Rollercoaster Tycoon Rainbow Valley

Walkthrough & Strategy Guide

Completing all 21 scenarios in Rollercoaster Tycoon requires serious amounts of practice. This strategy guide offers tips on how to build bowel-shaking rollercoasters, as well as more general hints on the day-to-day management of your would-be Alton Towers. Finally, there's a brief walkthrough of each scenario to put you firmly on the right track. Let's roll...

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Building A Successful Rollercoaster

Building intense, exciting, non-nausea-inducing rollercoasters is the Holy Grail of theme park design. To achieve this golden aim you need to learn how to manage G-force.

Finding The G-Spot

While standing motionless, you are experiencing 1G. That means if you weigh 12 stone, you weigh... well, 12 stone. If you add speed and resistance to the equation, such as you dropping 100 feet at 70mph and shooting straight back up into an inverted loop, you are being subjected to a force greater than gravity. In fact you're probably pulling about four vertical Gs, which means you now weigh four times your usual weight. That's some force. And, as you'd expect, it hurts.

Generally speaking, in Rollercoaster Tycoon it's best not to exceed 4G too often -and especially negative Gs, which occur when cars come off a straight section of track and hit a bump at high speed, or plummet down a drop with too much initial velocity, which causes weightlessness. While it's extremely exciting for a brief moment, prolonged experience simply causes your guests to spew. If one of your coasters has a high negative G rating, sort it out immediately.

G-force also works laterally (side to side). (Are you sure about all this? - Science Ed.) If you design a ride that hits about 5G laterally, you're basically snapping necks. Overall, you want to keep your Gs to a level that's reasonably pleasant for people to experience. By all means give the punters a bit of a shock and a thrill, but excessive exposure to high Gs is the wrong way to do it.

Rainbow

Excitement

Exciting rides are not necessarily fast, nor do they have loads of twists, loops and turns. A high rating in the 'exciting' category usually comes from building a ride that goes over water, through tunnels, past themed scenery or close to another attraction. For example, a section that dives into a tunnel after a sharp drop, emerges into bright sunlight, performs a sharp 90-degree banked turn and darts back into the darkness rates highly on the excitement scale, but doesn't make the passengers vomit.

Also, build uphill sections of track so that cars have just enough momentum to get up and over. If passengers think they're not going to make it, and are going to plummet backwards down the track, they become even more excited. Indeed, later add-ons enable you to do just that, but to do it safely. But beware: going too fast backwards is likely to be messy.

To keep the interest factor high on slower sections of track (usually near the end), use banked helix turns. This type of curve maintains speed, and gives the rider the impression of speed.

Intensity

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The trick is to study the graph when you first test a ride. Look at the places with high and sudden G-forces, then smooth them out. Inserting banked corners - or, God forbid, even brakes - can usually do this. Above all, make sure the car doesn't come into the station too fast. Coming out of the last turn at 50mph and then suddenly braking to Omph in less than a second is pretty intense; unfortunately it's also the equivalent force of a fatal car accident. Sure, the guests want some intensity in their lives, but giving it to them like that is a sure way to make them leave the park completely -possibly in a body bag.

Nausea

Beginners usually find that most of their rollercoasters have high nausea ratings simply through a lack of understanding of rollercoaster dynamics and physics. Follow the guidelines outlined in the Excitement and Intensity sections above to reduce the nausea rating.

The Price Is Right

Never charge more than Pound-2 for any food or drink item, and try not to go above Pound-1 for a map, and Pound-3 for an umbrella. When it comes to rides, 50p for a gentle ride, Pound-1 for a thrill ride and Pound-2 for rollercoasters, go-carts, and water rides is about right. Try not to charge for the toilets, or transportation rides like the monorail. That's just greedy.

The admission price should start at about Pound-10 and increase gradually from there. Let's say that each attraction (including stalls) is worth Pound-1.50 on the entrance fee. This means that a park with ten attractions should charge Pound-15 quid, Pound-30 for 20 attractions, and so on. Basically you'll know if the price is right anyway, because your punters will no doubt squeal about it if they're unhappy.

