Chapter Three
Your "Base Ride"
Making an informed choice

~ The Ride Table ~ What does all this stuff mean? ~ Ride Capacity ~ Rider Visibility ~

<< Back to Chapter 2  ~  On to Chapter 4 >>


Since we are unable to program a new Ride completely from scratch, our projects must be based on an existing Ride in RCT2.  This will become our "Base Ride."

Listed below are all of the animated rides available. You'll find information about the size of each, the capacity, Rider status (visible or not), hard coded items, the number of animation frames you'll need to create and any special notes about that particular ride that may help or hinder your efforts to edit it.


The Ride Table

Ride Name (.dat File) Capacity Size Hard coded items Riders Animation Frames
(Ride/Riders)
Notes:
Air Powered Coaster (thcar.dat) 2 Riders per car Tracked Track & Stations Visible 1,164
(774/390)
Separate image for front train's "nose-cone." This is added to the front vehicle of each train during game-play
American Style Steam Trains (aml1.dat) 6 Riders per car Tracked Track & Stations  Visible 1,152
(768/384)
Smoke from engine and it’s placement and the sound effects are hardcoded
Articulated Wooden Coaster Trains (mft.dat) 4 Riders per car Tracked Track & Stations Visible 2,880
(1,440/1,440)
None..it’s pretty standard for a coaster
Automobile Cars (wcatc.dat) 4 Riders per car Tracked Track & Stations Visible 1,812
(604/1,208)
None
Bobsled Coaster
(bob1.dat)
2 Riders per car Tracked Track & Stations Visible 2,704
(1,352/1,352)
Due to the beautiful (and extremely complex) swinging motion on curves, this ride requires FIVE images for every position. The flat image is first, then banked halfway to the Rider’s right, then the left. The next is FULLY banked to the right, then FULLY banked to the left
Bumper Boats
(bboat.dat)
2 Riders per car Various Dock (Station) Visible 64
(32/32)
Water only...no animation. Similar to the Flying Saucers
Canoes
(cboat.dat)
2 Riders per car Various Dock (Station) Visible 112
(16/96)
Water only, Animated Riders paddle as the boat moves. Uses a 16-frame rotation.
Charlift Cars
(clift1.dat)
2 Riders Per Car Tracked Cables, Supports & Stations Visible 88
(44/44)
None
Cheshire Cats Cars
(ctcar.dat)
2 Riders per car Tracked Track & Station Visible 208
(104/104)
None...just a straight forward tracked ride with gentle inclines
Coaster Boats
(cstboat.dat)
4 Riders per car Tracked Track& Station Visible 1,728
(432/1,294)
Water Splashes not editable...can’t be removed
Compact Inverted Coaster
(slct.dat)
2 Riders per car Tracked Track & Station Visible 1,360
(680/680)
Separate image for front car's "nose-cone"
Corkscrew Coaster
(arrt1.dat)
4 Riders per car Tracked Track & Station Visible 4,468
(1,908/2,560)
Separate image for "joint" between cars
Dinghy Slide
(ding1.dat)
2 Riders per car Tracked Track & Station Visible 2,576
(1,288/1,288)
Due to the beautiful (and extremely complex) sliding motion on curves, this ride requires FIVE images for every position. The flat image is first, then banked halfway to the Rider’s right, then the left. The next is FULLY banked to the right, then FULLY banked to the left.
Dodgems Cars
(dodg1.dat)
1 Rider per car 4 x 4 Floor, Walls & Roof Visible 128
(64/64)
Cars headlights and tail lights are animated! Movement is random and cannot be controlled
Double Deck Observation Tower
(obs1.dat)
32 3 x 3 Tower Not Shown 36
(36/0)
8 frames rotate car 22.5 degrees. Far side of roof is included as a separate animation...MAKE SURE THEY MATCH UP!
Elevator
(lift1.dat)
16 3 x 3 Support structure Visible 148
(16/132)
Complex Rider placement inside car. Single image rises and falls...no animation sequence to speak of
Enterprise
(enterp.dat)
16 4 x 4 Nothing Only shown when loading 244
