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Roller Coaster Tycoon



by Subleme

If you don't actually have the game you can get the demo at:



Keep in mind that this demo is Time-Limited, so after 20 minutes it ceases to

work.  (BTW, don't email me asking for "cracks" for the demo, I don't have any

nor do I know where any are.)

If the ASCII art above looks garbled (it should say Rollercoaster Tycoon) then

make sure to set your font to Courier, or another similar Fixed Width Font.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -




  |     1. Scenarios

  |     2. Your Park

  |        a.  Queue it up!

  |        b.  Park Maintenance

  |        c.  Guests

  |     3. Rides, Non-rollercoaster

  |     4. Rides, Rollercoaster

  |        a.  Crashes!

  |        b.  Basic Coaster Building

  |     5. Landscaping

  |     6. Shops

  |     7. Alternative Ideas

  |     8. Common Problems (frequently asked questions)

  |     9. Cheats!

  |        a.  RCT Utilities (non-cheat)

  |    10. Bugs

  '->  11. Final Words...

           |Section includes a Wish List, Internet

           |Links, Credits, and a Version History

Note: The game year starts in March and Ends in October (8 months)

Note: Save every scenario after you beat it.  (see "10. Bugs" for more info)

Note: Not every scenario has every ride in it (unless you cheat).


1. Scenarios


 - - - - - - - - - - - - - - - L  E  G  E  N  D - - - - - - - - - - - - - - - -

         'Rides' indicates which rides the scenario already has in it.

       For example, C indicates that there is One Rollercoaster, 2C, Two.

          'Coasters' indicates which coasters are possible to research.

   All Goals that have a number of guests for a goal require a rating of 600.

  In almost all cases where you get $10k in cash, you have a loan of that size.

         Coaster Key:                       Notes Key:

         ------------                       ----------

         B -  Bobsled                       L - Able to buy land

         C -  Corkscrew                     C - Able to buy Construction Rights

         M -  Mine Train                    * - indicates that these scenarios

         Sm - Steel Mini                        aren't immediately available

         I -  Inverted                      ! - indicates that you must download

         R -  Reverse Whoa Belly (Free Fall)    this scenario off the offical

         Su - Suspended                         web page (see "11. Final Words")

         S -  Steel                         @ - available only if you passed all

         Si - Single Track                      other scenarios

         Ss - Suspended Single Track

         U -  Stand Up                      Rides Key:

         V -  Vertical                      ----------

         W -  Wooden                        C - Rollercoaster

         Wm - Wild Mouse                    G - Gentle Rides

                                            T - Transport

                                            E - Exciting/Water

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Name:               Rides:    Cash:   Goals:        Coasters:            Notes:

-----               ------    -----   ------        ---------            ------

Forest Frontiers      --      $10k    250g, 1yr     SiSuSmUWmW           L

   Tips:  Passing the tutorial also counts as passing this scenario.

Dynamite Dunes      C         $10k    650g, 3yrs    CMUSmSsSuW           L

Leafy Lake            --      $10k    500g, 3yrs    MSSiSmSsSuWmW

Diamond Heights     4C,T,G,E  $1k     $20k, 3yrs    BISmSWmW

Evergreen Gardens     --      $10k    1000g, 4yrs   BCMSSiSmUWmW

   Tips:  Cut down on paths here to avoid getting lost guests.

Bumbly Beach        C,2G      $5k     750g, 2yrs    BCSiSmWmW            * C

Trinity Islands       --      $10k    750g, 3yrs    BIMSSiSmSsSuWm       *

Katie's World       3C,3E,T   $1k     $15k, 3yrs    BMRSSmSsSuUWmW       * L

   Tips:  Katie's World is extremely rainy, and as such it needs indoor rides.

          Also, it has the first completely underground ride, a rollercoaster.

Dinkie Park         4G,2E     $10k    $10k, 2yrs    BCIMSSiSmSsSuUVWmW   * L C

   Tips:  You need to expand this ultra-small park quickly, by buying land

          across the street.  You get to that area via contruction rights on the


Aqua Park           5E        $10k    900g, 3yrs    -- ALL --            *

   Tips:  The waterslide here often "stalled out" on me, consider replacing it

          or redesigning it.

Millenium Mines     T         $10k    800g, 3yrs    BCIMRSSiSmSsUVWmW    *

Karts and Coasters  2C,2E     $10k    1000g, 3yrs   BCIMRSSiSmSsVWmW     *

Mel's World         2C,2E     $5k     1200g, 3yrs   -- ALL --            *

Mothball Mountain     --      $10k    800g, 3yrs    BCIMRSSmSsSuUVWmW    * L

Pacific Pyramids      --      $10k    1000g, 4yrs   BCIMRSSiSmSsSuUV     * L

Crumbly Woods       3C,3G     $5k     1200g, 3yrs   -- ALL --            *

   Tips:  All the rides here are exceptionally old and unreliable, consider

          replacing them with new ones.

Big Pier              --      $10k    600g, 3yrs    BCISSmSsSuUWm        *

Lightning Peaks     2T        $5k     900g, 3yrs    -- ALL --            *

Ivory Towers        2C,E,T    $10k    1000g, 3yrs   -- ALL --            *

   Tips:  Ivory Towers has been heavily vandalized and is rather filthy.  Clean

          it up first.

Rainbow Valley        --      $10k    1000g, 4yrs   BCIMSSiSmSsSuUVWmW   *

Thunder Rock        T         $10k    900g, 4yrs    BCIMSSiSmSsSuUVWmW   *

Mega Park             --      $10k    Have Fun      -- ALL --            @

Fort Anachronism    C,T,2G,E  $1k     1250g, 3yrs   BCISSiSmSuWmW        ! L

  Note: Whenever you pass a scenario, all the guests in your park will applaud,

        and also they will all let go of their balloons.  Which means that they

        have to buy NEW balloons, so you get twice the balloon money!  Of course

        you've already passed the scenario by that point...

You may be looking at the scenario names thinking to yourself, "I never saw that

Scenario."  Well I have the US version of the game, and the other International

versions have different names.  Here's a little comparison:

        US:                             International:

        -------------------------       ---------------------------

        Katie's World                   Katie's Dreamland

        Dinkie Park                     Pokey Park

        Aqua Park                       White Water Park

        Mothball Mountain               Mystic Mountain

        Big Pier                        Paradise Pier


2. Your Park


   - The first thing that you want to do in your new park is to set Research up

     to the maximum funding possible ($400 a month).  If you do not have the

     Information Kiosk available already, then you will want to uncheck all

     research boxes except for "Shops and Stalls".  (Information Kiosk is the

     most useful shop in the game, since it sells both maps and umbrellas)

   - Once you get the Information Kiosk build it close to the entrance (not

     right by the entrance, but somewhere nearby), as your guests will want a

     map to avoid getting lost (and an umbrella if it rains).  Typically what

     I do here is to build the Information Kiosk on a corner of the first

     intersection, that way everyone has a good chance to buy something when

     they enter the park.

     Note: Don't forget to recheck the research areas back to all areas.  Unless

           you don't mind never getting new rides...

   - Next you will want some rides.  Build a good mix of rides, some gentle,

     some exciting, and of course a rollercoaster.  Place one, and only one,

     rollercoaster by the entrance to get the guests' hearts pounding early.  It

     also increases their happiness.  The rest of your Rollercoasters you will

     build deeper into your park  (you build only one by the entrance since

     they will have to travel to the others, and will sometimes see other things

     on the way)  You want at least one indoor type ride, like the Haunted


     Note: The game sets ride prices if and only if you are letting Guests into

           your park for free.  If you are charging them to get into your park

           then you will have to set the price yourself.  (see sections 3 and 4

           for pricing guidelines)

   - Third, hire one of each type of employee.  Uncheck the handyman's option to

     mow the grass.  You don't need that yet.  (mown grass looks nicer, and

     helps guests happiness ratings, and park value ratings)  When you do want

     someone to mow the grass, hire a handyman specifically for that task, and

     uncheck all but the mow grass option.

   - Fourth, jack up the entrance price to the park to around $15-$20.  You want

     it cheap enough to keep your guests happy, but high enough to get you some

     money.  Generally, for every 4 new rides that you build, add $5 to

     admission.  $10 if one of those rides is a roller coaster.  I'm not saying

     that the only money you get should be from the entrance fee, I still think

     you should also charge them on rides.  This way you can maximize your

     chances of getting all your guests money.

   - Finally you are going to want to build some amenities, such as Bathrooms,

     and shops.  Build these a little further away from the entrance, since

     the guests who enter don't need to use them yet.  Avoid placing food shops

     near the exits of vomit intensive rides--although you can, and possibly

     should, place Drinks stands there.

   Note: Once you get over $30 thousand dollars, you don't need to increase your

         admissions price any more!  I always keep my admissions price around

         $50 at that point.  (the absolute maximum that you can set your

         admission price is $100)

   Buying Land:

     If you want to expand the park, you can buy land (in the Main Entrance

     window).  Land that is for sale has a little white sign on it, and costs

     between $15 and $90 per square (depending on the Scenario).  Construction

     Rights sell in the same way, but only 2 scenarios let you buy those.

     Other parks come with construction rights already purchased, like Katie's

     World (for the underground coaster) and Mega Park, where you can build a

     ride (or anything else, for that matter) across the path to the entrance.

   Common Viewpoint:

     Ever wish that you could visit your wonderful theme park?  Well one way is

     to view a guest just before they enter your park, name them, and click the

     "i" button (the bottom button on the individual guest's window) to receive

     updates on them.  By following around several people like this you can get

     a new viewpoint on your park, and it may help you solve problems that you

     didn't know existed!  If you leave his window open you get to see how long

     a queue wait really is, how hard it is to find a place in the park, and if

     you really have enough facilities like bathrooms or food and drink stalls.

     Note: Naming your peeps with a number first to assist in keeping track of

           the peep.  (i.e. name someone "1 Dan Simpson" or "2 Bob Roberts")

           They will then be listed first in the GUEST MEGA LIST, making them

           much easier to find later.

