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Future World
RCT FutureWorld Map.png
This futuristic park has plenty of space for new rides on its alien landscape.
Objective Have 1,500 guests at the end of October, Year 3 with a rating of at least 600.
Size 42,280 m² / 465,080 ft²
Expansion None
Rides 1 Roller Coaster, 1 Transport Ride

Walkthrough[edit]

Alien dirt, Martian and Abstract themes unlocked, red and yellow everywhere... Future World is definitely a space-themed park and it needs to reach a lofty 1,500 guests in 3 years. Fortunately, there is plenty of space with a lot of flat land and no trees. There's also a very well-crafted Vertical Roller Coaster and a convenient monorail, both with excellent ratings. Getting started will require the paths to have a lot more to ride and purchase before you get the funds to build some epic roller coasters.

First, hire more mechanics so that one mechanic is at each of the three stations of the monorail. Then hire a couple more handymen. Hold off on hiring more than 3 until you get more profit as there is a lot of paths to cover and worker salaries can add up when the park is starting out. Be vigilant on seeing any stains and dropping handymen at those spots. Once you have enough money to get around 7 handymen, you can then start setting reasonably-sized patrol areas. Raise the current prices of the rides to at least a dollar and set their inspection times to 10 minutes. For research, you can put it on Roller Coasters to get the Heartline Roller Coaster, Thrill Rides to get some water-based tracks, or Gentle Rides to get the Flying Saucers, a ride similar to Bumper Cars only with no roof above to make it a rainproof ride.

Build along the monorail to let guests see your rides.

Place simple rides along the paths to give guests more reason to walk along the edges. It's recommended to build near the monorail stations so guests can immediately board another ride as soon as they get off. You can also place more rides along the monorail tracks so guests will see these rides and the monorail's excitement rating will increase. Try to save the flat space for the stations of your coasters so you can freely build anywhere you please. Place three bathrooms and some food and drink stalls around the area and don't forget to research for more food stalls as you only have hot dogs available. It will take a few tries before you get the Fries Stall.

The back part of the park can be used to link both dead ends of the park and place more rides. Use the empty space in the back for crazy coaster designs; it's a perfect time to practice better coaster building. You can also expand in the other direction, but be careful of the two checkered areas as they're actually made with pathways; if you connect your paths to them, your guests will walk around in circles. By Year 2, profits should be high enough for advertising and placing more decorations to add to the space aesthetic. You can even add more raised land for tunnels, similar to the cliffs that the Vertical Roller Coaster goes through. If you do really well, you may be able to reach the goal by the end of Year 2, much less Year 3.

Starting Rides[edit]

Monorail 1
Monorail 1
Excitement: 4.34 · Intensity: 0.45 · Nausea: 0.15
Max Speed: /32kmh · Average Speed: /16kmh
Ride Time · 1m 13s, 1m 6s, 53s · Ride Length: /388 m, 429 m, 373 m
Positive Vert Gs: n/a · Negative Vert Gs: n/a · Lateral Gs: n/a
Air Time: n/a · Drops: n/a
Highest Drops: n/a · Inversions: n/a


Thunder Twist
Thunder Twist
Excitement: 7.50 · Intensity: 6.79 · Nausea: 3.21
Max Speed: /88 kmh · Average Speed: /33 kmh
Ride Time · 52s · Ride Length: /654m
Positive Vert Gs: 3.62g · Negative Vert Gs: -1.76g · Lateral Gs: 1.71g
Air Time: n/a · Drops: 3
Highest Drops: 25m · Inversions: 2

Available Items[edit]

Researchable Items[edit]