Knowledgebase: Game Manual
Posted by Luis Vera on 05 August 2018 10:29 PM

Coaster building is a creative art that needs to be developed over time and refined through experimentation, success and even failure. When you build your first coaster, it’s a good idea to make it small but complete. This will let you concentrate on the basics and not get lost and frustrated trying to cram all the latest, greatest technologies into a single ride.

Once you are comfortable building, slowly add additional pieces to your existing ride, or build a slightly more complex design. Remember, the goal is to have fun and create!

Roller Coaster Designer

To create a ride without distraction, use the Roller Coaster Designer. Click the Options button in the Main Menu and choose Roller Coaster Designer to begin.

Your first step is to choose a ride type from the Select Ride Types and Vehicles window. (You can select up to four ride types so that you can, for example, design rides that intertwine with each other.) Click the type of rides you want to build in this session and then click the Forward button in the lower right corner to continue.

A modified version of the New Ride window is displayed. Click the picture of the type of coaster you want to build. A new window will open that shows available pre-built rides, along with images, statistics, a Scenery ON / OFF button, and a Rotate button. Click on an existing design or click on Build Custom Design to go to the Main View.

Start building your coaster! (See page 37 for more details on the Ride Construction window.)

When you are finished, test and save your ride. This will make it available for future games.

Coaster Checklist

Although you can theoretically build a coaster using less, here is a good basic guideline for the elements required to make a workable, profitable coaster:

• At least two pieces of connected Station Platform track (one for the Entrance, and one for the Exit)

• Ride track that begins at the station platform’s start and reconnects to the station platform’s rear in a continuous loop

• Medium incline track with pull chain

• Initial slope downwards after the pull chain ends, to build speed and allow cars to complete the circuit.

• Banked track on curves to reduce excessive forces and tone down the intensity

• Special track pieces (like loops, or helixes) to add fun and excitement

• Station Entrance

• Station Exit

Simple Sample

With those basic components in mind, we’ll show you how to build a simple but elegant corkscrew coaster. It’s not the fastest or the fanciest, but it works just fine and may earn you a buck or two.

A. Station Platform – If you have only two pieces, your train will be very short. A short car is not always best since a longer one will generate more speed and momentum. You probably want to add a long station platform, but for this example, we’ll stick with the minimum.

B. Pull Chain – In most cases, you’ll need medium incline (upwards) track with a pull chain to get the cars up the initial slope. Some rides can use the steep incline, and others have “power-launch mode,” which may not need a chain at all.

C. Apex – This is where we stop using the pull chain and begin the downslope. Here is where a longer car would be more fun. The people in the front would dangle at the edge waiting for the rear car to get over the hump.YIKES!

D. Dropping In! – This is where the slope actually begins. We used one medium piece and one steep piece, followed by more mediums.The cars will zip down here and gain enough momentum and speed to complete the rest of the track.

E. Bank on It – Since the car is moving fast and heading into a turn, we used “banked” curve pieces to help absorb the forces. This keeps your riders from getting overly yanked around.

F. Get Loopy – Coming out of the banked curve, we placed a medium incline piece so that loop pieces would show up in the “Special Track” menu. We then added a nice vertical loop.

G. Say Cheese – We added another Special Track piece: an On-Ride Photo. This will help generate money, and increase the ride’s popularity. We followed this with additional special pieces — half-corkscrew left and right. Hope you had a light lunch!

H. Oooh, My Tummy! – Next we put in a little hill for a bit of tickle (air time), and to absorb and use the car’s momentum.

I. Lining It Up – Here we knew the track pieces would need to be connected one more square over, so we used a special piece called an S-bend.

J.Almost There – More banked pieces absorb the shock and slow the cars down a bit.

K.Whoa! – The last piece before the station platform is yet another specialty piece called Brakes, which will really slow the car down for safety.

L. Open for Business – When everything connected up, we placed Entrance and Exit buildings.

The next step was to test the coaster. Tests generated the following statistics:

• Medium Excitement rating

• High Intensity (but not too high to ride for some)

• Medium Nausea rating

Again, this is a relatively simple track. Your challenge is to experiment and make the wildest, wackiest, most hair-raising coasters imaginable.

Don’t forget to add scenery!

Managing Your Track Design

If you have downloaded or copied rides from a source outside the game, or saved rides in a folder other than the default Tracks folder, you can add them to your available rides using the Track Designs Manager. This simple but important tool lets you rename and delete rides from the Ride Building window. You’ll find the Track Designs Manager by clicking the Tools button in the Main Menu.

A. Disk and Game Options – The choices in this menu are About RollerCoaster Tycoon 2, Options, Screenshot, and Quit. See page 15 for an explanation of these options.

B. Track Design Categories – Click on any category to open a window that contains all of the track designs in that category (those that came with the game as well as any you have added). That window is identical to the window you see when building a ride and includes an image of each named ride, along with specifications. Click on a ride to Rename or Delete it.

C. Install New Track Design – Click here to import a saved track design. This will open a Load File window, where you can browse folders for saved “.TD6” track design files. Click on a file name to preview it and click OK to install it into the game. The game will automatically place it in the proper category.

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