   Money Making:

     Remember that you can take a loan.  If you need a new rollercoaster RIGHT

     NOW, then take out an extra $5k or so (keep your loan under $20k total, the

     max loan possible is $50k but you shouldn't need that much; also bear in

     mind that each scenario will allow a different Max Loan).  Also use the

     Rides button (press "R") and slide the marker down to "Profit" to see where

     you are making, and losing money.  If a popular ride isn't making money, it

     may be that you are charging so much for the ride that people won't go on

     it.  You want to get all of their money, but you don't need it all at once,

     so lower the rates.  (see sections 3 and 4 for a pricing guide to rides)

     Later in the game you may want to consider only charging for admission

     (say... $90) and giving the rides away for free, or maybe you want to let

     them in for free and charge them more on rides.  Well there are problems

     with both.  Since your ideal is to get every cent from the guest charging

     $90 at the gate is a problem:  1) what if a guest doesn't have $90? and 2)

     what if the guest has more than $90?  The first guest can't come in, and

     the second will probably leave your park with money. (there's only so many

     ice creams that he can buy!)  Your other option is to let them in for free,

     and charge them more on rides.  This option is even worse.  Here's why:

     Suppose Guest 1 enters your park with $100 and he's happy.  Then he gets in

     a long line for a log flume that was poorly designed (i.e. LONG).  By the

     time he gets off the log flume he is hungry, thirsty and very unhappy.

     Since he didn't pay to get into the park he's getting outta there.  I

     usually stay with the $50 admission and still charge for rides.  I get all

     of their money, and they usually leave only when they run out of money.


     Best Value Park in the Country

     Worst Value Park  (is there an award for Least Safe?  Deadliest?)

     Tidyest Park

     Untidyest Park

     Most Beautiful Park

     Safest Park

     Best Roller Coasters

   Note: If you click on a duck, it will quack.  Ducks only appear if you have

         water in your park.

   Note: To slow the game down, click and hold the right mouse button.

         (only works on slow computers!  For a different way to slow the game

         down, go down to section 7. Alternative Strategies)


2a. Queue it up!


   I'll discuss Line Queues here, before I even talk about the rides themselves!

   The first thing to building the ultimate Queue is Ride Placement.  Place the

   ride well away from the nearest path, at least 2 or 3 squares.  This keeps

   the Queue from "attaching" to a path before you are ready.  Then start

   building the Queue, and don't put it near a path until you are satisfied with

   the length.  Only after you have built the entrance Queue to a ride should 

   you build the path to the Exit.  So, how long should your Queue be?  That 

   depends on the type of ride mainly.  For example, a roller coaster is a very 

   popular attraction, PLUS it loads a lot of people at once, PLUS its a short 

   ride, and can also have multiple trains.  So for a Rollercoaster build a long

   (10-20 squares) queue line.  Long waits in line are fun for no one, so if

   the "people" tab on the ride window say a queue wait of 10 minutes or more,

   cut the line down.


   Here's the breakdown:

     Rollercoasters - 10 to 20 squares

     Exciting Rides - 6 to 15 squares

     Gentle Rides - 5 to 9 squares

     Log Flume - 6 to 9 squares

     Boat Hire - 3 to 5 squares

     Transport Rides - 5 to 15 squares (depending on the type of transport)

   Even if you see a very full line, don't overdo it and make it longer, then

   the people will wait in line a long time, and they will lose a lot of

   happiness; and if the ride isn't so hot (like the Log Flume) they'll have

   been worse off for going on the ride.  Keep waits under 9 minutes if you can.

   Even less for long rides (5 minutes and more).  If waits get above 15 minutes

   the people will get fed up and leave the line.

   Finally, don't just wrap the queue around itself, try to open up some holes

   to the side to place trees, fountains, etc.  This will help keep the guests

   comfortable, and happy.

       _____ ride entrance              ________    ride entrance

      |     |  |                       |   __   |  |  |

      |  |  |  |                       |  |  |  |  |  |

      |  |  |  |                       |  |  |  |  |  |

      |  |  |  |                       |  |  |  |__|  |

      |  |_____|                       |  |  |________|

    Example of a boring Queue         Example of a better Queue

   Dynamic Queues:

     Alright there's no such thing (see the Wish List in the Final Words section

     below) but there is a good way to "fake it".  A dynamic queue is one that

     changes its size depending on need, i.e. if more people want to ride it, it

     increases in size, if less people want to ride, it decreases in size.  When

     you first build a ride have one section that "pokes out" of your main line

     queue.  This will accommodate the larger crowds that new rides see.  When

     the crowd dies down, or if the wait time is too much, simply cut off that

     area of the queue.

   When to have No Queue At All:

     There are times when you don't even need to build a queue.  Simply having

     the entrance built right next to a path will allow people to enter the

     ride.  This is only feasible with certain types of rides (never ever do it

     with a rollercoaster, for example).  The best rides to do it with are the

     Space Rings, Maze, Car Ride, Boat Hire, and the Slide.  If you build these

     on a crowded enough path, then they will always be full, yet never need a

     queue (therefore people are never actually waiting for the ride, and

     therefore never becoming unhappy with a long wait).

   Note: Even a ride with no queue, still has a queue of one person, except now

         that person is waiting on a normal path.

   Note: Entertainers can help keep the people in line amused.

   Ride Exits:

     The best place to put a ride exit is on an already existing path, rather

     than building a path specifically for the exit.  (That can result in dead

     ends, and lost guests)  Which means that you will want to place the ride

     at least 1 square away from any paths, and then place the exit somewhere

     in that area.

     Note: Placing the exit near the entrance will promote repeat business on

           that particular ride. (especially useful on rollercoasters)

     Note: If your exit is not connected to a path, and is over water, guests

           will all fall off and drown.

   Now Incorporating all of the Queue ideas, we'll now do a little trick, that

   seems to me, to save a little space.  First build a Merry-Go-Round 1 square

   away from a path.  Build the entrance on the far side away from the path, and

   build the exit right next to the path.  Now build the queue so that it goes

   immediately back to the path.  This method has several advantages, the first

   being that the Exit is always on a normal path, so you don't have to create

   new dead-end paths; second, it saves space.


2b. Park Maintenance



     It is my theory that for every 4 rides you build you should hire a new

     Mechanic.  This keeps a "net" of coverage on your park, as there will

     usually be a mechanic nearby if a ride breaks.

     As your rides age, their reliability will go down tremendously.  To help

     alleviate this problem, swap the Inspection rate on the rides down to

     "every 10 minutes".  At each inspection the reliability will go up a

     little.  Also if your rides are REALLY old (5+ years) you need to take

     drastic measures to insure that they don't crash.  Consider replacing the

     ride.  Or, just reduce the number of trains on a rollercoaster down to 1.

     (this will avoid a crash) Another way to tell if it is time to replace a

     ride is "Down Time".

     Note: If you want to get your mechanic somewhere quicker, do NOT just pick

           him up and put him there, this resets his JOB and he will forget

           what he was doing.  Instead just wait.  If you have to wait too long

           you know that you don't have enough mechanics.

     Overkill Maintenance:

       One way to guarantee a good response time from your mechanics is to hire

       one mechanic for every ride (yes, EVERY ride) and give them ONE route

       marker right on the exit of the ride--the route must actually be ON the

       exit, not just by it.  Then set all the ride inspection times to 10 

       minutes.  Too bad there's no "Constant Inspection" option.  This comes in 

       handy when your roller coasters are very old, and when they fail it can 

       be fatal.  With any luck your Mechanic will fix the ride before any 

       accidents happen.


     For every roller coaster or shop that you build you should hire a new 

     Handyman to help with the added trash and vomit.  Make sure to "specialize"

     your handymen, that is, don't have them clean trash AND mow lawns, in that

     that is very inefficient.  Have most your handymen clean trash, water

     gardens, and empty trash cans.  Then have a few mow the lawns.

     15 Second Rule:

       So how many Handymen do you need?  There's no really good way to tell, 

       but one strategy I use is to count to 15 once I have spotted some 

       garbage.  If by 15 no handyman has ever come onto the screen (max zoom 

       in, of course) then I hire a new handyman.  (Then again I subscribe to 

       the "More is better than Less" philosophy, I'd rather have more Handymen

       than I need than have less than I need!)  If one has come onto the screen 

       in the alotted time, then I move him onto the garbage.  There are,

       naturally, special cases when this rule does not apply:

         1. At the exit of Rollercoasters.  They need a Handyman all their own.

         2. If you already have over 40 handymen, you probably won't want more.

            (although it should be noted, that in large parks, I often end out

            with around 60 handymen)

     Let them Roam:

       So should you give your handymen an area to clean up (assigning an area)

       or should you just let them roam on their own.  Both.  In general you

       want most of your handymen just roaming around, but you also need some to

       permanently stay in your "worst areas" (i.e. those by the pukiest

       rollercoasters).  Why not assign them all routes?  Too much hassle when

       your parks get really large, plus you don't get all that much benefit

       from all your micromanagement.

     Note: Another way to remove litter/puke is to remove the path.

   Finally, you need security guards to stop Vandalism.  But since you can't

   always stop it, you need to know what to do afterwords.  Vandals strike only

   3 things, benches, garbage cans, and lights.  The vandalized bench will be

   broken in half, the garbage cans will be tipped over, and lamps will have

   their lights broken.  Simply replace the old items with new ones to fix.

   (Don't right click to remove!  That may get rid of the path as well)  So

   who are all these vandals?  If you check the people screen, the vandals are

   the ones with the red snarling faces.  If you manage to catch one of these

   perps, you can try to get his anger out by placing him on a one square path

   with a bench.  He'll smash the bench and become happy again (well... he won't

   be so violent anyway), then you can move him back into the park.  (this is

   covered again in the next section as well)

   Note: Keeping a clean and pleasant park helps cut down on vandalism.  If your

         park is clean enough, you may not need Security Guards at all.  Plus it

         really isn't that hard to replace benches/lamps/trash cans, so lately

         I haven't been hiring Security Guards.


2c. The Guests


   To better serve your park guests, you will need to understand them.  For one

   thing they are all male, and exactly the same age.  The following is a small

   breakdown of your park guests stats:

      Happiness - happy people stay in your park and will be more willing to

         part with their money.  Happiness is increased by fun rides, like

         roller coasters, and maintained by normal rides.  The guests become

         unhappy if they are: Tired, Sick, Hungry, Thirsty, or have to go to

         the bathroom.  Other things that contribute to unhappiness are:  Long

         waits in line, and inability to find good rides, and how clean/pleasant

         your park is in appearance.  Finally, don't forget that you do have

         Entertainers, and although it seems like they are worthless, they do

         help your guests happiness ratings.

      Energy - a tired guest won't go on anything but the most exciting rides to

         "wake up", but once he has done that will go on other rides.  Tired

         guests also walk slower than others, and are less happy.  Place a

         good roller coaster by the entrance to wake up these sorry fellas.

