This guide was constructed using a fixed-width font. Please check that the
following align for optimum viewing. If you do come across this guide in which
the following does not line up, please contact me.
ABCDEFGHIJKLMNOPQRSTUVWXYZ
abcdefghijklmnopqrstuvwxyz
12345678901234567890123456
This section is dedicated to telling you, the reader, what on earth is in this
document! (It's a spangly new way of doing it compared to my other FAQs). If
you want to find something, press Ctrl+F, and enter the reference code. IE, if
you wanted to find "Corkscrew Coaster", look in the contents for the code
(6.1.1.3), copy it, press Ctrl+F, paste, and press enter. Voila. You're there.
You'll notice all the rides are listed in the contents, but not any other
things. This is since rides are the main part of the game, and deserve their
own listings :D
0. LEGAL SECTION
1. VERSION HISTORY
1.1. What was?
2.2. What will be?
2. GAME OVERVIEW
2.1. General
2.2. Technical specifications
3. GENERAL GAME STRATEGIES
3.1. The beginnings of a great park.
3.2. Initial layout
3.3. Pricing and fiscal management
3.4. Peeps
3.5. The art of coaster construction
4. CAREER MODE WALKTHROUGH
4.1. Vanilla Hills
4.2. Goldrush!
4.3. Checkered Flag
4.4. Box Office
4.5. Fright Night
4.6. Go With The Flow
4.7. Broom Lake
4.8. Valley of Kings
4.9. Gunslinger
4.10. Ghost Town
4.11. A National Treasure
4.12. New Blood
4.14. Island Hopping
4.16. Cosmic Craggs
4.15. La-La Land
4.16. Mountain Rescue
4.17. The Money Pit
4.18. Paradise Islands
The contents of this document are absolutely copyright 2004 to Andrew McKendry.
Under no circumstances is this document, in ANY amount to be, including but not
limited to: copied, published, displayed and/or edited without prior consent
from the author, Andrew McKendry, except for personal usage on your own
computer.
If this notice is disregarded, I will ask you to rectify the situation. Failure
to do so could result in sanctions against you from appropriate parties.
I am not and will not be held responsible for any damage, loss or injury caused
by the reading and/or display of this document.
Any resemblance between users and real persons, living or dead, is purely
coincidental. Do not fold or bend.
This FAQ is currently only authorized to be shown on the following websites:
GameFAQs.com
Neoseeker.com
Cheaccc.com
Dlh.net
This FAQ may not be hosted anywhere else. If you wish to host
this FAQ on your website, or report any infringements of the legal notice,
please contact me. (Contact details later).
This guide is in no way official, nor has it been endorsed by Atari
Interactive, Inc.
===============================================================================
1. VERSION HISTORY
===============================================================================
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1.1. What was?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Version 0.4 - This update was planned to be much larger, but some website now
[29/12/04] have hosting rights, and I've left the update long enough that
I'm getting people noting hosting infringements, which aren't
any longer. As a result, a few sections may abrupt quite
sharply.
Version 0.25 - Right, sections 1, 2, 3, 9 and 10 are mostly complete, and some
[19/12/04] parts of sections 4, 5 and 6 are done. This is the first public
release version, and as the version number suggests, it's about
25% complete.
Version 0.0a – Whee! Just started it. For historical reference, this FAQ was
[17/12/04] Started on 17 December 2004 22:08:49. As of the moment, I'm just
adding general stuff, like legal, beginning of the contents and
deciding on the layout. If only it was all this easy...
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1.2. What will be?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Sections 4 and 6 still need work, and that bit on coaster construction needs to
be ended as well. The list of rides is expanding, but shops and facilities is
still to start. I will probably add more stuff to section 3 as it comes to
mind, e.g. Fireworks MixMaster.
===============================================================================
2. GAME OVERVIEW
===============================================================================
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.1. General Overview
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
RollerCoaster Tycoon 3 is the long awaited (and overdue) sequel to RCT 2.
Basically, the premise of the game is the same. Build a whopping great big
theme park, earn money and build your own rollercoasters to either keep the
little kids happy, or scare the pants of the adrenaline junkies.
You'll find many parallels to RCT 1 and 2 (which, let's face it, were really
the same thing). However, where the aim is the same, everything has been
updated big time. Gone is the isometric blocky map, and unto us a superb 3D
engine is born. Finally! Free rotation to design those coasters! A whole host
of new rides and coasters will greet you here, along with funky new features
like The Fireworks MixMaster and a Sandbox mode!
Probably one of the best features, long overdue, and only possessed by one
other game is the "Coaster Cam" (I used to dream of one in RCT when I used to
play Theme Park World). Now, you can ride those coasters, and finally
understand why your "tame" coaster is making everyone eject their lunch. This
isn't just restricted to coasters. Most other rides allow you to place your
eyes in the eyes of the peeps when they are on the ride. Brilliant feature.
Ever wondered what your RCT 1&2 coasters would be like to ride? Then use the
handy importing feature and bring them into RCT3!
The physics model has been greatly improved, behaving much more realistically.
This can make it a tad more difficult to design coasters as there is now more
friction, but then coaster design is one of the biggest challenges in the game!
(This can cause some of your RCT 1&2 coasters to work no longer, but you can
decrease friction by cheating, more on that later. *insert evil grin*)
An improved user interface is a welcomed edition, and the whole thing just
flows more easily now.
However, I will note there are some problems with the game. Valve peeved off a
lot of people by releasing Half-Life 2 a year and a half behind schedule, but
what they released was nigh-on perfect. RCT3 on the other hand seems, well,
rushed. The game is absolutely awash with bugs (some of which have been
addressed with a patch, which also introduces a few new problems). Probably the
most irritating bug of all is having your coaster ratings fluctuate and then
people refusing to pay for the ride as it's no longer worth it (thankfully this
was fixed). This really does detract from the game, but in time, with patches,
it'll be set right.
All in all, it's a game verging on excellence. Once the bugs are gone, then it
might, just might, reach classic status, but I fear, alas, it is too late.
Frontier simply shouldn't have rushed the game. A lesson learnt I suppose.
In any case, I have a more detailed review up at GameFAQs.com, so check it out.
This is taken directly from Atari's site:
The game has been designed so that it will run well on as wide a range of PCs
as possible. The 'minimum specification' below will provide an enjoyable
experience, however - as always - the experience will improve on better PC
systems.
Pentium® III 733 MHz Processor
128 MB RAM
250 MB hard drive space
32MB video card with hardware T&L (Such as nVidia GeForce2 or any ATI Radeon)
As usual, the buffs in QA always rate the minimum specification well below
what's actually playable. My very, very absolute "minimum specification" would
be more like:
Pentium IV/AMD Athlon 1.2GHz Processor
AT LEAST 256 MB RAM
500 MB hard drive space (for all those savegames and downloaded coasters)
64MB video card (GeForce 2? You gotta be kidding. GeForce FX5000+ or ATI Radeon
9000+)
And even that might not cut it.
My specs are as follow:
Pentium IV 2.8GHz Processor
768 MB RAM
Total 240GB drive space split over 160/80GB hard drives
Sapphire ATI Radeon 9600 Pro Advantage Edition 128MB
The game detects my system as "Very High" video settings, but runs without lag
or slowdown on "Extreme". My computer before upgrade had 1.5GHz P4 and a Radeon
7500 128MB, and it said "low", so a bit of new hardware breathes plenty of life
into the game. (Well, forget the processor, it's too expensive. I HAD to get a
new one you see, because it, erm, fried. Lol.)
