RollerCoaster Tycoon: Deluxe

RollerCoaster Tycoon: Deluxe

29 ratings
A Super Easy Roller Coaster Tycoon Walk through
By BrandMang
This guide is specifically made to help players beat any of the original scenarios as easy as possible to get to Mega Park. It will also provide some hints on game mechanics as well and well also offer downloads of custom rides and scenarios that are 3 days away from winning.
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Introduction
This guide is made to help players get through the original Roller Coaster Tycoon scenarios as easy as possible to get to Mega Park

I will Also start with a "Useful Game Mechanics Tips" guide as well to help players if they are wondering about some of the game mechanics

I also have some custom downloads I want to give out as well such as "Custom Tracks" and "Saved Game" scenarios that are 3 days away from winning the scenario ( just in case you don't want to play a certain scenario and just get it out of the way )

For these downloads I will put the links at the bottom of the guide
Useful Game Mechanics Tips
Here are some game mechanic tips on what I noticed when I played the game:

Money
Money;
For purpose of beating scenarios, money is not really important at all, except for the scenarios that require a certain park value to be obtained, although money helps in making your park bigger and better, it is not necessarily the end all be all, whether you finish Evergreen Gardens with a Company value of 100 000 dollars or 500 000 dollars is irrelevant, as long as you can meet the scenario objective that is what is important.
Park Rating
Park Rating;
This is always important, every map usually has an objective of needing a park rating of at least 600 the time you complete it, here are some tips in keeping that rating up;
- Keep pathes as clean as possible, if you need to hire 60 handy man ( especially in bigger maps ) to keep your pathes clean, so be it, also building benches and garbage cans can help keep the mess down a bit and this brings us to point 2.
- Keep the vandalism down as much as possible, certain maps will have "higher" vandalism than others so keep your eyes peeled for it, to help prevent vandalism make sure to hire security guards, for bigger maps it may not be uncommon to have around 20 security guards at least, ( depending on how bad the vandalism is in the said map ) so stay frosty. Rumor also has it that scenery around vandalism objects will help keep it down, so if you are really struggling with vandalism in your park, try and pretty it up with some scenery.
- Do not charge too much for rides or concession stalls ( food, drink, ect ) if you charge too much for these things, park guests can get upset, the way on how i like to charge things are as follows;
Roller coasters; 2.00$
Thrill type rides; 1.00 - 1.50$
Lame rides; .50$ - 1.00$
Drinks; whatever makes the profit .50$ or 1.00$ whatever is closer.
Food; same as drinks.
Bathrooms; .20$ seems to be the best price, if you have a bathroom long enough it will actually profit haha.
Item stalls; same as drinks.
- All in all, if you can try and keep things on the cheaper side, as long as your stalls are breaking even worse case scenario money wise you are doing good, ride/entrance tickets is where the real money is.
- Foot Paths; try and keep "maze like" or wide paths to zero, you want your paths in your park as easy as possible to navigate ( grid like pattern works best ) if your paths get to complicated or if there are just too many paths leading no where guests will get lost easily and if you don't help them find their way your rating will go down, also if you don't keep up on having easy to navigate paths you will have so many guests getting lost you almost will not be able to keep up, so stay alert about this, if needed when opening new scenarios that already have huge paths going nowhere or are complicated, try and trim them down a bit so guests don't get lost.
Park Entry Fee
Park Entry Fee;
For what it seems, you can charge 1.00$ for every 1000 $ worth of park value, so for example if your park value is at 10,000$ you can charge 10$ for your entry fee, now usually I do not like going up above 40$ regardless on how high my park value is, because in some scenarios guests will have a maximum of 35 $ which means if you park entrance is 40 $ they will not even be able to get in. My suggestion would be to never raise it above 40 $ and also watch guests coming in with how much money they have to make sure they can ACTUALLY afford to enter your park. ( If you are playing a scenario where guests can start off with 35 dollars maximum, there is no point in making your park entrance fee above 35 $ )
Land Scaping
Land Scaping;
First off, this is very expensive, so if you can avoid it, do so, but there will be times that you will need to remove some trees or land so then your ride can actually fit where it needs to be. Although keep in mind that the more "nature" and stuff ( statues, fountains, gardens, pretty much any placeable ) that you have around your rides, the excitement rating will be higher, sometimes almost as much as a whole point or more, which could be the difference of guests never going on your ride to everyone going on your ride, so if you can, keep as much nature as possible near your rides.
Land Purchasing
Land Purchasing;
Oi, this is a very expensive enterprise, even when land is cheap, unless you direly need the space I would try and keep this to a minimum. Land purchasing can get very costly and sometimes it may be difficult to make the money back for the land that you purchase, if you truly do need more space for rides, if you can, instead of buying more land, try and stack rides on top of each other by raising the land up a little bit. ( you only need to raise a 1x1 section and place your ride on top ) If done correctly you can really squeeze a lot of rides in smaller spaces, but just make sure that all your paths connect to each other and guests can gain access to your rides and mechanics can gain access to your exits.
Rides
Rides;
Realistically how rides work in this game is based off of the guest's stats, not necessarily how you would think about them in real life, so ironically 90% of the rides in this game are pure trash and there is only a select few that are even worth building ( that is IF you want to complete scenarios easily for high company values ) so based on the 3 ride stats this is what you want;
- Excitement; If you can, have this as high as possible ( although usually 4 or higher is good enough ) if excitement is below 4 most people will not want to go on it.
- Intensity; If you can, you also want to keep this around 4, 4 seems to be the sweet spot for preferred intensity of guests, very rarely will you find guests that want less than 4, and if your rides have intensities above 5.5 or so, you start narrowing down what guests are going to ride, and if you have anything above 8 or 9 only a small amount of guests at best will even go on the ride.
- Nausea; If you can, keep this low, at worst, try and keep it medium, anything with high or higher and guests will probably not go on it, plus even with low nausea rating rides there is still going to be vomit, lots and lots of vomit.
The best rides in the game are;
- Shuttle Loop ( Steel Roller Coaster ) this is the end all be all ride, any scenario where you can get your hands on a shuttle loop, just build these, guests love them and they are money milking cows ( I have built improved shuttle loops that bring in even more money and take up less space, link will be provided at the end of this guide.
- Steel Corkscrew Coaster; if you can't build the steel roller coaster then this is your second best bet, I also have the best premade coaster for this design below as well, while not as perfect as the shuttle loop, its as close as you can get. ( just make a small corkscrew that is power launched like the shuttle loop and it should work )
- Suspended Steel Coaster; if you can't build any of the above 2 coasters then you will have to make a "shuttle loop" design with this one, luckily I have already done that for you below, while again not as good as the actual shuttle loop it will still get the job done.
- Stand Up Steel Coaster; this is basically your lost resort in building a competent coaster if nothing else is available, again I have a custom design below for one that will work for winning maps, just watch out on the intensity and nausea ratings of these coasters.
- Whoa Belly ( Thrill Ride ) if you can't build any steel coasters, then this is your go to, although the nausea may be a little high, the intensity is just right and its a nice quick ride that can bring in money fast, keep those handy men around.
- Pretty much everything else; Is crap, either the rides are too long, or their stats aren't that great, although if you are in a map filled with pansies that want low intensity i have found that they like the slide or scrambled eggs quite a bit, but even then, everything else you won't really get the best bang for your buck, and also watch out for; the big roller coasters, anything with more than 2 trains on them, make sure that when the ride is closed that there isn't so many trains that they all can't fit on the starting track because if the brakes fail then the trains will crash and once a ride crashes no one will ever go on it again, so for those big coasters less trains and more vehicles per train are key.
- Ride Costs; Watch out for these, over time guests will want to pay less for rides, and unless you lower the price they will not go on them ( usually it takes about 7-8 months before they will complain about ride cost, unless it was already cheap to begin with ) so for example;
Roller Coaster 1 - 2.00$
7-8 months later - 1.50$
7-8 months later - 1.00$

