical G's: 3.20g Max. Negative Vertical G's: -0.00g Max. Lateral G's: 0.00g Drops: 1 Highest Drop Point: 108 ft. -_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_\\ 5.6 - Water rides Water Slide --------------- PRICE: $1,200 upwards MAXIMUM TRACK SLOPE: 60 degrees LIFT HILL MAXIMUM SLOPE: 25 degrees MAXIMUM HEIGHT ABOVE GROUND: 65 ft. VEHICLES: Dinghies GAME DESCRIPTION: Track is a semi-circular plastic channel with a small amount of water running along it. Boats slide along the track, assisted by the flow of water. OTHER INFO: A good Water Slide requires at least one steep drop, but can be extended into a complex layout, so long as care is taken on the crests of hills, as dinghies can crash off track. THE GOOD: The Water Slide is a nice, cheap addition to any park. It's very popular with the peeple. THE BAD: Dinghies can crash off hills if going to fast. STRATEGY: Again, these dinghies are not connected to the track so if it jumps off a hill, to smithereens it goes. However, there is a neat little option that you could use if you had to use a hill. By using the full circle track, you can prevent the dinghie from crashing and give a nice little bump on the head to your unfortunate riders. Again, it's best to have only one lift hill or else dinghies may get stuck and you'll get pretty annoyed having to press the close and open button over and over. To completely avoid this, simply make sure the dinghie is going considerably fast throughout the entire ride. MY RATING: 7/10 PRE BUILT TRACKS: "Demon Drop" Excitement: 4.60(approx.) Intensity: 5.70(approx.) Nausea: 3.50(approx.) Maximum Speed: 39 mph Average Speed: 9 mph Ride Length: 1,128 ft. Max. Positive Vertical G's: 2.56g Max. Negative Vertical G's: -0.64g Max. Lateral G's: 2.56 Drops: 4 Highest Drop Point: 39 ft. Log Flume --------------- PRICE: $1,320 MAXIMUM TRACK SLOPE: 25 degrees MAXIMUM HEIGHT ABOVE GROUND: 39 ft. VEHICLES: Log flume boats GAME DESCRIPTIOM: Water Flume track supported by box-section steel supports. Boats are propelled up slopes on rollers, and are then free to travel along the water channel at their own pace. THE GOOD: Guests seem attracted to the Log Flume. THE BAD: The rides can take extremely long if care is not taken into building these. Also, it's more expensive than the Water Slide but I don't find it any better. STRATEGY: Just remember not to make it too long and you'll be fine. Any ride over 5 minutes will get guests angry and they will want to get off the ride. Adding tunnels and Firs will give an overall, better effect and the excitement will skyrocket. MY RATING: 5/10 PRE BUILT TRACKS: "Logger's Revenge" Excitement: 4.80(approx.) Intensity: 2.30(approx.) Nausea: 1.10(approx.) Maximum Speed: 29 mph Average Speed: 2 mph Ride Length: 1,483 ft. Drops: 3 Highest Drop Point: 26 ft. Boat Hire --------------- PRICE: $205 upwards VEHICLES: Rowing boats, Swan pedal-boats, bumper boats, canoes, water tricycles GAME DESCRIPTION: Boat dock consists of wooden platforms built on a lake. Guide tracks can be built to limit where passengers steer the boats. THE GOOD: A good ride for the less intense craving people. The Boat Hire is a cheap addition to any park. THE BAD: It won't attract the majority of your guests and it won't make too much money. STRATEGY: I don't ever suggest not using guide rails. Boats will get lost quite frequently and guide rails will improve the overall popularity of your ride. Guests will get angry if they have to wait just because one boat is lost. MY RATING: 5/10(cheap and attracts gentle guests that don't want intensity.) PRE BUILT TRACKS: none River Rapids --------------- PRICE: $1,840 MAXIMUM TRACK SLOPE: 25 degrees MAXIMUM HEIGHT ABOVE GROUND: 39 ft. VEHICLES: Rapids boats GAME DESCRIPTION: Concrete water channel. Boats are free to take their own course along the channel. THE GOOD: Some very nice special tracks to add to the excitement. The best water ride in the first RCT. It's brings in a lot of money and you can price it pretty high. THE BAD: The most expensive water ride in the first RCT as well but the price is definitely well worth it. STRATEGY: To improve excitement dramatically, add a lot of whirlpools, rapids, and waterfalls. I might suggest making the entire ride whirlpools, rapids, and waterfalls to make it intense and exciting. MY RATING: 9/10 PRE BUILT TRACKS: "Ropey Rapids" Excitement: 3.80(approx.) Intensity: 1.30(approx.) Nausea: 0.90(approx.) Maximum Speed: 27 mph Average Speed: 2 mph Ride Length: 964 ft. Drops: 2 Highest Drop Point: 19 ft. -_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_\\ 5.7 - Shops & stalls I'm just going to list every one of them. There's not need for strategies or comments. Ice Cream Stall --------------- SELLS: Ice Creams COST: $250 Fries Stall --------------- SELLS: Fries COST: $300 Burger Bar --------------- SELLS: Burgers COST: $300 Drink Stall --------------- SELLS: Drinks COST: $225 Cotton Candy Stall --------------- SELLS: Cotton Candy COST: $250 Pizza Stall --------------- SELLS: Pizza COST: $275 Popcorn Stall --------------- SELLS: Popcorn COST: $250 Balloon Stall --------------- SELLS: Balloons COST: $200 Information Kiosk --------------- SELLS: Park Maps and Umbrellas COST: $250 Souvenir Stall --------------- SELLS: Cuddly Toys and Umbrellas COST: $210 Bathroom --------------- GAME DESCRIPTION: Prefabricated concrete building COST: $200 -_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_\\ 6.1 - Walkthrough BEFORE YOU READ THE WALKTHROUGH(THIS IS VERY IMPORTANT) Before you read the walkthrough, you should be able to understand: - how to price rides and park entrances - how to hire staff - how to save up money - how to deal with guests needs - how to build a roller coaster or any other custom ride correctly. - how to place scenery - how to build underground I will not mention the above in the walkthrough. I mention some of these subjects in the "Your Park" section so you should take a look at that before you use the walkthrough. Also, don't blame me if my strategies won't work, if I wrote them down, they worked for me. This walkthrough won't be 100% accurate and occasionally, you may find the strategies given may not work. If the walkthrough won't work for you, try to find your own strategies. After all, this game didn't expect you to get the answers from some walkthrough. I'll try to be as detailed as possible but I won't mention the above list as I said so if you get confused, try to improve your overall park building skills and play certain scenarios more than once to try to improve your skills. Over time, you'll get more experienced in creating roller coasters and a better park manager. I'll try be more detailed in the first scenario but the rest I'll just tell you how many attractions to buy and give you some insights on what to do and what to expect at what time. Simply use some of the suggestions in the first scenario's walkthrough for the other scenarios if you have to. For most scenarios, there is something immediate that needs to be done before you can construct anything and that will be in the first and second paragraphs. --------------- The format: Name: Description: Objective: Pre built rides: Rating on difficulty: (on a scale of one to five) Walkthrough: --------------- Name: Forest Frontiers Description: Deep in the forest, build a thriving theme park in a large cleared area. Objective: 250 guests & park rating of 600 by October, Year 1 Pre built rides: none Rating on difficulty: 0.5/5 Walkthrough: Forest Frontiers is a pretty simple scenario. Not too hard at. You should definitely have no trouble with this one. The first thing you should do is go to the research tab, and uncheck everything except Shops and Stalls, and set the research fund to $400. You'll notice that you don't have an information kiosk yet so just wait until it's researched. As soon as it is, uncheck the Shops and Stalls and check Roller coasters only. You won't be needing too many thrill/gentle rides. So, while you wait for the information kiosk, build a Merry Go Round connecting to the main path. Immediately, you'll notice guests walking into your park if you remembered to open it.(If you didn't, I suggest opening it now.) Next, you should build either a Swinging Ship or a Scrambled Eggs thrill ride. I usually like to go with the Ship as it takes up less space, but it's your choice. Now, place that thrill ride a bit farther down on the path. Preferably on the other side of the footpath. Now use the same queue and footpath technique as stated above. By now, you should've gotten the information kiosk or you are close to it. So, when you do, remember to place it a well 5 blocks away from the entrance. Place it at a corner as sales will increase and a guest will have a better chance of buying a map. I usually like to make maps free at the park entrance and start charging more and more as the guests get further, but you can try your own strategies. Now, set the research to all roller coasters as stated above. Now, time for your first roller coaster. You'll have two choices at the start and more will be researched later on but these are the two you start with. You can build the more expensive, but more exciting Wooden Roller Coaster, or build the less expensive, but less exciting Steel Mini. I went with the Wooden as it attracts more guests, but Steel Mini does take up less space. Anyway, don't place it so close to the paths and allow room for a queue line. If you need help building a roller coaster, consult the section below or read one of the various other RCT FAQs. Try to keep the excitement above 5.00. By now, you should have around 100 guests but wait a month and that number will grow. If your population has not reached 150 by June, year 1, build one or two more gentle rides. After researching the Steel Coaster, start researching gentle/thrill rides. Now, with your newly researched Steel roller coaster, start construction on a new coaster. You can take $30,000 in loans.