RollerCoaster Tycoon Touch scenarios unlock at player level 60. Each one is a separate, temporary park with a twist and three goals (Bronze, Silver, Gold), and the medals pay out Tickets, Aqua Coins, experience, Ride Skins and a huge Company Value boost. For coasters, the official help center’s rule on air time is short: the first hill and drop never counts, so you build it from fast bunny hops later in the track.
Below: the scenario rules, medal values, the coaster recipe for each type and card limits, from Atari’s official RCT Touch help center (checked October 29, 2026 UTC). It covers the Atari version, at 3.54.1 on iOS (updated September 28, 2026).
Table of Contents
Quick answer
- Scenario unlock: Scenario Park opens at level 60. The Water Park opens at level 80, and Corporations at level 18.
- Goals: 3 per scenario (Bronze, Silver, Gold). You can replay a scenario, but each medal pays out only once.
- Medal value: Bronze adds 50 million, Silver 250 million and Gold 1 billion Coins to your Company Value.
- Cards in scenarios: only from the Research Center (the card icon with a magnifying glass), not from your main park collection.
- Air time: the first hill and drop never counts. Add bunny hops (hills and drops) that the train crosses at speed.
- Coaster recipe: Wooden and Hyper want bunny hops and air time; Steel and Inverted want special inserts and inversions; Accelerator wants speed but a short ride.
- Card caps: Common cards reach level 12, Rare level 10, Epic level 8.

Scenarios are separate side parks reached from the Park Hub. Image: Atari (App Store screenshot)
How RollerCoaster Tycoon Touch scenarios work
Scenarios live in the Park Hub, next to your main park. When Atari added the mode in June 2018, the announcement described a second park in a new environment that you can switch to and from at any time, with special conditions and goals to finish before a timer runs out. The current Scenario Park help article calls it an “ever-changing” park and adds the details that matter for planning:
- Level 60 to enter. Before that, the scenario slot in the Park Hub stays locked.
- One scenario at a time. To start a different one, you must claim or cancel the one you are in.
- Each scenario has its own twist. The help center warns that some scenarios require you to “completely change the way you build your park”, so don’t simply copy your main park layout.
- Replays are allowed, rewards are not repeated. Bronze, Silver and Gold can each be claimed once. Replaying a finished scenario does not refresh its rewards.
- Scenario cards are different cards. They have their own stats and upgrade costs because they are temporary. Atari says they “may be easier to max out”, but they cost more to place.
- The park is cashed out at the end. When you claim, any uncollected Coins are gathered for you, and every building is sold automatically for 50% of its placement price. Both go into your Coin Wallet.
Getting cards in a scenario: the Research Center
Your main park card collection does not carry over. Inside a scenario you get cards from the Research Center on the right of the screen. It offers four research options, each with a different cost and a different number of cards. Research takes time, and you can skip some of it by watching an ad (tap the Research Center while a research is running). Tickets can also start a research, according to the Tickets help article.
Scenario rewards and medal values
Each goal pays a mix of Medals, Aqua Coins, Tickets, experience and Ride Skins. The medal itself is the big prize: its value goes straight into your Company Value, which counts toward your leaderboard position.
| Medal | Company Value added | Also included |
|---|---|---|
| Bronze | 50,000,000 Coins | Tickets, Aqua Coins, experience |
| Silver | 250,000,000 Coins | Tickets, Aqua Coins, experience |
| Gold | 1,000,000,000 Coins | Tickets, Aqua Coins, experience |
Atari’s help center says medal value “vastly exceeds” the Coins you put into a scenario, which makes scenarios the fastest way to climb the leaderboard. Ride Skins are the other headline reward: at the 2018 launch, each difficulty tier unlocked one, from a set of nine that included Classic, Sci-Fi, Adventure and Western. The exact amount of Tickets and Aqua Coins per medal is shown in the game and isn’t listed in the help center, so check the reward panel before you commit.