Just make sure to check up on your rides every 7-8 months or so and check out what people are thinking about your rides ( They will tell you if they will not pay that much to go on ride X in the guest "thinking bubbles" or on ride "thinking bubbles" )
Stalls
Stalls;
This includes places where you eat, drink, go to the bathroom, buy things, ect. The best way to do this is to have designated areas around your park where you have 1 drink/food/bathroom stall, depending on park size you don't want to have way to many of these things or else it will just cost you money but at the same time you don't want to little or else guests will complain that they can't get the desired need, a good rule of thumb is probably 1 of each stall for every 300 guests you have, and make sure they are spread throughout your park, also the information kiosk is a great stall to put at the front of your park, and maybe one more way on the far side if you have a big park. Also, personally I have never found it necessary to build other stalls ( like balloon or soveneirs or anything else ) as long as there is a drink, eat, bathroom and information kiosk, that is usually all that I use for completing scenarios.
Research
Research;
I always make sure to have my research set to maximum, and I unselect everything and only have 1 catergory selected until i get what I want, and then when I get that, I will switch to the next catergory if need to be to get the next thing that I need, then once I have the bare minimum of attractions reasearched ( all useful stalls/rides ) i make sure to turn off funding, if you no longer need the funding then there is no point in wasting any amount of money on this, but if there are rides not available that you need, then make sure that funding is set to max, because even on max funding it takes a game month to fully develop any catergory you have selected, if you set the funding to normal, it takes 2 game months, and if you set it to minimum then you are basically wasting time and money, so keep that in mind.
Marketing
Marketing;
Unless you are really struggling to keep guests in your park or are running a bit low on guests, then funding is the answer, but if your guest count is good, then you really do not need to worry about marketing especially for the defaults scenarios ( the expansion scenarios will really require it, but when we get there I will mention what will need to be done ) and also when it comes to marketing when you choose on; free entrance to the park or half price on park tickets, always take half price on park tickets, because marketing isn't cheap so there is no point in having people come in and not pay for your "amazing" park heh. Also when it comes to marketing a ride and free ride tickets, i always choose 2 rides that are the furthest away from the entrance, which helps get more guests away from the congested entrance. When it comes to choosing a food item for free I always choose the cheapest one, but at the end of the day it really doesn't matter.
Foot Paths
Foot Paths;
Even though I have already mentioned this I'm going to mention it again, because this is super imperative; DO NOT make your paths maze like or any wider than single wide or make confusing path ways, because guests will get lost and if it gets real bad more guests will get lost than you can help and your park rating will go down, so keep that in mind.
Park Employees
Handy Man;
These are basically going to be your VIP scenario winners, as I said before it will not be uncommon to have as many as 50 or more handy men through out your park ( also depending on how big it is ) to keep that place cleaned up. A clean park is a happy park, and a happy park has a high park rating which is what you want, just to give you an idea in the first level alone I had around 30 handy men just to keep that place clean and the first scenario is not that big in size at all, also I always set it so my handyman never mow grass, as far as I know, mowed grass or weeds, no one cares. ( or at least nothing important cares ) Also when it comes to coverage, try and refrain from giving them more than 4 or 5 blue squares ( unless they are doing long, easy, straight paths ) you would be amazed on how much stomich juice will build up if you give your handy men too much area to work with

Mechanics;
The bread and butter of keeping your park alive, especially if roller coasters are your thang. At most I will have a mechanic take care of 5 or 6 rides, so that means if I have 100 shuttle loops in a map, that is 20+ mechanics. Also when it comes to inspection, I just keep it to every 30 minutes, and it seems to be fine, whether you keep it to 10 or 30 minutes I don't think it does much of a difference. Also note: For a mechanic to fix your ride it has to be able to access the ride exit ( which is where he comes in to it ) so if your mechanic can't reach the ride exit because you didn't place the "blue foot path" for it, then he will try forever to reach it and never succeed, so keep that in mind.

Security Guards;
These are your go to for stopping vandalism, which includes; benches, garbage cans, light posts and the like. If your map has none of these, then there is no reason to have security guards around, but benches and garbage cans are very useful for parks and you will no doubt be building lots of those, so make sure to keep some guards around the areas that have anything that can be vandalised.

