How to Create a
I originally wrote this as two
posts on the message
boards at RCT Station. Shortly thereafter, Rob Tonto posted
it on his former RCT Tracks site as a couple of articles. The original
versions explained two ways to make scenarios; the first using just a
generic "trainer" and the second using the Scenario Tools features
of the Dragons RCT Trainer made by DragonsIOA ("Dragons Trainer").
For this tutorial, I decided to focus solely on the Dragons Trainer
and Doctor J's Save Game Modifer, since they are currently the only really
satisfying way to make new scenarios. Comments on this content are
always welcome. I would like to thank everyone at RCT Station (including
Red Phoenix and all of my fellow message board moderators); Rob Tonto
(for helping to motivate me and for hosting the articles and my first
set of scenarios); Jacko Ltd. (for chatting - go to bed!) and Henry Winkelstein
(R.I.P. RCTOA); Crispy and Postie (RCTUK);
BladeX (for his scenarios and his article suggestions - you mean not everyone
is obsessed with RCT History LOL!); rbarclay (for proofing and contributing
seamlessly to the text, as well as supplying the incredibleScenario Maker
Tracking Sheet); Robfasto (Crazyuscoasters.com).
You have all contributed to my enhanced and prolonged enjoyment of RCT
over the last 17 months. Most of all, I would like to thank DragonsIOA
for including the scenario tools in his trainer (Good luck with Scream
Machines, Brian!) and Doctor J (TID)
for updating his Saved Game Modifier to include scenario creation capabilities..
What is RCT?
Tycoon ("RCT") is a simulation game. The player
is given a plot of land and on that plot erects an amusement park
while keeping track of the success or failure of that amusement
park. Tweaking is done as necessary, but, for the most part, expansion
is the name of the game, while formerly built portions of the park
are left to run of their own accord.
RCT uses a scenario format
- that is, at the beginning of a game the "player" selects a scenario
to play wherein he or she is given a plot of land of varying size
and shape and a set of artificially imposed conditions. The player
is also given a "goal" to meet and once that goal is met, the scenario
for all "competitive" intents and purposes is over. One can play
the scenario long after the goal has either been achieved or failed,
and indeed a player may choose to ignore the goal altogether and
simply revel in the sights and sounds of building and running his
or her dream amusement park. As designed, however, the game's emphasis
is on completing the scenarios.
The scenario format is
used by many well-known games of the simulation genre. Much to the
dismay of many RCT fans, what sets RCT apart from many of its simulation
game cousins is the noticeable absence of two items. RCT has never
contained a free-form mode (a.k.a. "sandbox"), nor a scenario creator/editor.
The game does not even contain a random terrain generator for any
of the provided scenarios. In fact, for unknown reasons, the game's
programmer and publishers actively discourage the foregoing items.
RCT was released in March
1999 and became an unexpectedly instant smash hit. It finished the
year as the best selling game (by unit volume) for 1999. And its
first expansion pack, Corkscrew Follies, placed an incredible third
on the same list when it had been available for only two months
(it was released in November 1999).
The original game pack
contained 21 goal-oriented scenarios, the longest of which extend
over a "four year" (game time) period and the vast majority of which
take place over a "three game year" period. The goals for the original
21 scenarios comprise two types. The first requires the player to
draw into the park a certain number of park visitors by the end
of a certain year (making sure the park rating - a measure of how
the visitors "feel" about your park - stays above 600, on a scale
of 0 to 999). The other group requires the player to achieve a "Park
Value" figure by the end of a certain year. "Park Value" is a nebulous
concept and the variables that make up the actual equation continue
to be debated by fans. However, playing these scenarios in the same
general manner as the number of Guests type usually ended the scenario
successfully. These original scenarios are often very easy to accomplish
(especially once the player discovers the benefit of advertising).
When all 21 original scenarios were completed successfully the game
produced a "hidden" extra scenario called "Mega Park" which is an
interesting, but ultimately unsatisfying, scenario/sandbox hybrid.
The Original Fan
Created Game Enhancements
Rather than wanting to play through
the scenarios anew, the fans lobbied for the two things that could
extend their game play indefinitely. A few computer literate and
incredibly generous fellow fans answered their collective cry. Game
modifiers were created (and dubbed with the unfortunate moniker,
borrowed from other games, of trainers) which allowed fans to create
completely sandbox-like conditions. No longer did a fan have to
wait for certain research to be conducted for a ride to be available,
or for a few more guests to come into the park to supply the necessary
funding for that next perfect coaster element. Nor did an artificial
barrier any longer prevent a designer from taking his or her park
to the game board's edges. The designer's imagination, as opposed
to the builder's inventiveness, was now fully free for exploration.