A sensible order of play for each scenario
These steps follow directly from the rules above. They are a planning order, not a secret trick:
- Read all three goals first. The twist and the Gold goal decide what you research. A scenario that asks for coaster stats needs different cards from one that asks for guests or income.
- Start a research right away. Research runs on a timer, so the earlier the first batch starts, the sooner you can build. Watch an ad to skip time if you have one available.
- Collect Coins before storage fills. Rides break if their storage fills up, according to the coin collection article. A Collector building gathers earnings from the rides around it.
- Keep Fun, Hunger and Hygiene up. If any of a peep’s three needs reaches zero, that peep leaves unhappy. Rides and shops refill Fun, restaurants refill Hunger and bathrooms fully restore Hygiene.
- Go for Gold before you close the scenario. Each goal pays out only once, and ending a scenario sells your buildings at 50%, so finish every goal you can before you claim and move on.
How to get air time in RollerCoaster Tycoon Touch
The official air time article defines it as the moment peeps feel negative G-force and lift out of their seats as the train passes over a hill at high speed. Three rules follow from that:
- The first hill and drop never counts. The train crosses the lift hill at minimum speed, so nothing you do there adds air time.
- Air time comes from bunny hops. Put a row of hills and drops after the first drop, while the train still has speed. In the editor, select a node and drag the Height button up to make a hill.
- Length is the limit. Track length is capped by the level of your coaster’s base set card. If you run out of length before you have enough hills, upgrade that card instead of stripping out hills.
If a Weekly Coaster Challenge asks for an air time target, the same rules apply. Atari says any coaster stat can become a challenge goal, so edit your existing coaster and add hills after the first drop until the stat clears the target.

Steel and Inverted coasters score best with special inserts and inversions. Image: Atari (App Store screenshot)
RollerCoaster Tycoon Touch coaster types and the best recipe for each
Every card in a custom coaster adds its own stats, special inserts and train or station modifiers add more, and the track layout earns a design bonus on top. The coaster stats article gives this recipe per type:
| Coaster type | What the design bonus rewards | Watch out for |
|---|---|---|
| Wooden | Lots of bunny hops and air time | Running out of track length |
| Hyper | Lots of bunny hops and air time | Running out of track length |
| Steel | Lots of special inserts and inversions | Intensity and Nausea from inserts |
| Inverted | Special inserts and inversions, balanced with drops, speed, height and banking | Over-stacking inserts |
| Winged | A balance of drops, inversions, speed, height and banking | Leaning too hard on one stat |
| Accelerator | Raw speed | A long ride gets too intense |
The help center names these six types. Gamezebo’s launch-era guide counted seven coaster types, so the full roster in your Build menu may differ by version. You can place only one coaster of each type in your park, and upgrading a coaster card does not change that.
Excitement, Intensity and Nausea
Excitement gives peeps Fun. Nausea drains their Hygiene. Intensity changes how much of each a peep actually gets: a peep riding at their preferred intensity gets more Fun and loses less Hygiene, while a ride that’s too intense gives less Fun and drains much more Hygiene. Special inserts raise Excitement but also Intensity and Nausea, and the help center warns that a coaster with too much Intensity “will not have many riders”. So more inserts are not always better. Check the stats after each one, and put bathrooms near your thrill rides.
What you need to build a custom coaster
| Part | What it does | Where it drops |
|---|---|---|
| Base set: Station, Train, Track, Chain Lift | All four are required before the Custom coaster card can be placed. The Track/base set card level sets your length limit | Any pack: free pack, ad packs, mission rewards |
| Special inserts (loops, splashes, helixes) | Add Excitement plus Intensity and Nausea; also add length. Upgrade the card to place more of it | Weekly Coaster Challenge rewards, premium shop packs |
| Station modifier | A station skin that boosts the station’s Coin storage | Seasonal; higher odds in Coaster and Seasonal packs |
| Train modifier | A train skin that boosts Max Peep Load, so more profit per run | Seasonal; higher odds in Coaster and Seasonal packs |
| Blueprints | Pre-made designs you assign to a placed coaster, if you own every card they use | Very rare: challenge rewards, shop packs such as the Coaster pack |
Two editor quirks catch many players. You can’t add a special insert to the last node you placed, so tap any earlier node. And a coaster with an open track is not valid and earns nothing until you connect it back to the station. To keep a good layout, tap Save after testing it. You get one saved custom blueprint per coaster type.