Entertainers;
To be honest I don't really think these guys are necessary, my assumption is that they help boost happiness of guests, but at the beginning and end of the day, it will not be necessary
Scenario Walk through
Now here is the Scenario Walk through to help players complete these scenarios as easily as possible:
Forest Frontiers
Forest Frontiers
Difficulty; Very Easy

Being the first map, this one is cake, as long as you have around 10 or so rides by the end you should easily be able to hit the 250 guest prerequisite. Also make sure to have enough handy man to clean up any garbage and puke around to keep your rating up, I usually only give handy man 5 blue squares at most for area coverage to make sure they keep things nice and tidy. Also if you can spare it build benches and garbage cans to help keep your paths cleaner, just make sure to hire security guards in the vicinity of said benches and garbage cans so they don't get vandalised. If you are using my better shuttle loop desgins, make sure to begin the scenario with maximum funding and have only roller coasters selected, because by march 30th you will be able to build the steel roller coaster which is needed to build shuttle loops.
Dynamite Dunes
Dynamite Dunes
Difficulty; Hard

Wowzers what a difference, first level is cake and now this map. Now despite the fact I say it's "hard" don't worry too much, it will just require a little outside the box thinking here. First off, for whatever reason the rides in this map just don't seem to match the guests that well. Although I did find the guests in this map like the log flume rides, only problem with that is; they take a long time to finish a lap and not many people can go on at a time, so if you do plan on using them, make sure to have some queue lines that can hold at least 30 or 40 people because they will fill up. When it comes to upgrades, we get no good coasters or thrill rides, so we will have to settle for the stand up steel coaster which if set to maximum funding doesn't come out till May or June ( Oi ) but in the mean time you can build some log flumes and some lame rides while you wait.

So once you get the stand up steel roller coaster its time to go to work, I have a custom one called "8 Second launcher" and it is probably going to be the best of what you can make cash cow wise, although it may look lame, it gets the job done, the only problem is the intensity is a little high, and the nausea rating isn't great, but it still works. Just make sure to have LOTS of handymen around for these coasters ( I had over 40 and was still barely able to keep up with the vomit ), guest wise I was struggling a bit by half way into year 2, so then I started campaigning hard all the way until the end and ended up with over 1400 guests, so if you are having trouble keeping your guest count up, do some campaigning and keep at it. Also if you are short on cash you can always demolish the starting coaster in this map, it's stats are way too high for most people to even go on it and eventually it will crash sometime in year 3, so might as well cash that in for an easy 9 - 10 grand. If you don't want to go the "cheap roller coaster" route to beat this map, just make sure to have plenty of rides with intensities of 3-4 and 4+ excitements or else you are going to find not many guest riding your rides. ( the water rides work best here espeically the log flumes ) If you do go the "cheap roller coaster" route, I built 40 of them and 2 slides and it was good enough to easily finish the map while campaigning fully and making sure everything was clean with enough handy men and having enough security guards for benches/bins, mechanic wise, I believe I only had around 9 or 10 and was still able to keep up with demand.
Leafy Lake
Leafy Lake
Difficulty; Easy

This map is pretty simple, as long as you know how to build on water, and you are going to want to, to make up for that space. Building rides on water is simple but for paths what you need to do is; when building paths on water you will notice on the "path building pop up" at the bottom there are 2 options; single square path building and directional path building, you will need to use the directional path building to build over water ( this can make it so you can build at elevations as well ) Anywho, make sure to fill that lake up with attractions, and if need be you can fit some of your bigger ones in the far back area there ( just make sure you have an easy access point to get to them ) if you are going to go the shuttle loop route, whether using mine or the default ones, then you are in luck, they are the first roller coaster to get researched so research 'em up quick, and then get to building once they come in. I was able to fit 41 of my custom shuttle loops in and x4 scrambled eggs ( I had a small pocket of guests who preffered low intensity, pfft ) anyway, regardless of which way you go, fill that lake/ surrounding area with rides and if need be fill up that back area and you should have no sweat getting 500 guests to get in to your park ( for me, i just made a grid area just covering the lake/surrounding area without using the back area and I was easily able to maintain 750 guests ) and as always, keep that park clean and vandalism down ( if you have things that can be vandalised ) to keep that park rating up
Diamond Heights
Diamond Heights
Difficulty; Easy

Allrighty, despite the fact that this map isn't ideal for building things, we are in luck because the scenario objective is incredibly easy, all we need is a park value of 20 grand by the end of year 3, so no need to worry about guests or rating or any of that stuff, and luckily thanks to the previous map, you should have some experience building rides/attractions on water, if not, you are going to learn in this scenario

So some pointers; First, you need to customise the train/vehicle sizes for all the big steel roller coasters that are pre-built in this map so that the trains aren't longer than the launch pad, or else sometime in year 2 or 3 you are going to get crashes and that is going to be a disaster in completing this scenario

Next we need to figure out how Park Value works, and it works on these sort of lines; When you build a new attraction your park value goes up, and if you can keep the guests rolling in, and paying for your ride with as little down time as possible, this will make your park value better. Although over time, guests will want to pay less to go on your rides and you will have to lower the price for them to keep going on, this will make your park value dip a little bit, but it is what it is. What hurts park value the most, is people not going on rides, so if you have rides in your park that guests aren't going on, either lower the price, or get rid of them and build new ones instead, dead weight will do you no good in this map

so there are 1 or 2 easy ways to complete this map;
Just play it like you would any normal map, but keep some space at the end so you can fight 2 or 3 "exterminator" roller coasters ( steel design ) and then when you are at august or September of year 3, build those roller coasters in that spot, and make sure guests can get to them and you should be able to easily hit that 20 k mark ( assuming you have the money to do so, which hopefully at this point you should )

or

Do what I did and destroy all beginning rides for some surplus dough, and since you get steel roller coaster at the default, build my custom shuttle loops TM, - or regular ones if you want - ( I built 50, although 30 would probably be enough ) with 50 custom shuttle loops i started the price at 2.00 $, then had to lower it to 1.50$ and then had to lower it down to 1.00$ and I still ended up with a park value near 90k
Evergreen Gardens
Evergreen Gardens
Difficulty; Easy