Note that the graphics card HAS to be T&L compatible. Nearly all newer cards
are, but you'll find some integrated graphics chips don't. If your system is
not T&L compatible, the game will simply refuse to start.
If you have an older video card, trust me, get a new one. You can get decent
ones now for relatively cheap.
Other than this, you'll need a keyboard, mouse and monitor :D
Ratings/Classifications:
PEGI (Europe): 3+, no negative content indicators.
ESRB (Americas): E (everyone), comic mischief, mild violence.
(Mild violence? What mild violence?)
===============================================================================
3. GENERAL GAME STRATEGIES
===============================================================================
This section is basically a guide to how to set up a popular park, which earns
money like no tomorrow. Of course some tricks only apply to certain parts of
the game. Money making shouldn't be a concern in Sandbox mode since you've got
as much of the stuff as you want, but fiscal responsibility is key to doing
well in the career mode.
An important piece of advice is to do the tutorials! These give you basic
insight into how the controls work, and some very basic gameplay tutorials,
such as placing rides, paths and queues, and landscaping. I'm assuming you've
done all this.
You'll also notice I value aesthetics quite highly. Not only does it keep your
peeps happy, but makes your park look nicer to YOU, as the player.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3.1. The beginnings of a great park
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
An open, pristine landscape. Unlimited cash. Now what? Plenty!
My first point of advice is simply this, pause the game, and in your head,
think what you would like this park to be. Multi-genre? Themed? Lots of roller
coasters? Everything? This is probably the most important decision you make, as
everything spans out from here.
One of the things I do almost immediately is landscape the place. A flat area
is quite boring, so even if you add a few gentle, rolling hills, a lake or two,
and some foliage to begin, it already looks good. (You can of course edit this
later, and so you should, to accommodate rides. Making a monorail tour through
a themed landscaped area makes for a great ride.)
You should make sure, from the off, that you park inspector's thoughts are
being sent to the toolbar. This allows you critical park information
Decide on a path type. If I'm creating a single themed park, then this is the
path you will most probably use throughout the entire park. You should delete
the gravel path and re-path it unless you decide you want to use gravel. I also
advise widening it to either 2 or three wide, as you don't want bottlenecks to
form at your entrance/exit. I tend to put an information kiosk right beside the
entrance as well, so that peeps can buy maps, which increases their ability to
get to rides. Umbrellas are also provided here which stop people getting
annoyed at getting sopping wet and leaving your park.
Buy staff! Both Sandbox and Career mode maps start off with nothing but a park
inspector. Generally, from the off, I would buy 2 mechanics and 2 janitors, and
decrease their salary. This doesn't affect them long term, and can be used
later to increase their mood if its becomes low. Security guards aren't
required until later, as vandals will only strike when you have benches, lights
or bins about. Entertainers are unnecessary until park numbers increase and
queues begin to fill out.
You might want to consider putting out some publicity to boost initial numbers
into the park, but in the career mode, don't overdo it, as it can be very
expensive if you aren't careful.
You generally should have a wide path coming from the entrance, as to not
bottleneck the peeps entering the park with those exiting the park. It's a good
idea to place an information desk beside the entrance as well. I tend to
generally have a "W" shaped path entrance, and fill the space with foliage to
improve peeps' moods from the off, or place some small gentle rides there:
- - - - - - - - - - - E - - - - - - - - - - -
P I P P P
P P P P P
P P P P P
P P P P P
P P P P P
P P P P P P P P P P P P P P P P P P P
Where: - = Boundary
E = Entrance
P = Path
I = Information desk
Bottlenecks don't actually occur in real-terms, it just looks a mess.
Your first rides in the park should generally be gentle rides, and should be
placed relatively close to the entrance. These are used to "break in" peeps,
and tend to be rather popular. Their low to medium ratings allow a very wide
range of peeps to ride them, and they generally have very high capacities,
which is good when you get an intake burst.
The big rollercoasters and rides should be further into your park. This in
effect "draws" people through your park. Exciting rides at the start can cause
people to nauseate quickly, covering your entrance area with vomit, which can
cause some peeps to come in, notice the vomit, and do a 180 out the door. Even
if people go straight to their roller coaster at the other side of the park,
they have plenty of time to go back through the park.
I suggest putting an ATM relatively close to the entrance. I've noticed quite a
few large groups that run out of money very soon, so an ATM near the entrance
can relieve this problem.
If your initial area is not dense with rides, once you move further out, start
placing food and drink shops. People will enter the park with empty hunger and
thirst bars, which will fill up after riding any nauseating or intense rides.
Vomiting causes the hunger bar to go up by 1/2, so put nauseating rides further
into your park.
Tied in with this are toilets, which should also be placed relatively close to
the entrance/exit, as peeps generally enter the park with a toilet bar of
between 0 and roughly 1/5th.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3.3. Pricing and fiscal management
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Pricing is no definite art. Reading this may give you fair insight, but time
and experience are the best way to put your prices exactly.
In many parks, you can't charge an entrance fee, in others (including sandbox)
you can. If you charge an entrance fees, peeps' tolerance to ride prices
decreases, so you have to decrease your ride prices as a result. Generally, I
would prefer to charge no entrance fee, and charge individually for each ride,
as you can earn more money this way.
Ride prices are based mainly on the excitement and intensity rating of the
ride. (I believe park rating and nausea values do have an effect, although
minor) High ratings mean high prices! Note that in the initial version of the
game, these values were unreliable and subject to change. This was fixed in the
first upgrade.
The starting price for all rides is generally well below what you could be
charging for those rides, but as I've said, it's quite hard to nail down the
price. A good way to learn is to check the ratings, and then see what people
think. If they think either "Ride X is good value" or "I'm not paying that much
for Ride X!", then your price is wrong, and you should adjust accordingly.
Is there a truly magic formula? Well my general formula is this:
The first one is roughly the lower limit I would charge for my rides, whereas
the right one is roughly the upper limit. In practice, you can charge up to
E+I/1.65 ish, but you will have some people complaining about price. You don't
have to use a calculator, just work it out roughly in your head.
In any case, you shouldn't charge too much for your rides, even if peeps are
happy to pay it. This is simply because peeps sometimes end up not being able
to afford these rides. If you get messages saying "I can't afford ride X", it's
a signal to place more ATMs.
When it comes to food stalls, I have a general formula. The main incentives,
other than the food, are the toppings that come with them. Increase the
toppings, and some people complain that they don't want all the toppings, and
don't buy, put too few, and people complain about stingyness, and don't buy.
Simply let the customer choose, and hike prices up by between 20-30%.
Occasionally, especially with food/drink stalls, I get peeps buying, with the
odd person complaining that the price is too high. It is up to you what to do
with that stall, but lowering the price by £0.05 or £0.10 may be a good idea.
Generally, I recommend charging for toilet use, usually either £0.10 or £0.20.
People who want to go to the toilet won't refuse to pay, and if numbers go up,
it can be a nice little earner.
Staff can be very expensive. Generally, you should consider lowering their
wages on employment, and initially use training to deal with any happiness
problems, as this has the double effect of increasing productivity. However,
once the money begins to come in, you should up their wages again.
Research is another thing you should address. £200.00 a month is quite a bit.
However, depending on the number of available rides, you should not decrease
this. If there are a lot of rides available to build, decrease it, otherwise
leave it, as you'll need the rides to bring in the money.
