For anyone who wonders what it takes to convert a scenario - I posted the following at RCT Station to someone who wanted tips on doing it:

here is a brief detailed description of what I do for a scenario like Three Moonkeys Park (meaning one with prebuilt rides):

1) Open the scenario in RCT1 - SAVE THE GAME immediately to your saved games folder OR (even better) to the landscapes folder in your RCT2 folder.

2) EXAMINE all the rides (very carefully) write down names, price to ride, colors of the ride/vehicles, placement (like of the loading platform). VERY IMPORTANT SAVE all the track rides - bet you didn't know Miniature Railroads could save as a td4... I didn't until I started this project.

3) Examine the staff - are there any staff in the park yet -if so - how many of each - do they have a set patrol route??? Write it down.

4) Examine the available rides to start the scenario - write them down.

5) Start RCT2.

6) For rides that do not go underground at all - try to import them into RCT2 with the Track Design Manager. (BTW - if you don't have it already - Go to the RCT Station Utilities Download page and get Greg Wolking's Track Decoder mentioned above - INVALUABLE TOOL!!!).

7) Start the scenario editor. FIRST THING - hit load landscape - find the saved game you made in number 1 above - load it up just likae any saved game. (I say FIRST THING - because if youy start selecting rides etc and then go to load the landscape - ALL your selections will be reset - happened to me only once so far).

8) What I do is make sure all the rides in available in the beginning are available in the scenario. The rest of the rides - I don't particularly care - but when it opens I want it to look virtually identical. PLUS if you forget a ride (say the looping coaster - then ooops - no way to recreate the Three Monkeys Coasters and you have to start all over again). For the rest of the rides MAKE some variety from scenario to scenario - if you always select the exact same rides - or always leave something out because you hate it - then they can get boring real quick). Do the same with the scenery (I am much more liberal with what scenery I make available form the beginning).

9) Go to the rides assignment screen (or whatever it's called). I only make the same rides available that are originally available (although, as I mentioned, I am much more liberal with scenery here)- then after that I ususally hit randomize for the research tree and make whatever adjustments are necessary (like a drink stall toward the top if one isn't included in the available shops - same thing with the info kiosk/souvenier stall for umbrellas).

10) Go to the finances screen (PS remember to keep saving after each step just in case). MAKE SURE YOU HIT ALL THREE TABS - just to check them out. This is VERY important because RCT2 lets you either ONLY have a gate fee or ONLY have rides. If the RCT1 imported scenario has rides in it that charge a fee then the editor will default to charge for rides - make sure that is what you want (I mix them up - sometimes one - sometimes the other).

11) Go to the objective selection screen - really think about your objective - compare the preexisting RCT2 scenarios for ideas on what is Beginner, what is Challenging and what is Expert - some important changes have been made (for example, park value is no WAY off whack of what it was in RCT1 - also guest generation has become easier with each new expansion/sequel).

12) Save the scenario - if there are no rides, you are pretty much done - play it some to make sure it works.

13) If there are rides - open the scenario - NOW is the hard part - you have to build the rides. DON"T FORGET to turn off the research. Also, Money will be an issue - YOU CANNOT reset the money after this point so *Be creative* ahem... Like I said above - if the track ride doesn't go underground - try rebuilding it by just placing it like any premade coaster (assuming you converted the saved track design). If not - get used to Greg Wolking's Track Decoder (and curse him mightly for not enabling it to print - j/k LOL)... Color the rides as appropriate, rename the rides as appropriate (stupidly RCT2 won't let you use the same exact name as in RCT1 because the idiotic editor thinks the ride is still there even though it isn't.... I use the same name plus an exclamation mark ex. Thunder Rails!)

14) Add whatever staff you need. Price as appropriate. Don't forget to RESTART the research.

15) Save the game with the rides - believe it or not - I am so particular about it, I try and have approximately the same number of guests in the park.

16) Select from your tool box - convert saved game to scenario - Put some thought into your description, etc. Save the scenario - you're good to go (after a little testing, mind you).

That about sums it up.... LOL 

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Interestingly I found a new BUG!!!! Henry - you may find this very interesting: Remember in RCT1 how you cannot name two rides the same thing (so, for ex., if you have dueling Wooden Coasters you had to name them "Logjammer 1" and "Logjammer 2"). Well I found out that ALTHOUGH the scenario editor does not import rides from saved games (only the landscape), something in the data structure still thinks the ride is there. As you can see in the screenshot below, the ride does not show up as still being in the park BUT when I tried to name the coaster "Dynamite Blaster", it kept telling me the name was already in use - the message was funky and it took a couple of tries to figure WTH was going on... so instead I ended up naming it "Dynamite Blaster!".

