- Release Year: 2002
- Platforms: Windows
- Publisher: Infogrames Interactive, Inc.
- Genre: Compilation
- Game Mode: Single-player
- Average Score: 81/100

Description
RollerCoaster Tycoon: Expansion Set is a compilation of the two expansion packs for the original RollerCoaster Tycoon game, released in 2002. It includes ‘Corkscrew Follies’ and ‘Loopy Landscapes,’ which introduce new scenarios, rides, and features to enhance the park-building experience without requiring the base game.
RollerCoaster Tycoon: Expansion Set Cracks & Fixes
RollerCoaster Tycoon: Expansion Set Reviews & Reception
gamefaqs.gamespot.com (90/100): A real classic theme park building sim, showing the way they should be made.
mobygames.com (74/100): RollerCoaster Tycoon 2 is the sequel to RollerCoaster Tycoon. The player once again takes the role of a theme park manager, tasked with building a park using various rides and attractions, such as restrooms, food/drink stalls, bumper cars, ferris wheels, go-karts, and, of course, roller coasters.
ign.com (80/100): Build/management sim with a tuned ride creation system, new shops and stores, new park themes, and a scenario editor.
RollerCoaster Tycoon: Expansion Set Cheats & Codes
RollerCoaster Tycoon (PC)
Rename a guest to activate cheat codes.
| Code | Effect |
|---|---|
| Andy Hine | “Nice ride! But not as nice as the Phoenix…” after leaving a roller coaster |
| Chris Sawyer | Takes pictures frequently while navigating the park |
| Damon Hill | Rides all Go Karts twice as fast |
| David Ellis | Thinks “…and here we are on |
| Emma Garrell | Turns the shirt colour of all guests within a tile’s range to purple |
| Felicity Anderson | Causes all guests within a tile’s range to continuously throw up |
| Jacques Villeneuve | Rides all Go Karts three times as fast |
| John Wardley | Thinks “Wow!” often |
| Katie Brayshaw | Waves at guests occasionally |
| Katie Smith | Jumps occasionally |
| Lisa Stirling | Litterbug; continuously drops litter |
| Melanie Warn | Sets the guest’s Happiness and Energy to maximum and reduces their Nausea to zero upon renaming |
| Michael Schumacher | Rides all Go Karts four times as fast |
| Mr Bean | Rides all Go Karts at 3 km/h (1 mph) |
| Nancy Stillwagon | Causes all guests within a tile’s range to have an ice-cream |
| Simon Foster | Often stops to set up an easel and paint |
| John D Rockefeller | $10,000 |
| James Hunt | Ride a buggy through the park |
| Atari | All peeps laugh |
| Shifty | Peeps dance |
| Frontier | All rides and coasters to never break down |
| Jon Roach | All rides irresistible to peeps |
| Sam Denney | All coasters irresistible to peeps |
| David Braben | Unlimited launch and chain lift speeds |
| Andrew Thomas | Decrease track friction |
| Jonny Watts | Peep cam |
| Guido Fawkes | Unlock advanced fireworks editor |
| Andrew Gillett | Increase park value |
| Mouse | Guests stand around looking down at the ground |
| D Lean | “Flying Camera” routes editor |
| ATITech | Everyone moves fast for 20 seconds, but game speed is normal |
| Make Me Sick | All guests get sick |
| Atomic | Big explosion |
| PhotoStory | Peeps take photos |
| Ghost Town | New guests not allowed to enter, current guests may leave if desired |
| FPS | Display frame rate |
| Isambard Kingdom Brunel | New staff hired fully trained |
| A Hitchcock | Lots of ducks appear |
| Big Bucks | Unlimited cash |
| Richard Branson | Makes everybody rich |
| Richard Tan | Picks pockets |
| E=MC2 and E=MC3 | Double ride development |
RollerCoaster Tycoon: Expansion Set (PC)
Some cheat codes from RCT1 still work. Rename a guest to activate new cheat codes.
| Code | Effect |
|---|---|
| Elissa White | Thinks “Brilliant…it’s an Intamin Ride.” when riding any ride made by Intamin |
| Katie Rodger | Wants to leave the park |
| Carol Young | Reduces the Happiness of the renamed guest |
| Donald Macrae | Thinks “I’m lost!” often |
RollerCoaster Tycoon 3 (PC)
Rename a guest to activate cheat codes. Some cheat codes allow multiple activations.
