The last 10% is missing

Lord Gonchar's avatar
And why is employee training/salary in a seperate window that you have to scroll through, expand the employee info and then click to change?

Why not just have it all available under the menu that pops up when you physically click on an employee?

To me it's more intuitive to click the person then find that stuff, then go to a seperate menu.

Personal preference maybe.


OK.....everyone else has siad there peace about the game and I think eveyone pretty much has covered all the flaws in a damn new release as well as there forums closing the day of release(hmmmm).

My thoughts of the game....I think Atari new the bugs were there hell they released three Demo's for god's sake. So to me Atari had to know the bugs were there if they done those three demo's...but here my thoughts. I am pretty sure Atari new all the game sites and stores were getting the game on the 27th(everyone new that)so Atari new everyone had been antisipating this release...so instead of going in and fixing the bugs and moving the release date up to get the game perfect they released a bugged and very bad release.

To me it justs puts the whole RCT name to shame. That is why the forums are down in my opinion...they new they were going to be hounded with complaints about this crappy game and how it runs. I would have rather waited until March of next year if that is what it took to get the game perfect and all the bugs out...but did Atari do that no..they released the worst RCT game and put a bad rep on RCT and also are making fans on this series wonder WTF happened!!!!

I just noticed something and I don't know if anyone has seen this but I am sure you have. If you go to "All Programs" and click on Atari and the RCT3 I saw a box that said Updates...so I clicked on it and it updated the Game...but I am sure this did not work but I thought I would just tell you in case you wanted to try!!! Said something about a RT Patch! *** Edited 10/28/2004 11:58:30 PM UTC by Evolution***

Oh... and why isn't there any carousel music for the carousel?
Jeff's avatar

Evolution said:
...If you go to "All Programs" and click on Atari and the RCT3 I saw a box that said Updates...so I clicked on it and it updated the Game...
I just tried that, and it says mine is up to date.

Jeff - Editor - CoasterBuzz.com - My Blog

Jeff's avatar
  • A 300-foot roto-drop has excitement under 1.00?
  • There's no vertical sync for the 3-D rendering, which results in some wicked tearing when you go into coaster cam mode on most anything (especially on anything that has horizontal rotation, like a spinning mouse or observation tower).

Jeff - Editor - CoasterBuzz.com - My Blog

Has anybody else had part of their firework display to break down? I did. I'm all for really "getting into" a game and all but some of the level of controls you have to exhibit over this game are a bit much. Who wants to sit and decide wether you need a bunch of lemon slices and ice in the cups for the drinks? Actually it hands out canned drinks and lemon slices. How ya gonna do get that lemon in there? Maybe you can call a mechanic over to the can to wedge it in there I dunno.

One of the biggest things I miss by far is the ability to see what all the people are thinking at the same time. This is something that should have never been left out of the game. It's too hard to know what's wrong now!


This ain't no book you can close, when the big light hits your eyes. Cropduster-Riot Act-Pearl Jam
Has anyone noticed if the dispatch requirements (such as Any Load, 1/2 Full, Full Load) work properly on the coasters? I observed that my coasters operated on a Dispatch On Full Load basis no matter what on the demo, and am curios if they fixed it in the final version. I'm probably going to buy the game solely to ride the coasters and flats; however, as a perfection-freak (I have been working on the same RCT2 park every week since the game was released), I'm not too happy about this plethora of errors being described.
The train limits pisses me off. Why can't floorless have more than five cars, same with giga, etc. I mean strata can have 10+, that's so unrealistic.
I'm participating in quality control on this game. I'm NOT buying it unless major patchwork is completed... Money talks MUCH louder to the morons at Atari than any "official" forum. Thanks for all you people who bought the game, you saved me $50...

Jeff said:
  • A 300-foot roto-drop has excitement under 1.00?
  • There's no vertical sync for the 3-D rendering, which results in some wicked tearing when you go into coaster cam mode on most anything (especially on anything that has horizontal rotation, like a spinning mouse or observation tower).


The excitement rating thing is a bug. It happened to me too. I created a very nice floorless coaster that tested at above 7.00 excitement rating. When I checked back a few minutes later, it was showing a 0.30 excitement rating. A few clicks later, I saw the 7.00+ one again. Then, it went back to the 0.30 and I never got it off of that. The game also crashed on me as I was getting ready to test a new coaster. Bugs, bugs and MORE bugs !!