      Hunger, Thirst - these two stats start at a random value when the guest

         enters the park, usually under 1/4 full.  These values increase mostly

         over time.  Thirst is also affected by what the guest is doing.  Eating

         Fries increases thirst, as does a high nausea rating.

      Nausea, Nausea Tolerance - guests always underestimate their chances of

         getting sick off of a ride.  Nothing you can do about it except provide

         numerous benches, and clean any vomit up.  Also note that sick guests

         become very unhappy and walk very slowly (to the point of slowing down

         the launching of rides).

      Bathroom - need I explain?

   Other Complaints:

      "I'm Lost!" - reduce the number of paths that don't lead to rides, provide

         more Information Kiosks (if you priced the maps high, then reduce that

         price).  Also guests seem to get lost more often when they take a

         transportation ride to a far off section of your park.  Also try to

         build shorter paths between areas of the park.

      "I Can't find XXX Ride" - same as above.  Also Observation Towers can help

         the guest spot the ride.  Or you could take them there directly via


      "I'm not paying that much for XXXX" - reduce the ride cost, OR change the

         ride around to be more exciting.

      "I can't find the Park Exit", "I want to go home" - you've lost these

         guests, and they want out.  Pick them up with the pincers and get rid

         of them before they become even MORE unhappy.  Nothing you can do will

         keep them in the park, so don't even bother.

         Note: If you need a certain number of guests in your park to pass the

               scenario, you may want to stick these peeps (guests) in a place

               that they can't get out of.  Something like a 1x1 path in the

               middle of nowhere works.  (see "7. Alternative Strategies")

   How Guests Move:

     Guests are morons.  You just have to accept that.  Their normal algorithim

     on moving goes like this:

        Walk down path

        If you are at an intersection, pick a direction at random

     Also realize that Stores, and Line Queues create intersections.  The only

     exception to this algorithim is when a guest knows EXACTLY where he is

     going (his window will say "Heading for XXXX").  This means that you HAVE

     to avoid using Double Paths (paths that are 2+ squares wide), and cutting

     down on intersections also helps.  Employees also follow this algorithim,

     which is really annoying.

   Compliments and How to get them:

     The guests want a nice clean park to visit, good rides to go on, and short

     lines.  Also pricing things affordably gives the guest a good feeling that

     translates into happiness.  When the guest likes something, they will give

     you the "good thought" (check the people button, and look under thoughts).

     Happy patrons, when they leave, promote your park to their friends.

   Big Problems:

     Every once in awhile you will want to check the People button and look at

     a summary of their thoughts (the second "Group" tab).  Checking here will

     give you a good idea of areas to improve in your park.  If a lot of people

     complain of hunger, build some food shops; if people complain of having

     to go to the bathroom, build a bathroom; if lots of people complain about

     waiting in line forever, consider cutting the line down.


     The best way to prevent Vandalism is to keep your guests happy.  However,

     that doesn't always work, so here's some suggestions on vandalism.

     Whenever a guest goes red in the face, he is about to commit vandalism.  So

     what do you do with a guest that you catch before he does anything?  Put

     him in "Jail".  That is, a one square path with a bench on it for him to

     smash.  Let him smash it and get him outta there.  Consider it "Destructive

     Therapy".  If you are wondering how Security Guards affect vandals, Guests

     do not commit vandalism if there is a guard present.  They don't actually

     get "caught".

   Note: Guests' Preferred Intensity increases as they ride tame rides (or as

         the manual puts it "Riding less intense rides near a coaster can often

         help guests get up the nerve to ride the more extreme attraction"

         pg. 11)

   Note: Guests who leave happy are considered "Good PR" and a free


   Note: Guests who Die or Leave unhappy are considered "Bad PR" and can

         discourage others from visiting your park.

   Note: Guests can die in crashes, or drown; see section "4a. Crashes" below

         for more info


3. Rides (non-roller coasters)


   Before we get to the Complete Ride Listing, a few words.  All rides have many

   customizations in them.  From the amount of time the ride will take, to the

   amount of people crammed into it, it is usually all contained in the ride

   Information under the Gears tab.  Any ride with independent vehicles, like

   the Chair Lift, or the Boat Hire, has a maximum of 12 vehicles.

   Music rides influence the moods of people walking by, and make them happier.

   Indoor rides are popular when it rains every other ride is considered outdoor

   Custom denotes that you can custom build the ride

   a single * indicates that many people per vehicle

   Gentle Rides:         cost:    size:   people:   notes:

     Bumper Cars         $440      4x4      12      Music, Indoor

     Car Ride            $540+      **      **      Custom

     Ferris Wheel        $450      4x1      32

     Haunted House       $340      3x3      15      Indoor

     Hedge Maze          $216+      **      **      Custom (16 max people)

     Merry-Go-Round      $460      3x3      16      Music

     Observation Tower   $592+     3x3      20      Indoor, Custom

     Slide               $330      2x2      **

     Space Rings         $288      3x3       4

   Exciting Rides:

     3D Cinema           $560      3x3      20      Indoor

     Go Karts            $920+      **      1*      Custom

     Gravitron           $580      3x3       8

     Motion Simulator    $440      2x2       8      Indoor

     Scrambled Eggs      $360      3x3      16

     Swinging Ship       $387      5x1      16

     Swinging Inverter   $424      4x1      12

     Whoa Belly          $800+     3x3       8      Custom

   Water Rides:

     Boat Hire           $205+      **      **      Custom

     Log Flume           $1320+     **      4*      Custom

     River Rapids        $1840+     **      8*      Custom

     Water Slide         $1200+     **      2*      Custom

   Transportation Rides:

     Chairlift           $1440+     **      2*      Custom, Indoor

     Miniature Railroad  $1300+     **      **      Custom

     Monorail            $1550+     **      **      Custom, Indoor

  Ah, More US:International Comparisons:

         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 _or_ Boat Hire

         Reverse Whoa Belly RC           Reverse Freefall Rollercoaster

         Fries Stall                     Chips Shop

         Cotton Candy Stall              Candy Floss Stall

  Gentle Rides:

    People for the most part don't like Gentle Rides.  Most people want to ride

    Rollercoasters (not all, some are a little chicken).  But you can usually

    get anyone onto a Gentle Ride.  They tend to ride Gentle Rides AFTER having

    already ridden on something exciting.  This is the most true with the

    Haunted House, which can have no business at all if people haven't ridden

    something exciting first.  The other time when a lot of people ride gentle

    rides is when they are getting up the courage to ride something more


  Custom Rides:

    So what exactly makes a good custom ride?  First off, each custom ride has

    a saved template in the game, so you don't have to start off designing them

    right away.  The main problem with this is that it doesn't always fit into

    your park.  Remember that the amount of vehicles/trains/boats is determined

    by the size of your Station, and if you have multiple stations, then it is

    decided by the size of your smallest station.  Well here's some notes on 

    each ride:

      Boat Hire - a station platform is all you need, you can build "Guide

            Rails" if you want to control where they go, but you don't need to.

            If guests get lost/stuck on your boats, then you might want to

            consider putting in a guide rail.  Also build a Guide Rail if you

            want to limit the amount of time the guest spends on the ride.

            Note: The Guide Rails do not need to form a complete circuit.

      Log Flume - keep this one short with 3 or 4 drops.  3 minutes is plenty,

            any more than that and people start to get impatient and unhappy.

            (they become impatient when they become hungry, which increases over

            time) Also try to use the Log Flume as a showcase for your other

            rides, e.g. have it go through the loop of your coaster, or by your

            Go karts ride.

      Water Slide - keep it simple, one uphill chain pull and then just move

            them around, use the complete circle tracks to keep them from flying

            off the track.  (the idea is similar to the Bobsled Coaster since

            neither are connected to the track)

            Tadhg Pearson sent me this about Water Slides:

              "Water Slides always go faster when there are people in the boats

              and this can result in 'boat pile ups' when empty boats are

              followed by a few full ones.  Increasing the minimum waiting time 

              can help solve this." -- you could also uncheck "maximum" wait

              time, and leave it "waiting for full load".

      Any Transport - you need at least 2 stations for these to go anywhere,

            Monorail doesn't need a complete loop, and the Chairlift

            automatically makes a loop.  Build the stations at least 6 squares

            and more is always better.  (well...not _always_ but you get the

            general idea!)

      Any Tower - go as tall as you can!

            Note: on Whoa Belly if you make it very tall you will need to

                  increase the launch speed to keep up, but go too fast and it

                  will "jump free" of the tower.  Oddly it may not crash,

                  though.  (the one I built cleared the tower by a good 5 feet

                  but then on the way down, went right back onto the tower;

                  however I tried this again later and it caused a crash)

      Go Karts, Car Ride - Up down, around, whatever.

        Note:  For fun one time I built a really short Go Karts that had only

               2 station platform squares and immediately turned around and

               finished the ride.  Then I put the laps up to 10.  It got an

               excitement of "5 High".  Not bad for a puny ride!

        Dan Mullin had this to add about Go Karts:

          "As with roller coasters it appears that Go-Karts really like to have

          intertwined and paralleled tracks at the same or similar levels, i.e.,

          a driver going one way on a section of track can see a driver going

          another way on a different section.  This seems to boost excitement

          quite a bit.

          "As you know, when run in race mode the winner always gets to take a

          victory lap.  Therefore, a nice balance to achieve in the number of

          laps is completion of the victory lap at about the same time the last

          place car actually finishes.  Otherwise, if you simply cut down the

          number of laps you are not speeding things up and you are reducing the

          excitement level."

      Hedge Maze - there's no good advice here, except to try to make a good

            maze, but not so hard as to be impossible.  Also keep in mind that

            the longer the guest is lost in your maze, the hungier/thirstier

            he becomes.  

            Note: One of the best ways to build a Maze is to build the Ultra

                  Small Hedge maze.  Have only 2 squares of maze, with only one

                  straight path.  Place both the entrance and exit on a path

                  (i.e. no queues), and you have a very quick loading/unloading

                  ride!  They get out and go right back in!  Best of all, the

                  whole ride + stations takes up only 4 squares, and can be

                  placed almost anywhere.

    Now for more detailed information on Transport rides.