First thing, this is a long map, 4 year maps take quite a while, but luckily this one is cake, thanks to it's default amazing size. First you want to get rid of all the "maze like" or confusing foot paths around the park, or else you are going to get a lot of stuck or lost guests. Next, fill this park up with rides, you have all the foot path you will ever need, and to make it so you can hit the 1000 guest mark easily, just whatever space you have, put a ride in. It wouldn't be surprising if you could manage 40+ rides in this scenario, the key here is to get guests waaaay out into your farther reaches so they don't get to congested near your park entrance. ( So if you can, try and lead some guests out there from your park entrance ) If you are going the improved shuttle loop route, just make sure to max out funding at the beginning of the scenario for steel roller coasters and by the end of march you are in business. I built 82 of my custom shuttle loops in this park ( since they are small and don't take up much space, if i wanted i could probably build around 130 of them ) If you don't want to build that many loops, you are going to need probably around 40 or 50 or so, and make sure to make those queue lines longer regardless if it's a loop ride or not, if half your guest count is in queue lines then hitting the 1000 guest target will be cake. If for some reason you are struggling to hit that guest mark then start campaigning hard ( I started campaigning near the end of year 1 and went ham with it for the whole scneario and had around 3500 guests at the end of October year 4 ) So other than that, this scenario is cake, just long cake is all, and make sure any handymen you have around have the "water gardens" box checked, there are lots of garden like features in this map which will help improve everything in your park, so if you can, don't get rid of any garden type stuff and either try and construct rides around or through them, but if you must get rid of some, so be it, you can always build more garden stuff afterwards if need be.
Bumbly Beach
Bumbly Beach
Difficulty; Medium

Ah, short and sweet, makes up for the previous scenario, this time you only have to wait for the end of October year 2, atlhough that is where the easiness ends. First off, this scenario is filled to the brim with lame rides, next as you can see, this is a small map, so you will have to be very careful upon ride/attraction placement. Luckily, all the shops and stalls you could ever need are already researched so I would suggest maxing out roller coasters. The first new coaster you are going to get is the single steel coaster, which isn't that great, but if you borrow the tutorial desgin from Forest Frontiers ( or just use it from my coaster pack below ) you will realize that coaster has pretty good stats and doesn't take up too much room. So build a few of them to start making some money. After that you have some options; Either keep researching until you hit corkscrew coaster or start developing other rides, I chose the former and once I FINALLY got the corkscrew coasters I went to work. I have 2 custom designs ( left corkscrew and right corkscrew ) and I was able to squeeze in 31 or these ( more or less built like a shuttle loop, but instead of a loop, its a corkscrew, these are part of my downloadable coasters below ) Also, I built 3 slides for those sissies who have bizarrely low preferred intensities and I also built a 4 platform mono rail just for kicks. Despite how you fill up this park, just make sure to have plenty or room for foot paths, and better yet queue lines. You need to be able to squeeze 750 people in here and one good way is to trap them up in queue lines ( just make sure people don't wait too long in queue lines or else they will actually leave them! ) So if you can, build rides on top of each other to save map space, but at the same time, use up as much map as possible. For me, I had no trouble hitting even 1000 - 1100 guests before I started campaigning so as long as you have enough paths built up you should be good, if not, campaign away to get those numbers up, and as always, make sure to keep that park clean, luckily from the small size you will probably not need more than 35 handymen keeping up with all the vomit, but if you do need more perhaps try making lots of benches for people to sit on as well, sick people sitting will gradually have their nausea go down. Just make sure to have some security guards patrolling your bench areas to keep that vandalism down.
Trinity Islands
Trinity Islands
Difficulty; Medium

This scenario is much like the previous one with just a few changes; The map is bigger which is nice, although the land in which it sits is not nice, but luckily we get better rides in this map. First I would connect the far island to the park entrance if possible, remember you don't want too many maze like paths that lead no where or else you are going to get lost guests. Next, ride location is going to be key here, and if you can you may need to stack them on top of each other, because you are going to need space for foot paths and queue lines. Luckily if the shuttle loop is your go to coaster it comes out pretty quick with max funding, so in the mean time, build 5 or so Forest Frontier Tutorial coasters ( single steel coaster ) until your loops are ready for action. With my better shuttle loop design I was able to squeeze in 50 of them in this map, so if you go for the default design you probably will only be able to fit 40-45 which should be enough to get the job done. Thankfully also for this map being bigger it shouldn't be to hard to hit that 750 guest prerequisite once all of your rides are complete, if you are struggling to hit that guest mark, as always campaign hard and keep at it ( with tenacious campaigning I was able to hit around 2700 guests near the end of October year 3 ) Also I noticed that vandalism seems to run a bit rampant in this map so make sure to have plenty of security around and keep your areas as pretty looking if possible. Last but not least, if you don't want to go the shuttle loop route just make sure to fill this map up intelligently to maximize rides/walkable paths to fit the guests needed. Plus you will eventually have to do some research to get a food stall, so once you got the rides you need, start researching on stalls so then your guests will not eventually starve.
Katie's World
Katie's World
Difficulty; Easy

Now despite the fact this may be an "easy" scenario it can be a pain at times for 3 reasons; there are a lot of trees so you will be cutting quite a bit down to fit rides, the land is not level so get ready to be using the direction foot path building paths when you make them, and rain, holy jumpin's is there a lot of rain ( not unheard of to rain every month ) But here is the good news; You only need a Park Value of 15 grand to finish the map ( easy peasy, lemon squeezy ) and we get or beloved steel roller coaster with max funding by the 2nd month, so we know what that means; Shuttle loops! Now for me, I completely wiped out all the pre built rides and built 58 of my custom shuttle loops, although if you want to just win the scenario, 20-30 shuttle loops of any kind should do, just make sure guests keep riding them. The main thing to look out for is your Park Value through out the scenario because when it rains no one will go on your rides ( unless perhaps they are underground? Fortunately one does start there, so make sure to check that out ) so when that happens your Park Value will drop, but once the rain stops, it will slowly start to go back up again. So with that all in mind, however you want to do this map, just make sure to keep the Park Value at in around 30 000 and you should be golden, since this is a Park Value scenario. Also note, if you are going to be keeping the pre built coasters, you will want to make sure to rearrange their car/vehicle line ups on their station platforms or else you are going to get some crashes, so be aware of that. Also, guests and park rating don't mean squat, just make sure guests are riding your rides, and if you are struggling to get that value up near the end of the scenario, destroy some old rides and rebuild them fresh near the end, and fill up whatever area you can with new rides and this scenario should be as good as done.
Dinky Park
Dinky Park
Difficulty; Hard