(196/48)
Very complex (and FAST!) animation sequence. Animated gates close, four frame sequence for first few rotations, speed increases and animation goes to a 3 frame sequence. Four unique views.
Ferris Wheel
(fwh1.dat)
32 1 x 4 Side supports Visible 544
(32/512)
8 Frames of ride animation in each view to rotate wheel 1/16th of a turn.
Floorless Coaster
(bmfl.dat)
4 Riders per car Tracked Track & Station Visible 2,520
(840/1,680)
None...a straightforward coaster
Flying Coaster
(bmair.dat)
4 Riders per car Tracked Track & Station Visible 4,560
(1,520/3,040)
None
Flying Saucers
(fsauc.dat)
1 Rider per car 4 x 4 Floor Visible 64
(32/32)
Random movement.  Floor cannot be altered
Flying Turns Coaster
(intbob.dat)
6 Riders per car Tracked Track & Station Visible 5,408
(1,352/4,056)
Due to the beautiful (and extremely complex) swinging motion on curves, this ride requires FIVE images for every position. The flat image is first, then banked halfway to the Rider’s right, then the left. The next is FULLY banked to the right, then FULLY banked to the left...same goes for the rider images.
Ghost Train Cars
(gtc.dat)
2 Riders per car Tracked Track & Station Visible 240
(104/104)
32 BLANK animation frames at the end...just to be silly
Giga Coaster
(intst.dat)
4 Riders per car Tracked Track & Station Visible 3,624
(1,208/2,416)
None
Go Karts
(kart1.dat)
1 Rider per car Tracked Track & Station Visible 208
(104/104)
Motor sound effects are hardcoded and cannot be removed or changed
Haunted House
(hhbuild.dat)
15 3 x 3 Nothing Not visible 76
(76/0)
An 18 frame intermittent animation (ghost at window) may be changed, but it is synchronized with a hardcoded sound.
Haunted Mansion Car
(hmcar.dat)
2 Riders per car Tracked Track & Stations Visible 240
(104/104)
32 BLANK animation frames at the end...but WHY???
Hedge Maze
(hmaze.dat)
Up to 16 Variable Nothing editable Visible 0 No images contained in dat file...the entire ride is hardcoded. Sorryd
Hyper Twister Coaster - Wide Trains
(bmrb.dat)
4 Riders per car Tracked Track & Station Visible 2,868
(1,426/1,442)
Separate image for front car's "nose-cone"
Hyper Coaster
(arrt2.dat)
6 Riders per car Tracked Track & Station Visible 3,552
(2,666/886)
None
Hyper Twister Coaster
(goltr.dat)
6 Riders per car Tracked Track & Station Visible 3,588
(1,440/2,148)
Separate image for last car's rear bumper
Inverted Coaster
(nemt.dat)
4 Riders per car Tracked Track & Station Visible 2,520
(840/1,680)
None
Inverted Hairpin Coaster
(ivmc1.dat)
4 Riders per car Tracked Track & Station Visible 590
(196/394)
None
Inverted Impulse Coaster
(intinv.dat)
4 Riders per car Tracked Track & Station Visible 936
(312/624)
None
Inverted Shuttle Coaster
(slcfo.dat)
4 Riders per car Tracked Track & Station Visible 2,040
(680/1,360)
None
Inverted Vertical Shuttle
(vekdv.dat)
4 Riders per car Tracked Track & Station Visible 2,040
(680/1,360)
None
Jet Skis
(jski.dat)
1 Rider per car Various Station Visible 64
(32/32)
Only built on water...pretty standard flat, tracked ride layout
Ladybug Coaster Trains
(zldb.dat)
2 Riders per car Tracked Track & Station Visible 1,488
(728/728)
Front car different from the others. 32 spare animation frames at the end. <Sigh>
Launched Freefall
(ssc1.dat)
8 3 x 3 Tower Visible 21
(9/12)
Single image moves vertically...not truly animated. Includes 3 frame guest restraint animations. Probably one of the simplest tracked rides to customize
Lay-Down Coaster
(vekst.dat)
4 Riders per car Tracked Track & Station Visible 4,080
(1,360/2,720)
None
LIM Coaster
(premt1.dat)
4 Riders per car Tracked Track & Station Visible 5,040
(1,680/3,360)
Front car different from the others. Includes Guest Restraint animations
Log Flume
(lfb1.dat)