Although a number of shops and food stalls are good for the wallet, too many
just fritters away funds unnecessarily. Check stalls regularly to see their
projected income. You should also check the peeps statistics on those stalls,
as if they just haven't had a customer for a while, or if they've had a sudden
burst of usage, those fiscal figures can be misleading. You sometimes may be
wise to wait a while before placing any of these, because initially, people
want to go on the rides.
If you're losing money on a monthly basis, check the balance sheets and see
what is going on. Losing money boils down to one of two things: expenditure is
too high, or income is too low. You should never have a combination of both
unless you have been incredibly irresponsible with the money. Tut tut ;).
Expenditure is mostly from new rides and facilities, but remember that
fireworks displays can be pricey, and should be avoided in smaller parks.
Advertising can be very very pricey indeed, so be wary of that as well.
If it's an income thing, check a few things. Your ride income should NEVER be
below ride operating costs, unless there is something severely wrong. Check
your rides individually and see if peeps are actually visiting them. If it
seems as if a lot of people are walking past them, check the peeps. Are the
hungry? Thirsty? In need of the toilet? These will override all ride desires,
so place more facilities. Do they have money? If not, place more ATMs. If it's
not the peeps, check your rides. Are you overcharging? Or maybe the ride just
isn't popular. If that's the case, don't be afraid to get rid of it.
If your park is devoid of peeps, this can obviously lead to income dropping. If
you suspect this is the case, check the guests' graph. If there is an obvious
decrease, a quick ad campaign can help.
Also, in career mode, watch out for loans. Most levels come with some loans
already taken out. Pay these off as quickly as possibly, as the loan interest
can sometimes total quite an amount.
Occasionally, it can be a temporary thing. If your main money earner ride
breaks down, then that can cause some holes in the balance sheet that month. Be
wary of a few deceptive months of good finances. In many of my parks, my rides
are ridden by "waves" of people. If you have all of your high price rides in
one area of the park, you may find that in certain months, that area could be
devoid of people.
If you find yourself spiralling into debt, start some cost cutting measures.
Sack staff or lower their wages. Decrease toppings on food and drink. Sell off
unneeded scenery (leave trees and plants, as it actually costs money to remove
them). Cut research. If interest rates are low, it might be a good idea to take
out a few thousands quid loans, and invest it in rollercoasters from which you
can charge. Just be careful of the interest payments.
The best way to earn money is to have lots of good rides (especially
rollercoasters), charging reasonable amounts of money, with a good number of
stalls to back them up.
I'll give you a few examples of some rides I have and some charges I'm putting
on the people. First value is excitement, second is intensity, third is the
charge, and fourth is my division value for my equation. I'll note these are in
parks WITHOUT entrance fees:
You'll notice most of mine are in around a division value of 2. This is a good
number, as you will never have people complaining about price being too high or
low, and it's also easy to work out in your head :P
I would welcome anything you readers have to offer on this subject.
Ah yes, peeps. Most probably the most fundamental thing to any business. No
peeps means no money, which means no park. This in turn means you should do
everything you possibly can to appease them and keep them happy. This section
deals with some common problems, and some telltale signs of peep problems.
Just note that once someone has decided to go home, that is a permanent
decision, and can't be changed. So if someone is going home because they are
hungry, placing food stalls in their path will do no good.
Peeps generally enter your park in a good mood, as part of a group, with a
wadful of cash to spend in your park. Hunger and thirst value in RCT3 start out
at zero, and toilet can be anywhere between 0 and roughly 1/5th.
The first thing you should do to help with the smooth flow of peeps around your
park is have an information kiosk beside the entrance. This allows peeps to buy
maps, which allow them to find rides more easily, decreasing time they spend
wandering, earning you more money, and keeping them happy.
Every so often, you should check out your guest information page. The most
important guests to check out here are the people who are going home. Click on
them, and click on "statistics". Here you will see some facts about that
person. Generally, if they are leaving your park, it's because their happiness
bar is rock bottom, but this is due to a variety of things.
If hunger, thirst or toilet is full, or a combination of all, then therein lies
the problem. Your park is short of these facilities, and you should consider
strategically placing more around your park. You should also check existing
facilities to make sure you aren't overcharging for facilities already in
place.
If energy is down, then place more seats in your park. Coffee helps I believe.
The best way to wake people up is to have high excitement/intensity rides.
If nothing is apparent here, then check "Guest Thoughts". There can be many
reasons for leaving here, such as "This park has too much litter". If a message
like that appears, either you need more janitors, or your existing staff aren't
efficient enough. You should consider marking patrol areas.
Peeps will ride rides, which are suited to them. Most kids prefer gentle rides,
most teenagers prefer hair splittingly scary rides. Clicking on Guest
information will take you to their statistic page where you will see "Preferred
ride intensity". This of course, determines what kind of rides they will visit.
Peeps will ride rides which are either below their preferred ride intensity, up
to one above their ride intensity. So for example, a teenager will ride a ride
with an intensity rating of Low, to a maximum of one with a rating of Very
High. However, a child with a ride intensity of low will never ride any ride
with an intensity of High. Peeps tend to seek out rides that match their
intensity, so it's a good idea to have many "low" or "medium" intensity rides,
as everyone will ride them. This is especially important when building
rollercoasters, which we will discuss in the next section.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3.5. The art of coaster construction
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
RollerCoaster Tycoon 3 is mainly about the coasters, and by goodness, this game
has plenty of them. But designing your own coasters can be quite a challenge,
and although it is relatively easy to design a working coaster, it is much more
difficult to build a GOOD working coaster.
In most coasters (junior ones being the obvious exception), you want excitement
to be as high as possible, intensity between medium and high, and nausea as low
as possible. Compactness is also a good thing to have
We'll deal with excitement first. Excitement is based on the track features, eg
twists, loops, banks etc etc. The more features, the higher the excitement (and
intensity), to a point. However, there is an interaction between excitement and
intensity that you must be aware of. We will discover what this is later. Ride
height also plays a part in excitement, as does ride speed. You also want
passengers to see other parts of the track as much as possible, and even better
yet, other trains, as this hikes excitement nicely. An absolutely brilliant way
to have a high excitement ride is to have "synchronous rides", ie, two mirrored
coaster which entwine around each other, with a synchronous launch time. This
gives excitement an absolutely huge boost, and is HIGHLY recommended.
Basically, you want excitement to be as high as possible.
Intensity is the most fickle of the ride determinants. You want intensity to be
medium to high, which can be very awkward to achieve. Also note this: Once
intensity reaches a point (around 8.5-9.0ish), any increase in intensity will
result in a DECREASE in excitement. So it's very important that you limit
intensity once it gets above 7. Ride speed, the length of "air" time, the
number of inversions, and the G-Forces exerted on the ride determine the Ride
intensity. As a result, you will want to limit these to some extent. Lots of
big vertical drops which flick up mercilessly at the bottom will just make
people sick. An intensity rating of about medium will mean that nearly everyone
can ride it. As you read in the last section, peeps ride any ride below their
preferred intensity rating, up to one above their preferred intensity rating.
However, the higher your intensity, the more you can reasonably charge for your
ride.
Nausea is based, to a degree, on some of the areas of intensity, primarily G-
Forces. Getting flung around your seat while travelling upside-down at 50mph is
not a nice experience. Lots of inversions don't help either. This doesn't
affect whether or not a person gets on the ride or not, but instead how they
get off it! Highly nauseating rides means you'll be keeping your janitors busy!