Now this park is really going to require some grade A attraction/ride fitting/stacking. Hate to say it, but unless you use shuttle loop cheese, this one is going to be quite difficult. Speaking about cheese, the Steel Coaster is the first to be researched so set that to max so then you can start building by the end of March. In the area you start with, I was able to fit 10 of my custom shuttle loops in there with relative ease. If you can only get 6-8 that's fine, because you can actually expand on this map over to the lake side. The first thing you will notice to access the lakeside land is that you will have to buy some "construction rights" first. Basically this makes it so you can't change the land in any way, but you can build paths over it ( which is going to be required to get to the actual land you can buy ) now granted that the land is cheap in this map, don't go to overboard, only buy what you need when you need it, and if you get additonal funds, then continue on. The time I was finished building rides/attractions I had 25 custom shuttle loops with x3 drink/food/bathroom locations, and my Park Value was hovering above 50 000 pretty much the whole scenario ( One last rain day came by in October of year 2 and brought my Park Value just under 50 000, haha lame ) anyway. Shuttle loops are the way to go here, whether you use my custom ones or the default ones. I would say the minimum you need is at least 15, and make sure they stay popular ( I started my addmission price at 2.00$, then going down .50$ each time when they wouldn't pay that anymore) make sure guests keep filling those up, if you are having trouble with keeping that Park Value up, build more shuttle loops, they are the MVR ( Most Valuable Ride ) in this map, and if you have to buy land/rights to build more, so be it. Remember this is also a Park Value map, so you don't have to worry too much about guests or rating, just make sure your guests are keeping those rides full, and do whatever it takes to squeeze in as many rides as possible ( stacking them on top of each other if possible, just make sure you have paths that connect to your entrances and exits ) and with that, this scenario should be won.
Aqua Park
Aqua Park
Difficulty; Easy?

For some weird reason I did not find this scenario challenging at all, there is nothing new here that you haven't seen before it terms of land usage, and luckily the first roller coaster that gets researched; Steel Coaster, so piece of cake. I built 39 custom shuttle loops with 1 exterminator coaster ( although I took 1 vehicle per train away and added a braking track just before the station platform ) and the map was easily won. Now if you are not going to go the stuttle loop route, just make sure to fill that park up with; rides, attractions, and paths and make sure that your paths aren't to maze like and you should have no problem getting 900 guests to fit in. Of coarse if you are, you can use the good ol' campaigning to get you there. One thing I did notice is that the vandalism can be kind of bad here so if you build things that can be vandalised make sure to hire plenty security and pretty up those areas with scenery to help keep the vandalism down. All in all, if you beat every scenario before this one, this one should be pie or cake, whatever you prefer heh.
Millennium Mines
Millennium Mines
Difficulty; Medium

To be perfectly honest this scenario is actually pretty easy, there is just 2 small caveats that can make things a little bit tricky; First, it loves to rain in this scenario, sometimes even twice a month, and the building area isn't quite ideal, so if you don't want to do a lot of land scaping, you will definitely need to make some directional path building. Luckily though, if we research coasters right away, we get our signature steel roller coaster and we all know what that means; Shuttle loops away! I was able to squeeze in about 66 shuttle loops ( destroying the original ride for space and money ) although, 66 isn't necessary, anywhere between 40-50 should be sufficient. If you aren't going to go the shuttle loop route, just make sure to fill this map up as much as possible and make sure you have plenty of path to fill in the required 800 guests. Thankfully the map is a decent size by default so cramming in 800 guests should be no sweat, although if you are struggling to get those guests in, you can always use the handy dandy campaigning to bring them in. Last two things I noticed is that 1, the vandalism seems to be kind of high in the map so watch out, make sure to be diligent on hiring security and if you can pretty the place up a bit near your "would be" vandalise-ables. Then number 2, I noticed that if you have lots of upraised paths and what not, that handyman for whatever reason like to fall off of them somehow, so if you can, try and keep paths as low as possible to a surface, if that isn't possible, just make sure to keep an eye out. If you have areas where the vomit and garbage are suddenly way higher than usual, no doubt its a handyman that fell of the path, so keep your eyes peeled.
Karts and Coasters
Karts and Coasters
Difficulty; Hard

Oh boy is this map a pain, first the terrain is horrible and next, there are trees, LOTS of trees, AND to top it off, you get absolutely no good coasters with researching, yikes. Despite this, there is a ride that can save the day and that is the whoa belly, which if you research hard for thrill rides, won't come until June, so in the mean time, you can build some tutorial coasters with the single steel design or makes some incredibly small kart tracks ( since they seem to always have high excitement ) to by some time ( I have a custom kart track called; Lol Track in my download below, it has good stats and people will ride it in the meantime ) and then once the Whoa Belly ride gets researched, you can either use my custom design "Awesome Tower" or start making your own ( i would suggest at making them as small and slow as possible, for whatever reason it gives them better stats over all ) If using my custom design, just make sure to have queue lines leading to every single one ( in fact make sure to have plenty of queue lines leading to every single ride in this scenario ) I was able to fit 108 of my Awesome Tower TM - That is after I destroyed the pre-made rides and just placed them all at height 15 to make a flawless grid pattern - But of coarse it's not really necessary, if you are going to keep the default rides in, you probably only need to build perhaps 30-40 whoa bellys. ( One thing about Whoa Bellys is that their nausea is usually a bit high, so make sure to keep plenty of handymen around, because there will be vomit, lots and lots of vomit ) Also, note, if you are going to keep those Woodchip coasters in, keep a close eye on them, and perhaps change their train/vehicle arrangement, when I was playing this scenario one of the Woodchips had a crash in April year 1 killing 6 guests, so watch out. This map is going to be very difficult without using ride spam cheese, but if you do not wish to do so, just make sure you have some long queue lines for quests to get "stuck" in ( as long as they are not stuck too long or else they will leave them ) and make sure you never over charge for rides. If you are having difficulties hitting that 1000 guest mark, as always the handy dandy campaign options are available and keep hammering those as necessary to keep that guest mark up. Luckily I found the vandalism to be quite low in this map, so take advantage of that and make sure to build lots of benches and garbage bins to help keep the park clean and perhaps help fit a bit more people in, although despite it being low, it still happens, so just make sure to keep some security in your "vandalism" areas.
Mel's World
Mel's World
Difficulty; Easy