But many fans, myself included, really
enjoy the scenario format, having that sense of accomplishment instilled
when the goal is achieved. Another fan, Henry Winkelstein, created
the TRG Scenario Editor. The editor allowed players to create from
scratch an entirely new scenario for use with RCT. The TRG Scenario
Editor was well-received and fairly successful. RCTUK used to have
a great selection of fan created scenarios made with Henry's TRG
Editor. RCTOA also had a small number for download on its (now defunct)
Corkscrew Follies and Anti-enhancement
Soon after Henry released his Editor,
Hasbro Interactive announced that, based on the incredible success
of RCT, Chris Sawyer was developing an Expansion Pack that would
contain more rides, scenery and 30 new scenarios. Inexplicably,
however, and demonstrating that the "official" RCT world was monitoring
the world of fan created game enhancements with severe disapproval,
when Corkscrew Follies ("CF") (a.k.a. Added Attractions outside
of the USA) was released, the game code contained instructions,
the only purpose of which was to prevent the loading of any saved
game that had too much money, or owned land, or rides available
to build, etc. and to cause the game to crash and falsely indicate
errors when such saved games were encountered. Moreover, the code
was designed to identify unofficial scenarios in the specific slots
used by Henry's TRG editor and disrupt their use. Although Josef
Drexler was able to patch the "saved game" problem ensuring the
continued success of Mega Parks, the TRG Editor required an overhaul
if it was to be of any use.
A scenario editor was still a necessity.
CF added 30 scenarios, but again the problem was that once those
scenarios were completed, there were no new challenges available.
Furthermore, as noted above, even the ones made with Henry's Editor
were rendered unavailable and, if you can still find them around,
are compatible only with Original RCT. Although Henry got the Editor
working again with CF (and produced a sandbox scenario, "RCTOA Flats"),
I believe he wanted to change the interface and work on it some
more before releasing it to the public. During this process, however,
Hasbro Interactive announced the development of a second expansion
pack, Loopy Landscapes ("LL") and based on experience, more anti-Henry
(and anti-Drexler) code was anticipated, postponing the updated
Just prior to the release of LL, Chris
Sawyer was asked in an interview about the absence of a sandbox.
His response was at best inconsistent, comparing his game to Sim-Theme
Park ("STP") and stating that while STP was about micro-management,
RCT was about design. Strange sentiments considering that a free-form
mode enhances the design aspects of the game, but the interview
also clearly reflected Mr. Sawyer's belief that RCT was a game,
and that as such, should include rules, goals and conditions to
keep it from becoming just a design tool. In some ways he is right,
although one wonders whether he has ever taken the time to browse
through the incredible fan-created "Mega Parks" to see the full
potential of his game of which he has tried to rob the fans with
his anti-modification code and stubborn refusal to include a sandbox.
But that is beside the point - the
point is that if Chris Sawyer really believes what he stated, then
the truly inexcusable omission from RCT at any level is a working
scenario editor. If gaming really is about goals, then considering
the finite number of scenarios available in original RCT and the
two expansion packs, and the fact that Mr. Sawyer has written off
the possibility of another expansion pack stating that the game
has reached its limits, whatever did he want us to do with his game
when we finished them all - toss it aside? (God forbid). The curious
thing that continues to bother me about this whole affair is that
Transport Tycoon (another Chris Sawyer creation) includes a scenario
Loopy Landscapes and DragonsIOA
When LL was released in September 2000,
many of the game's staunchest fans were annoyed to find that more
anti-enhancement code had been included. Those fans that had previously
created enhancement tools began to write off the game, taking it
as a personal affront that Chris Sawyer apparently spent as much
time trying to short circuit their hard work as he did adding new
rides to the game. The Drexler Patch was updated to work with LL,
but many "trainers" no longer worked with the latest version. It
was time for "new blood" to come in and DragonsIOA quickly rose
to the top of the heap.