Watch the animations of your guests. If they wander up to an attraction and leap backward in surprise with their eyes popping out of their head, something is wrong. Check out the price of your ride and put it right. On the other hand, if people come off a ride and jump with joy, then you know a ride's popular, so maybe jack up the price a little to maximise revenue.

Workforce And Patrol Zones

Always give your workers relatively small patrol zones, otherwise the good-for-nothing slackers just wander about aimlessly, reducing park efficiency. When you employ a handyman, order him not to water the gardens or mow the grass -it's a waste of time. Instead assign him to areas near ride exits, food and drink stalls and litter bins, and get him to sweep the pavement and empty the bins.

Mechanics should be given zones that cover maybe five or six rides. Inspections of the rollercoasters should take place every 20 minutes, and everything else every 30 minutes.

Not all parks need security patrols, but if you do require their services, position them around vandalism hot-spots such as benches and litter bins.

The Scenic Route

Try not to destroy ready-made scenery and themes; guests are absolute suckers for something that looks pretty. Try to add fountains, statues, lamps and other gadgets, which all go towards making a more scenic environment that people are less likely to leave. Most useful of all are themed rollercoasters and other rides. Not only do they look cool, they also actually increase the excitement factor of the ride.

Right On Queue

When you site an attraction, remember to leave enough room for a queuing area. Rollercoasters, go-carts and water-based rides tend to be among the most popular, and so need the longest queuing areas (7-10+ blocks), then it's thrill rides (4-6 blocks), and finally the gentle rides (2-3 blocks).

Even though it's fairly common practice at most real-life theme parks, in Rollercoaster Tycoon you don't actually need to queue at any of the refreshment stalls, so don't bother building queuing areas by them.Another thing: if a ride takes about two minutes, people are going to be queuing for longer than a ride that takes only ten seconds. Think about this and plan appropriately.

Occasionally guests complain about long queues. If this happens you can do one of two things: either extend the station platform (rollercoasters etc), or raise the price of the ride to scare a few people away. On the flip side, if a ride has no queues at all, reduce the price to attract people to it. It's usually the gentler rides that guests start to lose interest in, and if this happens just swallow your pride and keep reducing the price. Don't worry about making a loss, there are

The Path To Success

Pathways obviously enable guests to get from one part of the park to another, but they also serve as viewing platforms. Position your paths so that they meander tantalisingly near rollercoasters and other interesting-looking rides. Put a few benches down as well so that people can gaze at the ride while they eat their pizza or whatever. Dig some tunnels. Do anything humanly possible to make the pathway an attraction in itself.

Marketing Talk

If all else fails you can always spend a bit of extra cash on marketing campaigns, although generally speaking they are most effective at the start and end of a scenario. One cunning tactic you can use if you're short of guests with about six weeks to go is to have a massive blanket advertising campaign and entice revellers that way.

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Scenarios In Brief

Because the tactics for the completion of each scenario are essentially the same, here's a quick walkthrough outlining the main points.

Forest Frontiers

Set the park entrance fee at around Pound-15. Go for the 'woodchip' rollercoaster and spread a selection of gentle and thrill rides around it. Employ a mechanic and two handymen to keep things ticking over. Only research ride improvements.

Dynamite Dunes

Increase entrance fee to Pound-20. Build a selection of rides around the initial rollercoaster. Employ four handymen and two mechanics to keep the park in shape. Finally, reduce the ride prices towards the end of the second year, and start some marketing campaigns to attract punters.

Leafy Lake

Build a pre-made rollercoaster near the entrance, and another on the other side of the lake. Pad out the rest of the park with a varied selection of gentle and thrill rides. Security is needed, as well as some handymen and mechanics.

Diamond Heights

Hire three mechanics, two security guards and about five handymen. Build an information kiosk, food and drink stalls and some toilets near the entrance. Introduce some gentler rides and a few thrill ones. Start a marketing campaign for the new attractions, then sit back.

Evergreen Gardens

Research stalls early so you can get the information kiosk, otherwise your guests will become lost. There's loads of room available, so spread your rides around the park; position them between scenic areas so guests have exciting walks. Build a steam train or monorail to help guests get around the park. Flatten the land, and add minor rides along the existing pathways. When you can, build a wooden rollercoaster somewhere in the middle of the islands. Advertise it and the punters should start flooding in. Raise the admission fee to Pound-20. Create more land. Add new rides.