| Code | Effect |
|---|---|
| A Hitchcock | Creates many flying ducks |
| Andrew Gillett | Sets track friction to 0, which completely prevents vehicles on most tracked rides from gradually losing speed over time |
| Andrew Thomas | Decreases track friction, which reduces the amount of speed that vehicles on most tracked rides lose over time |
| Atari | Peeps applaud you |
| ATITech | All peeps, staff and animals move very fast for twenty seconds; in-game clock stays at a normal speed |
| Chris Sawyer | Peeps applaud and jump into the air |
| D Lean | Opens the Flying Camera routes editor |
| David Braben | Allows the player to set chain lift and launch speeds on roller coasters, free-fall towers and water slides up to 1000.00 m/s |
| Elissa White | A female adult peep renamed to this will say “I’m so excited – it’s an Intamin ride!” whenever she enters a queue for a Giga Coaster or Impulse Coaster |
| FPS | Displays a counter at the top left corner of the screen showing the frames per second |
| Frontier | Disables ride breakdowns |
| Ghost Town | Stops the creation of peeps entering the park |
RollerCoaster Tycoon: Expansion Set: Review
1. Introduction
Released in 2002 by Infogrames Interactive, RollerCoaster Tycoon: Expansion Set is not merely an addendum but a definitive anthology that encapsulates the creative zenith of Chris Sawyer’s masterpiece. This compilation bundles the original game’s two expansion packs—Corkscrew Follies (1999) and Loopy Landscapes (2000)—into a single, essential package, transforming the base game from a park-management simulator into a boundless theme-park sandbox. For enthusiasts and historians alike, this set represents the golden era of tycoon simulations, where meticulous design systems, emergent storytelling, and player ingenuity converged to create a genre-defining experience. This review argues that the Expansion Set is not just content augmentation but a philosophical refinement of the original, elevating it from a hobbyist project to a fully realized, replayable masterpiece that remains unparalleled in its blend of technical precision and creative freedom.
2. Development History & Context
Chris Sawyer, a Scottish developer renowned for his work on Transport Tycoon (1994), conceived RollerCoaster Tycoon after his travels to European and American theme parks sparked a fascination with roller coasters. Initially titled White Knuckle, the project evolved under MicroProse and later Hasbro Interactive, which leveraged the “Tycoon” branding to capitalize on the success of Railroad Tycoon. Sawyer wrote 99% of the game’s code in x86 assembly language, a Herculean feat that enabled unprecedented optimization and control over the game’s isometric engine. The expansions were born from player feedback and Sawyer’s ambition to expand the game’s scope: Corkscrew Follies introduced new rides and scenarios, while Loopy Landscapes expanded with transport rides and real-world park recreations like Alton Towers.
The surrounding gaming landscape was dominated by real-time strategy titles (e.g., Age of Empires II) and early life-simulation games (e.g., The Sims). Yet RollerCoaster Tycoon carved a niche through its unique focus on design-driven management, blending physics-based coaster creation with economic micromanagement. By the time the Expansion Set arrived in 2002, Infogrames (having acquired MicroProse and Hasbro) positioned it as a definitive all-in-one experience, capitalizing on the franchise’s sustained sales—over four million copies by 2002—and cementing its status as a long-term commercial phenomenon.
3. Narrative & Thematic Deep Dive
While devoid of a traditional plot, the game’s scenarios weave rich thematic tapestries through their objectives and contexts. Corkscrew Follies introduces parks like Fiasco Forest, a decaying park with a fatal “Death Slide” ride, forcing players to navigate crisis management and rebuild trust—symbolizing resilience through failure. Loopy Landscapes elevates this with parks like Katie’s Dreamland, modeled after Lightwater Valley’s The Ultimate coaster, emphasizing fidelity to real-world engineering marvels. The scenarios themselves act as vignettes: Evergreen Gardens challenges players to sustain a 1,000-guest park in a vast landscape, underscoring theme park logistics as a metaphor for urban planning.
The game’s narrative emerges from player agency. Guest thoughts (“I feel sick,” “This park is clean!”) become dynamic dialogue, while vandalism and accidents create emergent stories of chaos or redemption. Thematic motifs of capitalism, creativity, and responsibility permeate every decision—whether charging exorbitant ride prices or prioritizing guest comfort. The Expansion Set amplifies this by adding thematic diversity: futuristic parks in Time Twister and cultural parks in Wacky Worlds (though not included here) would later enrich the series, but the original expansions already lay groundwork in balancing whimsy with pragmatism.