Wow, what a difference this scenario is over the previous scenario, first, all useful stalls are ready to go and you start off with steel roller coaster design, what more could you ask for? So with that, shuttle loop away! I got rid of all the pre-built whatnot and grid patterned 58 shuttle loops in the park, there was space to build more but I didn't think it was necessary since it wasn't. If you are going to keep the original rides then another 30 shuttle loops should be enough to get the map finished. ( If you are not going to keep the pre-built rides then you will probably need around 40-50 shuttle loops) One thing to note is if you can, use up all that space so you can get as many guests in here as possible, 1200 might be a little difficult to fit in a smaller area, so make sure to take advantage of all the park you can. I started campaigning September year 1 and ended up with almost 3500 guests in the park at the end of October year 3, so if you are having troubles with guest numbers then campaigning is definitely the way to go. Other than that, just keep up to your park building strategies and this map should be as good as beat.
Mothball Mountain
Mothball Mountain
Difficulty; Hard

And here we go again with a big difficulty swap, although if you made it this far, it shouldn't be too bad. First you are going to realise that this map isn't all that big, second, buying land in this map is EXPENSIVE, so if you must buy land make sure to only buy land that you need, don't willy nilly buy land that you aren't going to use. Also for kicks, funds are extremely low in this scenario, you can only loan out to 15 000 bucks and there are no rides for you to demolish for extra funds, so be mindful of that. Luckily, after doing some heavy research we get our scenario winning ride the Steel Roller coaster at the end of March, which will become imperative in this map. Thanks to the shuttle loop's small and easy design you should be able to fit at least 15 or so in the first area. ( I was able to fit 21 custom "better" shuttle loops in the beginning area ) After you have used up the beginning area it will be time to expand up the mountain, but as I said, ONLY buy land that you need, your rides will still work if the land around them isn't yours, as long as they fit then good enough. For me, I built 2 tiers of 10 shuttle loop rows up the mountain for a total of 41 loops, which was more than enough to win the map. If you are super lucky and lazy and can squeeze 20 loops in the beginning area, then you might have just enough space to fit the required 800 guests in your park, if not, you will either need to campaign hard or expand some foot path up the mountain. If you aren't going to go the shuttle loop route then you really need to bring your AAA game for ride/attraction placement here, plus you have to make sure you have enough paths to be able to fit 800 guests, so if need be; build rides/paths on top of each other, it will be kind of a mess but it may be necessary to complete this scenario.
Pacific Pyramids
Pacific Pyramids
Difficulty; Easy

The only hard thing about this scenario is that you have to wait the agonising 4 years to complete it, other than that, this map is cake. First you start of with steel roller coaster, so with that you know what to do... Plus the map is FLAT for the most part ( what a godsend that is compared to the whacky terrain from the last couple maps ) and if you need to buy more land it is super cheap in this scenario. For me, I just built 64 of my better custom shuttle loops and pretty much called her a day. ( also doing a grid pattern for paths so people wouldn't get lost ) The only land I purchased was just the flat stuff and it was more for making my grid pattern more square rather than the need to expand park space to fit guests. Despite the fact you need at least 1000 guests in this park by the end of year 4, realistically that should be no sweat, but if for whatever reason you are struggling to keep up, there is always campaigning. ( I believe I started campaigning aggressively at September year 1 and had around 3200 guests in the park by the end of October year 4. One thing I did notice is that the vandalism in this map can seem pretty high at times, so make sure to have plenty of security and scenery objects around your vandalism-ables (?) but other than that, you should not struggle with this map at all, even if you don't go the shuttle loop route, just fill up all the space with rides and paths, and if you need/want more land, just buy out all the flat land first and take it from there.
Crumbly Woods
Crumbly Woods
Difficulty; Medium

This map is much like karts and coasters except better because A) You start with the coveted steel roller coaster design, and B) all the necessary shops and stalls are already researched, so no research necessary here. The only difficult thing you are dealing with in this map is the uneven terrain and the boat load o' trees everywhere, but other than that this map is not tough at all. Do keep in mind though that you want to use up as much space as possible since you will be required to have at least 1200 guests fit in here, so make sure to fill it up as much as possible. I was able to squeeze 75 shuttle loops in this map ( only taking up about 2/3 the space and demolishing all the old rides ) although you won't need to go to that extreme, probably more around 40-50 should be enough to finish this map off. If you don't go the shuttle loop route, just make sure to pack this map up with rides and paths to make sure you can fit 1200 guests in here, and as always, remember to make your paths easy to follow, no maze like or confusing path ways unless you want a stampede of guests getting lost in your park. Of coarse if you are having troubles with guest numbers, just tenaciously campaign to keep those numbers up ( I started aggressively campaigning at September year 1 and had around 3200 guests by the end of October year 3 ) but other than that, this park isn't something that you haven't seen before, so completing it should be a cinch.
Big Pier
Big Pier
Difficulty; Hard