Katie's Dreamland

Set the admission price at Pound-20 for some quick cash. Get your guests eating food, and hire more mechanics. Raise the price of Runaway Plumber to Pound-3. Research thrill rides and place them in the area just outside the rollercoaster.

Pokey Park

Demolish the Twister in the corner and replace it with a wooden rollercoaster. Raise the admission price Pound-10. Gradually replace all the rides with more exciting ones, and aim for another rollercoaster to finish off.

White Water Park

Research nothing but thrill rides, and add them to the vast array of water-based outings. There's loads of room for expansion, so try to get in a coaster or two. Add two clusters of refreshment stalls - one near the entrance and one near the log flumes.

Millennium Mines

At first the only thing in this massive mine area is the train. Add another station towards the far side of the mines, then start adding a selection of rides around the two stations. Aim for about 30 attractions, and make use of the underground.

Karts & Coasters

One mechanic in this place? That's a joke. Hire another one, and assign them to two rides each for now. Clear away some trees and add some thrill rides -keep this park for the hard-core adrenalin addicts only.

Mel's World

There's nothing really too abnormal about this scenario apart from the vast number of people you have to entice in. Basically, work faster than usual and add a few gentler rides to appeal to families.

Mystic Mountain

Ultimately you want to set up a meaty mine car rollercoaster around the original scenery on the mountain. There's loads of room for park expansion, and this should enable you to create some hugely enjoyable rides.

Pacific Pyramids

Another one to build from scratch, but yet again there's acres of room for expansion. Wrap some tracks around the sphinx for added effect, and also expand upon the existing underground tunnel system.

Crumbly Woods

Not long after you begin, Double Trouble crashes, and soon other rides meet the same fate. Hire an army of mechanics to keep the old attractions going while you build new ones. Add themes wherever possible to attract the 1200 visitors you need.

Paradise Pier

Don't worry about the lack of land, you can build wherever you want. There's loads of space for everything, so go for some huge rollercoasters. Be careful with your money though - building on water is more expensive than building on land.

Lightning Peaks

There's scope for some giant drops and intense underground rides here. Concentrate your attractions around the top of the three peaks and include refreshment stalls and other vital amenities. The main problem here is rain, so build plenty of information kiosks where your visitors can buy umbrellas.

Rainbow Valley

The local authorities won't allow you to demolish trees or change the landscape, so tread carefully. Go underground or high above ground. Alternatively, build in the water - there's enough of it.

ThunderRock

A great place for a mixture of open-air and underground rides. Stick all the thrill and gentle rides around the base and on top of the rock. Build the rollercoasters inside, and clinging to the outside walls.

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Go To

Roller Coaster Tycoon has its share of incredibly difficult and frustrating levels. Some are even infamous in the community.