I was still looking for that elusive
scenario editor, so I "suggested" to DragonsIOA on RCTOA's message
boards that he include some scenario functions in his next version
of the trainer (what became version 5.0). Much to my astonishment
(it pays to ask politely folks), DragonsIOA quickly incorporated
the features. I ran a number of successful tests and created some
scenarios. I found some things that were "missing" in that version
and just noted to DragonsIOA their absence (and DragonsIOA came
up with some of his own missing items, too). In version 6.0, DragonsIOA
included a number of new tools that made these fan created scenarios
even more playable. DragonsIOA first released a Beta of version
6.0, then a Beta2, but left it there. This tutorial applies to that
Beta2 version and will be updated if the final version is ever completed
and released (or if a scenario editor is ever produced). Feel free
to experiment with other "trainers" if you find that version 6.0
is missing a feature or produces unstable results for some functions
(Although for the scenario tools, you will not find them anywhere
A side note - some people have complained
that the editor does not convert the "scenario" from a saved game
(.sv4 file) to a .sc4 scenario file - accessible from the New Game
selection screen. If you follow this tutorial, it makes very little
difference and avoids the "slot" problem. I suggest that you simply
create a subfolder in your Saved Games folder called Fan Scenarios
and keep them all there, then when you select load saved game -
just click on the new folder and select the scenario you want to
play. It starts at March 1, Year 1 just like a regular .sc4 file,
so I do not see any real drawbacks to the saved game format. When
you play it, just make sure you save it in your regular saved games
folder to avoid overwriting the virgin scenario.
How to use Dragon
trainer - The Tutorial
(other trainers are available but will
You should have the Drexler
Patch installed with this tutorial. This guide uses Dragons
Trainer version 6 beta 2 - go get the trainer, unzip it, start
it up, and then start RCT. In addition, you must have
Loopy Landscapes, as the trainer will not work with earlier versions.
Also, not that this is actually a guide to get you familiar
with the tools at your disposal, rather than a strict step-by-step
tutorial; not everything needs to be done in the same order (although
some things are done better in order):
By the way - you start
the trainer running by double clicking the icon. Once it is up,
let it remain running in the background. If the game has trouble
loading because the trainer is running, you can start the game first,
then press "Alt-Tab" to go back to Windows and start the trainer
1) Load up a new Forest
Frontiers game. Pause it, then proceed to the game's research window
and select "No Funding" to get rid of the annoying research messages
while you are working. Close the Research Window out.
TIP: During this
process you should save your work regularly. And I strongly suggest
saving consecutive games, rather than simply saving over top the
previous saved game. Example: NewScenario1, then NewScenario2, then
NewScenario3, etc. You can then delete all the older versions later
(or as you go along and get 3 or 4 steps past them).
2) Hit F12 to bring the
trainer up into the game (it will appear in the middle of your screen
as an overlay). Select "General Settings". There, click "Freeze
@ $5,000,000" and "Freeze Time" (March, Year 1). This is simply
to help you work peacefully without worrying about running out of
money in the middle of your creation. Select "Return to Game".
3) Now zoom out, take
a good look at the park and visualize how you want it to look. Did
you ever wish you owned that cabin right (off to the right when
looking at the map from the park entrance) from the beginning -
Let's go get it.
4) Bring trainer back
up (F12) and select "Land Tools". There click on "Invert Map". This
inverts the map - meaning you now "own" all the land outside the
fence, and no longer own the land inside the fence. Go back to RCT
("Return To Game") and grab your shovel - make the land you want
to own turn to desert sand. "Paint" the ground (by left-clicking)
under the shack and surrounding area as sand (just make a 25 x 25
square area or so); the game's "see-through scenery" function works
5) Bring up the trainer
again (F12) and go back to "Land Tools". IMPORTANT: Hit "Invert
Map" again so that you go back to owning what you did originally
(and now "unowning" the sand and the rest of the land outside the
fence). Go to the right side and "Select Type to Change" as sand
- click on "Own" and the hit the box "Change Ownership". Go back
to the game. There should now be a new fence around the sand area.
TIP: If you lose track of which way the map is oriented,
just use the game's land shovel to try and raise a square - if you
are inside the fence and it lets you raise the square, you are properly
oriented for this step.
6) But what if we do not
want it to stay sand - we want it to blend in? Easy - F12 time -
"Land Tools" and go to "Surface:" make sure it says "Grass" and
click "Change Surface". Return to RCT - Green Grass all around.
7) Repeat steps (4) through
(6) to join up the small area we just acquired with the rest of
the original park. When you are done you should have one contiguous
fence enclosing the only "owned" land in the game.