4. Gameplay Mechanics & Systems
The Expansion Set refines the original’s core loop—build, manage, iterate—through three interconnected systems:
- Ride Design & Engineering: The coaster builder remains the heart of the experience. With Corkscrew Follies, players gained access to loops, corkscrews, and vertical drops, while Loopy Landscapes added transport rides like monorails and chairlifts. The tile-based construction system, though gridlocked, rewarded precision: track banking, support structures, and velocity calculations influenced guest excitement, intensity, and nausea. Flaws included the “Super Drowning Skills” of guests who fell into water and the “Exploding Raft” bug, but these became darkly celebrated quirks.
- Park Management & Economics: Staff management (handymen, mechanics, entertainers) balanced realism with repetition. Guests’ pathfinding AI was notoriously “Artificial Stupidity,” leading to lost peeps and overcrowded paths, but the expansions mitigated this with queue-TV entertainment and improved transport links. Financial depth emerged in pricing strategies—balancing ride tickets, park entry fees, and shop profits—with scenarios like The Money Pit forcing players to turn a decaying park profitable.
- Scenario Objectives & Progression: The 81 total scenarios (21 base + 30 per expansion) offered varied challenges: Dinky Park demanded compact design in tight spaces, while Rainbow Valley prohibited scenery demolition, forcing resourcefulness. The Expansion Set’s value lay in its cohesion: Corkscrew Follies introduced research trees for ride upgrades, and Loopy Landscapes expanded scenarios with real parks like Blackpool Pleasure Beach, blending education with entertainment.
5. World-Building, Art & Sound
The game’s world-building is rooted in meticulously crafted theme parks that feel alive. Isometric sprites, designed by Simon Foster, conveyed nuanced guest states—green faces for nausea, red for anger—while ride animations (e.g., the gentle spin of a Merry-Go-Round) added charm. The expansions enriched this with new scenery: Gothic facades in Corkscrew Follies and festive stalls in Loopy Landscapes allowed thematic storytelling. Sound design, composed by Allister Brimble, enhanced immersion: the clack of coaster tracks, the splashes of log flumes, and the whimsical carousel melodies created auditory texture.
Weather systems added dynamism; rain forced players to build covered rides, while snow in Icicle World created visual poetry against the park’s lights. Though limited by 1990s graphical constraints, the expansions maximized the engine’s potential, using elevation changes and water features to make every park feel unique. The result was a world where player creativity—whether a serene garden park or a “coaster of doom” like Mr. Bones’ Wild Ride—became the narrative.
6. Reception & Legacy
Critically, the original RollerCoaster Tycoon was lauded for its addictive gameplay, scoring 88% on GameRankings and winning Computer Games Strategy Plus’s 1999 “Strategy Game of the Year.” The Expansion Set consolidated this acclaim, though it was often reviewed in shadow of the base game. Commercially, it sustained the franchise’s dominance: by 2002, the series had sold over four million copies, with the expansions driving long-tail sales. The Xbox port (2003), handled by Frontier Developments, was criticized for its controls but highlighted the game’s enduring appeal.
Legacy-wise, the Expansion Set cemented RollerCoaster Tycoon as a blueprint for simulation games. Its influence is seen in Planet Coaster and RCT Classic (2017), a spiritual successor that revived the original’s mechanics. Fan communities, like the OpenRCT2 project, extended the game’s lifespan with multiplayer and modding. Yet its true legacy lies in its democratization of creativity: the Expansion Set turned players into architects, with coasters like The Universe Coaster (taking 135 years to complete) becoming internet legends. It remains a parable for design-driven gameplay, where limitations sparked ingenuity.
7. Conclusion
RollerCoaster Tycoon: Expansion Set is more than a compilation—it is the distillation of a genre. By bundling Corkscrew Follies and Loopy Landscapes, it transformed a beloved simulation into an expansive, replayable ecosystem where economics, engineering, and creativity collide. Flaws like guest pathfinding glitches or repetitive staff management are overshadowed by its depth: the satisfaction of a perfectly balanced park, the thrill of a custom coaster’s first test run, and the emergent stories born from player decisions.
For modern audiences, the Expansion Set stands as a testament to Chris Sawyer’s vision: a game that respects its players as both managers and artists. Its legacy endures not just in sequels or remakes, but in the enduring passion of its community. In the pantheon of simulation gaming, this set is not just a chapter—it is the foundation stone. Verdict: An indispensable masterpiece that redefined tycoon simulations and remains, two decades later, a pinnacle of design-driven interactivity.