So now we've dealt with the theory of what makes a good rollercoaster, we get
to the interesting part, the actual construction!
Before you attempt to make a masterpiece, you should have a look at some of the
premade coasters to get a feel for what is in them. Pay special attention to
their "air-time" and "inversions" values, as you will want to make a ride with
values not too different from these.
Now I presume you've done the coaster building tutorial, so you have a grip
with the basics of the construction process. I'll also assume that you have the
latest version.
We'll deal with a general coaster for coaster lovers, and then deal separately
with junior coasters, which require a different coaster construction dynamic.
First of all, decide what type of coaster you would like to build. Different
coasters have different methods of power, some look different, and most will
have differences in base excitement and intensity. Decide what height you want
your station at as not all rollercoasters begin from ground level. Some good
coasters start from a slight elevation and drop down to begin with. You should
place a single station block where you want the final station tile to be. You
should check the carrying capacity of each car at this point and then judge how
large you want you station to be. Small capacity cars which are large (e.g.
Wooden Wild Mine), you will want a larger station to accommodate more people,
and shorten queues.
^>From this, you should then judge the general shape of what you want. Although
you are free to design a coaster as you like, as you go along, I suggest that
we instead have a general plan. Later I'll provide some examples of my own
coasters, good and bad, to see what we can do.
If you are starting your coaster from ground level, turn on the link carriage,
and start raising it. The higher your coaster, the more it will cost, but the
more exciting and intense it will be, and the longer it can go without needing
a tug. Go as high as you would like. If it won't fit within park limits, as
long as your chain speed is fast enough, your coaster can go round a tight
corner to the next set of links.
^>From here, decide what type of drop your would like. Steel coasters have the
sharpest dive available to them (but only a select few), whereas wooden and
water coasters are somewhat limited. The steeper the dive, the more speed is
accumulated over a smaller area of construction, but the higher the G-Forces at
the bottom of the dive.
You may or may not decide to make this drop go to ground, but remember, that
the further you go down, the more energy is lost through friction, and the
lower you can reclimb, and also that the higher you pull up, the lower the
accumulated speed.
^>From here on in, the rest of the construction is up to you, but there are some
key things to remember.
If you want to keep intensity and nausea ratings down, it's important you bank
your corners at 45 degrees inwards to the corner.
===============================================================================
4. CAREER MODE WALKTHROUGH
===============================================================================
This section is dedicated to providing you the way to get through each level in
a quick and easy fashion, listing requirements, some tips specific to each
level, and some other info like what rides are available and such.
I'm just going to do the first few levels to get you started if you're having
difficulty. Don't worry though! In later versions, I'll make sure I have an
entire walkthrough for that level.
Please note that this Walkthrough is designed to get you through the level as
quickly as possible. You will have lots of enjoyment doing it your own way, and
planning the park the way you want it to be done.
If you have any contributions, please send them in!
Description: The Vanilla Hills are the starting pointy on your meteoric - or
not - rise to RollerCoaster Tycoon® status. Can you turn this plot into the
peeps' talk of the town? Your rating as Apprentice, Entrepreneur, or Tycoon
depends on it!
Apprentice level requirements: Guests in Park: 400
Condition can be achieved at any time
Minimum park value: £20,000.00
Condition can be achieved at any time
Apprentice level difficulty: Laughably Easy
Entrepreneur level requirements: Guests in Park: 500
Condition can be achieved at any time
Minimum park value: £50,000.00
Condition can be achieved at any time
Entrepreneur level difficulty: Very Easy
Tycoon level requirements: Guests in Park: 600
Condition can be achieved at any time
Minimum park value: £100,000.00
Condition can be achieved at any time
Tycoon level difficulty: Very Easy
Well, here you are in your first ever RCT3 career mode park, Vanilla Hills.
This level is purely to break you in, and you should have absolutely no bother
beating this level.
You'll start off this level with two rides (Top Spin and the "High Flier"
Suspended Swinging roller coaster), and a large garden, and £10,000 in the
kitty (of which £5,000 is loaned).
Start off by hiring one more janitor and one more mechanic, and a single week's
ad campaign in the national newspaper to help bring in people. You should pay
off the loan in it's entirety, as you should only take out loans when you've
run out of cash, because at the start, every penny counts, and interest is
taking away those pennies.
I would generally have this park of Generic theme, so start by placing some
small rides close to the exit, such as a Merry-Go-Round, and some dodgems, and
consider building a smallish Cheshire Cats ride (if you can't be bothered
building one yourself, use one of the designs available to you). This should
help start you off. Don't forget to place an information kiosk beside the
entrance. Place a toilet close to the first rides in your park, along with an
ATM. Finally, put prices up inline with my formula from earlier. Within about 5
minutes, you've passed the apprentice level!
Entrepreneur and Tycoon levels are just more of the same. At this point, you
should be earning in and around £400 per month. Invest this is new rides. Any
income your get, put new rides up. That should increase the peeps in your park,
and your park value. You should tycoon this level within 30 minutes to 1 hour.
Description: Now's your chance to hit paydirt by using this unstable abandoned
mining area to showcase low-rise coasters. Over time your coasters must start
to make up in adrenaline what they lack in height to keep your claim staked
with the visitors
Apprentice level requirements: Minimum coaster excitement: 3
Two coasters
Condition can be achieved at any time
Minimum coaster length: 1000.66ft
Condition can be achieved at any time
Total monthly ride income: £300
Condition can be achieved at any time
Apprentice level difficulty: Laughably Easy
Entrepreneur level requirements: Repay Loan
Condition can be achieved at any time
Total monthly ride income: £500.00
Condition can be achieved at any time
Entrepreneur level difficulty: Side-splittingly laughably Easy
Tycoon level requirements: Minimum coaster excitement: 4
Two coasters
Condition can be achieved at any time
Minimum coaster length: 1213.91ft
Condition can be achieved at any time
Total monthly ride income: £700
Condition can be achieved at any time
Tycoon level difficulty: Very Easy
This has to be THE easiest level in the game, as all of the level goals are
exceptionally easy. This level can be tycooned in one or two months!
You start off this level with a pre-made coaster, a TNT Vortex ride and a Mine
Drop ride. £12,000 is in the kitty, of which £1000 is a loan.
First thing to do is pay off that loan! The interest rate is a whopping 10.9%,
which means that £1,000 loan = £109 per month! As per usual, stick an
information desk beside the entrance. You also might want to connect the path
between Mine Drop and TNT Vortex, as the former is very out of the way. Make
sure to open the rides as well.
To complete the first two of the three requirements for apprentice level, open
up your RollerCoaster ride menu, and open the designs for "Spinning Wild
Mouse". Pick Dizzymouse, and plop it down. Connect the queues and paths, open
it, and voila, the two requirements are complete.
As for the £300 ride income, that should be complete by the end of the month.
Voila! You've completed apprentice level! And if you've followed this guide,
and repaid that loan, you should have made £500 too, so you instantly pass
Entrepreneur level too!
If you want to be cheap, you should still have enough money to place down
another Dizzymouse. If you do that, you satisfy the first 2 of the 3 objectives
for Tycoon. The third arrives at the end on the month when your income has
exceeded £700, which it should do without bother. Voila! Level Tycooned in 5
minutes!
