attractions available to build. This is the closest to a "sandbox" park, except the player does not have an unlimited amount of money to work with, only a $50,000 loan. Some scenarios are based on real parks. For example, 'Katie's Dreamland' (Katie's World in the US Version) is based on Lightwater Valley, complete with that park's signature The Ultimate roller coaster (The Storm). There were two official scenarios that were available for download on Hasbro's website: Fort Anachronism and Alton Towers. Alton Towers was included with the Loopy Landscapes expansion with Heide Park and Blackpool Pleasure Beach and was updated to take advantage of the new game components. Both scenarios are also included as part of RollerCoaster Tycoon Deluxe. The UK edition of RollerCoaster Tycoon Deluxe contained Blackpool Pleasure Beach in place of Fort Anachronism. Development Scottish game designer Chris Sawyer released Transport Tycoon in 1994, and spent time to consider what to do for a sequel. Some of the revenue he earned from Transport Tycoon he used towards travelling in Europe and the United States, which included visits to theme parks with roller coasters. Though Sawyer said he had hated roller coasters before, he became fond of them through these trips, and since has become a roller coaster enthusiast and had ridden on at least 700 coasters. From these trips, Sawyer decided to follow Transport Tycoon with a roller coaster-based simulation, giving him a partial excuse to continue visiting theme parks to "research" roller coaster rides. The game was to be called White Knuckle for the majority of the game's development. However, to follow the tradition of the Tycoon titles, the game was renamed accordingly. The game was developed in a small village near Dunblane over the course of two years. Sawyer wrote 99% of the code for RollerCoaster Tycoon in assembly code for the Microsoft Macro Assembler, with the remaining one percent written in C. The graphics were designed by artist Simon Foster using several 3D modeling, rendering, and paint programs. Initially, Sawyer used family and friends to help playtest the game, and then turned to Hasbro, the publisher, to help complete more extensive bug-testing and feedback. For his efforts, Sawyer made around $30 million in royalties. The Xbox port was handled by Frontier Developments, who would later go on to develop RollerCoaster Tycoon 3. Release The game was first released in North America on March 22, 1999.