Here's a "cheat" I found which is actually a bug. In any scenario, you can go to the 'ride your rct2 rides' screen and construct coasters that you have not yet earned in the scenario. If you have a lot of rct2 rides on your comp, search your hard drive in the game, and start seeing which tracks it will and wont let you build. There are some earlier on that it wont let you build, but after the first 30 tracks that were listed, I could build all of my other coasters. So by doing this, you can build an air-launched coaster from the get go in the first scenario. You'd think it wouldn't be that hard for Atari to script in that it should check what type of track you are importing before going out and building it. Well, it's another bug...

[url="http://www.geaugaguide.com"]Geauga Guide[/url]
Lord Gonchar's avatar
Still reports some statistics wrong. The coaster I just uploaded to CB Games has 5 inversions, but the stats say 9.

Must be the SF counting method ;)


Jeff's avatar
The scenarios appear to be totally unplayed. For example, Box Office is ridiculously hard to beat because the peeps won't ride anything and you can't make money. Even when you sell off the "sound stages" in the infield, you still don't have enough money to make an excitement-7 coaster for the VIP.

On the other hand, the creepy scenario with the flyer in it is about bam, bam, drop some pre-made rides in it and you've got tycoon level in all of five minutes.

The hits keep on coming!


Jeff - Editor - CoasterBuzz.com - My Blog

All this crap makes me feel sorry for the guys that made this. (Assuming they were rushed)

I can seem them all pulling this off their resumé. ;-)

Lord Gonchar's avatar
Nah, I think Box Office is possible. I just tried to blow through it after I read your post. Nailed the first two levels on the first two VIP visits.

Was testing my coaster as she showed up the third time so she bailed.

As soon as she left, the rating came in at 6.85. I made some adjustments and used all the tricks to raise excitement. Got it to 6.97 and ran out of cash. Started playing with prices - you got to keep jacking them up until peeps refuse to pay (obviously) - was getting $7+ per coaster ride. Money wasn't flowing, but it slowly & steadily crept up. missed her the 2nd time around too. Never got the coaster over 6.97. I think that's the max for that coaster.

Got annoyed that I was so close, VIP returning again in a month and I can't get the ratings to go any higher. On top of that my park rating is floating around 650. I'm just shy of both goals. Close enough that I think it is possible to complete the Box Office scenario. Going to bed now.


I got the full version today. Found a few more bugs:
  • The powered mine train has a max speed of only 11 mph. It's agonizingly slow!
  • The Giga coaster doesn't work right. First, the catch cart thing waits until the peeps have boarded and are ready to go before even coming down from the top resulting in slow dispatch times. Also if a train stops at the top due to a blocking issue, it will stay there or even roll back. NOT good.
Most of you know this now but the official forums are back up. There is a sticky about bug reports there as well (I see Jeff already pasted his main list from here up there but some of the other points in this thread need to get on that thread). David Braben is replying already over there (to some new threads) since the boards came back up and THAT I like to see. *** Edited 10/29/2004 11:16:51 AM UTC by SLI_Fallen***
As mentioned in another thread, make sure to report all your bugs you have found on the official forums, to hopefully get Atari to fix these bugs in their patch that is supposedly coming out soon. If we want this game to be complete (since Atari is too good to push out a finished game), a lot of the nagging annoying problems us enthusiasts are finding need to be reported asap. Seems the only bugs being reported on the official forums are the obvious issues (graphic slowdown, rides not filling with people correctly). Ones I'm seeing on here are ones only RCT fans or coaster enthusiasts would know are wrong, or buggy.
After being somewhat impressed by the demo (bugs aside), I went back and played RCT1 for a bit. What a difference! The interface works well, and you can control your park, staff, and rides properly.

Fancy graphics (that sort of work) are simply not enough to make me want RCT3 - the interface and gameplay in the demo sucked, and now that the release code appears to be infested with bugs, there is no way I'm going to buy RCT3. Not at $ 40.00, anyway.

In the advertisement screen you can even put out vouchers for the toilets(!!!)

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