This map is seriously going to require some out of the box thinking, more so for fitting in rides. First lets talk about the fact that you don't actually own this land and you can only build rides/attractions/paths on it, no land scaping no land purchasing or any of that "convenient" stuff. Luckily though, there are some ways on making this scenario much easier to obtain the objective. First, guest count, as you can see this is a tiny map, and one that you cannot expand on, so we will need to "expand" within the borders, what does that mean? That means double decker time. By now you should be well experienced in the ways of building paths using the directional arrows and ramps up and down ( and if you are not you will be now ) so using that experience you can actually build a whole "new" path pier directly under the starting one for double the path area, this will make it much easier to squeeze in 600 guests. If you really desire and what to make things a bit more crazy you can even go as far as having a 3rd tier by building a foot path directly above the default pier and having "3 layers" if you will, although its not necessary ( 2 was enough for me ) but if you want, the option is there, just make sure that third tier doesn't get in the way of rides, speaking of which; Rides. Your ride building/squeezing in as much as possible skills are going to be put to the test here, it is imperative that you don't waste ANY unnecessary space for ride building, and it would be advised to build only good rides that people are going to go on and luckily for us the best ride only takes 30 days to research with max research on; Steel Roller Coaster design and we know what that means; Loops, our lovely lovely loops. Even then though, depending on which design you use ( whether it be default design or my designs ) you are still going to need to do some serious planning to fit these in here. If you can, 20 shuttle loops would be ideal, for me using my "better left/right shuttle loop" designs I was able to fit in 32 just barely without being able to use queue lines, but it was still worth it in the end. If you aren't going to go the shuttle loop cheese route, just make sure you aren't building garbage rides that no one is going on, you don't want to waste precious space in this map. Also if you are having a hard time fitting in the required amount of guests make sure to build as many benches as possible, if you are going double decker and bench all of that up, you could have as many as 200 guests sitting down at one time and of coarse handy dandy marketing, with a double decker pier and aggressive marketing starting in September year 1 I was able to fit just over 2100 guests by the end of October year 2 ( talk about sardines in a can ) Another thing I recognised as well is that vandalism seemed to be pretty low in this map, I had 10 security guards just walking aimlessly and it seemed to be enough to keep the vandalism out, in fact talking about staff, I had all staff members walking aimlessly with no blue square area to designate ( not like you would be able to know anyway since using that blue foot paths in the water is terrible ) I had 8 mechanics and 22 handymen and they were all able to keep up with everything in the park no sweat. So morale of the story; try to double deck your pier for foot path routes ( make sure to have easy connections between decks obviously ) and use smaller rides that have good intensity and excitement scores and this map should be as good as beat.
Lightning Peaks
Lightning Peaks
Difficulty; Hard

Oh boy, well, the good news is that we automatically start with Steel Roller Coaster Design, the bad news; Absolutely terrible terrain and terrible weather. Oh well, it is what it is. If you can get by the mountainous terrain you should be able to fit at least 40 shuttle loops in the top area ( I was able to fit 48 in the top area with enough space to build perhaps 6 - 8 more and I built 2 on the incline coming up the hill ) If you aren't going to go the shuttle loop route, then this map is going to be more like Big Pier where ride fitting management is going to be key, also note that some rides can only be built so high off the ground ( unlike roller coasters which usually can be built pretty high off of the ground ) Luckily though you only need to squeeze in 900 guests and without even trying I was able to fit around 1100 before campaigning aggressively which lead to around 2850 when the map was over. So as long as you can get pass building on the awful terrain then this scenario actually shouldn't be too bad. Just make sure to use up as much space as possible for guests to fit and this map should be as good as won. Plus this map will be good practice for Rainbow Valley...
Ivory Towers
Ivory Towers
Difficulty; Medium

Besides the fact I have no idea why this map is called this, this map is not all that difficult. The only things to really watch out for in this map is the fact that vandalism is terrible in this map, not only is it badly vandalised by default, it will continue to be a problem throughout the scenario even with copious amounts of security guards and good looking scenery. Also, just for kicks the weather can also be horrible in this scenario, sometimes raining for up to a week straight which can sometimes make your park rating go down by 100 or so points so watch out for that. Other than that, this scenario offers nothing you haven't seen before, the terrain isn't to bad and you start off with Steel Roller Coaster design and all the necessary shops/stalls are already researched, so no wasted time on research needs to be done. The only thing is, is to make sure you have enough paths to fit the prerequisite 1000 guests you need to complete the mission and this mission should be yours. If you go the shuttle loop route, 50 should be more than enough to get the job done ( I had 68 with lots of space left and it was more than enough for this map ) or if you are not going to go the shuttle loop route, just make sure to fill up as much of this area with rides as usual and this map should be as good as won. Again if you are having trouble getting that 1000 guest mark in your park, campaigning in the way to go, I started campaigning aggressively in September year 1 and I had around 3100+ guests by the end of October year 3, so that should easily do the trick if you get stuck. Just a double reminder to make sure to keep this park spotless and clean, and if you plan on having things that can get vandalised around make sure to have plenty of security and scenery, other than that by this point, you shouldn't have any problems with this map.
Rainbow Valley
Rainbow Valley
Difficulty; Aids

Oh boy, the map that no one was waiting for, unless of coarse you are a masochist. Anyway, it is what it is. First you will notice that you cannot alter any land and that includes removal of trees. So that no doubt means you will not be able to fit in any pre-made big roller coaster rides. Luckily after a month or two of adamant research in coasters we get our Steel Roller Coaster design, and with that, the shuttle loop is going to be our saving grace. Now when it comes to path placement what I did was; As best I could I made a path go all the way around the park fence and then built my shuttle loops just off the path. Now when it comes to ride placement basically what you are going to do ( whether you use shuttle loop or not ) is just keep clicking until it finds a place to stick ( no matter how obscure the location ) just make sure that there is enough path way space for your exit and entrances to somehow connect to your main path ( This map will truly test your directional pathing skills for they will be mandatory here ) keep going around the map doing this and if you did a decent job you should be able to fit at least 40 shuttle loops ( I was able to squeeze in 46, and I believe my play through years ago I was able to squeeze in 50 ) using my "Better Left/Right Shuttle Loop" design, but even with default ones you should be able to fit in 40. If you are not going to go the shuttle loop route you are still going to have a lot of trouble fitting in rides, since even clear 3x3 squares can be quite challenging to find on this map ( except for perhaps near the bottom ) I hate to say it, but just like Dinky Park, shuttle loops are going to be your saving grace here. However you manage to do it in the end there is also another very important note about this map; Your handymen will be CONSTANTLY falling off of your paths, even if you set their mow lawns to off. Because of your no doubt whacky path designs for whatever reason they will struggle to stay on, so you will have to be quite diligent about making sure to pick them back up and put them back on their paths ( It will be easy to notice when you have 70 of them, and you see your park rating taking a hit for no reason and still have areas with huge piles of puke and garbage ) So any time you park rating takes a hit and you find an area full of yuckiness, make sure to see if its caused by a handyman that fell off the path and pick him back up and put him back ( This is much more sensible than hiring more handymen that you don't need ) Also path wise ( If you use the strategy of building all the way around the park fence ) make sure to having some connections from one side of the fence to the other across the valley, I made 3 connections ( this just helps disperse your guests better and to get more of them out there ) And lastly when it comes to guests you only need to jam 1000 into this nightmare bin, luckily I didn't find it too terribly hard to do so, but of coarse if you are struggling, just campaign hard and keep at it ( Because eventually you will have nothing else better to do with your money anyway ) and of coarse make sure to keep your paths as easy as possible without maze like ends or complicated routes so guests don't get lost. If you can beat this map, then any map after this should be cake...
Thunder Rock
Thunder Rock
Difficulty; Medium