(Remember that the $10,000 you start with is really part of your loans.) If your steel coaster has more than 6.00 excitement, it's good. If it isn't, consider adding scenery or build a better coaster. Immediately after you finish that task, build another thrill ride that you should've researched and you should have 250 guests. If not, you know what to do. Now just maintain your park until the end of the scenario. --------------- Name: Dynamite Dunes Description: Built in the middle of the desert, this theme park contains just one roller coaster but has space for expansion. Objective: 650 guests & park rating of 600 by October, Year 3 Pre built rides: 1 Dynamite Blaster(Mine Train Roller Coaster) Rating on difficulty: 1/5 Walkthrough: You will now have a desert like park with a great roller coaster already built for you. Since it is a bit nauseating, I would definitely suggest lowering the amount of cars per train and to bring in some extra income, add an on ride photo to some piece of track as well. Now, again you won't have an information kiosk at first so you'd have to research that. Now, before you build anything, remember that your loans will only go up to $15,000 so try to avoid using up all your money or else you'd have to wait a long while before you get enough money to do anything. Consider deleting the palm trees by the entrance to get some room. Add some food stalls by the pre built roller coaster but not right by the exit. Try to add in some extra path for a drink stall and a food stall of your choice. Also place a bathroom by the exit of the roller coaster. We're now going to build a Merry Go Round and a Scrambled Eggs by the entrance. You can use either the Wooden or the Mine Train Roller Coaster to place by your entrance. I would prefer the Mine Train but it's all up to you. While you're building the coaster, the information kiosk will probably finish and you can place that. Now check Roller Coasters, Gentle Rides, Thrill Rides, and Scenery and Theming in the Research tab. Upon finishing your coaster, you should have around 200-250 guests and it should be May of year 1. Now, build roller coasters, thrill rides, and gentle rides until you have 450 guests or more. Now you can take a break until the start of year 2. Use this time to create scenery throughout your park, hire some staff, and clean up your park. You also might want to add some more bathrooms, food stalls, etc. Try to spread things out however, don't pack everything into one area of your park. The more spread out your attractions are, the less your guests will complain and you'll have a smoother running park. When March, year 2 comes, build two more gentle/thrill rides. By this time, I had three roller coasters,(including the pre built one) three thrill rides, and four gentle rides and I had around 600 guests. If your guests are starting to complain about being hungry, add some more food stalls and the same goes for drink stalls. And anyway, you can build a miniature railroad or the other two transport rides if you've researched them yet. around your park and people will come in by the dozens. Now you should have 650 guests. If not, build whatever you haven't. Now you just have to keep that amount of guests and a park rating above 600 for the rest of the scenario. It's not hard. And since you're bored, I'll expect you to try to build an underground roller coaster. You just have to get a feel for them before the next scenarios as you'll need some underground skills. Since you're going to be doing nothing interesting for the time, add some scenery, solve guests problems, make your park look better, etc. And eventually, the scenario will be over. --------------- Name: Leafy Lake Description: Starting from scratch, build a theme park around a large lake. Objective: 500 guests & park rating of 600 by October, Year 3 Pre built rides: none Rating on difficulty: 0.7/5 Walkthrough: Take a good look at your objective. Sound easy enough? Well, it is easier than the previous scenario so you're pretty much smooth sailing for now. I guess the developers decided to give you a break every once in a while to help you out. Well, Leafy Lake may not be the flattest of all land but it can make for a great park. Also, the numerous hills allow for a great underground coaster and the water could house a very large water ride. I won't go fast in this walkthrough to help you out but at any time if you wish to go ahead, be my guest. Even though your loans are very large however, I wouldn't suggest using it up all at once. Save money and pay back loans occasionally. Again, you won't have an information kiosk at first so do the same thing you did in the last scenarios. Now, you have a lot of time so don't rush. You shouldn't build any roller coasters at first because they take some time. Instead, build a Merry Go Round, Scrambled Eggs, and a nice Boat Hire in the lake. Guests will start flocking to your park and you should have around 100+. Now, start researching roller coasters, thrill rides, and shops and stlls. Now, build a Steel Mini preferably in the middle of the lake or somewhere. You should now have around 250 guests. It's okay if you have more but if you don't, continue adding more rides until you do. It should be around July by now. I would suggest using the remaining time to take a break and look over your park. We won't be doing any ride construction until Year 2. In a while, your amount of guests should jump to 300+ and stay there. I would also suggest building some bathrooms and food/drink stalls but that's only if your guests are starting to complain. Over time, you should start getting new roller coasters, thrill rides, etc. When March, year 2 comes by, you should have both the Steel Roller Coaster and River Rapids. If you haven't researched the two, or you just can't afford them, build them later as you'll have enough time. Now, make sure you have around at least $10,000.(you can use loans.) I already had 500+ guests by May, year 2 after constructing the two. You should have above 500 as well but if you don't, simply add some other rides. After reaching your objective, I would suggest to quit funding researching but it's your choice. Now, you have a year and a half left to wait. Using this time, you should practice building underground coasters and improve your roller coaster skills overall but it's always easier to just let the game run while you watch tv or something. Congratulations, you've beaten Leafy Lake. --------------- Name: Diamond Heights Description: Diamond Heights is already a successfull theme park with great rides - develop it to double it's value. Objective: Park value of $20,000 by October, Year 3 Pre built rides: Agoraphobia (Steel Roller Coaster) \\_ _ these two are dueling rides Claustrophobia (Steel Roller Coaster) / with great excitement. Arachnaphobia (Steel-Mini Roller Coaster) Grimble's Gallopers (Merry Go Round) Indiana Railroad (Miniature Railroad) Roller Coaster 1 (Wooden Crazy Rodent Roller Coaster) Shortstuff's Slide (Spiral Slide) Snake River Falls (Log Flume) Rating on difficulty: 2/5 Walkthrough: In my opinion, park rating scenarios are harder than guests and park rating scenarios. Some may think differently of course. Anyway, Diamond Heights has already started the scenario with around $10,000 park value already. Notice the many coasters and rides and try to build like the computer's. Take note of Agoraphobia and Claustrophobia. Very great dueling coasters even if they were built wrong, but I suppose they had to because they are different colors. The first thing you should change is your staff and your ride prices. You should hire some more staff first and then deal with ride prices. Also, change the inspection time for the pre built roller coasters to 10 minutes of course. After getting the majority of your park in shape, take note of what attractions you have. You start with an info kiosk(that's good) but you barely have any food stalls and drink stalls have not yet been researched. So like always, research shops and stalls at maximum funding. Create some Ice Cream Stalls/Fries Stalls and Bathrooms at various locations around your park. Don't forget about the Info Kiosk. Just remember, when you do get the Drinks Stall, add a few by your existing food stalls and bathrooms. Remember to research roller coasters and thrill rides after the Drink Stall is researched. I think the development of each stall is random so I can't exactly give you a correct time to expect it. If you care, continue to research shops and stalls.(along with rc's and thrill rides) The amount of space that appears empty may seem small but you have most of the water and a small island to build on. Don't worry, you won't be needing that much space anyway. So the first thing you should build is a Swinging Ship. After, try a dueling Steel Mini. If you can't build one properly, just add a regular Steel Mini and a Shuttle Loop(pre built track)Steel Roller Coaster. Your park value should skyrocket to around $16,000-$19,000. Easy huh? Now, we're not going to build anything for the rest of the year but if you care to go ahead and finish the objective ahead of time, be my guest. As March, year 2 rolls by, simply place a few thrill rides and your objective will be complete. Now all you have to do is maintain this for another 2 years. Ah, you didn't think park value could go down didn't you? Well, just remember to keep rides in order and keep their reliability rating up. If you see your park value going down, guests are probably getting angry becuase of everyday problems like hunger, thirst, or maybe a line is too long. Just tend to your guests. When your park value drops, build more attractions. Don't leave the scenario unattended. While your waiting for the scenario to end, consider trying some new roller coasters and try to use underground building. --------------- Name: Evergreen Gardens Description: Convert the beautiful Evergreen Gardens into a thriving theme park. Objective: 1000 guests & park rating of 600 by October, Year 4 Pre built rides: none Rating on difficulty: 1.2/5 Walkthrough: Your biggest project so far, Evergreen Gardens is a long and considerably easy scenario. Yes, 1000 guests may seem like a lot but considering the amount of time you have, it should be simple. I'll go slow by getting 250 guests every year instead of rushing through the scenario. In fact, you can easily get 1000 guests in 1 year. Also, this scenario makes for some great practice for building on hills and constructing tunnels. I'll slowly advance for this scenario doing around 250 guests each year, but like always, if you really wish to rush through the scenario, I couldn't care less. You can do it either way but I prefer to go slow. Using these strategies, you can usually use up less than half the room of your park to complete the objective. As you load up the park, you'll notice two things; the size and the amount of scenery. It certainly is big and the foliage looks awesome, but before you open your park, cut off some paths. You can reconnect them later when you wish to use them. Guests will get lost if you leave them and that's not good. Now, start researching shops and stalls because you once again, require an information kiosk. Start building a gentle ride at first, then a thrill ride, and finally, a compact Steel Mini. Try to build all of these by the entrance and build on the hilly area. You'll be building on more hills for the majority of the scenario. Try to get good at doing just that. Now, by now, your info kiosk should've been researched so check roller coasters, thrill rides, and gentle rides. You may choose to continue researching shops and stalls if you want. Now, we almost have 250 guest so build