Description: Formula RCT has made a pit-stop in town! It's not going to be easy
taking this crowd for a joyride, but put the pedal to the metal and go for a
spin anyhow. Don't forget to buckle up!
Apprentice level requirements: VIP ( Clint Bushton )
Arrives: 16 May
Wants to visit one rollercoaster with an
Excitement rating of at least 4.00
Total monthly shop profit: £100.00
Condition can be achieved at any time
Apprentice level difficulty: Easy
Entrepreneur level requirements: VIP ( Clint Bushton )
Arrives: 25 June
Wants to visit one rollercoaster with an
Excitement rating of at least 5.00
Total monthly shop profit: £300.00
Condition can be achieved at any time
Entrepreneur level difficulty: Easy
Tycoon level requirements: VIP ( Clint Bushton )
Arrives: 13 March
Wants to visit one rollercoaster with an
Excitement rating of at least 4.00
Total monthly shop profit: £200.00
Condition can be achieved at any time
Tycoon level difficulty: Reasonably Easy
Notice they spelt "Checkered" wrong? It should be "Chequered". Never mind :D
You start off this level with two Go-Kart track rides, and £50,000 cash. Wow
wee! Now time to spend it!
Since this level involves VIPs, you'd be wise be to be fiscally sensible, as
this could go on for several game years.
I advise building a rollercoaster at the start of your park. I would suggest
Floorless RollerCoaster, "Footdangler". It is relatively cheap, and has a
sufficient excitement rating to do right up to Tycoon level.
The shops part is the trickier part. However, don't be misled by "shop". "Shop"
is inclusive of food and drink as well.
I would warn against putting down shops for the first month or two, as people
will buy up hats and balloons very quickly, but not hit the required £100. You
should tie in these shops with food stalls as well, as they are required to tip
you over the balance. After two months, start placing stalls down. You don't
need to worry about too many rides yet.
Now you can get away on this map with absolute rip-off prices. Here are a few
examples:
Cowboy hat: I've charged up to £4.50 without complaint
Indian feather: £3.50 before people start whinging
Balloon: £1.70 is about the upper limit
Bison Standard Burger, with customer choice toppings: £2.50
Pretzels (small) with customer choice toppings: £1.65
For Tycoon, it can get awkward hitting that £200 profit. Note the word profit,
not income. Your profit is obviously shop/food sales - shop/food stocking.
Apprentice level is reasonably easy, and should be complete by the end of the
first year. Entrepreneur is more of the same.
Once you get to Tycoon, you should have a fair few number of rides down, being
charged appropriately to fund your stalls. Keep placing rides, but place them
further apart that normal. This gets people hungry, so they buy your cunning,
but conveniently placed stalls.
Sometimes, the VIP can be a bit icky, leaving your park before actually riding
anything. I've encountered this problem once before, and seems to be game
related. Frontier has promised a patch soon to resolve this issue.
Description: Look out, unamusing amusement parks! A movie studio has cast you
in the role of superhero. Not for a movie, but for the daunting task if
updating its aging back-lot park without ruining its pedigreed heritage. You're
the produce, the director, and the star of the show. Can you deliver the
blockbuster the studio wants?
Apprentice level requirements: Park Rating: 300
Sustained for at least 1 month.
Wants to visit one rollercoaster with an
VIP ( Cami O )
Arrives: 7 May
Litter Tolerance: Low
Apprentice level difficulty: Easy
Entrepreneur level requirements: VIP ( Cami O )
Arrives: 19 July
Breakdown Tolerance: Medium
Park Rating: 500
Sustained for at least 2 months
Total monthly shop profit: £100.00
Condition can be achieved at any time
Entrepreneur level difficulty: Reasonably Easy
Tycoon level requirements: VIP ( Cami O )
Arrives: 8 October
Wants to visit one rollercoaster with an
Excitement rating of at least 7.00
Park Rating: 700
Sustained for at least 3 months
Tycoon level difficulty: Medium
Goodness knows what they were doing in this park. It's covered, and I mean
COVERED in vomit and litter. And you only have until the 7th of May to clean it
up!
You start this map with a measly £5,000, and a single monorail tour ride.
Your first priority is to get that stuff cleaned up. Peeps don't like litter,
so it'll increase income, along with meeting the VIP requirement. I advice
initially hiring 4 janitors, and cutting it down later to cut on costs.
Place a *few* thrill rides near the entrance, but don't go overboard, as you
should keep some cash spare, and fewer rides helps with Entrepreneur
objectives. Place an info kiosk by the door, and a toilet somewhere a bit
further away.
Hire two mechanics to look after your rides. Once you have the litter cleaned
up, your park rating *should* go above 300. It might take a while, so keep at
it.
As with the last map, don't worry about shops for a few game months. Tackle
those when you get to Entrepreneur level. As park numbers and publicity are
both low, you might find it beneficial to use an ad campaign to bring in those
numbers, as this also helps with your sagging park rating. Also, keep a very
beady eye on your finances, as with so little funds, and few rides, you may
just about be hitting the black
Time is all you need to pass apprentice level.
Entrepreneur is not overly hard. The reason I told you to build few rides is
due to the nature of the VIP visit. As long as your rides are been regularly
checked by mechanics, you should be all right. The VIP may stay in your park
for quite some time, so be warned. Once this is satisfied, begin to slowly fill
your park with rides, but making sure you save cash for the all-important
Tycoon level.
The shop profit thing is rather easy. By this point, you should have a
sufficient number of hungry people to make that total up quickly, so once
again, this is of little bother.
The 500 park rating for two months should be easy, but can be awkward if you
don't pay close attention to it. Make sure peeps are full up, not thirsty, and
have empty bladders to keep them happy. Litter detracts from your score, so
keep it clean. As long as you aren't doing anything overly bad, this should
come reasonably quickly.
The real challenge comes from Tycoon level. By this point, you should have a
lot of peeps in your park, and quite a few rides in place, making a good
profit. The big pain is building that coaster with an excitement rating of
7.00, mainly due to cash issues. Loan interest rates are at 7.9%, which is
reasonably, but high enough to want to avoid. As in Checkered Flag,
"Danglefeet" is a good pre-made coaster to build, due to its high excitement
(7.07) and reasonable cost (only £9,700). Plonk that down to keep the VIP
happy.
The other condition (Park rating of 700 for 3 months) can be problematic. You
need to keep litter and broken rides to a minimum, and keep people very happy.
A lot of high excitement/intensity rides also helps to boost this score.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4.5. Fright Night
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Description: Forget about haunted houses and costumed characters, because cheap
thrills just don't scare the teens in this town. You'll need to give them
something they can really scream about - like rollercoasters that would scare
the hair off a werewolf.
Apprentice level requirements: Minimum coaster excitement: 5
Two coasters.
Condition can be achieved at any time.
Minimum coaster length: 524.93 ft
Two coasters.
Condition can be achieved at any time
Total monthly ride income: £200.00
Condition can be achieved at any time.
Apprentice level difficulty: Reasonably Easy
Note, as I actually haven't received any questions since this is the first
public release, this section will be rather bare. Please send in your
questions!
Q: My game doesn't start, giving me a message that my computer doesn't meet the
minimum requirements!
A: This is a common problem, usually related to the graphics card not
supporting T&L, which is a hardware ability to do with graphics rendering.
Many newer games require T&L cards, and you may be as well buying a newer,
up-to date card.
Q: There are tons and tons of bugs in the game, such as fluctuating ride and
park ratings, things not rendering properly, and general nasty stuff! What
can I do?