What a nice change this was over the previous map oi. Anyhow this map isn't all that difficult, it is kind of small so you will need to use some sort of descretion when placing rides up top on the rock, of if you are truly canny at ride placement you can even place them INSIDE the rock itself. Luckily we get our handy dandy shuttle loops right off the bat so that's a nice plus. I was able to fit about 25 or so up top and I had to manually build 20 into the rock itself ( just start with the station outside the rock and continue building it into the inside ) The only true trouble I had with this map was my mechanics were getting confused about which roller coasters to fix since they were over lapping each other from being on top of the rock and from being on the ground going inside it, so stay diligent when doing that ( if you are ) and if you can, try and make it so your mechanic blue foot prints don't over ride bottom vs top rides, its kind of a mess, and even more so without giving mechanics the blue foot prints so be on the look out for that. Guest wise I was finding it a little difficult in the beginning to hit that 900 mark, so I started campaigning hard in September year 1 and continued through until the end and I was almost able to hit 1800 by the end of Year 4. I also found that in this park vandalism isn't that bad at all so feel free to set up as many benches as possible to help with vomit and get more people in your park. Other than mechanics getting confused from rides above and below this scenario is not all that hard, just continue using your scenario crushing strategies and this scenario should be as good as done.
Mega Park
Mega Park

This is the park you receive after you complete all of the original Roller Coaster Tycoon scenarios. This park has no strategy because it has no objective and is completely for your enjoyment. But as you will notice this park is only relatively flat and you still have to start from ground zero and work your way up. Luckily I have gone ahead and completely levelled out the entire map, researched absolutely everything that can be researched, turned all the ground to sand ( in my opinion sand is the easiest terrain to use since its much easier to spot where your handymen/mechanic foot prints go, plus if you are lazy like me then you don't have to tell your handymen to turn off "mow grass" since there is no grass to mow ) and you even get to start with just a little over 150 000 dollars cash with no debt ( if for some reason you need more money, I believe you can borrow up to 50 000 dollars more ) All you need to do is just load in my "Mega Park" save file from my downloads down below and you will be good to go. Although do note; You cannot load up this save file without it not being an option or else your game will crash, so if you want to load up my save file you will have to make sure Mega Park is a selectable level first.
Download Links
This first link is for all the custom tracks, especially my better shuttle loop designs and the custom coasters and rides that I use in my Walkthrough;
https://www.dropbox.com/s/155f391z3vqclm2/Tracks.rar?dl=0

Unzip this file and place all the files within inside your tracks folder within your game directory ( You may see a warning saying; this file already exists do you want to over write it? and if so say yes or no, it doesn't matter, those are just the default coasters over writing themselves

Plus this folder contains all the pre-made park rides from every map as well so you can build the coaster from Diamond Heights in Forest Frontiers if you really wanted.

Next is every single scenario 3 days away from victory, so if there is a certain scenario that you do not feel like playing, you can just load it up, and just let it go for the 10-15 seconds and you will win the scenario;
https://www.dropbox.com/s/nbi771zse51gj40/Saved%20Games.rar?dl=0

Just like with the top link, unzip the file and place all of these files inside your saved game folder ( although I used the default saved names so if you don't want your saved game to get erased if you also used the default saved name, name your saved game something else )
10 Comments
Handsome Squid 28 Feb @ 6:10pm 
your point on rides costing less over time is correct which is why its better to start them higher, initially right after i build and open a coaster ill keep it at 4.50 then lower it eventually to 2 and maybe 1.50 depending on the stats and if its busy or not etc
t_todd11 10 Nov, 2023 @ 10:20am 
I ignored advertising for a long time, but advertising wisely brings in a ton of money. You can easily make 5-10k during an ad campaign. That will get you enough for a few new coasters.
BrandMang  [author] 23 Jul, 2023 @ 10:41am 
Glad to hear it :)
CoasterSky 22 Jul, 2023 @ 7:46pm 
I really enjoyed your walk through mang.
BrandMang  [author] 1 Jul, 2022 @ 4:11pm 
i'm going to go with, probably not on all questions, but there is an amazing mod out there that you can use that allows you to make your own maps ( and improves the quality of the original games using the rct 2 engine, although it also requires roller coaster tycoon 2 ) the link for it is here;
https://openrct2.org/downloads
Chrinchy 1 Jul, 2022 @ 4:31am 
Do you know if it's possible to add all the extra stuff from Corkscrew Follies and Loopy Landscapes into Mega Park? And if not is there a park in the expansions like Mega Park?
BrandMang  [author] 30 Jun, 2022 @ 2:44am 
no problem good buddy
Chrinchy 29 Jun, 2022 @ 12:38pm 
Okay thank you! I understand now...and thank you for your hard work!
BrandMang  [author] 28 Jun, 2022 @ 3:44pm 
you can only open the mega park level once all the original levels are completed, if you open mega park ( or a save file that has a mega park save ) it crashes the game if all the levels aren't complete ( or at least it did with me )

with the save file bundle I have in the links, i believe the mega park save i have in that pack is the mega park completely flattened, with all desert ground and you start with around 100-150 000 dollars cash
Chrinchy 28 Jun, 2022 @ 12:31pm 
Hey thanks for the in depth review and information. I consider myself an expert in the game but nonetheless there was info that helped me so thank you!

You mentioned a link to Mega Park, is that in this thread?

Right now I'm playing through the game again but 'm trying to not cheese the wins, I'm actually doing the objectives but at the same time trying to make a good looking park, spending time on the little things and details as well.