two more gentle rides. A Hedge Maze and a Car Ride should be enough for you to get to 250 guests. Use the remaining time of the year to watch over your park and maintain some more guests. Now may also be a good time to create some shops and stalls. As time passes, you'll notice that your number of guests will rise from 250 to around 350-450 guests by Year 2. Finally, Year 2 has arrived and you have quite a bit researched already. Hopefully, you've received the Steel Corkscrew Roller Coaster by now. Since you already have 350-450 guests, getting the 500 for this year shouldn't be too hard. Simply build a Steel Corkscrew or a Steel. Depending on what you prefer. If you don't get 500 at first, don't worry, you're guest will come eventually. If you don't get 500 by the end of the year, then you have a problem. Once again, if you maintain your park properly and build food and drink stalls accordingly, your amount of guests should skyrocket to around 550-650. By now, you should have enough rides to use so you can stop researching and save some money. However, I started researching ride improvements and scenery and theming at this point. It's your call. Year 3 arrives and you should have more than half your objective. To simply get to 750 guests, construct a thrill ride and a well built Steel Roller Coaster. Once again, while you wait for Year 4, maintaining your park and adding scenery and shops/stalls will raise your guests. It's very easy so far isn't it? Year 4 should be a cakewalk. I just built a Boat Hire, Haunted House, Go Karts, and a well constructed Wooden Coaster and I got the 1000. And now you've completed Evergreen Gardens. The scenarios are very, very easy so far aren't they? Evergreen Gardens is one of the longest scenarios taking 4 years. There are some others as well that take the same amount of time but no scenario in the first Rollercoaster Tycoon goes over the four years. --------------- Name: Bumbly Beach Description: Develop Bumbly Beach's small amusement park into a thriving theme park. Objective: 750 guests & park rating of 600 by October, Year 2 Pre built rides: Ferris Wheel 1 (Ferris Wheel) Gallopers (Merry Go Round) Information Kiosk 1 (Information Kiosk) Roller Coaster 1 (Wooden Roller Coaster) Rating on difficulty: 2.5/5 Walkthrough: The objective for this scenario is harder than any other before it. Don't worry as the key things to remember in this scenario are to pace yourself and don't waste space. Do not spread out rides like you did in the previous scenarios. Bumbly Beach doesn't give you too much land. You'll have to learn how to stack rides as well. Try to use the Wooden Rodent Coaster as it doesn't take up too much room. The land is considerably flat and you should have no problem building and of course, getting the objective. Bumbly Beach may sound considerably harder, but it's really very easy. Your park has already been started for you with a nice coaster, some gentle rides, and a information kiosk. You're going to have to modify the roller coaster in a way as it's a bit too intense. Delete some hills as there's a lot. Adding an on ride photo to that Wooden Coaster would be a good idea as well. Reprice some of your rides and the park entrance and your park should be in order. Now, start researching roller coasters, thrill rides, and immediately. I won't suggest building too many large coasters in this park but try some. You'll be researching quite a bit so experiment with different rides. Bumbly Beach also starts off with no staff so get hiring. Once your park is in shape and you've added some scenery around. Start constructing. Bumbly Beach barely starts with any rides researched at all. It's best to wait until you get the wooden rodent coaster and steel mini before doing any coaster construction at all. I would start off with a Scrambled Eggs and a Slide. Some shops and stalls wouldn't hurt either. Fill in all the major gaps of your park with trees and scenery. When you receive the Steel Mini Roller Coaster,(which should be in Year 1) start constructing one. Don't make it too large. You should have around 300+ at this time. You're making good progress. Now, we'll need some more gentle rides. They're boring to build but they're really the only things we can build. Don't worry however, as we'll be building a lot of thrill rides and roller coasters into Year 2 when we start getting some more roller coasters. A Car Ride and an Observation Tower should be enough for the year. Now relax for a while until Year 2. Get your park back into order. You should have some new roller coasters. By now you should have around 450-500 guests. If you still have quite a bit of room left, consider erecting some Steel Roller Coasters, if you don't, use the Steel Mini or Wooden Rodent Coaster. Build around 2 roller coasters and a good go kart and some food stalls, drink stalls, and bathrooms. By now, I had 750 guest to go. If you don't, I would suggest advertising. It's more effective then you may think. Whatever way you choose, you should get your objective. --------------- Name: Trinity Islands Description: Several islands form the basis for this new park Objective: 750 guests & park rating of 600 by October, Year 3 Pre built rides: none Rating on difficulty: 2/5 Walkthrough: Another easy scenario with an easy objective. However, this time, you're going to be building on water which you'll get used to in time. Your park is a good medium size with a few islands. I would suggest building roller coasters and other rides off the islands and in the water and place stalls and scenery on the actual islands. The largest island is all the way in the back and it makes for a great roller coaster. I found this scenario fun and enjoyed it. Trinity Islands is also one of the few scenarios that probably require some sort of transport ride so I'll fill you in on that too. First of all, like Evergreen Gardens, you're going to have to delete some paths so guests won't get lost. You don't have an information kiosk at first once again so get researching shops and stalls only until you do. In the meantime, start construction on a gentle ride and a small Steel Mini Roller Coaster. Try to build in the water the best you can and leave room on the islands. You should be building only on the first island without wasting any space. You should still have more than half the first island empty. This is just a rough scetch of the first island. I'm drawing it from memory so it is probably a bit off. Notice the thin part in the middle. ____________ | \\ \\ | |\\______ | \\ / \\ / \\_________/ \\__ | _________/\\__________ ____/ \\__/ \\_______/ | | |___________________| | Your two rides should not go beyond this boundary. Now, getting back on track, your information kiosk should be pretty close to researched or already researched. Now you'll probably want to build a Scrambled Eggs quickly and some shops and stalls. Try to pack things together. Don't spread attractions out as space is short. Now after researching the information kiosk, place one and start research on roller coasters, thrill rides, gentle rides, and if you wish, continue shops and stalls. Start work on random gentle and thrill rides until you reach 250 guests. Remember the water makes for some awesome boat hires so if you wish, construct a some of those. Then you can stop ride construction until Year 2. Add some bathrooms and stalls to your guests needs if they need them. It's okay if you fill up the first island during the first year but don't construct on the others. Also, remember to reconnect your paths when you need them. By Year 2, I already had 300+ guests. We're going to be starting on our transport now. Using preferably the Monorail or the Chairlift.(the Miniature Railroad is okay but since it requires a continuous circuit, it's going to be more expensive than the other alternatives.) Create a station at the first island and another on the third or the bottom most island. Use shuttle mode for the Monorail and the Chairlift should be at that too. The reason we'll be needing a transport is because their is only one skinny main path throughout the park. It will probably get really crowded if you don't use some means of transportation. There are alternative methods to this like a transport roller coaster, etc. After construction on the transport,(if you have) start building. Don't worry if your guests are starting to get lost. As soon as you start building on the islands, guests won't be lost. Spread out your rides at first. Two on one, two on the other and build food stalls, drink stalls, and bathrooms on the islands. For the island in the back, consider building a Steel Coaster on it. Just remember your budget. We're looking to 750 guests this year. I got it by building one coaster, two thrill rides, and two gentle rides. Now all you have to do is leave the game on for the rest of the duration of the scenario. Watch tv or something to waste the time. Trinity Islands is finished. If you care to continue building even after meeting the objective, that's fine. You may be wondering why we rushed at the end, well, it keeps the park rating up and that's what we need. Why would the park rating go down? Because people will get lost on the long path. Building rides on them would lower the amount of lost guests and bring up park rating. --------------- Name: Katie's World Description: A small theme park with few rides and room for expansion your aim is to double the park value. Objective: Park value of $15,000 by October, Year 3 Pre built rides: Al's Galleon (Swinging Ship) Forest Flyers (Single Rail Roller Coaster) Katherine's Cruisers (Boat Hire) Miniature Railroad 1 (Miniature Railroad) Richard's Wreckers (Go Karts) Runaway Plumber (Steel-Mini Roller Coaster) The Storm (Mine Train Roller Coaster) Rating on difficulty: 2.5/5 Walkthrough: Katie's World rains quite often. More rainy than other scenarios so mostly, you're going to have to build covered rides and underground coasters. Don't forget to overprice umbrellas to get a bit of extra income. Katie's World also already starts with a well built underground coaster. Strangely named, "Runaway Plumber." There are a few rides that you start off with. Some are pretty unique like "The Storm" and the underground "Runaway Plumber." You should already have a few guests in your park and a good park rating. Your park also requires more staff and guests are getting hungry so place a few pizza stalls. You're probably going to be wanting to research some shops and stalls for Drink Stalls. In fact, you could research shops and stalls for the remainder of the scenario. You have enough rides to get you to $15,000. Now that you've gotten your park into good shape, you can start constructing. Take out some loans and build two Steel Mini Roller Coasters by the entrance to your park. Or better yet, create two