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It's funny how these things just occur to you after a while - sitting here at work (hey - it IS Friday after all) It suddenly occurs to me that if one were to just rename the preset rides in the scenario (to something completely banal or neutral like "hviliugil") and THEN save the game - when the landscape is imported into the scenario editor - the editor will think the ride is named "hviliugil" and NOT its real name like "Big Woodchip". Then when the ride is finally recreated in the scenario it could have its original name back (instead of "Big Woodchip!")...

I am actually amazed it took me this long to figure that out... LOL Sometimes the common sense things aren't as obvious as we would like them to be. 

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Just be aware that when you import a landscape into the scenario editor and part of th elandscape include Construction Rights over the entrance/exit path, that for some unknown reason the editor rverts the land immediately under the entrance exit path to unowned - you have to manually change it back (in the scenario editor) to construction rights owned - for example - see RCT1 scenario Karts & Coasters - the ride King Karts.

This is probably something you want to be aware of if you import any saved games that happen to have a ride that goes over construction rights on the outside of the park - in fact, it's probably something you want to be aware of before you build the only other three rides in the park, because, as luck would have it, you happened to keep that ride, a portion of which goes outside the park, as the last one to build - not for any particular reason, but it just happens to work out that way - and then you discover after a couple hours that you have to start almost all over again - that really sucks...

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Actually - it's even worse than I thought - (pardon me while I rant a bit) - I am sorry there are stupid people in the world but that does not mean that every product that is ever made has to be made moron proof.... There is some idiotic function in the scenario editor that is designed to keep one from accidentally attempting to own the land outside the park for which the path is on - otherwise the peeps will start walking toward your park and never get to the entrance because they (unlike many real life human beings) will under no circumstances engage in trespass on private property - that is all well and good but it apparently also checks to make sure construction rights aren't owned over said pathway - why - who knows - as far as I am concerned it is a bug - but I know it is directly attributable to the attempt to make the scenario editor idiot proof - you cannot even set the land to construction rights purchasable - same problem - there is an easy solution - I'll just move the park entrance up a couple oif squares and have the ride go over the immediate inside of the park, but I mean come on - I just spent a couple of hours trying to get this stupid thing right and it is something Chris Sawyer allows himself to do with his own scenarios so why not trust that I am not a moron and will be able to do the same thing without screwing it up grrrrrrrrr.... 

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Perhaps you have seen my bug discussion at this thread: Can't Build - Too Low. Well funny thing is I tried to work on RCT2 Thunder Rocks and discovered one of the most annoying bugs in the scenario editor, at least if you don't have a trainer like the TRG.

As some of you may have noticed, when you "Save [a] Landscape" while you are building a scenario in the scenario editor, the file saves as an sc6 (or scenario) file. I have not tried to open an incomplete scenario yet (I wonder what it does - I'll have to try - although I imageine one where no landscaping has yet been done will give an error like "unrecognized data" or something - and one where at least an entrance and entrance pathway exist, will default to something - values are already set as you move to each new section of the scenario editor). Anyway, I postulated - correctly - that because of this save landscape function, an already completed scenario could be "reopened" in the scenario editor and modified as necessary - indeed, I have done that quite a few times - to change rides available - to change money values, to change free entrance to charge at entrance, etc. Tonight, I did it to modify the landscaping in RCT2 Thunder Rocks (the wherefore of such doing is copntained in the other thread I mentioned above). well imagine my surprise when my terraforming was brought to a screeching halt because I RAN OUT OF MONEY!!!! LOL! Indeed, I had to double, and then triple check - after all, I WAS in the scenario editor - CORRECT?!?

Apparently, when you open a scenario that has gone through every screen - the landscaping function starts chipping away at the money you set for the scenario in the money page. I "flipped" ahead a couple functions, and sure enough, the originally allotted $10,000 had been whittled to a mere $460 - YES THIS IS THE SCENARIO EDITOR we are discussing LOL! I raised it back to $10,000 - went back a couple of functions and started where I left off only to soon deplete my "money" again. Of course, I probably caould have temporarily selected the no money option - but I instead broke out the TRG and pushed my income to the stratosphere - I was afraid I would forget to reset from no money and have to re-reopen the scenario editor.

I just think it is incredibly silly that the scenario editor accounts for money at all - under any circumstances. This is definitely a bug that should be addressed. 

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i wanna convert a RCT1 file into RCT2, how do i do it? 

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It depends on what you want to do. You can used a saved RCT1 game to create a new scenario from that point forward; or you can create a completely new scenario from scratch based strictly on the landscape.

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So theres no way to rename a fiole or use anything in game? 

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No. You can load RCT 1 files into the scenario editor for RCT2 but this loses all rides, other attractions, guests and staff.  

Or, you can create a scenario from the saved game that begins at the point the game was saved. Doing this does not allow you to make any changes to the scenario prior to objective selection.

In other words, you cannot add new scenery, change/add the rides, etc. You can only make changes during the last two screens in the scenario editor. 