A: At time of writing, there is one patch available that deals with some of
these problems. I advise you download it.
Q: People aren't riding any of my rides! What's wrong?
A: Peeps are icky little people. If their hunger, thirst or toilet bars are too
high, they will be more concerned with finding a remedy to this problem.
Query a few guests to see what they are thinking. If it turns out to be any
of these problems, then appropriate stalls will fix it. Also, if there are
big long queues at certain rides, then people will be there and not on other
rides!
Something I discovered the other day. If the ride is not being used, try
editing the queue and having it meet a path somewhere else. This
occasionally fixes the problem.
Q: People aren't using the stalls I generously placed for them!
A: A very common thing to forget is to open the stall. Go into your park
management screen, and check they are all open. Prices can be icky, so make
sure that they are not too high. Also check if there is an actual demand for
that thing, if it is food or drink.
Q: If you were a peep, what would your stats be?
A: LOL! I'd say a preferred ride intensity of Very High, and a nausea tolerance
of Extreme. It's hard to make me sick :P
Tut tut tut! So you want to cheat eh? Well here is a list of the cheats.
However, I recommend you enjoy the game without cheating first, but if you
won't, well, I can't stop you. (Or maybe I can? Maybe I have a secret LASER GUN
SATELLITE RIGHT ABOVE YOUR HOUSE!!! MWAAAAHAHAHAHAHAHAHAhahahaha!)
To enter these cheats, all you have to do is click on a peep, and change their
name to the following, for the desired effect:
Name: Result:
John D Rockerfeller Grants you £10,000! Yay!
Mouse Guests stare at the ground
Atari All guests start laughing and cheering!
Frontier Mechanical dream! Rides never break down!
Guido Fawkes Advanced Fireworks Editor
Chris Sawyer Guests start jumping for joy!
Sam Denney Peeps will ride all of your coasters
John Roach Peeps will ride all of your non coaster rides
James Hunt A buggy will ride through your park
Shifty Guests will start dancing
D Lean Flying Camera Route Editor
ATITech Speeds game up
Jonny Watts Gives you a PeepCam with the guest you renamed
Atomic Big Explosion
If you are using the v1 beta patch, the following also work:
Andrew Thomas Decreases Coaster Track Friction
David Braben Allows you an unlimited Lift Chain speed
Ghost Town Guests cannot enter your park
FPS Shows the frames per second
===============================================================================
6. THE RIDES
===============================================================================
Well, here we are, the main part of the game, the rides! Here you will find a
complete list of all the rides, along with their costs, excitement, intensity
and nausea ratings amongst other interesting things. You'll note that the cost
is in £, as I'm in the UK, but it's the same for any currency.
Please note that excitement, intensity and nausea values are for the default
design/settings. If you change the speed, number of circuits etc, these values
will change.
Any help in this section would be very greatly appreciated, so please volunteer
some information!
____________________________________________
/KEY: \
| Name: The name of the ride. |
| Cost: The approximate cost of the ride, the|
| minimum cost a coaster can be, set at|
| ground level. |
| Description: The in game description. |
| Coaster Type: Whether a coaster relies on |
| gravity to pull it along, or whether |
| it is propelled by its own engines |
| Default Designs: The number of designs you |
| have from the go. |
| Locked Designs: Number of unlockable |
| designs. |
| Excitement/Intensity/Nausea: As they say. |
| Capacity: Self-explanatory |
\--------------------------------------------/
These are the main rides in the game, and the most numerous, with 49 of them,
in the 4 differing categories, Steel (steel supports and tracks), Wooden
(wooden supports, think traditional), Suspended (ones which hang rather than
sit on tracks) and Water (water rides like flumes and stuff). I might at some
point list all the designs you get with them, but I have tons of my own mixed
in, and a few are still locked. Maybe in a future update.
This document is copyright 2004 to Andrew McKendry.
SPECIAL KEY:
To cut down file size and type time, track pieces have been abbreviated to the
following:
BBR= Block Brakes
BRA= Brakes
FT = Flat Track
MC = Medium Curve
PS = Photo Section
SS = Steep Slope
ST = Straight
STA= Station
TC = Tight Curve
TOP= Top Cap
VE = Vertical
6.1.1.1.
Name: Air Powered Coaster
Cost: From £6,750
Description: After an exhilarating air powered launch, the train speeds up a
vertical track, over the top, and vertically down the other side to return to
the station.
Coaster Type: Self-propelled
Default designs: 1
-> Twin Thunder:
Size: 41x7
Cost: £10,200.00
Excitement: 5.09 (Medium)
Intensity: 5.32 (High)
Nausea: 6.28 (Medium)
Locked designs: 0
Pieces: STA
FT: ST, MC
V: ST
TOP: ST
PS
BRA
Special pieces: None
Banks: 45
Cars: 1
Air Powered Car, capacity: 2 per car
6.1.1.2.
Name: Bobsleigh
Cost: From £2,700
Description: Riders career down a twisting track in small bobsleigh cars guided
only by the curvature and banking of the semi circular track.
Coaster Type: Gravity
Default Designs: 4
-> Icicle Bob
Size: 21x13
Cost: £10,121.00
Excitement: 2.80 (Medium)
Intensity: 2.78 (Medium)
Nausea: 2.24 (Low)
-> Slip Slider
Size: 25x15
Cost: £6,035.00
Excitement: 2.51 (Medium)
Intensity: 2.80 (Medium)
Nausea: 1.84 (Low)
-> Toxic Toboggan
Size: 19x12
Cost: £5,951.00
Excitement: 2.85 (Medium)
Intensity: 4.13 (Medium)
Nausea: 2.43 (Low)
-> Water Python
Size: 20x12
Cost: £6,346.75
Excitement: 2.77 (Medium)
Intensity: 2.93 (Medium)
Nausea: 1.98 (Low)
Locked Designs: 0
Pieces: STA
FT: ST, MC, TC
GS: ST, MC, TC
SS: ST
BRA
BBR
Special pieces: S-Bend
Banked S-Bend
Large Helix
Small Helix
Banks: 45
Cars: 1
Bobsleigh: 2 passengers per car
These rides tend to have low excitement and intensity ratings, and especially
low nausea ratings, meaning that they are perfect for the kids and very timid
adults. You're best to place these close together, and relatively near the
entrance, as little kids can get tired by walking relatively easily.
6.2.1.1.
Name: Floundering Ferry
Cost: £550
Description: A boat that slides and rotates up and down a short ramp.
Excitement: 2.50 (Low)
Intensity: 2.70 (Medium)
Nausea: 2.74 (Medium)
Capacity: 16
6.2.1.3.
Name: Spiral Slide
Cost: £300
Description: A wooden building with an internal staircase and external spiral
slide for use with slide mats.
Excitement: 1.80 (Low)
Intensity: 1.20 (Low)
Nausea: 0.90 (Low)
Capacity: 1
*NOTE: This is a very valid point from Nigel Kennington:
"This ride can be very popular if priced normally (£1.70) but its extremely low
turnaround means that queues form very quickly and long queues mean other rides
are lying idle. Thus I really recomment setting the spiral slide to the point
where people are occasionally complaining about the price ("I'm not paying that
much...") or, even better, building something else instead."
I would suggest if you want to build this ride, that you either build two, or
have a very short queue so it can't buld up.
6.2.1.4.
Name: Tea Cups Ride
Cost: £360
Description: People ride in pairs of seats rotating around a Giant Teacup
centrepiece.