  • Mystic/Mothball Mountain. You have very little space, the terrain is horribly uneven, the loan caps out at $15k and it rains a lot. 800 guests might not seem like a lot, but when it's hard to bring in money and get your guests to go on the rides, you'll be happy to afford a Shuttle Loop.
  • Harmonic Hills gives you a tree covered area with restrictions on landscaping, scenery removal and building above said trees. Your ride selection is worst in the series (RCT Classic adds insult to injury and gives you an Air Powered Vertical Coaster at the start of the scenario); you don't even start with food or drinks. Have fun fitting 1,200 guests in there.
  • The original game's Rainbow Valley, as mentioned above, is basically the father of Harmonic Hills. However, it's a little more forgiving due to being allowed to build above trees and being given a few areas of cliffs to allow for underground construction.
  • Octagon Park and Ghost Town hammers in the reality that some open-ended scenarios are open-ended for a reason. Doesn't help that amassing the funds for a qualifying roller coaster is frustrating, let alone 10.
  • Pleasure Island, the park shortly after Octagon Park, is just as bad. It has the 'Ten Roller Coasters' goal, but the Excitement Rating is 6.00 and there is no length goal. The difficulty? The island is a very long and thin strip of land, and fitting in a lot of roller coasters at the end can be very painful. And the cherry? The park rating is harder to increase, meaning you'll need those 6.00 Excitement Ratings.
  • Sprightly Park. You start with $250,000 of debt, which means you will lose over $400 every month due to the huge loan. And there's more: The rides are around 30 to 70 years old, which is positively ancient by RCT standards. The only thing that will save you from the horrendous debt is the entry fee (thankfully in RCT Classic, this is a Pay-to-Enter park) of the park, since the rides are old enough that you can't charge for them at all. Good thing that this isn't in Loopy Landscapes (which prevents you from charging for park entry). Also, since this is an 'old-fashioned' type of park, you don't get nearly the selection of researchable rides that most parks give you, similar to Woodworm Park (mentioned below), with only a few thrill rides and no fancy roller coasters. Better brush up on your skills with the Wooden Twister and Mine Train, because they are the only 'large' coasters you get.
  • The original game's Corkscrew Follies expansion has a rather nasty objective in Fiasco Forest; having to fix up a park that is pre-built to be an absolute disaster. The catch that makes this a difficult set-up is that you only get ONE YEAR to get all the flaws fixed in addition to getting 900 people in your park. There is an easy work around to just remake the park entirely from scratch, but even then, you're still racing against the clock to get 900 people in your park within just one year. Marketing is unavailable, so you can't just cheese the objective that way.
  • Pickle Park, another scenario that blocks out Marketing, isn't much better; while you have more time to build the park, you'll have to start from scratch, and the guest requirement is higher.
  • Woodworm Park in the second expansion pack, Loopy Landscapes, is no slouch. In this park, you are allowed to build only the older-style rides. That means no steel, steel twister, or vertical roller coasters; no 'shuttle' roller coasters; only three thrill rides even after all research is done... and you must have 1600 guests in your park in 3 years. Unless you've had a lot of practice making older-style rides, this one will be troublesome. It's not even that far into the scenario list, yet it is more difficult than most of the ones following it (the below-mentioned Micro Park aside).
  • Nevermore Park is the second and last 'Build 10 Roller Coasters with a 7.00 Excitement Rating' park in Loopy Landscapes. Unlike its brother, it gives you a free roller coaster...but there are many problems with this coaster. It has an extremely high nausea rating (meaning it can dirty your park very fast), it is a transportation ride that takes guests through four areas of the park (at the beginning, you'll need to focus on only certain areas of the park. This causes guests to get lost in the park very fast), and it can be very infuriating to deal with at the beginning of the scenario. Fortunately, once you've gotten a more developed park, the whole 'transportation system' deal isn't too bad. (Then you just have to deal with the time-consuming process of building 9 more coasters at least 4,537 feet or 1,400 meters long, which is tough enough in itself.)
  • Micro Park is the last stage in the Loopy Landscapes set and is just like Dinky Park, but with 13x13 for land and no extra land for expansion. The goal is focused around park value, where you build things. See where this is going?
  • Adrenaline Heights in Corkscrew Follies. While you aren't literally restricted to roller coasters in terms of ride choice, all the guests have high intensity preferences, often above 9, making this bit of leeway redundant. You may as well only build roller coasters.
  • Southern Sands from Loopy Landscapes, hoo boy. You get two really good roller coasters, a nice transport ride, tons of flat space and a nice pathing system. The problem? You get the double whammy of having a harder time getting guests and increasing the park rating on top of the goal of 2,300 guests in 4 years, the highest outside of infinite money parks in the first game. If you're not judicious about cycling guests in and out, keeping the ride tickets cheap and getting high excitement ratings on your rides, the guest count will stop growing, advertising and awards be damned.