dueling coasters for added excitement. That should have raised your park value by at least $10,000. If not, add another gentle ride to bring it up. We're finished construction for Year 1. As Year 2 comes, build a few new thrill rides and another roller coaster. It won't be hard to get to $15,000. You can either finish all of the construction this year or spread out the work over the last two years. The latter would be easier in my opinion. You could just get $2,500 for each year and you'll finish without having to build extra rides when your park value goes down. --------------- Name: Dinky Park Description: A small, cramped amusement which requires major expansion. Objective: Park value of $10,000 by October, Year 2 Pre built rides: Carousel (Merry Go Round) Cloud Nine (Observation Tower) Ferris Wheel 1 (Ferris Wheel) Purple Peril (Scrambled Eggs) Spiral Slide (Spiral Slide) Swinging Ship 1 (Swinging Ship) Rating on difficulty: 4.8/5 Walkthrough: Dinky Park is really supposedly one of the hardest scenarios in the original Rollercoaster Tycoon. But I've discovered a way to finish it easily. Well, easier than some of the other alternatives. Also, we won't be building any roller coasters in this scenario. The first thing to do is to start researching shops and stalls. You do start with the information kiosk but no drink stall. Don't stop researching those until you get it. Now, immediately buy a strip of construction rights over the road. It should be big enough to fit a path. Buy some land but don't purchase all of it. Try to get a good medium or enough to fit some rides. Now take a look at your starting park. There is still room for three slides. So add three(yes three)slides to your park. Add trees to all the empty area in that part. If you placed them correctly, your park value should skyrocket to around $6,000-$7,500. That's great progress and we didn't even use the land across the street yet. Now, add an information kiosk(of course)and some shops and stalls. Two years is a pretty long time. Once you get your park in order by hiring staff and adding trees and scenery, you can finally start building across the street. Like I said, we won't be building any coasters. They take up too much room. We're going to need quite a bit to reach our goal. Don't be afraid to make two of the same rides. The guests don't really care and you still get the park value. You won't need too much room to build. To make this scenario easier, I wouldn't suggest building until Year 2. You're going to need a few thrill/gentle rides and some shops and stalls to achieve your goal. I built 1 Scrambled Eggs, 1 Boat Hire, 1 Swinging Ship, another Slide, 1 Observation Tower, another Merry Go Round, 2 Haunted Houses and various Food Stalls. But that's just what I got. All I can say is continue building until you reach $10,000 and maintain it and build extra rides to keep it up. Don't build any custom rides either. They take up too much room. --------------- Name: Aqua Park Description: A park with some excellent water-based rides requires expansion. Objective: 900 guests & park rating of 600 by October, Year 3 Pre built rides: Boat Hire 1 (Boat Hire) Log Flume 1 (Log Flume) Log Flume 2 (Log Flume) River Rapids 1 (River Rapids) Water Slide 1 (Water Slide) Rating on difficulty: 3.5/5 Walkthrough: --------------- Name: Millenium Mines Description: Convert a large abandoned mine from a tourist attraction into a theme park. Objective: 800 guests & park rating of 600 by October, Year 3 Pre built rides: Mine Tour Train (Miniature Railroad) Rating on difficulty: 3/5 Walkthrough: --------------- Name: Karts & Coasters Description: A large park hidden in the forest with only go-kart tracks and wooden coasters. Objective: 1000 guests & park rating of 600 by October, Year 3 Pre built rides: Big Woodchip (Wooden Roller Coaster) Bigger Woodchip (Wooden Roller Coaster) King Karts (Go Karts) Turnpike (Go Karts) Rating on difficulty: 3.3/5 Walkthrough: --------------- Name: Mel's World Description: This theme park has some well designed modern rides, but plenty of space for expansion. Objective: 1200 guests & park rating of 600 by October, Year 3 Pre built rides: Blast-Off (Whoa Belly) Flightmare (Inverted Roller Coaster) Highjack (Gravitron) Quiver (Bobsled Roller Coaster) Rating on difficult: 3.9/5 Walkthrough: --------------- Name: Mothball Mountain Description: In the hilly forests of Mothball Mountain, build a theme park from scratch. Objective: 800 guests & park rating of 600 by October, Year 3 Pre built rides: none Rating on difficulty: 4/5 Walkthrough: --------------- Name: Pacific Pyramids Description: Convert the Egyptian Ruins tourist attraction into a thriving theme park. Objective: 1000 guests & park rating of 600 by October, Year 4 Pre built rides: none Rating on difficulty: 3.5/5 Walkthrough: --------------- Name: Crumbly Woods Description: A large park with well-designed but rather old rides - Replace the old rides or add new rides to make the park more popular. Objective: 1200 guests & park rating of 600 by October, Year 4 Pre built rides: Crazy Critters (Car Ride) Crumbly Carousel (Merry Go Round) Crumbly Mansion (Haunted House) Crumbly Wheel (Ferris Wheel) Mean Squeak (Wooden Crazy Rodent Roller Coaster) Whiplash (Steel Corkscrew Roller Coaster) Woodchip Woodchip (Wooden Roller Coaster) Rating on difficulty: 4/5 Walkthrough: --------------- Name: Big Pier Description: Convert this sleep town's pier into a thriving attraction. Objective: 600 guests & park rating of 600 by October, Year 2 Pre built rides: none Rating on difficulty: 4.5/5 Walkthrough: --------------- Name: Lightning Peaks Description: The beautiful mountains of Lightning Peaks are popular with walkers & sightseers - use the available land to attract a new thrill seeking clientele. Objective: 900 guests & park rating of 600 by October, Year 3 Pre built rides: Chairlift 1 (Chairlift) Chairlift 2 (Chairlift) Rating on difficulty:4.5/5 Walkthrough: --------------- Name: Ivory Towers Description: A well-established park, which has a few problems Objective: 1,000 guests & park rating of 600 by October, Year 3 Pre built rides: Canoes (Boat Hire) Force Nine (Suspended Roller Coaster) Monorail 1 (Monorail) Tree Topper (Steel Mini Roller Coaster) Rating on difficulty: 3.5/5 Walkthrough: --------------- Name: Rainbow Valley Description: Rainbow Valley's local authority won't allow any landscape changes or large tree removal, but you must develop the area into a large theme park. Objective: 1,000 guests & park rating of 600 by October, Year 4 Pre built rides: none Rating on difficulty: 5/5 Walkthrough: --------------- Name: Thunder Rock Description: Thunder Rock stands in the middle of a desert and attracts many tourists - use the available space to build rides to attract more people. Objective: 900 guests & park rating of 600 by October, Year 4 Pre built rides: Thunder Rock Chairlift (Chairlift) Rating on difficulty: 3.5/5 Walkthrough: --------------- Name: Mega Park Description: Just for fun! Objective: Have fun! Pre built rides: none Rating on difficulty: 0/5 Walkthrough: Since there isn't any real objective, I'll just give you some various tips to create a park. Luckily, Chris Sawyer decided to do the theming for you in this park. There is a desert area, a rocky pit that makes for a great underground dueling coaster, etc. There are a handful of paths so again, disconnect some so your guests won't get lost. In this scenario, I believe you'll be able to research every attraction featured in RCT but I'm not completely sure. There are a lot of foliage you could work with and a helluva amount of space. This park can easily keep you occupied for a while before you decide to start the scenarios over with some new roller coasters skills, building skills, and money skills. Practice and experiment all you want. -_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_\\ 7.1 - Your park --------------- 7.2 - Loans & money Now that you have a small, but well developed park, it's time for some money issues. If you're smart, you probably chose a park with a high loan maximum. Anyway, take out about 1/3 of the remaining loans. You can either price your entrance or your ride or both. If you want to price your entrance only, remember to add $5 everytime you build 4 rides. And $10 for any big roller coaster. Since guests only have a limited amount of money, you should stop the entrance fee at a max of $60 or guests might not be able to visit your park. If you want to price rides without an entrance fee, use the excitement rating as a guide. Your price should be the same as the excitement. An example would be a roller coaster with 6.53 excitement, then you should price it $6.50. But what about rounding up, I don't suggest you do that. You shouldn't round up so a roller coaster with an excitement of 7.69 should not go up to $7.70 but 7.60. Actually, just pretend the last digit is invisible. |--------------------------------------------------------------------| |Additional notes: The game will set ride prices by itself if you do | |not have an entrance fee. If you charge for entrance, you'll have to| |price rides yourself. | |--------------------------------------------------------------------| This the way I use. By pricing both the entrance and the rides, you can easily get all the money from guests. If you wish to use this scheme, start a park with an entrance fee of $5. Build some rides. Price them each on this scheme: rollercoasters - .50 to 1.00 thrill rides - .30 to .60 gentle rides - free to .30 water rides - free to .60 Trt to use this scheme to price your rides. Although you can easily use your own price to build. Now you can increase the entrance fee by $5 every eight rides you build. If people start complaining about prices, lower some. You should be able to pay back your loans by year 2. At times, you should just leave the computer on and wait an hour. You should have a tremendous amount of money to pay back loans. --------------- 7.3 - The queue line The queue line may not seem like much but a lot can rest in how you place them. I composed a chart telling what is the average amount of queue paths in a certain ride. large roller coasters - 15-25 squares smaller roller coasters - 10-20 squares gentle rides - 3-9 squares thrill rides - 5-15 squares log flume - 4-7 squares water slide/river rapids - 10-20 squares slide/space rings/boat hire - 0-1 square This may not apply for some rides. The amount of squares for log flume only applies if you've made a long ride over 5 min. This can apply for other rides but since log flumes are the only rides which tend to go over that time, that's what I added. Also, the slide, space rings, boat hire, and a couple of other small rides may not need a queue at all. Because of their unpopularity, it doesn't really matter and queues do take