Excitement: 2.60 (Medium)
Intensity: 2.0 (Low)
Nausea: 6.0 (Medium)
Capacity: 18
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
6.2.2. Western (Junior Rides)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
6.2.3.1.
Name: Monster Ride
Cost: £472
Description: People sit on seats as animatronic versions of classic monsters
provide a scare.
Excitement: 1.80 (Low)
Intensity: 0.62 (Low)
Nausea: 0.75 (Low)
Capacity: 12
6.2.4.1.
Name: Flying Saucers Ride
Cost: £560
Description: People ride on a vehicle gliding on a cushion of compressed air.
Excitement: 2.50 (Low)
Intensity: 0.85 (Low)
Nausea: 0.39 (Low)
6.2.5.1.
Name: Odyssey Ride
Cost: £560
Description: An adventure themed boat that slides and rotates up and down a
short ramp.
Excitement: 2.50 (Low)
Intensity: 2.70 (Medium)
Nausea: 2.74 (Medium)
Capacity: 16
6.2.5.2.
Name: Snake Helter-Skelter
Cost: £360
Description: Adventure themed helter-skelter in the shape of a giant snake with
an internal staircase and an external spiral slide.
Excitement: 1.80 (Low)
Intensity: 1.40 (Low)
Nausea: 1.90 (Low)
As the name suggests, these rides tend to have medium to high excitement,
medium to high intensity, and any range of nausea ratings. Teens tend to favour
these, as with adrenaline junkie adults, and include some very insane rides
indeed. It's a bonus that a lot of them have high capacities too. Note there
are no Sci-Fi Thrill rides in the Sci-Fi section of the game, but the
Gravitron's own description describes it as a Sci-Fi ride.
6.3.1.1.
Name: Chairswing
Cost: £502
Description: People sit in suspended seats which are swinging around a central
pole.
Excitement: 2.16 (Low)
Intensity: 1.68 (Low)
Nausea: 1.86 (Low)
Capacity: 36
6.3.1.2.
Name: Double Swinging Inverter
Cost: £564
Description: People ride in one of two gondolas, which is attached to its own
arm.
Excitement: 3.62 (Medium)
Intensity: 4.70 (Medium)
Nausea: 4.78 (Medium)
Capacity: 24
6.3.1.3.
Name: Enterprise
Cost: £880
Description: A rotating wheel with suspended passenger pods, which first starts
spinning and is then tilted up by a supporting arm.
Excitement: 3.59 (Medium)
Intensity: 4.42 (Medium)
Nausea: 5.65 (High)
Capacity: 16
6.3.1.4.
Name: Flying Carpet
Cost: £396
Description: A large flying carpet themed-car which moves up and down
cyclically on the ends of 4 arms.
Excitement: 3.33 (Low)
Intensity: 4.68 (Low)
Nausea: 4.38 (Low)
Capacity: 12
6.3.1.5.
Name: Gravitron
Cost: £564
Description: People are flung against the wall of this Sci-Fi themed centrifuge
ride.
Excitement: 4.24 (Medium)
Intensity: 4.68 (Medium)
Nausea: 6.20 (High)
Capacity: 26
6.3.1.6.
Name: Launched FreeFall
Cost: From £600
Description: A freefall car is pneumatically launched up a tall steel tower,
and then allowed to freefall down
Excitement: Between 3.57 (Medium) and 3.64 (Medium)
Intensity: Between 6.97 (High) and 7.04 (High)
Nausea: Between 6.55 (High) and 6.69 (High)
Capacity: 16
Pieces: STA
Special Pieces: Launcher section
Note: The minimum height this ride can be is 91.79 feet, as any lower, even at
the minimum launch speed, causes this ride to crash. Values for EIN are taken
from minimum height/minimum speed launch to maximum height/maximum speed
launch.
6.3.1.7.
Name: Motion Simulator
Cost: £440
Description: Riders view a film inside the motion simulator pod while it is
twisted and moved around by a hydraulic arm.
Excitement: 3.25 (Medium)
Intensity: 4.10 (Medium)
Nausea: 3.30 (Medium)
Capacity: 8
6.3.1.8.
Name: Revolution
Cost: £862
Description: People sit on the end of a spinning wheel that is attached to a
spinning arm.
Excitement: 3.94 (Medium)
Intensity: 4.65 (Medium)
Nausea: 5.76 (High)
Capacity: 32
6.3.1.9.
Name: RotoDrop
Cost: From £650
Description: A ring of seats is pulled to the top of a tall tower while gently
rotating, then allowed to freefall down, stopping gently at the bottom using
magnetic brakes.
Excitement: 1.55 (Low)
Intensity: 1.95 (Low)
Nausea: 1.51 (Low)
Capacity: 16
Pieces: STA
Special Pieces: Rotodrop section
NOTE: I think this ride is bugged. Values are too low for the nature of the
ride, and neither height, nor speed affects the values of EIN.
6.3.1.10.
Name: Rotor
Cost: £654
Description: People are swung against the wall of this centrifuge ride.
Excitement: 4.00 (Medium)
Intensity: 4.60 (Medium)
Nausea: 5.84 (High)
Capacity: 12
6.3.1.11.
Name: Roundup ride
Cost: £628
Description: A small intense centrifuge ride, which lifts up to a 25 degree
angle.
Excitement: 3.72 (Medium)
Intensity: 4.68 (Medium)
Nausea: 5.84 (Medium)
Capacity: 24
6.3.1.12.
Name: Sky Sling
Cost: £434
Description: People are thrown into the sky and brought safely down to earth
again.
Excitement: 3.72 (Medium)
Intensity: 5.00 (Medium)
Nausea: 5.88 (High)
Capacity: 6
6.3.1.16.
Name: Sky Wheel
Cost: £790
Description: People ride in two rotating wheel at either end of a giant arm.
Excitement: 1.42 (Low)
Intensity: 4.74 (Medium)
Nausea: 4.82 (Medium)
Capacity: 32
6.3.1.16.
Name: Swinging inverter ship.
Cost: £424
Description: The swinging inverter Ship is capable of doing a full 360 degree
loop.
Excitement: 3.49 (Medium)
Intensity: 4.68 (Medium)
Nausea: 4.72 (Medium)
Capacity: 18
6.3.1.15.
Name: Top Spin
Cost: £580
Description: People ride in a gondola suspended by large rotating arms,
rotating forwards and backwards, head-over heels.
Excitement: 2.00 (Low)
Intensity: 4.80 (Medium)
Nausea: 5.74 (High)
Capacity: 20
6.3.1.16.
Name: Top Spinner
Cost: £844
Description: A rotating arm that is connected to rotating gondolas placed in a
star formation.
Excitement: 3.54 (Medium)
Intensity: 4.54 (Medium)
Nausea: 5.88 (High)
Capacity: 24
6.3.1.17.
Name: Twister
Cost: £360
Description: Three pairs of seats rotate at the end of three rotating arms.
Excitement: 2.55 (Medium)
Intensity: 2.75 (Medium)
Nausea: 2.82 (Medium)
Capacity:
6.3.1.18.
Name: Zipper
Cost: £980
Description: People ride in cages that spin freely while ravelling along a
rotating arm, which also spins.