8) There is too much room
in the whole park now so next we will remove some of the park area
that the original scenario supplied. Make sure you own the land
inside the fence again. This is accomplished like the above process,
but for variety this time use the rock top to designate the land
to be switched. Go to the "Front" of the park and remove the path
and topiary leading up to the entrance. Fill in as much as you want
to get rid of with the rock face. Now select "Not Own" and click
on "Change Ownership". (NOTE: There is no need to invert
the map this time as you are inside the fence ("owned" land) and
you want the rock outside the fence ("unowned land"). It takes some
practice getting used to working by inverting the map, but soon
it will become second nature.) Go back to the game - the fence has
now moved in (sometimes you have to move the changed area off screen
and back again, or zoom in or out for the change initially to become
visible). Bring the trainer back and make the land all go back to
grass using the quick "Change Surface" function. Notice any problems
- now the entrance is in the middle of nowhere. We will deal with
that in a minute.
9) Now that you have your
park boundaries delineated - you can add land that is either "For
Sale" or for which Construction "Rights" can be purchased. This
is done exactly the same way as changing owned and unowned land
(except you use the circles for "For Sale" and "Rights", of course).
Because we are using Forest Frontiers, there will already be some
land for sale - you can use the above steps to make it all "unowned"
and then start from scratch, or simply work around it. NOTE:
There are some quirks here. REMEMBER - when the map is inverted
from normal, the game THINKS you own everything outside the fence
and that you do not own anything inside the fence. So choosing "For
Sale" or "Rights" makes the land NOT owned but "purchasable". If
you try to do this with the map inverted the wrong way, the game
will rebuild the fence so the purchasable land will appear inside
the fence - it takes some practice to get used to it but this is
NOT a bug in the trainer - it functions correctly. SAVE
YOUR GAME if you want to try the following EXAMPLE: Make some
of the land outside the fence Rock Top (you have to invert the map
so that you "own" the land outside the fence). Now bring up the
trainer - If you just go to Land Tools and select Rock "For Sale"
- when you go back to the game the fence will now include that land
with the intended park land (You do not want that!). Now reload
(if you tried it) and this time Invert the map. You can always go
back to the game and test the map's orientation by trying to raise
one square of land inside the fence. If it raises and lowers you
are oriented correctly, but if you get the error message "Land Not
Owned", then invert the map. When you again own the correct land
(inside the fence), click "For Sale" and "Change Ownership". Go
back to the game, bring up your entrance screen and check the land
for sale. The land you marked with rock should have flags on it
(you can now change it back to grass if you want).
TIP: If you did
not invert the map correctly and you end up with the fence around
both the owned and the "purchasable" land, invert the map so that
you own the "park property" and hit "Rebuild Map" (otherwise we
will get to this function shortly) in the "Land Tools" section of
the trainer. This will orient the park fences correctly.
10) We now can take care
of that entrance. Invert the map if necessary (learn to love this
function - you will use it a lot) so that you own the land outside
the park. Go over to the side of the map by the newly owned mining
shack. Immediately outside of the fence place THREE giraffe statues
side by side facing the edge of the map (backsides to the fence).
The giraffe statues will be replaced by the entrance in a second
so make sure they are positioned in a good spot (the center giraffe
statue, of course, will be the center of the entrance). Do not worry
if you have to remove a few trees to get it where you want it. NOTE:
The land under the center giraffe MUST be unowned (or construction
rights). It CANNOT be owned land, because the peeps will not be
able to get into your park (they can only walk onto unowned land
until they pass all the way through the entrance gate).
11) Bring up the trainer
and select "Land Tools". The trainer allows you to select the type
of path you want under the Park Entrance. Select the path (I am
using dirt for this tutorial) and click on "Move Entrances". Notice
the original entrance is now gone. The park fence is still behind
the entrance. Not to worry; that will change in a second. NOTE:
If you ever forget to place the giraffes first - the original entrance(s)
will disappear. This is not a problem. Simply place the giraffe
statues where you want the new entrance and the park entrance suspended
in limbo will suddenly appear where the statues are placed.
TIP: If peeps are
turning around at the entrance gate or if they cannot leave the
park and you have already made sure the land is not owned under
the center path, then the problem is probably that the paths are
not connected to the entrance path (there is a very short break
in between that the peeps see as a dead end). This often happens
when you have moved the entrance onto a preexisting path. When the
entrance is placed in the middle, the paths do not automatically
reattach. You must do this manually by deleting the path immediately
in front and behind the entrance and then replacing them.