up space. |--------------------------------------------------------------------| |Additional note: even with no queue line, one person can wait for a | |ride. He will just stand on the path as if it were a queue. | |--------------------------------------------------------------------| How do you use queues to improve a rides excitement. Easy, just look at some of these schemes. Above a track queue | Q| Q - queue ------------+--+-------------- T - track T | | ------------+--+-------------- | | simply build a queue over a track. Making it go up like this: __ __/ \\__ instead of just a flat above ground piece will increase excitement as well as save money. --------------- Below a track queue | Q| Q - queue ------------+--+-------------- T - track T | | ------------+--+-------------- | | same as above except below the track. --------------- Underground queue I don't see any point of copying and pasting the same thing over and over again so I'll just explain it. It's a better version of the below the track queue as you make it underground instead. For some strange reason, it's more exciting to the ride. --------------- Multiple crossings ____________ | Q | | | | ______ | | | ----+--+------+--+----+--+----------- T | | | | | | ----+--+------+--+----+--+----------- | | | | | | |__________| Simply cross a queue over a track or station multiple times. --------------- This is a small list but over time I may add more depending on how many new ideas people give me. I'll add to this as soon as I get some more ideas. To some it really all up, a queue makes one or more ride more exciting if it crosses, touches, or go near it. People waiting in queues will stay in line longer because they have something to watch and the people on the tracks will become more excited. How to make a better queue. Placing scenery by a queue and telling entertainers to patrol them will maximize the time it takes for a guest to get fed up and leave. Using a queue like this: ________ | | | | | __ | | | | | | |__| | | | | | | | |________| See those gaps inbetween the path? Fill those in with scenery, fountains, and flowers. --------------- 7.4 - Staff Your park will require more and more staff as it grows and grows. There are four types of workers. Handymen, mechanics, security guards, and entertainers. |--------------------------------------------------------------------| |Additional notes: You can change the color of a staff's uniform in | |the hire staff screen. | |--------------------------------------------------------------------| Each type of staff is responsible for different tasks. Them being: Handymen - 1)sweep garbage 2)water gardens 3)empty garbage bins 4)mow grass Mechanics - 1)inspect ride 2)fix ride Security Guard - 1)patrol(It's his only purpose) Entertainer - these guys have costumes so I guess 1)Panda Costume 2)Tiger Costume 3)Elephant Costume and after the release of Loopy Landscape, I believe they were 1)Panda Costume 2)Tiger Costume 3)Elephant Costume 4)Roman Costume 5)Gorilla Costume 6)Snowman Costume 7)Knight Costume 8)Astronaut Costume HANDYMEN Handymen are the janitors of your park. They will clean up garbage and make your park clean and look nice. Their four jobs should not be used all at once. For example, a handymen that is supposed to sweep trash and mow the grass will be inefficient as he won't be able to stay on the path while mowing the lawn. Now, hiring one handymen to only sweep trash and another to only mow the grass will be a better choice. I always hire one handymen to mow grass after hiring three other handymen to sweep trash and water gardens. Now, when to have handymen patrol and when to have them wander. Make sure handymen patrol these areas: - at the exit of any big, nauseating coaster - at any messy food stop area - at the entrance/exit of your park - at crowded areas Without handymen to patrol those major areas, they will get pretty messy. You may ask, how many handymen do I need? Well, the answer is not simple and the best I can say is more than you need. Being cheap, you can hire a lot of handymen. A better answer would be double or triple the amount of patrolling handymen. For example, say you have three patrolling handymen at the above places. Then you should have six to nine wandering handymen without a patrol path. So three plus six to nine equals nine to twelve handymen. MECHANICS Mechanics are the repair man people to repair and inspect rides. Inspecting rides allow rides to last longer and fixing rides means fixing rides. You should. for every two rides have one inspector and for every four rides, one fixer. Mechanics enter to fix rides through the exit so if you are going to set patrol areas for certain rides, make sure they have the exit in it or else they aren't going to be able to get to the ride. Each big roller coaster should have a fixer and inspecting handyman to patrol the exit of it. Remember to set it's inspection time to 10 min. Sigh, too bad there's no constant inspection option. SECURITY GUARDS |--------------------------------------------------------------------| |Additional notes: Guests won't get red faced if there is a security | |guard nearby. | |--------------------------------------------------------------------| If your park is being overrun by vandals, then you should hire the trained guys, the security guards. I don't usually find much use for these guys and their expensive fee but they are very helpful. Consider placing these guys in areas where vandalism is most abundant meaning crowded areas, food stops, and sometimes, exits of rides. You do not need security guards if: a)your park is clean and tidy b)your park has no or little vandalism c)your park has no red faced people d)people don't complain and have to wait in lines for more than 5 min. ENTERTAINERS I don't know how middle aged and obese males can possibly be entertained by these guys. Oh well, they help and I use them a lot. Entertainers can have a variety of costumes, but they don't matter. You can place them in many areas but the two most effective places to put them are at the entrance of your park to cheer up leaving and entering guests and at the longest queue lines to maximize the guests motivation to stay in line. Placing entertainers anywhere else won't really be effective. And oh yeah, don't forget about patrol areas. --------------- 7.5 - Placing entrances and exits Sure it's easy just to plop the two on random areas but there is a difference between a smart entrance and exit and a stupid entrance and exit. Below is a little thing of a smart entrance and exit and a dumb one. _____ | | T - station platform EX - exit | EN| EN -entrance. ------------------------------------------ T ------------------------------------------ | | |EX | ----- SMART ------------------------------------------ T ------------------------------------------ |E | |E | |___| |___| NOT SO SMART By placing a entrance at the front of the station and an exit at the back and on the opposite side, it will become much more efficient to exiting and entering and save precious time which of course, results in more money. To save up space, I use a scheme like this(for non custom rides) _______ | | |___ | |EN |Q | _______|___| | R - Ride | | | Q - Queue Line | | | EN - Entrance | R | | EX - exit | | | MP - Main Path |___________| | |EX | | | |___|_______|___|__________ MP __________________________ --------------- 7.6 - Guests Guests will come in only one form. Middle aged, obese, and very small. Their clothes are usually different colors from each other and some pink shirt people can deserve a laugh. Now, the point of guests, well, they have lots of money. Lots and lots of money to pay for you. However, your side of the deal is to impress and entertain them. And to do that, you have to understand them. They have our feelings being happy, tired, hungry, sick, etc. Happiness - Guests come to your park with a random happiness. Guests get happy if they ride rides, aren't hungry or thirsty. The appearance of your park and lines also affect this. Energy - How tired a guest is. Usually, the more tired a guest is, the more unhappy he is. They will wake up eventually but only after riding a very exciting ride, so place a nice roller coaster by an entrance to wake these guys up. Hunger - How hungry a guest is. It will grow over time and it will be lowered as soon as the guest eats. Thirst - Kind of like hunger growing over time. Getting nauseated and eating salty food will make this grow as well. Nausea - That sickly feeling you get in the pit of your stomach after riding a very nauseating ride right after eating a giant corn dog. Nausea Tolerance - The chances of getting sick on a ride. None means the guest will surely get sick and High means the guest can handle a lot of nausea. Bathroom - Everyone needs to go sometimes... |--------------------------------------------------------------------| |Additional note: You can easily catch a guest in their most private | |moment by turning see through rides on and looking at a bathroom. | |It's nothing interesting but deserves a laugh. They just stand | |there, that's all. | |--------------------------------------------------------------------| You'll have to look at the peoples tab quite a lot. When your park rating is plummeting, this is where to go. With this, you can tell if people are hungry, need to go to the bathroom, or just are fed up with waiting in line. Solving these problems will make guests more happy and your overall park reputation is increased. Guests may look the same but they are different from each other. Some guests may not like nauseating rides while others crave the white knuckle terror of an extremely intense coaster. Guests will grow more intense after riding a lot of gentle and thrill rides as explained in the manual. Consider guests walkin' and talkin' advertisements. If they leave your park happy, people will come. And guests can either die or become unhappy and leave to become a discourager to your park and people won't flock to your park as often. Part of knowing how to play RCT has to deal with how you deal with guest's thoughts and ideas. The following are thoughts that many players tend to take the wrong way and do the wrong thing. The chart below will give you some suggestions as what to do about some bad guest thoughts. Notice the "Correct Reaction" to each thought. ___________________ ______________________________________________________ | | | | Guest's Thought | Correct Reaction | |___________________|______________________________________________________| | | | |"I want to go home"|Many people tend to consider this a bad thought but | | |it's really not. Everyone has to go home eventually | | |and it's best just to place them in front of the exit.