2 Riders per car Tracked Track & Station Visible 624
(208/416)
None
Log Coaster Trains
(zlog.dat)
2 Riders per car Tracked Track & Station Visible 1,488
(728/728)
Front car different from the others. 32 spare animation frames of unknown usefulness at the end
Looping Coaster Trains
(scht1.dat)
4 Riders per car Tracked Track & Stations Visible 4,320
(1,440/2,880)
None
Magic Carpet
(mcarpet1.dat)
12 1 x 4 Four corner supports  Visible 28
(4/24)
Four corner supports and swing-arms are not removable...and lining up your artwork with those swing arms can be a real job. Four unique views.
Merry Go Round
(mgr1.dat)
16 3 x 3 None Visible 100
(32/68)
Riders shown ONLY on one side of Ride. Music is not changeable. Ride has only one view.
Mine Mouse Cars
(smc2.dat)
4 Riders per car Tracked Track & Stations Visible 584
(184/368)
 32 spare animation frames at the end....inconceivable!
Mine Train Ride
(pmt1.dat)
2 Riders in front car, 4 in others Tracked Track & Station Visible 1,820
(728/1,092)
Front car different from the others...and different capacity. Makes things interesting.
Mine Train Coaster
(amt1.dat)
2 Riders in front car, 4 in others Tracked Track & Station Visible 2220
(888/1,332)
Front car different from the others...and different capacity. Makes things even MORE interesting.
Mini Golf
(golf1.dat)
Various Various Golf Holes Visible 149
(0,149)
Only Player animations are editable, but since the holes are hard coded (and unviewable) it truly wouldn’t make much sense...I mean, how would you line everything up?
Mini Helicopters
(helicar.dat)
2 Riders per car Tracked Track & Station Visible 864
(416/416)
Includes animated propeller...and the guests bob their heads as they ride! Never noticed that before...
Monorail Cycles
(monbk.dat)
1 Rider per car Tracked Track & Station Visible 256
(128/128)
Includes animated cycle and Rider...their little legs move and everything.
Monster Trucks
(4x4.dat)
2 Riders per car Tracked Track & Station Visible 424
(196/196)
32 spare animation frames at the end...go figure
Motion Simulator
(simpod.dat)
8 2 x 2 Nothing Not Shown 140
(140/0)
Four unique views. Four frame door animation, followed by 32 frames of movement. Movement SEEMS to be random -- haven’t really investigated it for a pattern -- and cannot be controlled.
Motorbike Races
(steep2.dat)
2 Riders per car Tracked Track & Station Visible 256
(128/128)
None
Multi Dimension Coaster
(arrx.dat)
4 Riders per car Tracked Track & Station Visible 28,224
(?? / ??)
Didn’t count Rider vs. Ride frames, but I’d guess it’s evenly split. Due to the ability to "program" the car’s position on any section of track, it would be like building a complete coaster for every rider position possible. I know I won’t be building one of these, myself.
Observation Tower
(obs1.dat)
20 3 x 3 Tower Not Shown 36
(36/0)
8 frames rotate car 22.5 degrees. Far side of roof is included as a separate animation...MAKE SURE THEY MATCH UP!
Pickup Truck Cars
(truck1.dat)
1 Rider per car Tracked Track & Station Visible 264
(116/116)
32 spare animation frames at the end. (Whatever...)
Pirate Ship
(swsh1.dat)
16 1 x 5 Triangular Support Frame Visible 342
(38/304)
Two views...repeated for map rotation
Racing Cars
(rcr.dat)
1 Rider per car Tracked Track & Station Visible 240
(104/104)
Amazingly, there are 32 spare animation frames at the end
Retro Monorail
(mono3.dat)
4 Riders per car Tracked Track & Station Visible 1,152
(384/768)
Front car different from the rest of the train.
Reverse Freefall
(revf1.dat)
8 Riders per car Tracked Track & Station Visible 1,560
(312/1,248)
None
Reversing Coaster
(revcar.dat)
6 Riders per car Tracked Track & Station Visible 936
(312/624)/
Sliding Spin Slate is animated separately
River Rafts
(rftboat.dat)