12) Make a path from the
entrance square to the edge of the map. See how it does not quite
connect off the edge? Bring up the trainer (F12) and select "Land
Tools". Click "Rebuild Map" (it is right under Invert Map). Go back
to the game. Now look at the entrance path - it leads off the edge
into the abyss! Also look at the fence behind the entrance. It is
now gone, too! NOTE: If the scenario you are using as a base
already has two peep access routes (ex. Bumbly Beach), you may have
to delete one (but only one) of them first before this will work.
See the Very Important Note after Step 13 below.
13) Now the new entrance
is all set, but what about that old pathway. Well the peeps do not
know yet that they are not supposed to use it. We have to change
that. Go over to the former entrance. You may see some peeps on
the pathway. You did leave that path there right? I had not told
you to delete the part outside the entrance yet - and for good reason.
We did not delete the path squares to the old entrance because I
have found that a peep will enter onto the platform even without
a path at the old entrance, and then will wander aimlessly until
he falls off the edge again or he is taken out. The game's peep
pincers (in the peep window) will not work no matter how many times
you invert the map and the Dragons Trainer "Remove Peeps" function
was not activated for the Beta2 version. However, if all else fails
you can use the Neutron Bomb function on the Henry
Winkelstein TRG Swiss Army Knife. So I recommend rebuilding
the map first. Then, after making sure that there are no peeps on
the old path, delete it. By the way, if the map is oriented so you
"Own" the land outside the park, you will have to Invert it so the
peeps can traverse the path and walk off the edge. When the Peeps
are suddenly placed on "Owned" land without having walked through
the park entrance, they panic and will just pace back and forth
- actually it is because you confused them programming-wise. Simple
fix; just invert the map, but be prepared to invert it again as
soon as the last peep walks off the edge so you can immediately
remove the access path.
TIP: If you are
having trouble with peeps continually walking on the map before
the last one walks off, use a "Do Not Enter" banner just after the
first access square.
NOTE: Because you
have already connected up another access route in Step 12, once
the old path is gone the peeps should stop using that entrance point
and appear only on your new path. On occasion, however, I have seen
peeps continue to try to access the board from that land square
after the path is deleted. Thus, I recommend immediately after deleting
the path there, bring the trainer back, select "Land Tools" and
click on "Rebuild Map". It will reinforce your new entrance and
the fact that the old one is gone.
VERY IMPORTANT NOTE:
The game will allow as many physical entrances as you want (although
if you overdo it there might be a glitch in the way the banner reads),
but you can have only two paths from which peeps walk
onto the platform from off the abyss. If you want to add a second
path off the abyss to your park entrance(s), I suggest you make
one working path first. Then delete the old path as indicated above.
Only then should you go back and place the second peep access path.
Then once again use the "Rebuild Map" feature to connect that new
access path (you will see it worked if the path actually connects
fully to the outside abyss).
VERY IMPORTANT TIP:
There is also something else you need to remember. The "Rebuild
Map" function works like this: the game starts at one side of the
map (for our purposes which side is basically impossible to determine
before hand) and then searches from square to square for the first
two path tiles on a platform square immediately adjacent to the
abyss and converts those two squares into peep access routes - so
before you rebuild MAKE SURE that the two path tiles you
want converted into peep access tiles are the ONLY two path
tiles on squares at the very edge of the platform.
14) Now is the time to
"decorate" the land outside the park, if you have not already done
it yet. Add whatever scenery you want. Remember, just because it
appears outside the park does not mean you have to make it available
for the player.
NOTE: I had you
designate land rights before decorating outside the park area. This
order was prescribed for two reasons. First, now you have a better
idea of where a player will be building a park so you can try not
to interfere with their possible building rights. Second, I have
both made and seen other scenarios made where in decorating outside
the park, a decision is made to put a roadway in that leads to at
least one edge of the map. Designating land ownership and rights
works like the rebuild map feature listed in the Very Important
Tip above. If you are not careful you can inadvertently create an
unintended access path along that outside road that never connects
to the park entrance. Peeps will wander on to the game board, but
will never be able to get to the park entrance.
15) You can now add whatever
path(s) inside the park you may want to provide (remember some scenarios
have pre-laid paths while others do not. This is your scenario!).
You can also add rides, remember Diamond Heights? How about partially
built coasters, remember one goal is to have the game player complete
the 5 prebuilt coasters (the goal will be met when the first five
coasters started are completed, so you should start five coasters
now if you want to select that goal). Do you want the park open
with a few peeps already inside? Now is the time to make these decisions.
