Breakdown

A Ride Breakdown occurs with most rides in RollerCoaster Tycoon, RollerCoaster Tycoon 2 and RollerCoaster Tycoon 3. Breakdowns have a number of causes and a number of effects depending on the ride type and other factors. Breakdowns generally increase in frequency as the ride ages and as the reliability of the ride decreases. Adjusting the inspection time for Mechanics can help delay this. Certain rides never break down, thus, never requiring inspection. A complete list of rides that never break down can be found here.

Safety Cut-out / Emergency Stop
This is the most common breakdown, and affects most rides. The details of the breakdown are not explained, but it has a number of effects. If the ride consists of trains or cars that are powered by the track, such as a Monorail or Car Ride, those vehicles will stop moving. If the ride is a roller coaster that consists of a lift hill, trains being pulled up the lift will stop once a breakdown occurs. In all cases, trains waiting to exit the station will not be allowed to depart until the breakdown is addressed, even if they have exceeded their maximum wait time. This break down can result in a crash if a roller coaster has a part where a train is moving really fast but then goes up a chain lift hill because the car could get stuck on the hill while another car will collide into it. The term 'Safety Cut-out' is used in RollerCoaster Tycoon and RollerCoaster Tycoon 2, while the term 'Emergency Stop' is used in RollerCoaster Tycoon 3.

Restraints Stuck Open/Closed
This breakdown occurs when the safety restraints on a ride either are stuck open after a train has loaded and is preparing to leave the station, or if the restraints are stuck closed as a train arrives in the station. The only difference between the two is that when the restraints are stuck open, guests who have already been around the circuit of the ride can exit. However, they are stuck until the ride is fixed if the restraints are stuck closed.

(Station) Brakes Failure
This type of breakdown only occurs in RollerCoaster Tycoon and RollerCoaster Tycoon 2.

This is often a severe breakdown, where the brakes on a ride, specifically the regular brakes on the track, as well as the brakes in the ride's station(s), fail to function. This breakdown can often result in a ride crash if a train enters a station at too high a speed and collides with another train waiting at the station.

This type of breakdown can be negated by having only a single train/car for the ride, or by reducing the speed of the ride's trains/cars before they enter the station, such as through a long hill or ascending helix. Rides that have a single train/car will not crash as a result of the breakdown, as the train/car will pass through the station without stopping. However, rides whose trains/cars are not attached to the track, such as the bobsleigh, may still crash if a sharp, unbanked corner is placed right after the station as the train/car would pass through the station without incident, but fly off the unbanked turn. Rides with two or more trains/cars will not crash as a result of this breakdown if the trains collide at a combined speed of less than 30 mph/48 km/h.

When this breakdown occurs on Powered Launch rides, such as the Steel Roller Coaster's Shuttle Loop, the train/car will enter and pass through the station backwards, but the last car of the train will stop just before completely leaving the back end station before the train is launched forwards and out of the station again, as though a new ride was starting. This will repeat itself until the breakdown is fixed.

Mechanics fix this breakdown by hitting the brakes at the rear end of the station four times with a hammer. The brakes will resume functioning immediately after the fourth hit.

In RCT2, this breakdown is known as "Brakes Failure". Powered launch rides are now affected by this breakdown in the same manner as single-train/car rides as station brakes no longer stop trains/cars that enter the station backwards. Block brakes are unaffected by this breakdown. In all other respects, it is the same as its RCT1 iteration.

Vehicle Malfunction
This breakdown involves a problem with a ride train. It has no specific effects, except on go-karts where a random vehicle will not be moving, and other karts in the same lane will get trapped behind it.

Control Failure
This breakdown affects the Merry-Go-Round, causing it to spin rapidly and for the music playing to speed up. The ride may begin to shake after it has broken down for a long period, but other than that, the control failure is pretty harmless and will only cause the guests to think, "I want to get off of *ride*." However, it can (and does) effect many more rides in RCT3 since almost every ride has a visible control panel.