4 Riders per car Tracked Track (water) & Station Visible 96
(32/64)
None
River Rapids Boats
(rapboat.dat)
8 Riders per car Tracked Track (water) & Station Visible 360
(72/288)
8 frames animate boat turning 90-degrees. Water splashes are hardcoded
Rocket Coaster Cars
(rckc.dat)
4 Riders per car Tracked Track & Station Visible 1,776
(592/1,184)
None
Roto-Drop
(gdrop1.dat)
16 3 x 3 Tower Visible 148
(19/129)
4 frame animation rotates car 22.5 degrees. Animated Restraints, too...thus the odd number of frames
Rowing Boats
(rboat.dat)
2 Riders per car Various Station (dock) Visible 128
(16/112)
Water only, Animated Riders paddle as the boat moves
Side-Friction Coaster Cars
(sfric1.dat)
4 Riders per car Tracked Track & Station Visible 624
(208/416)
None
Ski-Lift Cars
(clift1.dat)
2 Riders Per Car Tracked Cables, Supports & Stations Visible 88
(44/44)
None
Small Monorail Cars
(mono2.dat)
4 Riders per car Tracked Track & Station Visible 420
(140/280)
None
Snow Cups
(twist2.dat)
18 3 x 3 Nothing Visible 240
(24/216)
24 Frames rotate ride 120-degrees. Riders require ALL 216 FRAMES to reach their original starting point.
Soap Box Derby
(sbox.dat)
4 Riders per car Tracked Track & Station Visible 384
(128/256)
None
Space Rings
(srings.dat)
4 3 x 3 Animation Position Visible 704
(352/352)
Four individual animations of one rider each. Four unique views. Animation is repeated a number of times. Sections of the animation MUST be able to run BACKWARD without looking silly.
Spiral Coaster Cars
(spdrcr.dat)
6 Riders per car Tracked Track & Station Visible 2,496
(624/1,872)
None
Spiral Slide
(hskelt.dat)
5 2 x 2 Not Editable Visible 0
(0/0)
Nothing editable - completely hard coded. (DARN!)
Splash Boats
(spboat.dat)
16 Riders per car Tracked Track & Station Visible 1,688
(184/1,472)
Splashes hard coded. 32 spare animation frames at the end...I dunno...
Sports Cars
(spcar.dat)
1 Rider per car Tracked Track & Station Visible 240
(104/104)
32 spare animation frames at the end...SURPRISE!
Stand-Up Twister Coaster
(bmsu.dat)
4 Riders per car Tracked Track & Station Visible 3,348
(1,668/1,680)
Separate image for front car's "nose-cone"
Stand-Up Coaster
(togst.dat)
4 Riders per car Tracked Track & Station Visible 4,468
(1,908/2,560)
Separate image for joiner plate between cars
Steam Trains
(nrl.dat)
6 Riders per car Tracked Track & Station Visible 1,152
(768/384)
Separate Engine, Coal Car and Passenger car images. Smoke/Steam placement and sound effects are hard coded. It’s like making three separate tracked rides...but together. (Did that make sense?)
Steam Trains w/ Covered Cars
(nrl2.dat)
6 Riders per car Tracked Track & Station Visible 1,152
(768/384)
See note in previous entry for Steam Trains...it all applies here, too
Steeplechase
(steep1.dat)
2 Riders per car Tracked Track & Station Visible 256
(128/128)
None
Streamlined Monorail
(mono1.dat)
10 Riders per car Tracked Track & Station Not Shown 420
(420/0)
Different images for front, center and rear cars...140 frames each
Submarine Ride
(submar.dat)
4 Riders per car Tracked Track & Station Not Shown 88
(88/0)
Cars are horizontally split at the water line.  Separate images for each half.
Suspended Flying Coaster
(skytr.dat)
1 Rider per car Tracked Track & Station Visible 1,400
(700/700)
Due to the beautiful (and extremely complex) swinging motion on curves, this ride requires MULTIPLE images for every position. The flat image is first, then banked halfway to the Rider’s right, then the left. The next is FULLY banked to the right, then FULLY banked to the left...same goes for the rider images.
Suspended Monorail Train
(smono.dat)
8 Riders per car Tracked Track & Station Visible 700
(140/560)
None
Suspended Swinging Coaster Cars
(arrsw1.dat)
