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  • genre simulation / building / managerial
  • download size 495 MB
    ~19 min
  • avg. user rating from 993 user ratings.
  • release date October 15, 2002
  • compatible with Windows (XP, Vista, 7, 8)
  • languages English, French, Italian, German, Spanish
  • developer / publisher Chris Sawyer Productions / Atari
  • game modes single-player
  • Bonus content included for FREE with purchase:
  • manual
  • soundtrack (256kb/s 42 tracks)

What's cool about it:

  • Test your Tycoon skills with 25 amazing Six Flags® coasters and 5 Six Flags® parks based on real-life places
  • Create incredible roller coasters using all-new Roller Coaster Designer!
  • Thrill your park guests with over 150 different rides and attractions
  • Customize your park with new and unique themes, including Giant Garden, Wild West, Pirates, and more!


Stretch your imagination further to build bigger parks and higher coasters! Break ground and start from scratch, open the gates to a remarkable Six Flags park, or just create the most gut-wrenching roller coaster imaginable - now you can play your way! Choose and complete different scenarios accordingly to the experience and content you like. Satisfy the visitors by building various attractions and facilities.Wild new rides, exciting new themes, and improved easy-to-use building tools make creating the ultimate amusement park more fun than ever!

ATI/AMD compatibility notice: RollerCoaster Tycoon 2 requires graphic card drivers version 13.4 or older.

Age requirements: ESRB Rating: EVERYONE

Minimum system requirements: Windows XP or Windows Vista, 1.8 GHz Processor, 512MB RAM (1 GB recommended), 3D graphics card compatible with DirectX 7 (compatible with DirectX 9 recommended), 2GB HDD, Mouse, Keyboard.

All user reviews:

User reviews:

The same but different.

Posted on 2011-08-17 11:37:43 bycathal's avatarcathal:

RCT2 was essentially RCT rebuilt from the ground up with extra content and for that reason it is a solid, brilliant game. However there were two issues I encountered with it, that held me back, and they are ones of personal experience.
Upon finishing RCT I played the Mega Park map to death. I poured literally hundreds of hours into it, resetting my park every 8 or 9 years inread more game time. I'd sell off everything and spend perhaps 2 years re-landscaping the entire park, planning out the staggered opening, footpath layouts and themes on sketch paper. It was probably the most satisfying experience I've ever encountered to produce a park which was largely automated. I'd revise price structures, free entry/paid rides or paid entry/free rides or a mix. Constantly trying to squeeze money out of my customers while making the park as perfect as possible. No vandalism, litter, no hungry or thirsty peeps. Symmetric rides, interacting with other rides, interacting with food area's, going under and over path ways.
So what's the problem? Well RCT2 has one massive advantage here, it allows me to to create the mega park from the start, but two features removed in the sequel handicapped any attempt at doing what I did in RCT.
Even though a scenario editor is included, the ability to "naturally" modify landscapes is removed while playing. Landscaping must be done one tile at a time to produce mountains or similarly natural features. A painful exercise and one which pretty much removes the capacity for massive landscaping projects while playing a scenario.
The other issue is the inability to change pricing structure while in game. The pricing system is decided by the scenario designer and cannot be changed and cannot be mixed. IF you charge into the park, you cannot charge for rides, if you charge for rides you cannot charge entrance.
This feature would be okay if you could change the system while playing, but you can't, you are stuck with the same pricing structure from start to finish, even though each structure has its advantages depending upon what point your park is it.
Most don't seem to mind these two features in the game, but because of my own personal experiences with the first game, these features made the second game very very hard to invest in.
Other than that it plays essentially the same as the first.

Was this helpful?(252 of 266 people found this helpful)

Fun, addicitve, and generally brilliant!

Posted on 2011-08-16 07:49:57 byCarefreak's avatarCarefreak:

I remember buying this game when it first came out. It was so much fun then, and it still is! There's nothing more satisfying than building a giant rollercoaster and watching the guests literally jumping for joy :)
It builds on the themes of the original game and improves them in many ways, such as including different scenarios and themes for your park.
The two expansion packsread more add a whole host of new rides, and at such a low price, it's a fantastic deal.
I can't recommend this game enough!

Was this helpful?(97 of 101 people found this helpful)

It's Finally on GoG!

Posted on 2011-08-16 10:05:18 byeugi's avatareugi:

I've been waiting for this game to be on GoG for a while, and finally... finally.... I spent way too much time as an 11 year old playing this game. You can seriously create any theme park and any roller coaster you want. Defy the laws of physics, create rides that end abruptly, killing everyone inside; or take the game seriously and scroll back to watch your perfectly oiled machineread more take care of itself. The amount of depth involved in the gameplay is outstanding, but it never overwhelms you. Again, I was 11 years old when I first dedicated weeks of my life to this game. The art style is very colourful, scenarios within the game can be extremely hilarious (I loved making rides that made everyone puke when they got off), and there's fun to be had for as long as you want because the game never ends. You just create until you can't create no more. And for all that and more, it deserves the title of Good Old Game. Give it a shot!

Was this helpful?(77 of 85 people found this helpful)

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