      Chair Lift - Building any more than 7 station squares is unneccessary

            since the CL can only have 12 cars.  Also to decrease the time it

            takes to load the ride, place the Entrance near the beginning (where

            it starts to become the ride) of the Station.  (see Common Problems

            for a "picture" of where to place the Entrance/Exit)  Also increase

            the speed of the ride to 9 mph. (under the Gears tab)

      Monorail, Railroad - these rides really slow down going up hills, so one

            idea is to make them into "subways" and only surface them at each

            station.  Part of the idea with these is to show patrons the park,

            however, so that may not be the best idea.  Again make your stations

            as long as possible to have large multiple trains if you want those.

            Note: The monorail doesn't even need 2 stations to operate, simply

                  set it to "Shuttle Mode" and it will go to the end of the

                  track and back.  Shuttle Mode also works when you don't have

                  a complete loop.

            Note: You can build a maximum of 4 stations!

  Some thoughts on Pricing: (if you don't charge admission into the park, these

    prices are too low for you, charge more)

    These rides fall into 3 pricing categories: freebies, cheap, and workhorse.

    Freebies are gentle rides like the Merry-Go-Round and the Ferris Wheel.  You

    make these free to keep people happy, and in the park.  Cheap rides are the

    other Gentle Rides, the Transportation Rides, and the Boat Hire.  Cheap

    rates are .30 to .90 and keep people coming on rides that they would other

    wise avoid.  Workhorse are all of your exciting rides and the other 3 water

    rides.  These rides are consistently popular and you can therefore charge

    more.  Workhorse rates are .90 to 1.30.

    Also be sure to remember that you can charge more for new rides than old

    rides.  This is due to the "Novelty Factor".  You can sometimes get away

    with $5 admissions on new rides.

    Remember that you get most of your money from Admissions and Roller Coasters

    so don't freak out about the costs of these rides.

    Note: The maximum that you can charge any guest on one ride is $20.

  Further Thoughts on Pricing:

    Some people split hairs trying to get as much money from the guests at

    every possible opportunity, by overcharging on new rides, and gradually

    decreasing the rate.  As near as I can see this will merely deplete your

    guests funds quicker and get them to leave sooner and less happy.  I believe

    that having fair prices (i.e. _not_ overcharging) is better in the long run.

    Firstly your guests can stay in your park longer keeping your guest count

    higher.  Secondly they leave happy, which encourages more people to come to

    your park.  And finally they usually leave with little to no money anyway,

    it doesn't matter if you get it all at once, or gradually, you still get

    their money!

  Some thoughts on Spacing:

    Some rides--the Log Flume, Monorail, etc.--launch many separate independent

    vehicles.  Obviously you don't want to launch them all in one bunch, as

    that would be bad spacing (think of waiting in a line that either moves fast

    or not at all, and you see what I mean).  To increase your spacing you need

    to edit how the ride launches each vehicle.  The best way to do this is to

    increase the Minimum Wait time.  This keeps each vehicle there longer, and

    increases the space between it and the previous vehicle.  Another good way--

    especially good on Monorails--is to set both the Minimum and the Maximum to

    the same time, so that it stays at each station exactly that amount of time.

    This keeps your transportation network moving.


    Here's a good formula to follow:

      Minimum Wait Time = (Ride Time Length / Vehicles on Ride) - 1

    Bear in mind that this isn't a perfect formula, and depends on your rides

    loading in less time than the minimum time.  Remember that if it takes 

    longer than your minimum time for the guests to load onto the ride, that

    your carefully planned Min. Wait time is worthless.

    Note: The highest setting for "minimum" and "maximum" is 250 seconds.

    Note: The Data Logging graph stops at 5 minutes.

  Thoughts on the Pause:

    This is also discussed down in Alternative Strategies.  Normally if you

    want to change the attributes of a ride (like the amount of logs in a log

    flume) you have to close down the ride, causing everyone to leave the line.

    One way to avoid this is to first Pause the game, then close the ride,

    change what you want to change, and then Unpause.  Quick and easy.  Notice

    how the line stayed where it was.  However, everyone who was on the ride is

    now leaving the ride (you can also Fleece the Guests this way).  They

    surprisingly, don't seem to care that much about this.  (although it should

    be noted that they won't be as happy as they would be if they rode the

    entire ride, since happiness is increased gradually.)


4. Rides (roller coasters)

   ----------------------- _____

   Bobsled                      |

   Inverted                     |

   Mine Train                   |

   Reverse Whoa Belly           |

   Single Rail                  |

   Steel Mini                   |

   Steel                        |______ Each is good, exciting and expensive!

   Standup Steel                |

   Steel Corkscrew              |

   Suspended                    |

   Suspended Single Rail        |

   Wooden Crazy Rodent          |

   Wooden                       |

   Vertical                _____|

   For a basics guide to building rollercoasters, go down to "4b. Basic Coaster


   Special Track Pieces: (not all are available on all coasters)

     On Ride Photo -- Takes a photo of your guests, which they can buy for $2

                      (to start) at a profit of $1.80.  You want one of these on

                      EVERY coaster that has it available!

     Brakes/Booster - One slows you down, the other speeds you up.  One of these

                      alone is not enough to get you up/down to speed.

     Helix         -- A Helix is a banked turn that also goes up or down.  Comes

                      in two flavors, LARGE and SMALL.

     Half Loop     -- The first element in the COBRA LOOP, to use you need to

                      first use a straight track with the small angle up.  Then

                      to finish you need to use a corkscrew.

     Corkscrew     -- Standard corkscrew.

     Inversion     -- Like a corkscrew, but not as large.  Only available on the

                      Inverted Rollercoaster.  (technically a Loop and a 

                      Corkscrew are considered "Inversions" but that isn't what

                      we mean here)

     "S" Bend      -- Used to move your coaster 1 square either left or right.

     Vertical Loop -- The normal loop.  Also moved your coaster left or right 1

                      square.  To use have one straight piece angled up slightly

                      then build your loop.

     Steep Twist   -- Not really a "special track" in that it isn't in the

                      little menu, but it counts for me.  It is essentially a

                      turn while going down at the maximum angle (not straight

                      down).  To build it, have a steep drop (or climb) then

                      on the next track have it also go steep, and do the small


     Water Splash  -- Only available on the standar wooden rollercoaster.  Sends

                      the coaster train over a "water splash".  Adds excitement

                      but also slows the train down.

   When designing your tracks pay more attention to Lateral G's than Vertical,

   as this will increase the Nausea rating of the ride--which you want to keep

   low.  (Lateral G's are created when you take turns while going very fast)

   Some strategies to keep in mind about L. G's are to slow the coaster down

   before taking turns, and try to avoid using the sharp turns.  And especially

   don't combine the two.  The best way to slow a coaster down before a turn is

   to have it go up a hill right before the turn.  Use brakes sparingly.  Test

   your roller coaster, and if the L.G's exceed about 3 or so several times in

   quick succession, you may need to go back to the Drawing Board.  I'm not

   saying to avoid L.G's completely, as they are quite intense and exciting, but

   keep it within reason.  It does not really matter if you have more than one

   "lift hill", as the guests happiness increases based on the ride as a whole,

   and not by where they currently are.  Finally, when you run a coaster

   through a loop, try to keep the speed down, as fast loops increase intensity

   and nausea really quickly.

   To keep things interesting (and expensive) periodically shut down the roller

   coaster and refit it with something new.  On a wooden roller coaster, try to

   add an On Ride Picture, or a "Splash" section; on a Mini Steel, change the

   cars to Spinning, etc.  This helps to keep your ride from getting stale.

   Further Thoughts on Design:

     If you want to create a Roller Coaster (or any custom ride) and save the

     design, one good way to do it is to follow this idea:

      - Start the Forest Frontier scenario (or any other)

      - Take out the maximum loan

      - Set Research to Maximum, AND take off all research options except 


           (or if you are doing another ride, check the appropriate option)

      - Design your roller coaster (don't open the park)

      - Test the Design out, try for High Excitement

      - Save the design  (open the ride window, click the Disk button, select

                          save design; Note: you must have named the ride!)

     The idea here is to use this scenario as nothing more than a canvas for

     creating new rides.  Then you can take your saved design and place it into

     whichever scenario you are working on.  This should save you time, and

     money.  An alternate idea is to use a scenario that you have already

     passed that has a lot of money.  Close the park (takes awhile to get those

     guests out of the park, however) and bulldoze the rides.  Save the blank

     park as something else (Test Park works) and start experimenting.  Remember

     that practice makes perfect.

     Note: Intensity of over 10 is unridable.  Not completely unridable, mind

           you.  I built an 11 intensity coaster that had an excitement around

           5, but then I cut the intensity back to 9 and the excitement shot up

           to 8.

   What the *?$% is Intensity Anyway?

     Excitement - is a measure on how exciting the ride looks to a guest and is

        based on Intensity--between 6 and 9 is usually good, anything higher

        and the excitement plummets--and the Aesthetics of the ride itself.

        Large rides with loops generally look more exciting than something that

        is small and flat.  Also try to weave the ride through previous sections

        of the ride--like sending the track through the hole of an earlier loop.

        (it's even better to send _other_ rides through the loop!)  Tunnels and

        Scenery will also help.  Another trick to use is the old "Decapitation

        Trick"; which basically works by dropping just below some obstacle just

        in the nick of time, giving the appearance that it would take your head

        off.  You can also increase excitement in tunnels by placing an object,

        such as a statue, on top of the tunnel.  Finally excitement lowers over 

        time but one way to get it back up is to change the ride--like changing 

        the type of train on the coaster, painting it, or adding to it.

        Note: Scenery only effects the coaster excitement up to 4 squares away,

              anything further has no effect.

     Intensity - is a measure on how intense the ride is.  So what does that

        mean?  You want to keep the ride moving fast--have only one lift hill--

        and add elements like loops and corkscrews to increase intensity.

        Simply having a tight turn is not in itself a bad thing, it only becomes

        bad if its too fast, and followed by a turn in the opposite direction.

        (think of shaking a soda can, if you simply move it fast in one 

        direction it doesn't fizz so much, but if you move it back and forth

        fastly, it fizzes quite a bit)  Have the coaster go up and down, take

        sudden drops, and above all keep the speed up!

     Nausea - is based on the Intensity partly, and on the how you get the

        intensity.  Fast speeds on hairpin turns that go left then right, is

        generally a good way to get people sick.  Try to keep nausea below 7.

   Thoughts on Pricing:

     Roller Coasters are the big money makers, and are very consistent.  When

     it is new, charge $3 to $5 (depending on size and excitement), and as time

     goes on, drop it to the $2 to $3 range.  You shouldn't have to drop it

     further, unless you want to.  On Ride pictures help to increase profits.