4 Riders per car Tracked Track & Station Visible 4,620
(1,540/3,080)
Due to the beautiful (and extremely complex) swinging motion on curves, this ride requires MULTIPLE images for every position. The flat image is first, then banked halfway to the Rider’s right, then the left. The next is FULLY banked to the right, then FULLY banked to the left...same goes for the rider images.
Suspended Swinging Plane Cars
(arrsw2.dat)
4 Riders per car Tracked Track & Station Visible 4,620
(1,540/3,080)
Due to the beautiful (and extremely complex) swinging motion on curves, this ride requires MULTIPLE images for every position. The flat image is first, then banked halfway to the Rider’s right, then the left. The next is FULLY banked to the right, then FULLY banked to the left...same goes for the rider images..
Swan Boats
(swans.dat)
4 Riders per car Various Station (Dock) Visible 64
(16/48)
Built on water only
Swinging Coaster Cars
(batfl.dat)
2 Riders per car Tracked Track & Station Visible 1,280
(640/640)
None
Swinging Floorless Coaster
(vekvamp.dat)
2 Riders per car Tracked Track & Station Visible 3,080
(1,540/1,540)
None
Swinging Inverter Ship
(swsh2.dat)
12 1 x 4 Base plate, platform & rear support Not Shown 174
(150/24)
Although Rider and door opening animations are included in the .dat, they're never used in the game. 
Tobggan Cars
(jstar1.dat)
4 Riders per car Tracked Track & Station Visible 1,776
(592/1,184)
None
Top Spin
(topsp1.dat)
8 3 x 3 Nothing Visible 576
(268/308)
Extremely complex and specific animation sequence. Five separately animated sections to line up and deal with...and be careful -- they overlap in a SPECIFIC order!
Trams
(tram1.dat)
10 Riders per car Tracked Track & Station Visible 800
(130/638)
32 spare animation frames at the end...what a concept!
Twist
(twist1.dat)
18 3 x 3 Nothing Visible 240
(24/216)
24 Frames rotate ride 120-degrees. Riders require ALL 216 FRAMES to reach their original starting point.
Twister Coaster Car
(bmsd.dat)
4 Riders per car Tracked Track & Station Visible 3,348
(1,666/1,682)
None
Twister Heartline Coaster
(utcar.dat)
4 Riders per car Tracked Track & Station Visible 2,592
(864/1,728)
None
Twister Heartline Coaster - Reversed
(utcarr.dat)
4 Riders per car Tracked Track & Station Visible 2,592
(864/1,728)
None
Vertical Drop Coaster
(bmvd.dat)
6 Riders per car Tracked Track & Station Visible 2,880
(720/2,160)
None
Vintage Cars
(vcr.dat)
2 Riders per car Tracked Track & Station Visible 240
(104/104)
32 blank animation frames at the end...hee hee hee
Virginia Reel
(vreel.dat)
4 Riders per car Tracked Track & Station Visible 360
(72/288)
8 frames turn the tub 90-degrees in nine different views.
Water Tricycles
(trike.dat)
2 Riders per car Various Station (Dock) Visible 64
(32/32)
Trike's wheels and Rider's legs are both animated.  Built on water only. 
Wild Mouse Coaster
(smc1.dat)
4 Riders per car Tracked Track & Station Visible 620
(196/392)
32 blank animation frames at the end. Don’t worry...be happy.
Wild Mouse - Mouse Cars
(wmouse.dat)
2 Riders per car Tracked Track & Station Visible 1,136
(552/552)
32 blank animation frames at the end. YAY!
Wild Mouse - Mine Cars
(wmine.dat)
2 Riders per car Tracked Track & Station Visible 1,136
(552/552)
32 blank animation frames at the end. Yeah, baby!
Wild Mouse - Spinning Cars
(wmspin.dat)
4 Riders per car Tracked Track & Station Visible 4,608
(1,536/3,072)
None
Wooden Coaster Trains
(ptct1.dat)
4 Riders per car Tracked Track & Station Visible 2,160
(720/1,440)
None
Wooden Coaster Trains - long
(ptct2.dat)
6 Riders per car Tracked Track & Station Visible 2,880
(720/2,160)
None
Wooden Coaster Trains - Reversed
(ptct2r.dat)
6 Riders per car Tracked Track & Station Visible 2,880
(720/2,160)
None