When you have it the way you want it, continue on to 16.
NOTE: Up to this
point, you may have used many of these or similar functions for
creating mega parks, but now we deal with the exclusive "Scenario
Tools" screen of the Dragons Trainer.
16) Bring up the trainer
and first go to "General Settings". You want to Unfreeze Time and
Unfreeze Cash (from $5,000,000). Go back to the Main Trainer Menu
(not the game). NOTE: Do NOT return to the game until
all of the following is done (it is not as much as it looks at first).
If you want to change something later, you'll have to re-do all
the following (resetting the rides/shops/themeing).
TIP: If you have
not already done so, this is a good time to plan your work by using
a Scenario Making Tracking Sheet located at the end of this article.
It could save a few headaches.
17) Click on "Scenario
Tools". If this is your first look at them, then take a second just
to examine the interface. At the top is goal selection. Choose a
Goal to use (all those used by RCT, CF and LL are included). For
this tutorial, we can use the standard "Number of peeps by year
number" goal. Using the screen windows below the goal set the number
of peeps and the number of years to complete the scenario.
VERY IMPORTANT NOTE:
IN THE BETA 2 VERSION OF DRAGONSIOA 6.0 - THE FUNCTIONS ATTACHED
TO THE WINDOWS WERE REVERSED FOR ME - USE THE WINDOW FOR NUMBER
OF PEEPS TO ACTUALLY PUT IN THE NUMBER OF YEARS AND USE THE WINDOW
FOR NUMBER OF YEARS TO REFLECT THE ACTUAL NUMBER OF PEEPS - IT WILL
LOOK WRONG IN THE TRAINER BUT IT WILL LOOK RIGHT IN THE GAME!!!!!!
[As far as I have been able to tell this only affects "Number of
peeps by end of year #" type Goal - NOT the park value goal or any
other selected goal, which all appear to work correctly].
18) After selecting the
goal you want to use and the values for that goal, set numbers for
the current loan (that you start the game with - say, for example,
$5,000) and the maximum loan available during the game (ex. $20,000).
Then set the value for available cash (Remember to include the amount
of the current loan for a regular type scenario (ex. $5,000) - otherwise
you will start someone off with loan, but little or no cash to show
for it). If you wonder why it works this way, the function allows
you to set up scenarios like the Alton Towers or Sprightly Park
where you have a very high loan out, but you have presumably already
spent most of it on the established rides. Refer to those scenarios
for more information.
19) Click on "Set Rides
and Shops". A new window will appear over the trainer. For default,
all rides will appear as available. Go through the list and mark
each ride as Available, Researchable or Not Used. Then select "Done
Making Changes" when you are happy with the rides and shops designated.
20) Next click on "Set
Scenery" which works exactly the same as the Rides and Shops above.
21) Now click to check
the box for "Reset Game to March 1st" to reset the scenario to the
beginning. NOTE: You also have the option to make it a LL
type scenario and "Freeze Entrance Fee @ Free" or to make it an
Arid Heights type scenario by selecting "Don't Use Money". Now click
on "Save Goals". Then return to RCT.
VERY IMPORTANT TIP:
If you use "Don't Use Money" (like LL's Arid Heights Scenario),
make sure your park is open before you do all this. Otherwise you
will not be able to open it when you play the game. If you have
gotten this far and find that you did not leave the park open, you
can use the DragonsIOA Trainer "General Settings" to "Open Park"
before you do the final save in Step 22.
22) If you have not already,
Rename your Park Entrance and immediately Save your game under the
new scenario name (so that it is saved right at March 1, Year 1).
23) Always play through
them once, or find a friend or two to play through it to make sure
it works properly or it can be accomplished as you designed it.
Some things to watch out for:
Making a Park Value or
Peep goal SO high that it can NEVER be reached. 5000 peeps in 3
years is impossibly unrealistic (even with maximum advertising),
especially when the scenario is made using one of the original RCT
scenarios as a base (like Forest Frontiers) where the game scenario
is specifically coded to cut off the number of peeps that are generated
once a certain number are in the park.