| |___________________|______________________________________________________| | | | |"I'm lost and can't|Just simply place them in front of the exit so they | |find the park exit"|can leave. Just allowing them to be lost won't help | | |your park rating so it's just best to let them go. | |___________________|______________________________________________________| | | | |"I'm lost" |Simply place them on a path. Letting peeps stay lost | | |will just lower your park rating. | | | | |___________________|______________________________________________________| | | | |"I'm hungry" |Place them by a food stall. And if a lot of guests | | |are hungry, add more food stalls. | | | | |___________________|______________________________________________________| | | | |"I'm thirsty" |Place them by a drink stall. And if a lot of guests | | |are thirsty, add more drink stalls. | | | | |___________________|______________________________________________________| | | | |"I can't afford |The guest, quite obviously can't afford the | |xxx" |ride/attraction. | | | | |___________________|______________________________________________________| | | | |"It's too crowded |It's too crowded in that one area. Consider adding | |here" |more paths that lead to that area and add a transport | | |ride. | |___________________|______________________________________________________| | | | |"xxx looks too |The ride is too intense for the wussy guest. It states| |intense for me" |in the manual that a guest will grow more intensity | | |tolerant if they ride a lot of gentle rides. | |___________________|______________________________________________________| | | | |"This path is |The path is probably littered with vomit and puke. | |disgusting" |Clean it up a bit. | | | | |___________________|______________________________________________________| | | | |"The litter here is|Read the above. This seems associated with actual | |really bad" |litter, not throwup. | | | | |___________________|______________________________________________________| | | | |"I can't find xxx" |Your ride paths must be very confusing for the guest | | |to not be able to find it. Either improve the paths or| | |build more info kiosks. | |___________________|______________________________________________________| | | | |"I'm not paying |The ride is too expensive. Consider lowering the price| |that much to go on |to attract more guests. | |xxx" | | |___________________|______________________________________________________| | | | | Guest Thoughts | Correct Reaction | |___________________|______________________________________________________| I hope you found the above chart at least remotely helpful. --------------- 7.7 - Scenery First off, I'll give you a big list of scenery and their prices. If you're a bit pressed for time, you may want to skip this part. --------------- 7.71 - Scenery list Trees: Trees come in different sizes from small to giant. They will make your park look pretty good and should be placed throughout your park. Trees take up only one square or less. --------------- Cedar of Lebanon price: $38 -- Aleppo Pine price: $18 -- Scots Pine price: $36 -- Montezuma Pine price: $27 -- Corsican Pine price: $30 -- Black Poplar price: $20 -- White Poplar price: $17 -- Aspen price: $11 -- Magnolia price: $12 -- Weeping Willow price: $14 -- Silver Birch price: $21 -- Voss's Laburnam price: $18 -- Incense Cedar price: $30 -- Lawson Cypress price: $21 -- Monterey Cypress price: $25 -- Italian Cypress price: $25 -- Golden Hinoki Cypress price: $18 -- Arizona Cypress price: $20 -- Hiba price: $17 -- Common Juniper price: $10 -- Meyer's Blue Juniper price: $8 -- Caucasian Fir price: $23 -- Red Fir(large) price: $27 -- Red Fir(small) price: $18 -- European Larch price: $26 -- Lombardy Poplar price: $21 -- Common Yew price: $17 -- Walnut price: $18 -- Common Oak price: $25 -- Camperdown Elm price: $15 -- Norway Spruce price: $20 -- Honey Locust price: $28 -- Chinese Cedar price: $21 Shrubs and bushes: Shrubs and bushes are like mini trees. They look good and they barely take up any space. Also, the hedge wall gives a nice touch to your park. Each bush(except the hedge)takes up only 1/4 of a square. I won't try to give you the price for each one because they're so similar but I can tell you that they range in prices from $5-$10. --------------- Bush x4 Shrub x2 Tree x3 Ornamental Tree x10 Bullrushes Hedge Conifer Hedge Tropical and Desert Trees: These look best in sandy terrain. I sometimes prefer to use them in grass as well but they look best in desert land. They will take up one square. --------------- Palm Tree(small) price: $16 -- Monkey Puzzle price: $27 -- Cabbage Tree price: $20 -- Canary Palm price: $18 -- Cactus(small) price: $9 -- Cactus(large) price: $11 -- Palm Tree(large) price: $21 Gardens: Flowers are beautiful but require a handyman to water it. There are 21 gardens that range from $4 to $13 as there's no point to listing them all. They will take up one space. Gardens x21 Lamps, Litter Bins, Benches etc. for Paths: Just items to place on paths. Benches, bins, and lamps. --------------- Lamp(green) price: $4 -- Lamp(white) price: $5 -- Lamp(Egyptian) price: $6 -- Lamp(Alien price: $6 -- Bench price: $5 -- Litter Bin price: $3 -- Jumping Fountains price: $20 Walls and Fences: Just walls that can border paths and make your park look nice. Each path has two versions, one with a opening and one without. --------------- Mesh Fence price: $4 -- Fence price: $4 -- Wooden Fence price: $4 -- Railings(brown) price: $5 -- Railings(white) price: $5 -- Brick Wall price: $5 -- Stone Wall price: $5 -- Hedge(also found in the Shrubs and bushes category) price: $5 -- Conifer Hedge(also found in the Shrubs and bushes category) price: $6 -- Roman Column Wall price: $6 -- Roman Wall price: $5 -- Egyptian Wall price: $5 -- Playing Card Fence(red) price: $5 -- Playing Card Fence(blue) price: $5 -- Martian Wall price: $6 Statues and Fountains: Simple statues and fountains. Fountains are more expensive than statues They will each take up one space. --------------- Giraffe Statue price: $12 -- Unicorn Statue price: $12 -- Horse Statue price: $18 -- Horseman Statue price: $20 -- Dolphin Statue price: $21 -- Geometric Fountain price: $50 -- Dolphin Fountain price: $57 -- Elephant Fountain price: $55 -- Cupid Fountain(also in Roman section) price: $65 Classical/Roman Theming: Suggest making a Roman section for your park to hold these natural wonders. They will take up multiple squares. --------------- Roman Temple price: $62 -- Roman Column price: $11 -- Roman Statue(both) price: $20 -- Roman Column Wall price: $6 -- Cupid Fountain price: $65 -- Roman Colosseum price: $200 -- Roman Wall price: $5 Egyptian Theming Theming from ancient Egypt. Best placed on sand and around Egyptian themed rides, etc. These can take up multiple spaces. --------------- Pyramid price: $350 -- Egyptian Statue price: $20 -- Sphinx price: $190 -- Colonnade price: $120 -- Egyptian Column price: $8 -- Cleopatra's Needle price: $12 -- Ruined Statue price: $5 -- Stone Block price: $5 -- Egyptian Wall price: $5 -- Lamp price: $6 Mine Theming: These are mine themed pieces of scenery. Place these on dirt and around mine themed rides to see some nice effect. They can take up multiple squares. --------------- Mine Shaft price: $175 -- Mine Hut(brown) price: $100 -- Mine Hut(yellowish tannish) price: $100 -- Broken Wheel price: $5 -- Wheels price: $5 -- Barrels(all four) price: $4 -- Logs price: $4 -- Junk price: $6 Martian Theming These are giant alien structures. They look strange and will go best on martian terrain obviously. However, it's strange that a volcano will be considered a martian object. ??? --------------- Martian Building price: $175 -- Martian Object(going from left to right) price: $50 -- Martian Object price: $45 -- Martian Object price: $14 -- Martian Object price: $15 -- Martian Object price: $15 -- Lamp price: $6 -- Volcano price: $250 -- Martian Wall price: $6 Wonderland Theming The biggest list of the scenery, wonderland theming is something that you'd see in a children's fairy tale. These are pretty interesting and look nice. --------------- House price: $27 -- Pumpkin House price: $30 -- Toadstool(red/white, from left to right) price: $14 -- Toadstool price: $13 -- Toadstool price: $5 -- Toadstool price: $5 -- Toadstool price: $5 -- Toadstool(tan) price: $13 -- Candy Tree(black stem with a cubelike top) price: $14 -- Candy Tree(pink/yellow) price: $10 -- Candy Tree(black stem with a cylinder top) price: $15 -- Candy price: $5 -- Chess piece(all of them) price: $5 -- Playing Card Wall(both) price: $5 Well that wraps it up for the list --------------- 7.72 - Scenery tips/info Scenery is simply objects made to make your park look good and give it a nice, realistic touch. They can be used correctly or incorrectly. First off, rides. How can they be better with the use of scenery? Now, scenery and decoration can raise a rides excitement but it't most effective on roller coasters and the sort. Scenery can only effect a ride if it's less than four squares away from it. Anything farther than that won't do anything. The best items to use for rides will probably be either trees or gardens. They seem to have a bigger effect. The more expensive the object, the more effective it is. Also, look for areas where items will fit nicely. Say for example you use a colluseum and you wish to place it somewhere. You find a large helix and decide to place it in there. It will add more to the excitement than if you placed at some other random spot. |--------------------------------------------------------------------| |Additional notes: Walls and fencing won't do anything to help or | |improve a ride's excitement. | |--------------------------------------------------------------------| Theming rides will also be a good idea. The most expensive bit of scenery is the giant pyramid in the Egyptian section. Placing this correctly by a 5.80 excitement ride may bring it up to a 6.30 excitement. However, say the intensity was 4.80, then that may be raised up to 5.00. So really, too much scenery can get a roller coaster too intense. If a certain roller coaster has a tunnel, placing trees over the tunnel will double the amount of excitement added if it were placed on a regular piece. |--------------------------------------------------------------------| |Additional notes: Water can effect excitement as well, just not as | |big as trees and the works. | |--------------------------------------------------------------------| Now, I'm going to experiment a bit with scenery. Using that ASCII from a previous section, I'll check how effective some trees and scenery are. | | C= Merry Go Round |___| | EN= entrance |EN | | EX= exit ______|___| Q | MP= main path | | | S= extra space | | | | C | | | | | |__________| | |EX | S | | |___|______| |_________ MP _________________________ Putting these around the ride, I'll