     Note: Guests will only buy ONE On Ride picture in your entire park, period.

   Further Thoughts on Nausea:

     Some people just shouldn't ride roller coasters, but do it anyway.  For

     them you need at least 3 benches right outside of the Exit, as well as a

     Bathroom right by the exit.  It is also wise to have a Handyman on patrol

     by the Exits to popular (and therefore pukey) roller coasters.  Also

     sometimes a Drinks stall nearby helps.

   Rain Delays:

     Guests don't like to go on roller coasters (or any other outdoor ride for

     that matter) in the rain.  Doesn't mean that they won't do it, however.

     There are 2 notable times when guests get over their aversion to outdoor

     rides in the rain:

       1. If the ride is new, people will still line up for it (Novelty Factor)

       2. If they just got off the ride and want to go on it again (repeat


     Anyone else who lines up in the rain is a freak.

     Note: Underground (and mostly underground) rides are considered "indoor".

   Rain Delays 2 -- Beating the Rain:

     So your guests won't go on coasters in the rain... or will they.  We have

     already established that they will go on coasters that are brand new due

     to the Novelty Factor.  So when it is raining, (and if it tends to rain a

     lot in that scenario) you might want to try "Breaking up the Ride".  That

     is, remove one section of the ride (after it was closed, of course), and

     then re-open the ride.  Since the ride is now considered "new", you should

     be able to get peeps to line up for it.  Best done during prolonged rain

     storms that cut your lines down to zero.

   How to Build an Underground Roller Coaster:

     If you've played the Katie's World scenario, you know that it is possible

     to have a coaster completely underground.  Well how do you do that?  It is

     actually kind of simple.  Cut away some land down to the level that you

     want to build your coaster.  Then build one station platform above ground

     in the hole, with the next station platform going underground.  Then remove

     the first station platform and raise the land back to where it was.  You

     are now free to build that underground coaster!  You should realize, of

     course, that this is much more expensive than building a normal coaster.

     Note: The maximum height for land is 31, so the highest drop that you could

           manage underground is a 29.

   How to build an Elevated Roller Coaster:

     Ever want to put that coaster station above ground in the air?  Well it

     isn't so hard to accomplish.  Simply raise one square of terrain to the

     level that you want, and build your first station on that, then just keep

     building.  Then later go back and lower that piece of terrain back to the

     ground level.

   Transport Rollercoasters:

     You may eventually want to use a Rollercoaster as a train to shuttle people

     from one area to another.  Bear in mind that you can't use the powered

     launch mode with 2 stations, therefore you have to build a lot of "Booster"

     tracks to keep it going.  Also if you make a straight track it will be

     very boring.  You will want to add some excitement to it via a Loop or

     something similar.

     Note: You don't actually have to have the guests go through the loop, as

           long as it exists on the track somewhere, it will increase the


   Fix the Crazy Vole:  (Wild Rodent)

     This ride actually needs a bit of a tune up to make it better.  Sometimes

     when the cars launch from the station, they don't have enough speed to make

     it all the way to the lift hill, which is surprisingly far away.  To help,

     have a small downhill section out of the station, then turn it and then

     back up and onto the lift hill.

   The Single Dueling Coaster:

     This isn't so hard to produce.  Simply build one coaster as normal, except

     that when you get to finish the ride, move the track 1 square left or right

     and make a new station that would be identical in length to the first one.

     Now build a second coaster.  Try to keep it the same size as the first

     section.  To finish the ride off, have the track go back into the first

     station.  Now you'll probably want to get half the Trains to each station,

     so push the "Test Ride" button until half the trains have left, then click

     the Red "Close Ride" button once.  To get the 2 stations to synchrnoize,

     click the "Synchronize with Adjacent Station" buttons (you have to do this

     for each station!)  Now you just need to place 2 entrances,  2 exits, and

     you're done!

     Note: Do not simply link 2 separate coasters together to make one, that

           doesn't work!

     -- answer from, Michael Kerr

   If you want a more in depth look on Rollercoaster Construction go down to

   "4b. Building Good Coasters"

   Some more ride design ideas can be found in "7. Alternative Ideas"

   Note: If you demolish a ride that had an On Ride Photo, all the photos from

         that ride disappear as well!

   Note: The cheapest roller coaster (pre-made) is the Shuttle Launch Steel

         Roller Coaster.

   Note: Spinning cars on the Mini Steel Rollercoaster increases Nausea more

         than they increase Excitement.

   Note: Naming your Coasters different names, not only helps you differentiate

         between them, but can also help your guests out!


4a. Crashes!


   If you are lucky, you won't ever have to deal with a crash.  However, it is

   very likely that you will have to eventually.


     Constant Maintenence!  On your old rides, decrease the inspection time down

     to 10 minutes (this may require more Mechanics).  This increases your

     reliability rating on the ride, and may help avert major disaster.

     The most common crash is that of Station Brakes Failure on a Roller

     Coaster.  To prevent this common malady you need to slow the friggin 

     coaster before it gets to the track.  There are several ways to do this:

        - Have a lift hill right before you go back into the station, this is

          a separate system from the brakes and won't fail in the same explosive

          way.  (having other brakes, i.e. track brakes, does not work because

          all brakes tend to fail at the same time)

        - Use up all the speed in the ride.  This entails a lot of good ride

          design as you have to get its speed down before it enters the station

          yet still avoid stalled out trains, and trains going backwards.

     Coasters that come into the station at 5 MPH tend to not crash as much as

     coasters coming in at 90 MPH.  Other ideas to try are to have a Mechanic on

     permanent patrol near your rides, or you could finally remove all the other

     trains completely.  (if you do that make sure that the train has the

     maximum amount of cars allowed)

       Dan Mullin has this to add:

       "I tend to design a coaster so that as much speed is dumped

       during the ride as possible, then the train is actually hauled back into

       the station by a small lift hill (maybe 2-3 levels).  This can be

       accomplished by either raising the station a few ticks above the ground

       or, even better, having the end of the coaster ride underground, then

       hauling back up to ground level.  The latter will normally increase your

       excitement level.  Either way, a train that has to pull back uphill to

       enter the station at 5 MPH WILL NOT CRASH."

     The other main way to crash a ride is through bad design.  So avoid bad

     designs! (easier said than done, eh?)  Typical bad designs are when you

     build a hill that is higher than your train can get up.  It will then slide

     back down and hit the next train coming down the track.  The easiest way

     to fix that is to change the hill to a lift hill.  Also on your test

     modes, have only one train go through the ride at a time to avoid any on

     ride collisions.  (an alternative to switching to one train, is to watch

     to see if it will crash, then to quickly hit the Close button, which will

     somehow magically remove the trains)

     Note: If you crash something in the "Test" mode, guests will still fear the

           ride ("I'm not going on that, it isn't safe!").

   Recovering from a crash:

     The best way to recover, is to scrap the ride and build a new ride there.

     This is because crashed rides have horrid reputations and people will avoid

     it like the plague.  However, it isn't always feasible to replace rides

     (cost, or maybe you really like the ride), so there is a plan to save it 

     and get it back to being popular.  Close the ride for 2-4 months.  Give it

     only 1 train.  Repaint the entire ride to a different color scheme (I don't

     know if this helps them forget that people died here, but it couldn't

     hurt), and if necessary, advertise the ride.  After your Mechanic has had a

     look at the ride, double click the Close button on the roller coaster to

     reset the ride, and then you can re-open it.  Your roller coaster should be

     a big hit again!  Also be SURE to give it a 10 minute inspection time.  And

     if you feel like it, you can edit the ride a little.  (add that On Ride

     Photo you always wanted!)  Don't worry if it isn't popular right away, it

     will take some time to get there.

   Note: One odd way to crash is to have the coaster fly through the ground.

         If you have an incomplete track that allows the coaster train to fly

         off the track, and it goes into the side of a cliff, instead of going

         "BOOM" it will go through the cliff, and will only crash when it 

         reaches the edge of your park.  (either the sides, or the low level)

   Note: Besides dying in crashes, guests can also drown.  Guests will drown if

         your ride exit is over water, and has no path connecting to it (then

         they'll fall right in), if you destroy a path that is over water they

         will fall in, or if you use the pincers to put them in directly.


4b. Basic Coaster Building


   I'll be the first to admit that I'm not the best coaster designer in the

   world.  But I have been doing it for quite awhile, and know a few tips and

   tricks to help you build a good coaster.  Also if you have any ideas of your

   own, I would love to hear them!  ([email protected])

   Firstly: - - t h e  S t a t i o n - - - - - - - - - - - - - - - - - - - - -

     Make sure to give yourself plenty of room in all directions for your

     coaster.  Have at least 3 squares from your station to the path where you

     will connect the entrance to.  And on almost every rollercoaster you

     design, you want to build as many stations as you can (don't stop until it

     says you can't build any more station platforms!).  The exception to this

     is the Wild Mouse, which doesn't require such a long station.

   Note: Speed alone does not create excitement nor intensity, rather it is

         acceleration (called "G" forces) that your ride produces.  Acceleration

         (if you don't know) is created by a change in velocity, either speed

         up/down, or change directions.  A turn to the left/right is called a

         lateral acceleration (lateral G forces), while a change going up/down

         is called a vertical acceleration (vertical G forces).

   Second: - - t h e  L i f t  H i l l - - - - - - - - - - - - - - - - - - - -

     Now we need to build a lift hill (or if you'd rather not, see below

     "7. Alternative Strategies").  Based on the size that you want the ride to

     be is how tall you want your lift hill to be.  Really large rides require

     a large (25+ units tall) hill, while smaller ones can make do with a

     small lift hill.  Also try to keep in mind the distance from your track to

     the ground, not only does it get more expensive to build up at great

     heights, but you are limited to how high you can get off the ground.  If

     you ever need it to go higher than you are allowed, simply raise the ground

     under the track.  If your coaster is going to be using a long train (mine

     train, corkscrew, etc.) you are going to want to have 2-3 flat tracks at

     the top of your lift hill, before sending the track down its first hill.

     Why?  Because without it a lot of the train will still be climbing the hill

     when the first part starts to go down, slowing the first drop somewhat.