Weekly Coaster Challenges
Each week brings one longer, harder coaster mission that scales to your level, found under the Challenge tab of the Mission menu. A challenge can ask for a length, a maximum height, a specific special insert or train, or any other coaster stat, and every goal must be met at once. You can edit your current coaster or build a new one. The reward is Special Insert, Train or Station cards (plus Tickets, per the Tickets article), and you must claim it before the timer expires or it’s gone. Because inserts mostly come from these challenges, skipping them slows every future coaster.
Card rarities and max levels
| Rarity | Max level |
|---|---|
| Common | 12 |
| Rare | 10 |
| Epic | 8 |
Upgrades cost Coins plus duplicate cards, and each step needs more cards than the last. Upgrading is also one of the only two ways to earn experience (the other is missions), which matters when you’re pushing for level 60. Upgrading a card upgrades every copy already placed in your park and raises how many copies you can place. The exception is coasters, which stay at one per type. Trophies and other special cards without a gauge can’t be upgraded.
Where Tickets help (and where they don’t)
Tickets are shared between all your parks. You earn them from Weekly Coaster Challenges, achievements, friends’ park visits, the Billboard ads, the Casino Wheel, scenario medals, event goals and the store. You can spend them to skip missions, open park expansions early, start Scenario Park research, run a Major Marketing Campaign, or buy packs. The Netflix Tudum guide notes that the separate Netflix edition earns Tickets through play instead of ads and purchases, but still advises saving them for when you’re stuck.

The Water Park unlocks at level 80 and runs on Aqua Coins, which scenario medals also pay. Image: Atari (App Store screenshot)
Scenario Park vs Water Park
The Water Park (level 80) is the other side park in the Park Hub, and it works almost the opposite way. It has no scenario goals, just a park to build with exclusive assets. Every card is already unlocked, and in exchange placing and upgrading costs more. It runs on Aqua Coins, which you can only spend in the Water Park and can’t swap for regular Coins. Scenario medals are one of the ways to earn Aqua Coins, so clearing scenarios also speeds up the Water Park. A third Park Hub slot is marked “Coming Soon” in the help center.
For general park tips, see our older RollerCoaster Tycoon Touch tips and layout guide. If you prefer the classic scenario-based games, there’s our RollerCoaster Tycoon Classic guide for Android and iOS. On Roblox, our Theme Park Tycoon 2 money and 5-star guide covers similar ground, and PC builders can see what’s new in the Planet Coaster 2 Spooktacular Pack.
FAQ
What level do you need for scenarios in RollerCoaster Tycoon Touch?
Level 60. Experience comes from completing missions and upgrading cards, so upgrading duplicates is the steady way to get there.
Can you replay scenarios in RCT Touch?
Yes, as often as you like, but each Bronze, Silver and Gold goal pays out only once.
Why doesn’t my first drop give any air time?
Atari’s help center says the first hill and drop is never counted, because the train crosses it at minimum speed. Build hills and drops later in the track, where the train is fast.
How many coasters can you build in RollerCoaster Tycoon Touch?
One of each coaster type. Upgrading a coaster card improves it but doesn’t add a second copy, unlike other rides and shops.
Sources: RCT Touch help center: Scenario Park, air time, coaster stats, Weekly Coaster Challenges, card levels, Tickets, Water Park and related articles (checked October 29, 2026 UTC); App Store listing; Google Play listing; Gaming Cypher on the 2018 Scenarios launch; Gamezebo; Netflix Tudum.
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Featured image: AI-generated illustration