check how much the excitement increases. I'm using a merry go round. Without any scenery it's at a 1.05(low) Now with 1 object - 1.05 to 1.06 Now with 2 objects - 1.06 to 1.07 Now with 3 objects - 1.07 to 1.09 Now with 4 objects - 1.09 to 1.10 Now with 5 objects - 1.10 to 1.12 Now with 6 objects - 1.12 to 1.13 Now with 7 objects - 1.13 to 1.15 Now with 8 objects - 1.15 to 1.16 Now with 9 objects - 1.16 to 1.18 Now with 10 objects - 1.18 to 1.19 Now with 11 objects - 1.19 to 1.21 Now with 12 objects - 1.21 to 1.22 Now with 13 objects - 1.22 to 1.24 There, I saw a definite pattern. It goes up by .01, then up by .02, then up by one. At first I didn't notice it becuase the first couple threw me off a bit. Anyway, you may not care about this but it's pretty interesting. Anyway if anyone would like to create a list for me so I could see if it's really correct, that would help. Now what about placing scenery that aren't meant for rides? Placing scenery by paths to make your park look nice. Well, there are wrong ways to do it and right ways. First of all, the walls and fences again, don't effect anything the guests think about your park. With this reason, I don't even know why they're here if they don't effect anything. Now the best places to put scenery are maybe -by food stalls -by long, tedious paths -by queue lines -by the entrance of your park -around water edges You should always have an area of your park just for scenery. Sort of like a giant garden with jumping fountains, flowers, and trees. Surrounding it with a wall or something, you can create your own little Botanical Gardens. I can suggest making some food stalls and building a info kiosk in it as well. Just make sure that guests don't get lost of course. Place paths in simple patterns. Keep in mind that these guests aren't exactly the smartest kids on the block. Don't try any complicated pattern that you see in real life. Just remember that Rollercoaster Tycoon is ONLY a simulation. Without making the paths too complicated, try to make footpaths twist around scenery. It will help drastically. Some patterns below look nice an you should really try them out. However, these are just examples and in no way should you be forced into using them if you don't like them. I know that some may think of these schemes as unnecessary and that's half true. For most, this is a waste of space but newbies would want some ideas. /---------------------\\ -=| ZigZag |=- \\---------------------/ ____| | ____| ____ | | ____| _____| | | ____| ____| | _________| With this pattern, you'll be placing scenery next to each piece of path. Looks best with fountains. --- /---------------------\\ -=| S Pattern |=- \\---------------------/ ______________________ | __________________ | | | | |___________________ | |_______________________ Another pleasant looking scheme. --- /---------------------\\ -=| Box |=- \\---------------------/ ___________ | | | ___ | | | | | | |___| | | | |___ ___| | | | | | | Place some big scenery in the middle,(exp: pyramid) and you'll have a great looking break in the path. Placing benches by it would definitely be effective. --- /---------------------\\ -=| Corners |=- \\---------------------/ ___________ ___________ | | | | | ___ |___| ___ |___ | | | | | | | |___________| |_______ Another great scheme. I find it most effective with gardens in each of the little niches. --------------- 7.8 - Research and Development You will never start a park with every ride. You'll have to research them before you can use them. There are some factors that make this topic a bit confusing. First of all, there are four levels of funding. The more expensive allows for faster researches. The ranks are: no funding($0 per month) minimal funding($100 per month) normal funding($200 per month) maximum funding($400 per month) Also, fees will not be paid in only one day. The funding will be paid gradually through the month. For example, say you are using maximum funding. $100 may be paid off the first week. After 7 days, another $100 will be paid. And it goes on and on. There are a few categories that you roller coasters - researches roller coasters. gentle rides - researches all gentle rides and the boat hire thrill rides - researches thrill rides and the water slide, river rapids, and the log flume shops and stalls - researches all food stalls, drink stalls, information kiosks, and souvenir/balloon stalls scenery and theming - researches different scenery ride improvements - researches ride improvements. For example, say you research a Wooden Roller Coaster. It comes with all the standard features. You know, banked curves, on ride photo, etc. But it usually doesn't come with the water slide. The Wooden Roller Coaster's unique track. You will usually have to research that separately with this. -_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_\\ 8.1 - Roller coaster construction Ah, the section we've all been waiting for. But before we construct something, we need to learn some things. ------------------- 8.2 - Basics There are many things to learn before you can build a coaster. One of the most important things you should know is the fact that a roller coaster can crash. Certain coasters may seem stable but there's always that little chance that something can go wrong. Now, there are other things to learn as well, but the first thing to learn is crashes. ~~~~~~~~~~~~~~~~~~~~~~================~~~~~~~~~~~~~~~~~~~~~~~~ | CRASHES | ~~~~~~~~~~~~~~~~~~~~~~================~~~~~~~~~~~~~~~~~~~~~~~~ Crashes are devastating. There's nothing more to say. After a roller coaster crashes, no one will ever go onto it for a while. This is bad as it'll mess up your park rating. However, there can be precautions made to help lower the risk of these accidents. No matter how cautious you are however, crashes are still, almost guaranteed. The most common reason for crashes are station brake failures. What happens is that while one train may still be loading guests, another may race into this station without stopping due to the brake failure and crash into the idle train. There is no way to stop this and if a mechanic doesn't get there in time, it crashes. The other main reason for crashing is simply bad design. Did you not test run it? But bad design is usually rare if you are diligant enough to test each coaster. |--------------------------------------------------------------------| |Additional notes: If two trains are racing towards each other, the | |one going faster will usually be the one to actually "blow up." | |--------------------------------------------------------------------| Of course, there are always precautions like I've said. Below is a brief list of ways to stop crashes. 1. Always test coasters!! - Although a coaster may stable and completely safe, it can still be dangerous and one design flaw could be fatal. 2. For old coasters, set the inspection time to 10 min. - Old coasters have larger tendencies to crash. For really antique coasters, it's best to have a mechanic on permanent patrol. 3. Use up all the speed in the train. - By allowing the train to enter the station at the slowest speed possible, it probably wouldn't crash. Place brakes, hills, etc. to help eat up speed. 4. Demolish rides over 5 years old. - Nothing much to say, just destroy them and rebuild them. However, if you do follow these rules, your coaster may still crash and you'll need to know what to do afterward. If a roller coaster is to crash, you'll probably want to destroy it and erect a new one in it's place. However, you won't always have this choice. Maybe the scenario won't give enough time. Maybe you really, really like the ride. Either way, there are other options. Well, anyway, guests won't be willing to get on the ride for a while so the other option is to close it for a couple of months and then reopen it with a mechanic permanently patrolling the exit at 10 minute inspections. Advertise if necessary and edit the ride to give it a new look. If you really want to, you can repaint and rename it, but I don't know if that helps. And eventually, your roller coaster will be become another popularity. Some roller coasters may be more crash prone than others. Due to my experience, I've noticed large, steel, roller coasters are most likely to crash. Maybe because they are more complex, faster, and intense. So, consider building smaller roller coasters. Coasters with only one train usually never crash so consider some power launch coasters. Quite frankly, there is no way a coaster is ever crash proof, but you can prevent it further. ~~~~~~~~~~~~~~~~~~~~~~================~~~~~~~~~~~~~~~~~~~~~~ ----------------------| NAUSEA |---------------------- ~~~~~~~~~~~~~~~~~~~~~~================~~~~~~~~~~~~~~~~~~~~~~ Like us, guests get sick. And becuase of that, they get unhappy. Although nausea is not as devastating as crashes, they still effect park rating and guest's overall feeling. Before you build a coaster, you should be able to understand how to avoid super high nausea and intensity. Certain coasters are more nauseating than others. The Suspended Roller Coaster for example is more nauseating than the steel. Why? Because the guests riding the Suspended have the misfortune of constantly being rocked back and forth while the Steel riders have comforting banked curves to ride through. There are several steps to lowering nausea and I'll list them here. 1. Bank Curves - This will lower your overall Lateral G 2. Don't build too many hills - Hills and rises in track will effect your overall Vertical G. Guests won't like that. 3. Make larger turn radiuses - By avoiding super tight curves, you'll have an overall lower Lateral G 4. Create straights as well as banks and curves - Always have an area in your roller coaster where the riders can regain themselves. 