As for Park Value - requiring
$100,000 in 3 or 4 years is also impossible. As you can see from
Robfasto's saved games for CF at http://www.crazyuscoasters.com
- even where the Company Value numbers are $100,000+ the Park Value
is still much lower. The highest number you will see on Robfasto's
page for a completed CF scenario is ONE at $76,000 (Magic Quarters,
but the other two ended with Park Values in the mid $30,000). The
vast majority are less than $50,000 (indeed only one other is above
When making parks with
"10 Different Coasters of ## Excitement" required, make sure you
have at least ten different types of coasters available after all
research has concluded. Also, make sure that it is possible to have
the required excitement on that type of coaster - no matter how
long or how well themed or intertwined with other rides, I have
never seen a Side Friction Coaster with an 8.50 excitement (maybe
it can be done but why not include an 11th just in case).
For your "Complete the
5 Partially Built Coasters" type, make sure the coasters actually
can be completed as designed. Remember the object is to take what
is given and add on to it; not to have to delete a portion of it
that was already given you by the scenario's creator because it
will never work (an example is having a lift hill portion, first
drop, and the second hill that is equal or greater in height than
the lift hill. Such a coaster will never work no matter what you
place after it to complete the circuit unless you remove part of
what is there when you open the scenario).
Also, always give careful
thought to money available, amount of loan, amount of maximum loan,
rides available, rides researchable, amount of land available, purchasable
and building rights. These are key. If you have a goal that requires
that the park rating be above 700 or it will shut down (a la Arid
Heights) MAKE SURE if you do not start with a partially built park
that you give (a) enough money (if you are even using money; remember
Arid Heights does not use money at all) and (b) enough rides available
from the beginning so that a Park Rating of 700 can possibly be
reached before the end of the first month. Otherwise the player
will never be able to accomplish the scenario goal. (My own Mt Fuji
Expert scenario uses this approach. It is difficult to get there
in the beginning, but it is possible; I have done it. I have, however,
played others where it is simply impossible because not enough money
and/or rides, especially flat rides, are available at the beginning).
If a scenario can never
be done, then it is no longer fun but simply an exercise in futility.
The idea is to try to accomplish an imposed goal under strict conditions.
Just make sure the conditions are fair so that the goal is reachable.
Remember - difficult is fun - impossible is not.
24) Find a web site that
will distribute your new creation. Congratulations.
NOTE: There are
some things we cannot do directly right now and we have to accept
that unless and until a new scenario editor is made. However, some
of these things can be accomplished with proper planning, such as
finding the right scenario to use as your template.
1) We cannot make rides
so that other people cannot delete them (ex.: Woodpecker in CF's
Haunted Harbor, or the partially built pieces of a coaster in the
Complete the 5 Coasters type scenarios).
2) We cannot delete the
scenario description from the scenario we used as our workbench
(But we can ignore it). Also, we can use the RCTOA Acres sandbox
scenario that has no description at all, so at least there is not
an inconsistent scenario description if that bothers you.
3) We cannot toggle on
and off the ability to advertise. So if you want that capability,
you must use Pickle Park (or another similar one) as your workbench.
4) We cannot toggle on
and off the ability to move land and remove trees (known in the
game as local zoning rights). So you must use a scenario such as
Rainbow Valley or one of the CF ones like I did for my Rollercoaster
River scenario. Variety with these types is very difficult to make
then. I have found a way to change what land is owned, purchasable,
building rights, etc. It is time consuming, but using your creativity
it can be done (as demonstrated by my own Red River Valley scenario).
I have not yet, however, found a way to manipulate the land other
than making it all flat - a random terrain generator could make
that possible. Similarly, we cannot impose a restriction where the
player cannot build above tree level (ex. CF's Harmonic Hills),
but we can use that scenario as a template.
5) We cannot control the
desired intensity level with which our peeps come into the park.
So we simply must use a scenario like Gentle Glen or Adrenaline
Heights as our template; again very easy to deal with.
6) Although we can change
what rides and scenery are researchable/available/not used - we
cannot do the same for the Ride Improvements. So in a fan scenario,
if you get a ride, you get all the ride improvements with that ride
too. For example - If you get the Steel Twister - you also get the
regular cars/hyper cars/stand up cars/floorless cars/giant loops
and half loops, etc. Although there is a way around even this, but
it is not completely satisfying as it requires giving up a lot of
control over the development of the scenario. It should be noted
that in most (if not all) LL scenarios Ride Improvements need not
be researched, anyway.
7) We cannot change the
size of the board such as with Micro Park. But we can use Micro
Park or any other board as our scenario workbench, including all
those shrunken competition scenarios available at the "official"
8) We cannot make it into
an .sc4 file, but I have explained why that is no big deal many
times, and actually why I think saved game files are better anyway
for fan created scenarios. In fact, if I were making a scenario
editor, I might just leave them as .sv4 files for the reasons mentioned
9) You cannot choose the
price of individual pieces of land to be purchased. If you have
your heart set on a specific price, you will have to choose a specific
scenario from the original ones to match you desire.
