Future World (Time Twister)/Scenario Guide

Starting Out
This scenario starts the player off with $10,000. Pause the game and examine the park, as well as rides list, and note the following things:
 * An Enterprise, Dodgems, and custom-designed Hover Bike Ride are located after the long straight paths from the entrance. All of them have their admission fees set to "Free".
 * Some stalls and a Toilets have already been built.
 * Two 'No-Entry' signs block off the front of the park from the middle.
 * There is a rather large and quite impressive city located at the center of the park.
 * There is a huge amount of empty space between the edge of the city and the park boundaries.
 * There is a crashed flying saucer scenery object at the far end of the park.
 * The Cash Machine and First Aid Room are already available.

With the game still paused, increase the admission fee of the pre-built rides and hire some staff; setting the latter's patrol areas is optional. In addition, set research to minimum funding and uncheck everything except for gentle rides, thrill rides, and water rides. Next, unpause the game, and demolish the two sloped path tiles that link the front of the park to the city. This will prevent park staff from wandering around the city instead of around the rides. Then, put some benches and bins around the stalls and open the park. Finally, with the remaining cash, build a roller coaster that costs around $8,000 and spend the remaining $2,000 building flat rides.

Since both the Cash Machine and First Aid Room are already available, do not hesitate to set ride admission fees to a higher amount, and build coasters with high nausea ratings; the former comes at the cost of eliminating virtually all possibilities of receiving the "Best Value Park" award, which draws more guests, so it can be a double-edged sword.

Let the park run its course for a month or two. In the meantime, take a good look at the built-up city, which contains a very extensive underground and overhead path network in addition to the tarmac paths on the ground. There is also a large number of hovercraft located throughout the entire city. The hovercraft, as well as the underground and overhead path networks, can all be demolished for a total profit of around $4,000.

Expansion
There are two ways to get through this scenario:
 * 1) Expand the park around the city, building rides on the excess free space surrounding the city, and avoid building into the city entirely.
 * 2) Expand the park into the built-up city, either by building rides inside the buildings, or clearing out some of the buildings to get free building space.

While it is technically easier to expand around the city, rather than through it, more funds will be needed to increase park value to the required amount since additional path networks and scenery items must be built. On the other hand, expanding into the city may cause guests to get lost, and staff to wander into undeveloped regions if their patrol paths are not set, due to the existing path networks, although the city provides enough scenery objects to ensure that the park will consistently receive the "Most Beautiful Park" award, which increases the number of guests visiting the park.

Expand Around City
Feel free to demolish any object in the city that gives money upon demolition. Unlike other scenery/theming categories, most Future Theming objects require a fee to demolish, including obsidian and sandstone building elements. The only objects in the city that give cash cash upon demolition are hovercraft and footpaths, as well as the Statue of Liberty-esque alien monument at the other end of the city, and crashed flying saucer near the far end of the park boundaries.

Expand around the city, building every possible flat and non-coaster ride available; interlock custom-built tracked rides to boost their ride ratings. Once a sizable monthly profit is gained from existing rides, set research to normal funding and mark roller coasters for research. Repay any existing loan, and consider building a Floorless Roller Coaster the moment it is researched, as this coaster type is versatile and offers a good excitement-to-intensity ratio.

The Giga Coaster should be researched by Year 5. Either build or construct a Giga Coaster design that costs virtually all cash-on-hand, or build two to three different coaster types that costs an equivalent amount. If the park has been expanded all the way behind the city by now, a transport ride, or even a roller coaster designed as a transport ride, should be built to facilitate guest movement.

Expand Into City
The cramped confines of the city make coaster construction inside buildings virtually impossible without accidentally demolishing part of the building it is in, so building flat, vertical or compact tracked rides, such as the Hover Car Ride, Launched Freefall, and Roto-Drop, is recommended over most roller coaster types. Several of the flat rides available and researchable have more than one operating mode, which gives some room for variety. Demolishing the larger buildings will also give much more free space to build rides; the largest building plots can even accommodate a roller coaster. However, leaving much of the existing scenery intact (which includes the buildings) will go a long way towards the park continuously receiving the "Most Beautiful Park" award, which draws guests and, in turn, increases total ride income, which in turn means more funds to spend on more rides and, as a result, will increase the park value. For this reason, it is generally better to be stingy on space, and try to cram as many rides as possible into buildings without destroying a substantial chunk of the latter.

To prevent staff from wandering away from the rides, and guests from getting lost, the park's greatest money-earners (primarily roller coasters) should have a mechanic assigned to them, and parts of the city that have not been expanded into should be cordoned with 'No Entry' signs. In addition, demolish both the underground and overhead path networks if this has not already been done; the ground-level tarmac paths provide more than enough walking space. As the park expands further into the city, remove the older 'No Entry' signs and cordon off the remaining unused parts of the city with new ones.

Coaster building should be restricted to the immediate space surrounding the city, but if a good-looking city is not a priority and there are funds to spare, coasters can be built through the existing buildings, and around any rides built in the city, to give them a boost in ride ratings. As with expanding around the city, consider the construction of a Floorless Roller Coaster once it is researched.

If the park has been expanded to two opposite ends of the city, a transport ride should be built to facilitate guest movement. An underground Monorail circuit will increase park value significantly, but a marginally cheaper alternative is to build an above-ground, two-station Monorail set to Shuttle Mode. A rough guide to building a well-used Monorail ride is to build a station at each corner of the city and, if the Monorail is built above ground, around existing rides and scenery. The latter can be done without destroying scenery if the Monorail is built directly above the wider footpaths.

Post-Expansion
Either expansion method is more than likely to increase park value to the objective requirement before the end of Year 5 without the player running into a huge debt. As a rule of thumb, there should be around five roller coasters running by Year 5, excluding the pre-built Hover Bike Ride; constructing one roller coaster a year should be adequate.

If research is set to normal funding for around four years, every single ride, stall and scenery theming available will be researched by the middle of Year 5. When this happens, research should be set to no funding as it would no longer add any benefits for the extra cost.