   Third: - - H i l l s  &  L o o p s - - - - - - - - - - - - - - - - - - - - -

     Remember that you can't go as high up the next hill as you went down

     the first.  (conservation of energy)  This means that if you went down

     15 units on the first hill, you can only go up 12 or so on the next.  The

     same thing holds true for loops and other trick tracks.  You can only make

     it through the loop if you have enough speed before it, which means that

     the loop has to be lower than the last drop it came from.  (unless you've

     already built up a lot of speed)  The way around this are BOOSTER tracks

     and BRAKES.  If your test ride didn't make it through a loop, then replace

     a track or two before it with some boosters, and set the speed high.

     Likewise if the ride is too intense, you could add brakes before the loop

     to slow it down.  Some fun alternatives to Loops (but which still go

     upside-down) are as follows:

      - Put down one corkscrew, then do another of the same direction so that

        it is like a U-Turn

      - Put down a Half-Loop then a Corkscrew for an odd way to turn a direction

        or if you want you can reverse it and do a corkscrew then the Half Loop.

   Fourth: - - E x c i t e m e n t  &  I n t e n s i t y - - - - - - - - - - -

     You have to have both Intensity (a measure of what your ride does)

     and Excitement (a measure of how your ride does it).  Also keep in mind

     that you don't want too high of intensities (10+) as that DECREASES

     Excitement, and if you get higher than that NO ONE WILL RIDE AT ALL.  You

     can increase Intensity by adding Loops and other special tracks, or by

     taking high speed turns.  You increase Excitement by what you do with the

     ride.  If you send it through a tunnel, you increase Excitement.  If you

     send it around another ride, or by some large scenery, or have it race

     another coaster, you increase Excitement.  One of my favorite things to do

     is to Loop through another Loop.

   Fifth: - - R i d e  L e n g t h - - - - - - - - - - - - - - - - - - - - - -

     One of the biggest problems I have run into is how LONG to make a roller-

     coaster.  Quite often I end out making too short of a ride.  Remember that

     you CAN have more than one lift hill if you need it, so if you can build

     the ride longer than you think it can handle.  Then if you need to you add 

     the lift hill at the end, and that may help prevent crashes (see "4a. 

     Crashes!" for more info).


5. Landscaping


   Landscaping is a very important aspect of RCT, as it makes a park a theme

   park rather than a ratty old carnival.


     Place benches on every 7 to 10 squares of path, more if there is a shop or

     a rollercoaster nearby.  Also place garbage cans on every 10 to 15.  And

     although it isn't as important, place Lamps by all the benches.  And for

     fun you can put "Jumping Fountains" on paths.  (even more fun if you put

     10 or so in a row)  Finally have your paths go near the most exciting parts

     of your most exciting rides.  This is a little "inside" advertising for

     your rides.  Try having a path go through a loop of a rollercoaster, or by

     a drop on the log flume, etc.


     Lining a path with trees is a very good idea in the Summer to keep guests

     from sweltering in the heat (which contributes to them feeling sick).  Also

     place trees around rides to add to their atmosphere.  This also increase

     Excitement on rides.


     Flowers, Gardens, etc. are the final piece to the puzzle, and make the

     guests a little happier.


     Try to build rides on hilly areas, and use the land to customize your

     rides.  Have a log flume go down a hill and into a tunnel.  Have a steep

     cliff by a sharp turn on a rollercoaster ("oh no we're going to hit that

     cliff!"), etc.  Also skillful use of trees can add to the excitement of

     rides.  (remember the speeder bikes in Return of the Jedi?)


     Mining Theme  use the brown dirt and place the Mining objects around.

                   Also be sure to use the wood support on the land as well.

                   Best used on Mine Rollercoaster.

     Roman         use any type of land.

     Egyptian      use the tan style of land (desert).  Also good on Mine RC.

                   First of two themes to include Lamps.

     Wonderland    use the Checkerboard land (comes with the theme), and try to

                   use the card walls to surround the ride.

     Mars          Red land style.  2nd theme to include lamps.


   If you do some great landscaping you will get several bonuses:  One, you

   will be voted the "Most Beautiful Park", and Two you will get guests who

   take pictures of your breathtaking park. (the other way to get them to take

   pictures is to name one of them "Chris Sawyer)  Another benefit of good

   landscaping is that it will increase your park value AND your park rating!

   Note: Fences do not increase Excitement ratings on rides.

   Note: Landscaping will only effect rides up to 4 squares away.


6. Shops


   The important thing here is saturation.  What do I mean?  You must have at

   least one of each type in every segment of your park.  A large park would

   have 8 segments, medium 6, small 4, etc.  (a segment being a small area of

   your park)  In each segment place a food stand (pizza, burger, fries) or two, 

   a drinks stand, a desert stand (cotton candy, ice cream), a bathroom, and 

   either a Information Kiosk or a Souvenier stand.  This allows the guests to 

   easily find what they need when they need it.  The longer they need it the 

   more unhappy they become.  Also buddy shops up, place a drinks stand by a 

   fries stand.  Finally by every shop that sells a food item of any kind, place

   numerous benches, and a few garbage cans.  People like to sit when they eat.


   - - - - - - - - - - -S  T  O  R  E    L  I  S  T- - - - - - - - - - - - - -

   Food:          Cost:    Notes:    |   Misc:         Sells:            Cost:

   -----          -----    ------    |   -----         ------            -----

   Fries           $300    Salty     |   Info. Kiosk   Maps, Umbrellas    $250

   Burger           300              |   Souv. Stand   Toys, Umbrellas     210

   Pizza            275              |   Balloon       Balloons            200

   Popcorn          250    Salty     |   Bathroom      Relief!             200

   Cotton Candy     250    Sweet     |

   Ice Cream        250    Sweet     |

   Drinks           225    Drink     |

   - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

   Food Courts, Why You Shouldn't Build Them:

     Food courts may sound like a wonderful idea to you.  After all, you may

     have grown up seeing them in malls, amusement parks, and maybe even at your

     school.  But in Rollercoaster Tycoon, they just aren't that effective at

     what they need to accomplish, that is, serving food.  For example, if you

     were to build a food court, only a few of the shops would actually do good

     business.  The rest (like ice cream) get ignored.  Also food courts tend

     to get guests lost in great numbers.  So avoid building these.  Instead,

     spread your shops out along the paths.  Put at most, 3 shops together, and

     try to make them different.  Like a Fries next to a Drinks, or a Pizza

     next to an Ice Cream.

   Note: Variety is somewhat important when building food shops.  People like a

         choice between whether to have Cotton Candy or a Burger, so build more

         than one food shop in the same area.  You may often want to build 3 or

         4 even.

   Note: Placing Souvenier Stands and Balloon Stands near the exits of your

         most popular rides may help you sell those items better (happy people

         are more likely to buy things!).

   Note: Never charge people to use the Bathrooms unless you want your guests

         to leave your park.  Bathrooms should be a FREE service of your park!


7. Alternative Ideas


   I know this is a strange name for a section.  I'm not even entirely sure why

   I named it that, so live with it.  This section contains ideas so strange

   that they had to be given their own section.

   Park Design Fun:


     The Mega-Shop Approach:

       This is probably more expensive than it is worth, but if you've already

       done everything you could try this.  The basic idea is to have a path

       that does a big circle around your entire park.  We make it a double

       path with a space in between the two paths.  Then in the space in between

       we build 2 burger huts, one facing one path, the other the other path.

       Then 2 Drink Huts done in the same manner, and on through the shops.

       Then build a path to connect the two parallel paths, and build an inform-

       ation kiosk on that path.  Then continue until the entire loop is like

       that.  You can build all the rides you want on the outside and inside of

       the loop.  Then build nothing but benches and garbage cans on the paths.

       And on any space by a path that isn't taken up by a ride or a queue, put

       a garden or a fountain.

     The Alcatraz Approach:

       Here's something fun to try if you need to have a number of guests in

       your park to pass the scenario.  First build 4 paths in a square (so it

       would be 2x2), then raise the terrain around it to create "walls".

       Finally place fences on the top of the walls, and then create a little

       moat around the walls.  You have your own little prison!  So whenever you

       find a guest who is thinking "I wanna go home" or "I can't find the exit"

       pick them up and place them in the prison.  Then they can't EVER leave,

       and your guest count stays the same!  Oh, and be aware that this will

       effect your Park Rating/Value but not significantly (unless you put a

       LOT of people in there).

     Alcatraz Modified:

       Similar to the first Alcatraz, but instead of putting the peeps in your-

       self, you have several rides exit into the "prison".  The downside is

       that you have a lot of peeps in there with money that they can never ever


     The "You Can Never Leave" Approach:

       So you wanna keep guests in your park, but that Alcatraz idea seems like

       too much work.  Well here's another idea.  Have 3 types of rides near

       your entrance, a Gentle Ride, a Small Coaster, and a Big Coaster.  Have

       each of the ride exits lead to an area that is completely inaccessible

       from the Park Entrance.  Once they ride one of your rides they will be

       in the new area, and will be unable to go back or ever leave your park!

     The Old Remove the Exit Trick:

       If you need to keep a certain number of peeps in your park, but you don't

       know whether you can do it, simply remove the path leading to the exit

       once you have enough guests in your park.  The downside?  No one new can

       enter your park!

   Ride Design Fun:


     The "No Lift" Approach:

       This is pretty simple, really.  Right out of the station build 5-10

       booster tracks, each set to the maximum speed (67 mph on a Corkscrew

       coaster) then you can shoot it up the hills.  If you do it right you

       won't need a single lift hill.

     The layered Rides Approach:

       This involves building several (4+) rides in a single area or land.  Your

       first ride needs to be very spread out along the land.  Have large drops

       and wide open areas on both sides.  Have the ride cover a lot of ground

       as well.  Build the second on the same idea.  Have the 2 rides interlock

       a little.  Loops interlocking other Loops are always fun.  Then with your

       next rides, just try your hardest to interlock them with your other rides

       at every possible opportunity.  Build as many rides as you can this way

       to increase excitement on a lot of rides.

     Layered Rides Modified:

       A slight change in strategy to the Layered Rides approach.  Build several

       small non-coaster rides like the Merry-Go-Round.  Then simply build a

       rollercoaster OVER those rides, and have its entrance by the entrance to

       the Merry-Go-Round.  Saves space, and people have a good choice of rides.

     Teeny Tiny Rides:

       -- modified from  (David Keenan & Scott Amspoker)

       I discussed this a little earlier in section 3, where I mentioned tiny

       Hedge Mazes and Go Karts.  Well that's not all that you can do with Tiny

       Rides.  Try the Tiny Coaster.  Build something simple like a station

       followed by a helix up, then a vertical loop, another vertical loop (this

       time in the opposite direction) finished by a helix down and into the

       station.  Then set it to Powered Launch mode, and have fun!