 

What does all this stuff MEAN?!

Many things! It also gives you clues to understanding the underlying mechanics of any particular ride.

For instance, look at the Wooden Coaster Trains above. It has 2,160 total images -- 720 images for the vehicles themselves. The Riders board it in pairs, so each rider image shows TWO guests...one wearing a green shirt and the other pink. Because each car has TWO sets of seats, there are TWO sets of Rider images...one for the front seats and one for the back. So, there are exactly TWICE as many rider images as there are vehicle images.

Now look at the one below it: Wooden Coaster Trains - Long. It’s got THREE rows of seats and holds SIX Riders per car. Thus, there are THREE times as many rider images as vehicle images.

Most of the tracked rides work that way. If you divide the number of rider images by the number of vehicle images and it DOES NOT come out evenly, it means one of two things:

  1. I messed up when counting the things

  2. There’s probably something funky like an animated loading sequence (lap bar coming down, door closing, etc.) or an extra piece (nose cone, joint between cars) used in the ride somewhere. 

These funky things are usually added toward the END of the group of images, so you know where to start looking for them.


Ride Capacity

While it IS possible to change the capacity of a ride using Buggy’s RideMaker program, it CAN make the ride unstable or act in peculiar ways.

3D Rider Model for the "Waterslide" ride --  Notice that he's ALONEMaking the ride hold FEWER guests isn’t generally a problem...the game just ignores the other sets of rider images. If they normally ride in PAIRS and you want them to ride SOLO, be sure you make the IMAGES look like only one rider...otherwise they’ll all become Siamese Twins when they board the thing.  If you look at the images for my "Waterslide" ride, you'll see that I did exactly that.

However, making the ride hold MORE guests than it’s programmed for can cause problems. Let’s look at it from the game’s point of view.

Suddenly, you’re told that there will be two more guests than normal on this ride.  (WHAT?  Um...okay, I guess.)

Which rider images do I use to display them? (Gee...my programming doesn’t say.

Where do I put these rider images on the screen IF you find them? (Um...dunno that either.  Pardon me...I need to freak out for a minute.)

RCT does NOT like to be confused...and like a person, becomes erratic an unstable when in that situation. Play it safe and don’t tick it off. It thows tantrums like a 2-year-old kid.


Rider Visibility

Is it possible to make visible riders invisible? Absolutely! That’s easy...you just don’t draw any rider images. You STILL will need images as placeholders, though or the game will freak out. Single-pixel, BLACK images would do fine.  (RCT2 can be picky, but is sometimes easily appeased.)  The pos.txt must also include lines for them...but the coordinates can all be 0,0.

Can you make Riders appear on a ride where they don’t normally show? Short answer: no. Long answer: Yes, but I wouldn’t.

You can draw riders directly onto the ride image itself. But keep in mind that they will ALWAYS be there. Their numbers won’t change if the ride is full or empty. Think of them as mannequins..."Fake Riders."

There are folks who have incorporated Fake Riders into their rides. I’ve never liked it, myself. It’s like making a fully functional ride that isn’t FULLY functional...no better than scenery, in my humble opinion. But it’s a personal decision. I, myself, strive for quality. (Not saying I MAKE it, but I STRIVE for it.)

"Rounded Up" showing Riders before the doors closeOne way around the problem is showcased in my ride "Rounded-Up." It’s based on the RCT2 Enterprise, which shows riders when loading but NOT when the ride is in motion. Riders are visible as they ENTER the ride and then doors close to cover (hide) them.

     

"Rounded Up" in motion -- Doors have closed to hide the RidersSo, I incorporated wire mesh "doors" on my version of the ride. The riders board and stand on their places, but then the doors hide them from view. The thing goes SO fast that you really can’t see them when it’s moving anyway.

See?  There are generally no mesh doors on the real-life ride on which this is based, but with just a little creative design and the thing becomes an RCT2 reality.

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