How to Use the
Save Game Modifier
Doctor J (James Hughes) has graciously
updated his saved game modifier to allow for even more complete
scenario building. Those notes above about what can’t be done –
toss them. About the ONLY thing we cannot do now is to change the
scenario description screen – so what? Just use a text file if you
think it’s necessary.
Because you have the scenario guide
above to help guide you for scenarios in general, I will just mention
some of the features here rather than going through a detailed tutorial.
You can play around with the tool to get some familiarity with it
on your own. Just remember, there is nothing to prevent you from
using all tools at your disposal.
The Saved Game Modifier (“SGM”) is
not a trainer. Rather than running in game time, you must instead
start a game, save it as an RCT Saved Game (.sv4 file) and then
open the SGM to access the saved game. Once the SGM is running,
you access a file by clicking on the open folder icon. Find the
saved game you want to modify in the browse screen and open it with
the “open” button. You are now ready to modify the saved game.
Rides Tab: The Rides tab allows you
to make rides that cannot be demolished. Of course, the ride (or
portion thereof) must already be built in your saved game. For example,
if you save Forest Frontiers immediately after opening it and then
try to modify a ride, you will find that no rides exist. But, if
you open Forest Frontiers and place a Merry-go-round in the park
and then place the station and lift hill for a Steel Mini Coaster,
then you are all set. There are two things to remember: First, if
you want the whole ride “indestructible” use Make “Entire Ride”
indestructible. But, if you want to make just a portion of the ride
indestructible (for those partially-built coaster building challenges),
then use the Make “# Alt Color Scheme” indestructible feature. Make
sure in both cases, however, that you have the ride entrance and
exit built first (if you forget this step, there is an “undo indestructible”
Scenery Tab: Here you can modify the
game board size by making the area of the board smaller (or larger
if starting from a smaller size board). If you want the park to
look neat and tidy make sure to check the box for “show boundary
fence if at the edge of map.” This tab also allows you to modify
the ownership rights of different land types, its use is similar
to the Dragons Trainer, above. Finally, you can place trees across
the board so you don’t have to manually place them if you have cleared
the map to adjust the land for your scenario – a real time saver!
Just use the pace button and select how many squares you want them
spread apart – by experimenting with the number of squares you can
fill your board with a few different tree types for variety.
Financial Tab: The great option here
is the one that allows you to finally set your own price for land
you have designated as “purchasable” or “Construction Rights”. The
other functions are similar to the Dragons Trainer.
Scenario Tab: With this tab you can
choose the scenario goal you want to use, just as with the Dragons
Trainer. You can also customize your scenario by selecting local
zoning rights options – just check the box(es) you want to use.
Research Tab: This works like the Dragons
Trainer to set the rides and scenery that are available, researchable
or not used. Additionally, unlike the Dragons Trainer, you may also
select the ride options (special vehicles and track pieces for research).
Rides with special options available have three sets of numbers
next to them- click on the numbers with the mouse and you can select
availability just like the rides and scenery in a new box. The sequence
tab lets you set the order in which the researched items are completed.
You can use the randomize terrain button
if you do not want to start with a preexisting saved game. A handy
feature to get you started.
Once all your changes are made, use
the floppy disc button to save those changes. Good luck and have
fun!!! I hope to find those scenarios for download soon.
Plan Your Scenario
Finally, whenever you plan on making
a scenario, try to have at least a vague idea of the setting you
want to create (Martian land, castle, forest, jungle, desert, beach,
train station, etc.). Have an idea of the overall look, so you can
create your base land. You might also think of a specific setup
(old park, only wooden rides, disaster area, etc.) to help you choose
the available rides/shops/themes and the financial aspects. If you
want to make a great scenario or at least a good one for a start,
THINK AHEAD. Do not just make it as it comes, because it will look
just like that. I think a great scenario is usually well thought-out
I cannot think of anything
more, but if you are creative there certainly is much more you can
do than you cannot do. Remember most of the things listed above
can be accomplished with a few sacrifices. Good luck and if you
use this tutorial feel free to send me your comments, scenarios
etc. at firstname.lastname@example.org.
You can easily keep track
of your scenario creations with this handy Scenario
Making Tracking Sheet, which is in .DOC file format and provided