   Working the Pause:


   Just because you can't build rides while paused doesn't mean that you can't

   do anything while paused.  You can do the following things while paused:

       Hire new employees AND set their routes

       Rename Guests

       Change the Prices of rides and shops

       Close Rides and change their attributes

           (Guests on the ride will still get off the ride, however)

       Take out/Repay loans

       Alter Research Priorities and funding

   So if you need to get something on that list done and you don't have a lot

   of time to spare, just pause it and do it!

   Change the Game Sounds:


   You can listen to (and change) the ambient noise sound in the game.  In your

   RCT directory in the folder DATA, change the name of CSS2.DAT to CSS2.WAV

   and you can listen to it (and edit it) in a wav player of any kind.  Also

   you can change any sound you want to CSS2.DAT and it will be in the game.

   (UNTESTED)  If you do that make sure to back up the sound before you monkey

   with it!

   The other game sounds you can only edit if you have done a full install.

   CSS3.DAT is the Bumper Cars sound

   CSS4.DAT through CSS14.DAT are Merry-Go-Round sounds (except 10 and 12)

   All must be PCM 8bit 22khz and Stereo to work.

   One site ( has a small

   archive of alternate sounds for the Bumper Cars.  (like the Village People's

   YMCA, or a Jazzy beat)

   How to Change the Game Speed: (Hex Editor)


     ** originally posted by Surfyxx onto (slightly edited)

   Although there is no explicit option to change the game speed in RCT, you can

   change it with a little Hex Editing!


     Warning:  This has not been tested by me, so do this at your own risk!


   Here's how you do it:

     - Make a copy of RCT.EXE (name it RCT_backup.exe or something)

     - Open rct.exe with any hex editor

     - Search for the sequence:

         83 F8 19 (hex)

       There should be only one place that matches this sequence, independent of

       the program versions or file length.  If there are more, just try out 

       each one until you get it right!

     - 19 (or decimal: 25) is the important value to change the gamespeed, and

       can now be changed according to your wishes:

         from 0 (faster) to 25 (default) up to 100 (slower)

     **Caution**:  values between 101 and 255 will make RCT very very slowly, 

       and sometimes it won't even start.  So the best values are between 0 and 


     - After changing to the new value, save the new rct.exe, leave hex editor,

       and play!


8. Common Problems


   My park rating is going down!

     The park rating is just a composite of how the guests feel about the park.

     If it is raining, this may experience a small dip (they can't go on roller

     coasters in the rain).  Also your park may be dirty, overcrowded, and have

     long lines.  Hire a handyman, build a new ride to siphon people away, and

     cut the lines.  Also hire an entertainer or two to patrol your longer line

     queues.  Finally overhaul your rides, paint them, add to them, advertise

     about them, whatever it takes to get people excited again.  If your value

     drops for no apparant reason, the most likely cause is litter.

   My Park Value is going down!

     Park Value depreciates when your rides get old.  Replace the really old 

     rides with new ones (even if its the same ride), and keep on developing the 

     park!  Build scenery, shops, and new rides.  In order to even keep your 

     park value steady you must add to the park.

   People are avoiding my Rides!

     Chances are they think that ride is too expensive.  To find out for sure

     what is wrong with the ride, check the People tab on the ride and click the

     thought bubble.  You will see exactly what people are thinking.  If you see

     "I'm not paying that much for XXXX" then slash prices.  Remember that if 

     it's raining, they will tend to avoid outdoor rides like rollercoasters.

     The other reason people avoid roller coasters, is if it is too intense 

     (10+).  To tone down the ride, remove sharp turns and replace them with

     larger, banked turns (not available on all coasters).  You can also add 

     brakes before you hit the sharp turns.

   People are stuck on my Ride!  How do I get them out?

     Sometimes the problem is mechanical, and your mechanics will go in and get

     the ride moving again.  However, sometimes, it is simply bad design that

     gets people "stuck" or "stalled out" on a ride.  In either case try to get

     them out by double clicking the Red "Close" Button on the ride.  If that

     fixes it then the problem was the design so redesign the ride to remove the

     problem.  Try to make it go faster through the problem area, add a lift

     hill or a booster, or even shorten the ride itself.  If closing the ride

     does nothing, then wait for a mechanic to come and fix the ride.

   How do I cheat?

     Look below in "9. Cheats" section.

   How do I save my Custom Rollercoaster?

     -- from page 40 in the Game Manual

     This is in the manual but some people have troubles with it anyway.  First

     you have to have a ride to save.  Then NAME the ride something (you can't

     save "Rollercoaster 1").  Finally with the ride window still open, click

     on the DISK icon and go down to Save Track Design.

   How do I create an underground Roller Coaster?

     Look above in "4. Rides (roller coaster)" for instructions on how to build

     yourself an underground roller coaster.

   How do I make a Dueling Coaster using only one coaster?

     See section 4.

   How do you make an underground Whoa Belly (like in Mel's World)?

     Well you can't really, but you can make it look like it anyway.  Lower a

     3x3 section of land at least 2 units (the more you lower it, the harder it

     will be to build the Whoa Belly--aka Spaceshot or the Reverse Freefall).

     Then build the ride in your hole.  Now select the path icon, and select the

     "Bridge/Tunnel" tool and build a path in a donut shape above the ride.

     Note: To build a ride entrance underground you must have the land at least

           5 units above the bottom of the ride, and the exit needs land 3 units

           above the bottom of the ride.

   Help!  My Chairlift won't work!

     The chairlift is a little different than other rides, in that you only need

     to make one line (not a loop).  Here's a small diagram of what to do.

     1st Station                                2nd Station   E - Entrance

        X  E                                           X  E   X - Exit

     SSSSSSS========================================SSSSSSS   S - Station

                                                              = - line

     Where each letter represents 1 square of land.  At the first station you

     want the Entrance to be close by where the Station touches the wires, but

     on the 2nd station you want the opposite, put the entrance as far from that

     as you can, but if possible, still on the same side as the first stations.

   Mechanics can't get to my rides to fix them... why not?

     Two possibilities.  One, you gave them an area to patrol that did not

     include the ride exit (not the path by the exit, the actual exit itself

     must be covered in their path).  Or Two you are using the Blue Queue Path

     leading from the exit.  Switch over to a normal type of path and that

     should fix it.

     Note: There is no good way to set a route for a mechanic on a completely

           underground ride.

   How do I make a smooth looking Hill/Mountain?

     -- from a Grey Box on page 32 of the Manual

     This is covered in the manual, but some people seem to have trouble with it

     anyway.  Open up the Land Window by pressing the Shovel button.  Then press

     the Minus button.  You should see (in the window) one solid square

     surrounded by non-solid squares.  Then raise/lower the land as normal and

     it will raise the land near it as well, but contoured to make a smooth

     looking hill.

   I've been playing this scenario for ages, yet I don't have all the Rides...

     Simply put, not every scenario has every ride.  Most scenarios have all the

     non-rollercoaster rides, but some (like Forest Frontiers) will be missing

     a few.  Don't worry, you'll get to see those rides soon enough!  You can

     also check out "1. Scenarios" for a list of Coasters possible in each

     scenario, sorry there is currently no listing for common rides.

   How can I create a picture to go with my own Custom Rides?

     There is a utility for that!  Go to:

     And that should have all the information you will need.

   We installed a new hard drive, and my CD ROM is now a different drive, but

   RCT keeps asking me to put the CD in the drive that the CD ROM used to be...

     You can change this by editing the registry.  Go to

     HKEY_LOCAL_MACHINE\Software\Fish Technology Group\Rollercoaster Tycoon\

     and change the "Setup Path" value from the old drive to the new drive.

     -- answer from, Alden Bates

   I have version .164 ... where can I get the patch to version .165?

     There is no patch to version .165, which is annoying because I have heard

     that you can't load some saved games.  You either got .164 or .165 when

     you bought it, and there isn't anything you can do about it now.  Sorry.

   Is there going to be a sequel/add-on?

     I'm not sure.  I have heard recently that there IS an add-on being worked

     on for a 4th Quarter of 99 release, but this is not a concrete (or for that

     matter, reliable) release date.  We can certainly hope that it is.

   What is Chris Sawyer's email address... I have great ideas for an add-on!

     First off, Chris accepts no submissions for new ideas, and won't discuss

     his future plans.  You can mail Chris at:  [email protected]


9. Cheats:


   There isn't a real need to cheat in this game, but sometimes it's fun to just

   build coasters without having to worry about space or money.  So here's a

   cheat or two for you.

   You can find various Game Trainers (cheats) at the following places:


    BEST:  USA or UK --

    Alt 1: USA or UK --

    Alt 2: USA or UK --

    Alt 3: USA or UK --  (offline)

            - - - - - - - - - - - - - - - - - - - - - - - - - - - -

           UK --

           UK -- http://www.strategyplanet/rcte/files/*

           UK --**

            - - - - - - - - - - - - - - - - - - - - - - - - - - - -

           USA --

   Note: Each of these trainers listed here is completely unique from the others

         they aren't just alternate site listings, or different versions.  They

         are all different!

   *  - I had trouble even downloading this one... hmmm...

   ** Push F12 to open the Trainer window: (for 3rd UK trainer only!)

        - To open up all the scenarios press F11 and then F12

        - To get lots of money press F10 and then F12

      To close the Trainer, double-click its icon in your System Tray.

      -- Instructions from RCT UK:

   The UK trainer has 2 features:

      Enable All Scenarios

      Add 1.000.000$ Cash

   The US and the BEST version also has:

      Win Current Scenario

      Add 100 Guests                       Make Rides New

      Auto Advertising                     Mow Owned Grass

      Own all land                         Rich Guests

      Clear Trees                          Rotate Weather

      All Rides Available                  Set Temperature

      and you get $50k instead of $20k.    Happy/Macho Guests

      and many more...

   It does not need to be in the RCT directory, it merely needs to be running

   while you play the game.

   Bear in mind that I didn't make either Trainer here, so I know little about

   them and how they work.  Also keep in mind that I have the US version, so

   I have never seen any of the UK versions work.  (in case you are wondering, 

   I did download them, but couldn't get it to run, and I have heard some 

   horror stories about it as well, so run at your own risk) Finally, these

   trainers may not work with all versions of the game.  Although the US 

   trainer is supposed to.