  • If you're not very good at designing effective compact roller coasters that aren't Wild Mouse coasters, then you'll really hate Tiny Towers (Loopy Landscapes, RCT Classic). You're given really small space to finish five roller coasters that are conventionally giants (especially the Twister and Wooden Roller Coaster) with at least a 6.40 excitement rating on each one. If you decide to place flat rides, you have to be especially careful, as every square will count. At least it's bigger than Micro Park, but that's not saying much.
  • Jolly Jungle from Corkscrew Follies is a downplayed example. The objective itself isn't too difficult and there's plenty of time to achieve it (4 years), and the park is pretty large. The biggest catch here is the sheer amount of trees and foliage in the park, constantly getting in the way of construction. Better find a way around them, or start getting used to right-clicking! Alas, the first game lacks the 'Remove Scenery' tool from the second game that could help immensely with removing these trees en masse.
  • Amity Airfield (and to an extent) Fungus Woods are regarded as difficult, especially for their placements, for one particular reason - their absurdly high guest requirement in four years. Amity Airfield requires 3,000 guests in four years, while Fungus Woods requires 2,500. Fortunately for both parks, they have a giant amount of space that you can work with.
    • For Amity Airfield, you start off with a lot of unnecessary paths and buildings (unless if you want lost guests) you can get rid of so you can get a lot of money at the start, but even then, you need to also use the time to start bringing guests in and making sure you have a consistent flow. A lot of the rides you have available are also air-themed, meaning that the roller coasters that you'll be building are generally very expensive along with providing rather high nausea ratings. You're gonna have to hire a ton of Handymen to make sure the paths are clean, as vomit is a very common concern here. You will also have to make sure that you constantly advertise too along with making sure that guests stay in. It's a pay-to-enter park, so Cash Machines will be really helpful here.
  • Fungus Woods is 500 short, but the park itself gives you more of a disadvantage. Unlike Amity Airfield where you have a lot of paths you can sell, Fungus Woods has the opposite. It is full of trees, meaning that every time you try to construct something, you'll be paying a lot of money. Like Amity Airfield, the ride choices are limited ... but you have much less variety, as you can only work with old-fashion rides, similar to Woodworm Park.
  • Gravity Gardens in 2. You have to pay off a loan and get a certain park value, both of which are rather high. However you only get roller coasters to build, and with the park being pay-to-enter, it's too easy to get stuck in a loop of having to build a new ride cause the value of your other rides fell again and by the time you have enough money to build another one, the values of the others dropped. It's considered the hardest scenario in 2 for a reason.
  • All of the parks mentioned above are in the 'Intermediate Parks' section of the second game, but there is actually a scenario in the 'Expert' parks that is actually considered hard. That park is Rainbow Summit, and is supposed to be a bit similar to Rainbow Valley in the first game, but instead it has the 'tree height' gimmick from Harmonic Hills. Thankfully you can manipulate land so you can build underground, but even then can be rather pricy. Doesn't sound too bad, right? Nowhere in the actual description it mentions that advertising is forbidden, making it similar to Pickle Park in terms of advertising - and you need those 2,500 guests organically by the end of Year 4. The park gives you an efficient Wooden Roller Coaster to start with, but the Chairlift can actually cause you more trouble than it's worth.
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  • The 'La La Land' level involves having to impress the VIPs by building fireworks displays and then to get the Gold level two separate themed zones (Adventure and Sci-Fi) to 'impress' them. Although the scenario dumps lots of money into the park account this is a quite difficult and monotonous trial and error task if done the conventional way, i.e.; creating large zones of open space, researching themed rides and scenery. Even after building what looks to be an acceptable themed area the VIPs are stupidly difficult to impress. Needless to say a quick web search shows up threads of screenshots showing how to build a themed area that will work: Simply drop down one of the themed rides on its own, isolated from the rest of the park and surround it with a themed path and a thick forest of themed trees. Then drop the VIP into the isolated area and let them ride the themed ride over and over in a loop and they will be 100% impressed. When they are impressed, pick them up and put them back in the rest of the park.
  • Box Office. It is quite difficult for a scenario assumed to be a beginner one (since it's unlocked from the get-go). The park you start off with is filled with litter and vomit. The VIP for this scenario is very fussy. One speck of litter and she's out the door and you fail. The tycoon objectives take the cake though. The VIP wants to ride a roller coaster with an excitement level of 7 but she won't go on anything with an intensity level above 4 or 5. Most of the prebuilt coasters are too intense for her, so you are left to build your own coaster, which is a pain with the monorail and movie scenery lying around. Oh yeah, the other tycoon objective is to maintain a park rating of 700 for three months. In this disaster of a park, your rating tends to ebb and flow unpredictably and maintaining a good rating is easier said than done.

Index