5. Avoid too many inversions - Think about it. Would you like to be hurled upside down 27 times in a row? *I'll list more in next update* ~~~~~~~~~~~~~~~~~~~~====================~~~~~~~~~~~~~~~~~~~~ --------------------| THE NOVELTY FACTOR|------------------- ~~~~~~~~~~~~~~~~~~~~====================~~~~~~~~~~~~~~~~~~~~ Roller coasters may be overpriced when they're new because of a quaint little subject known as the novelty factor. Think about it, say a new coaster opens up in your local theme park. Will you flock to it and ride it even if it's $10.00? Well probably not, but you'll at least take some interest in it. Well, in RCT, you can. A good roller coaster can get away with a nice $10.00 entrance fee if you aren't using a park entrance fee or maybe a $3.00+ fee if you do have a park entrance fee. However, remember to lower the price eventually as guests will get angry. ------------------- 8.3 - To build a coaster If you've read and understood the above, you're finally ready to build a decent enough coaster. The first thing you'd want to do before actually building is selecting a clear, suitable location. If you're attempting to build a large coaster, don't place it in the tiniest of areas. Putting some thought into where to put your roller coasters will probably effect your overall construction. Or, if you're attempting an underground coaster, make sure the land you're building it under is big enough to fit it. Next, you'll be ready to create a station platform and start building your ride. Now, there are dumb ways to do this, and smart ways. A dumb person would place his station platform right next to a path allowing no room for a queue. A smart person would place his station platform a bit farther away from the main path and hopefully, allow the queue to go over the ride allowing in an excitement boost. You should be able to fit at least 10 pieces of queue into the area and allow space for some scenery. Now, make your station platform as long as possible. This will allow for more cars and more space in case a station brake failure does occur. Your first lift hill(if you prefer to make a continuous circuit.)should be the largest one in your entire coaster or preferably the only one. Depending on the size of your coaster, you may need a tall lift hill, or a smaller lift hill. It depends on what you have in mind. After creating the top of the first hill, leave a few spaces flat so the train can go down the next drop without slowing because the end of the train is still on the lift hill. Keep in mind that your first drop doesn't have to be your biggest, just to be able to gain speed to allow for more tracks. And if you are creating a hill after the first drop, remember that you can not make it the same size as the drop. So say you make a drop of 21 units, then you can't go up more than 19 units. It's confusing, but you'll understand eventually. If you are building a steel, or steel corkscrew, you'll have the option of boosters.(there may be more coasters with this option.) So that means that you don't need a drop just to go through a loop. It's a great option although it can be incorrectly used at times. Just remember not to create too many or your intensity will go off the charts. Many coasters have some special track elements like loops, helixes, half loops, etc. To create special tracks like these, click on the special icon and choose from the drop down menu. Some tracks may require slopes like the loop and half loop which require at least one slope up 25 degrees or the helix which will require a banked curve before the placement. You can do some combinations like the ones listed below: 1. corkscrew right or left-corkscrew same direction as first. - This will create a nice looking U-turn 2. half loop-corkscrew right-corkscrew right-half loop - I don't know what to call this but it's a more cooler looking version than number 1. 3. half loop-corkscrew - An odd way of changing directions 4. corkscrew-half loop - Opposite of above Have some fun making up your own. Just remember to avoid super high G's and just keep on building. A long ride is better than a short ride so if you think a ride is just right, keep on building. The longer the ride, the better, but don't make it too long or guests will get angry. These are just some tips into creating a roller coaster. However, I shouldn't be the one to teach you how to build coasters. RCT expects you to learn on your own and let your creativity run. ------------- 8.4 - Underground construction The great Irving shall now teach you about building stuff underground. Since this section is all about roller coasters, I shall teach you about underground tracks sections and constructing. Before you can fit a track comfortably under a piece of land, you'll have to make sure the side you want it to go through is flat and at least 2-3 units high. Then you can comfortably fit it right under. If you wish to create an entirely underground coaster, first make sure the area of land you're building it under is large enough to fit it. Most scenarios are pretty hilly and you can easily fit a nice compact coaster under it. Now, place a station platform with a portion of it underground. You will need part of the station underground like this scheme: Tunnel | \\ | |---------\\--|-----------------------------------------------------------| | \\ | | | | STATION PLATFORM | |------------|----------------------------------------------------------?| Now, delete the portion of the station platform that is above land and raise land over where it once was. Now you can add the extra station platform units you need underground. You can just build like normal for now. After finishing the coaster, place an entrance and exit. Keep in mind that you'll need an underground path going to the entrance and exit. If you want a good example to follow, take a look at "Runaway Plumber" at Katie's World. There are quite a few advantages of underground coasters. They seem to have more excitement than the regular above ground coasters and they are still quite popular in the rain. You should try to build these the best you can as some levels will require underground building because of little space, etc. -_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_\\ 9.1 - FAQ - How do I name guests? Click on the guest you wish to name and then press the button looking something like a price tag. Type in the name and voila. - Give me some tips on lowering intensity. Not a question but oh well. Anyway, I have composed a small list but lowering intensity really rests on your skill as a builder. 1. Bank curves 2. Avoid too many hills after a drop 3. Avoid too many inversions 4. Make larger turn radiuses if possible 5. Add brakes sparingly 6. Give some areas of your rollercoaster to allow riders to calm down - What should I name my ride? I'll let Scott Adam answer this question.(I love this quote) "I'm sorry to report that if your brain does not create any ideas, you are dead. This is hell." (Dilbert Future p. 47) But seriously now, just name them what comes to mind. For me, anything ending with death is good. (ie. Drop of Death, Fall of Death, Loop of Death) - Can you give me a list of how to raise excitement on a roller coaster? Sure! 1. Add trees/scenery 2. Add tunnels 3. Add paths and other rides to cross with the roller coaster 4. Create inversions 5. Hill/Water help too 6. Build a good coaster(obvious) 7. Make sure the intensity is not too high - How do I remove throw up? You clear them with Handymen. If you have hired some and there is still a tremendous amount of trash and the sort in your park, hire more. - How the **** do I stop vandalism?!! Whoa, Simmer down. The main reason that vandals usually target your park is because your park is either very dirty or very bad. Improve your park and make your guests happier and you'll have little to no vandalism at all. If you can't seem to stop it still, add Security Guards in the crowded areas of your park. - How do you set staff's patrol areas? There is a blue footprint button on each staff's screen. Click on it and then click anywhere on the map. -_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_\\ 10.1 - Terms and Glossary Positive vertical G's - the feeling you're being crushed usually felt at the bottom of each hill. Negative vertical G's - the opposite of the above, you feel like you're being stretched or weightless. Lateral G's - That feeling that you're going to fly out of the car at any moment. Lateral G really brings up the nausea rating. Placing banked curves help Lateral G's a bit. Clientele - A group of clients or esp. customers. John Wardley - The ride designer of Alton Towers of Europe LOL - Laughing out loud ^_^ - Smiling >:( - Angry :( - Sad exp. - Example *I'll add a bit more as soon as people begin giving me some stuff to add* -_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_\\ 11.1 - Bugs/glitches Ah yes bugs and glitches. What we all hate in games but sadly, almost every game has at least one glitch. Whether it be a graphical problem or a complete annoying crash. I don't have a lot of bugs and these are all based on my experience so submit any if you have any. /\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\ Irving's bugs/gliches \\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/ Ride station crash --------------- Join any two station platforms together and the game will crash. They can be any combination.(ie. chairlift & corkscrew) Daylights Saving time --------------- Usually, any time after daylights savings time, your saved games will be deleted. I believe there's a patch out for this but I'm not sure. It's a really annoying bug. Color change --------------- On my laptop, I noticed that occasionally, the screen will turn some strange shades of color. Sound crash --------------- Usually on keyboards with sound adjusters on them, if you adjust the sound with the keyboard, the game will exit. I tried this on my friends keyboard and it crashed too. So just don't adjust sound with your keyboard. /\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\ Readers bugs/glitches \\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/ GSX Trapper Error from: too many people to mention --------------- After receiving numerous emails from different people with this problem, I've come to the conclusion that this error is caused by old versions of DirectX. This has never ever happened to me so I'm not completely sure. Any feedback would be great. Windows XP Problem from: too many people to mention once again --------------- I believe for some Windows XP owners, RCT won't run or won't run well for their computer. I've also heard that there's another patch for this problem at the official RCT site. www.rollercoastertycoon.com -_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_\\ 12.1 - Credits and thanks Thanks for reading my FAQ. Here is a quick credits section. I'll add to it as soon as I have people to add to it. RedPheonix - took some easter eggs from his guide. I hope you don't mind. ;) My parents - Well, they're my parents. Although they don't really like me glued to the computer all day. Chris Sawyer - For making such an awesome game Jeff "CJayC" Veasey - For making such an awesome site and hosting my guide. kenb215 - Critiqued my guide and offered various suggestions. Thanks! scurty - ASCII title. - All outside sources which have contributed to the making of this guide in some form have been cited in this section. Any sources that have provided any information at all are listed in the credits. I am not taking credit for others hard work and I hope they do the same. Not giving proper credit is plagiarism and it's against the law. ------------------------------------------------------------------------------- _______ __ |_ _|.----.--.--.|__|.-----.-----. _| |_ | _| | || || | _ | |_______||__| \\___/ |__||__|__|___ | |_____| -=Game On Forever=-