   There are some easter eggs in the game as well:

      Rename a guest to one of these names

       Chris Sawyer -- Will take pictures of your rides

       Simon Foster -- Will paint pictures of your rides

       Melanie Warn -- Increases the guest to completely happy

       Katie Brayshaw -- Will wave to everyone she meets

       John Wardley -- Says "Wow!" when he sees (or is on) a good coaster

       John Mace -- Gets on your rides for free (it was reported that he would

                    pay 2x the cost on rides, but he didn't for me!)

       Damon Hill -- races around twice as fast on the Go Karts

   Cheats which do NOT work: (at least they didn't for me)

     It was widely circulated on the net that you could get $5k a month by

     doing this: Press 'F' to bring up the finance screen, then press 'M' + 

     ENTER.  However, this doesn't work, and is likely a hoax.

     Also at one time GameSpot reported that you could use HORZA or DEMO as a

     way to cheat.  Well that is the Theme Park cheat, not a RCT cheat.

     The Adrenaline Vault reported that at the Main Menu, if you pressed and

     held SHIFT then typed 'rct2' that it would activate some in game cheat.  I

     tried this and it did not work!


9a. RCT Utilities (non-cheats)


   This section is devoted to all of those little programs floating around the

   net, which are not cheats, but are designed to enhance the game.  Since none

   of these were designed by me, if you have problems with them, you should

   email their authors.  These programs are the property of their authors, and

   are to be used as described in their documentation.

   Image Converter BMP (169k download)

     This little utility takes any bitmap image and converts it to the TP4

     format which is used in the game.  To use it first, take a screenshot of

     your ride (from a good enough zoom so that you can see the whole ride).

     The screenshot will save in PCX format.  Now you have to use an imaging

     program to reformat the PCX as a BMP.  Then you can run this program, and

     transfer the BMP into a TP4!

     Author:    Conrad Feinson ([email protected])

     Web site:

   Image Converter PCX (119k download)

     Similar to the first image converter, this one takes a PCX image rather

     than a BMP, which is handy since RCT takes screenshots using the PCX

     format.  Use the medium zoom to take the picture of your ride (make sure

     to get it all on screen), and then run the program.  Place the Box around

     the ride completely, and save.  When saving make sure to save into your

     TRACKS directory using the same name as the ride for which this picture

     is to be used.  (ex: if your ride is FIZZLY.td4, you should save it as



     Author:    Patrick J. Campbell ([email protected])

     Web Site:

   RCT Reader (110k download) -- Updated

     This program, which has been recently updated, can look at all the stats of

     your rides directly in your tracks directory.  So if you just downloaded a

     set of 100 coasters, and you want to see which the best are, you can run

     this and see.  This latest version (2.1.0) also supports Zip Files.

     Author:    Luke Harless ([email protected])

     Web site:

   Utility Rumors:

     Save Game Editor, this may never happen, but supposedly Conrad Feinson from

     the above Image Converter is working on it.

     Scenario Editor, this one is coming closer to being a reality, but still

     isn't out yet.  For more information check out:


10. Bugs!


   Ah, Bugs.  These are sorted by seriousness, with the most serious at the top

   and the kinda annoying near the bottom.  Most of these here are merely


   Really Bad Bugs:

     JR Brewin sent me this:

     "Now, I'm not sure if you can replicate this, But what I did was there

     was park with a go kart ride, and I wanted to reverse which way the cars go

     round it, without rebuilding the whole ride.  So, I removed the station

     sections, added a new station by building a NEW ride, and then joined the

     tracks together.  This totally froze my pc.  Which wasn't nice.  Note, the

     station from the new ride joined up to the track of the old ride just


     Dan Mullin had this to add:

     "Concurring with JR's observations.  I was using monos in MegaPark for

     high speed transport to different areas of the park.  I made the mistake

     of building two shuttle monos going opposite directions and butted the

     ends of the station platforms up to each other.  The game crashed."

     This one just happened to me:

     I was building the Reverse Whoa Belly rollercoaster (a.k.a. the Reverse

     Freefall), and while building the vertical section of the coaster, I

     pressed the 'forward track' button, and that caused the game to crash.

     Steph sent me this:

     "This seems to happen with my fiance's and my computer.  We have the multi-

     media keyboard.  On my machine, if I try to turn my volumne up, the game

     crashes.  On my fiance's computer, if I have mute on, then go to save, it

     will crash (right AFTER saving)."

     Every once in awhile you might get a GSK Exception Trapper Error.  This

     could be caused by old versions of DirectX.  You should updgrade to

     DirectX 6.1 to correct the problem.  Most new games come with this, so

     you could install from a game CD, or download from the Microsoft web site

     (or pretty much any other gaming related web site).  (untested)  However,

     this isn't a guaranteed solution.

     -- from (Kip)

   Really Annoying Bugs:

     This bug occurs after a daylight savings time or summer time (whatever)

     switch (who knows why) which causes your data to become "lost".  Your saves

     will still be there, but your progress through the scenarios is gone.  Fear

     not!  If you have saved each scenario after having completed it, then go

     to the official web page "" and download

     the small utility:


     Then merely run it and everything should be fine.

     Note: Your name will disappear from the scenario listings.

   Small Bugs, Glitches, Etc.

     I just caught this one:

     I wanted to kick everyone (2000+ guests) out of my park so that I could

     experiment with custom rollercoasters.  It took forever to get people out.

     But finally I noticed that I had gotten into "Negative Guests", that is

     it said I had "-1 guests" then "-5 guests" all the way to "-22 guests".

     I'm not sure why this happened, but I'm pretty sure that this is a bug.

     Dan Mullin had this to add:

       "I also witnessed negative guests.  I got bored with Pokie Park and

       started drowning everyone in the lake.  It appears that, though your

       mechanics, handymen,  etc are not listed in the guest totals at the

       bottom of the page they are still tracked as part of the population.

       Kill everyone then kill a mechanic and your guest total will hit -1."

     So what do you do when you suspect that the Guest Counter in the lower left

     is giving you false information?  You open up the Guest Menu (by pushing

     the Guest Button of course) and it has the "Real" count of how many guests

     are in your park.

     One Graphical Glitch:

     I'm sure you've noticed some odd graphics "bugs" things that show through

     the foreground when they are in the background, etc.  One thing I noticed

     was on a coaster I had just designed.  The third train was half off the

     station platform, and so the final car on it was on an angle.  That car

     couldn't decide if it was at an angle, like the track, or horizontal, like

     the rest of the train; and it kept going back and forth.  Up.  Down.

     Andy Fey sent me some German Translation errors:

     1.) Translation-Error in the german version: If you set "play music" in the

     options-menu, you don't hear any music.  If you set "Don't play music", you

     hear the music.

     2.) In the window with the thoughts of the people there is sometimes this:

     "I don't have to use the bathroom".  But if you click to one of the persons

     thoughts, they have to use the bathroom really badly.

     Roderik van de Logt sent this Dutch Translation error:

     "If you want to remove a tree, you have to click on the tree with the right 

     mouse button, but on the Status Bar at the underside states that you must 

     click the left button.  I tried this and it does not work."

     Lasse Hedegaard sent me this:

     "If you're making a rollercoster thru a tunnel that's 1x1 square, and the

     corner is 90 degrees in 1 square (I think the coaster is called Wild Mice

     RC) - you can't see thru the tunnel - and it seems that the track stops

     there - but the train goes thru..."

     Tadhg Pearson reports that there is a bug involving early Pentium II

     machines that causes the game to crash on opening.  As of this writing

     there is no patch available for this.

     There is a bug that involves the 3D Cinema.  If you have the early version

     (it ends with 64) then the 3D Cinema can only hold a maximum of 8 people

     despite being listed as having a maximum of 20.  A later version (65)

     corrected this but there is no patch available.  You will just have to

     learn to cope.

     Andy Fey sent these 2 bugs in as well:

     1.)  Build a long station of a rollercoaster.  At the end of the station

     add 7 pieces of a straight way with chains.  Now build the entrance and the

     exit and select "inverse incline" and start the test-mode.  The wagons are

     overtaking themselves and making strange things.

     2.)  Go Karts: Build a track which is not a closed circuit.  Select "Cont-

     inuous Circuit mode".  If you want to open the Go Karts a message appears

     that tells you that you have to build a closed circuit.  But if you select 

     "Race Mode" you can open the Karts without this message.

     Matt Linden sent me this:

     "Build any type of ride/stall.  Right-click on it and bulldoze it (not

     demolish) completely...leave the construction window open and place it in a

     different location.  Left-click on it to bring up the window and set to

     'overall view', and it will still show the original location."

     Lerdahl Petter sent me this:

     "After starting the game a small vertical piece of the screen (looks like 

     the size of MS Office shortcutmenu bar.)  is showing on left side of the

     screen.  This on occasion updates with a piece of the screen.  So if you 

     have a ride window in that part of the screen and you have turned the ride 

     on you can be fooled into thinking that the ride has not started. This

     problem can also apear if the office toolbar is not loaded."

   I have heard a lot of reports of the game colors getting all messed up,

   turning all pink and whatnot.  According to Microprose this is caused by

   bad (meaning old) drivers.  Usually this problem goes away when you save it,

   or if you do an ALT-TAB.  I'm not aware of any permanent solutions.

     Sean Malloy had this to add:

     "This appears to be a palette problem. I run a program that periodically 

     swaps background images on my desktop; whenever that happens while I'm 

     playing RCT, the colors go wonky. The problem appears to be due to Windows 

     calculating a new color palette when the background image is changed, and 

     RCT not getting the new color mapping until you do something to force it 

     (i.e., selecting Load or Save, which pops up a dialog box in the Windows 

     colors, resetting RCT's palette.

     "The effect is repeatable using a slide show program to view a bunch of

     images; when the image changes, even if it's running invisibly in the

     background, it recalculates the palette and RCT's colors go screwy."

   I have also heard reports of the game crashing when you click the Right Mouse

   button.  From what I understand this is caused by your Mouse Driver, simply

   uninstall the driver, and install a Basic Mouse driver of some sort.


11. Final Words...


  If you still haven't read the manual, SERIOUSLY, go read it!  Or at the very

  least go skim through it and look at the pictures!  I have kept this faq 

  "lite" in that it doesn't contain any information on installing, running, or 

  maintaining the game itself, and mostly has information on how to play the 

  game.  This faq was intended as a guide for beginners to intermediate range, 

  and also as a reference for the more "serious" player.