Excitement: 2.82 (Medium)
Intensity: 6.82 (High)
Nausea: 7.12 (High)
Capacity: 32
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
6.3.2. Western (Thrill rides)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
These rides tend to be relatively popular. Kids, teens and adults alike will
all enjoy a blast on one of these low-medium excitement rides, and are best
placed at the start of the park to get people into the mood of theme parks. Due
to their high capacity nature, they're absolutely perfect near the entrance of
the park, or near high population path junctions.
6.5.1.1.
Name: 3D Cinema
Cost: £560
Description: Cinema showing 3D films inside a geodesic sphere building
Excitement: 3.50 (Medium)
Intensity: 2.40 (Low)
Nausea: 2.50 (Low)
Capacity: 12
6.5.1.2.
Name: Circus
Cost: £500
Description: Circus animal and clown show inside a big top hat
Excitement: 2.10 (Low)
Intensity: 0.60 (Low)
Nausea: 0.00 (Low)
Capacity: 30
6.5.1.3.
Name: Crazy Golf
Cost: From £700
Description: Guests play Mini Golf on a custom built Crazy Golf Course
Default designs: 0
Locked designs: 0
Pieces: STA
FT: ST, TC
MS: ST
Special pieces: Hole 1
Hole 2
Hole 3
Hole 4
Hole 5
Hole 6
(Note, this is a custom build ride similar to a roller coaster, and has no
designs available, thus excitement, intensity and nausea values are
unavailable. To my knowledge, there is no capacity limit.)
6.5.1.4.
Name: Crooked House
Cost: £320
Description: Building contains warped rooms and angled corridors to
disorientate people walking through it
Excitement: 2.15 (Low)
Intensity: 0.62 (Low)
Nausea: 0.34 (Low)
Capacity: 12
6.5.1.5.
Name: Dodgems
Cost: £491
Description: People sit in and drive electrically powered Dodgem cars and must
try to avoid one another.
Excitement: 2.70 (Medium)
Intensity: 1.20 (Low)
Nausea: 0.35 (Low)
Capacity: 12
6.5.1.7.
Name: Kara Oki concert
Cost: £940
Description: Pop concert featuring bestselling recording artist Kara Oki
Excitement: 2.95 (Medium)
Intensity: 0.30 (Low)
Nausea: 0.00 (Low)
Capacity: 40
6.5.1.8.
Name: Trampoline
Cost: £324
Description: People bounce on a trampoline assisted by bungee cords.
Excitement: 2.0 (Low)
Intensity: 1.82 (Low)
Nausea: 1.44 (Low)
Capacity: 4
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
6.5.2. Western (Gentle rides)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
6.5.2.1.
Name: Western Wheel
Cost: £462
Description: Guests ride on a western-themed slowly rotating wheel.
Excitement: 1.50 (Low)
Intensity: 0.50 (Low)
Nausea: 0.55 (Low)
Capacity: 20
6.5.2.2.
Name: Wild West Show
Cost: $484
Description: A live show that runs every fifteen minutes, showing the Wild West
at it's best.
Excitement: 2.90 (Medium)
Intensity: 0.74 (Low)
Nausea: 0.00 (Low)
Capacity: 24
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
6.5.3. Spooky (Gentle rides)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
6.5.3.1.
Name: Ghost House Ride
Cost: £430
Description: Guests ride in spooky themed cars along a premade track, around a
spooky themed Ghost house.
Excitement: 3.41 (Medium)
Intensity: 1.53 (Low)
Nausea: 0.10 (Low)
Capacity: 12
6.5.3.2.
Name: Mirror Maze
Cost: £596
Description: Guests try to find their way through a themed maze of image-
distorting mirrors.
Excitement: 2.20 (Low)
Intensity: 0.64 (Low)
Nausea: 0.42 (Low)
Capacity: 10
6.5.4.1.
Name: Laser Battle
Cost: £550
Description: Team Red vs Team Blue in an exciting laser gun battle.
Excitement: 2.01 (Low)
Intensity: 1.90 (Low)
Nausea: 0.00 (Low)
Capacity: 12
6.5.4.2.
Name: Planetarium
Cost: £540
Description: People experience a beautiful simulation of planets and stars.
Excitement: 1.57 (Low)
Intensity: 0.12 (low)
Nausea: 0.00 (Low)
Capacity: 12
6.5.4.3.
Name: Space Arcade
Cost: £456
Description: A large undercover video games arcade.
Excitement: 1.57 (Low)
Intensity: 0.12 (Low)
Nausea: 0.00 (Low)
Capacity: 12
6.5.4.6.
Name: Space Rings
Cost: £288
Description: Concentric pivoting rungs allowing the riders free rotation in all
directions.
Excitement: 3.58 (Medium)
Intensity: 2.10 (Low)
Nausea: 4.50 (Medium)
Capacity: 4
6.5.4.5.
Name: Zero G trampoline
Cost: £324
Description: Guests safely bounce on a Sci-Fi themed trampoline assisted by
bungee cords.
Excitement: 2.10 (Low)
Intensity: 1.82 (Low)
Nausea: 1.44 (Low)
Capacity: 4
#* The rest of the section will be finished at a later date *#
Thanks very much for reading this FAQ. I hope you enjoyed it as much I enjoyed
writing it. Well, I lie, I hope you enjoyed it a helluva lot more than I
enjoyed writing it, because truth be told, FAQ writing is a tedious business.
Lol, just kidding. As long as you've either enjoyed this, or found it useful,
I'm happy. Feel free to email me with compliments if you think I'm worthy of
them ;)
If you would like to know more about me, I'm 17 years 11 months old at time of
writing, and live in Northern Ireland, UK. I'm about to sit A level modules in
Biology, Chemistry and Geography.
I wrote this guide because:
a) There was no RCT3 Guide at time of writing
b) I write an FAQ every Christmas time
c) As usual, I was bored.
The only way I would like to be contacted is through e-mail, as my MSN and ICQ
are preferably private. I would appreciate it if you'd heed some basic ground
rules:
DOs:
Put "RCT3 FAQ" in the subject of the email so I can find it quickly.
Constructive criticism: A bit of criticism never hurt anyone as long as its
meaningful, and is put in a nice tone.
Error reporting: Typos, grammos, and general wrongness with the FAQ structure
would be appreciated.
Suggestions: Strategies? Ideas? All welcome!
Questions: But only if they haven't been answered in the guide.
DON'Ts:
Flame: Please don't flame me. I'm an FAQ writer who has spend many a hour
slaving over this document. Don't forget it's FREE, so I can't suit everyone's
need
Unconstructive criticism: That's basically flaming me.
ALL CAPS, 1337z0r5 etc etc: Please use proper English. It isn't hard you know.
Now that you've read that, and you still have reason to e-mail me, here you go:
james [at] mckendry [dot] ndo [dot] co [dot] uk
For spam reasons, you'll have to fill it in manually.
Andrew McKendry - I authored it, so I deserve a place in the credits :D
CONTRIBUTORS:
Nigel Kennington - For the tip about Spiral Slides.
"Swiftshark" - Suggested reworking the TOC, which I did!
SPECIAL THANKS:
CJayC - For the greatness that is GameFAQs, and for allowing me
to host this guide there.
Neoseeker - Great website. Cheers for letting me host!
DLH.net - For hosting my guide
cccentral - For hosting my guide.
My family - For just being there.
Note: This guide is written in honour of Bert Hosborough, who died, aged 96 on
the 19/12/04. He was an amazing man, and a good friend. May his soul rest in
peace.
This document **EXPLICITLY** copyright 2004 to Andrew McKendry