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EMBED for wordpress. Want more? Advanced embedding details, examples, and help! Language English. I love this game and this ISO seems to be it. Looked around in the files and did not find anything that looked sketchy about the image. Basically you'll know if the price is right anyway, because your punters will no doubt squeal about it if they're unhappy.
Watch the animations of your guests. If they wander up to an attraction and leap backward in surprise with their eyes popping out of their head, something is wrong. Check out the price of your ride and put it right.
On the other hand, if people come off a ride and jump with joy, then you know a ride's popular, so maybe jack up the price a little to maximise revenue. Always give your workers relatively small patrol zones, otherwise the good-for-nothing slackers just wander about aimlessly, reducing park efficiency. When you employ a handyman, order him not to water the gardens or mow the grass -it's a waste of time.
Instead assign him to areas near ride exits, food and drink stalls and litter bins, and get him to sweep the pavement and empty the bins. Mechanics should be given zones that cover maybe five or six rides. Inspections of the rollercoasters should take place every 20 minutes, and everything else every 30 minutes.
Not all parks need security patrols, but if you do require their services, position them around vandalism hot-spots such as benches and litter bins. Try not to destroy ready-made scenery and themes; guests are absolute suckers for something that looks pretty.
Try to add fountains, statues, lamps and other gadgets, which all go towards making a more scenic environment that people are less likely to leave. Most useful of all are themed rollercoasters and other rides. Not only do they look cool, they also actually increase the excitement factor of the ride. When you site an attraction, remember to leave enough room for a queuing area. Even though it's fairly common practice at most real-life theme parks, in Rollercoaster Tycoon you don't actually need to queue at any of the refreshment stalls, so don't bother building queuing areas by them.
Another thing: if a ride takes about two minutes, people are going to be queuing for longer than a ride that takes only ten seconds.
Think about this and plan appropriately. Occasionally guests complain about long queues. If this happens you can do one of two things: either extend the station platform rollercoasters etc , or raise the price of the ride to scare a few people away.
On the flip side, if a ride has no queues at all, reduce the price to attract people to it. It's usually the gentler rides that guests start to lose interest in, and if this happens just swallow your pride and keep reducing the price. Don't worry about making a loss, there are. Pathways obviously enable guests to get from one part of the park to another, but they also serve as viewing platforms. Position your paths so that they meander tantalisingly near rollercoasters and other interesting-looking rides.
Put a few benches down as well so that people can gaze at the ride while they eat their pizza or whatever. Dig some tunnels. Do anything humanly possible to make the pathway an attraction in itself. If all else fails you can always spend a bit of extra cash on marketing campaigns, although generally speaking they are most effective at the start and end of a scenario.
One cunning tactic you can use if you're short of guests with about six weeks to go is to have a massive blanket advertising campaign and entice revellers that way. Because the tactics for the completion of each scenario are essentially the same, here's a quick walkthrough outlining the main points.
Set the park entrance fee at around Pound Go for the 'woodchip' rollercoaster and spread a selection of gentle and thrill rides around it. Employ a mechanic and two handymen to keep things ticking over. Only research ride improvements. Increase entrance fee to Pound Build a selection of rides around the initial rollercoaster. Employ four handymen and two mechanics to keep the park in shape.
Finally, reduce the ride prices towards the end of the second year, and start some marketing campaigns to attract punters. Build a pre-made rollercoaster near the entrance, and another on the other side of the lake. Pad out the rest of the park with a varied selection of gentle and thrill rides.
Security is needed, as well as some handymen and mechanics. Hire three mechanics, two security guards and about five handymen. Build an information kiosk, food and drink stalls and some toilets near the entrance. Introduce some gentler rides and a few thrill ones.
Start a marketing campaign for the new attractions, then sit back. Research stalls early so you can get the information kiosk, otherwise your guests will become lost.
There's loads of room available, so spread your rides around the park; position them between scenic areas so guests have exciting walks. Build a steam train or monorail to help guests get around the park. Flatten the land, and add minor rides along the existing pathways. When you can, build a wooden rollercoaster somewhere in the middle of the islands. Advertise it and the punters should start flooding in.
Raise the admission fee to Pound Create more land. Add new rides. Set the admission price at Pound for some quick cash. Get your guests eating food, and hire more mechanics. Raise the price of Runaway Plumber to Pound Research thrill rides and place them in the area just outside the rollercoaster.
Demolish the Twister in the corner and replace it with a wooden rollercoaster. Raise the admission price Pound Gradually replace all the rides with more exciting ones, and aim for another rollercoaster to finish off. Research nothing but thrill rides, and add them to the vast array of water-based outings. There's loads of room for expansion, so try to get in a coaster or two.
Add two clusters of refreshment stalls - one near the entrance and one near the log flumes. At first the only thing in this massive mine area is the train. Add another station towards the far side of the mines, then start adding a selection of rides around the two stations. Aim for about 30 attractions, and make use of the underground. One mechanic in this place? That's a joke.
Hire another one, and assign them to two rides each for now. Clear away some trees and add some thrill rides -keep this park for the hard-core adrenalin addicts only. There's nothing really too abnormal about this scenario apart from the vast number of people you have to entice in. Basically, work faster than usual and add a few gentler rides to appeal to families. Ultimately you want to set up a meaty mine car rollercoaster around the original scenery on the mountain.
There's loads of room for park expansion, and this should enable you to create some hugely enjoyable rides. Another one to build from scratch, but yet again there's acres of room for expansion. Wrap some tracks around the sphinx for added effect, and also expand upon the existing underground tunnel system. Not long after you begin, Double Trouble crashes, and soon other rides meet the same fate.
Hire an army of mechanics to keep the old attractions going while you build new ones. Add themes wherever possible to attract the visitors you need. Don't worry about the lack of land, you can build wherever you want.
There's loads of space for everything, so go for some huge rollercoasters. Be careful with your money though - building on water is more expensive than building on land. There's scope for some giant drops and intense underground rides here.
Concentrate your attractions around the top of the three peaks and include refreshment stalls and other vital amenities. The main problem here is rain, so build plenty of information kiosks where your visitors can buy umbrellas. The local authorities won't allow you to demolish trees or change the landscape, so tread carefully.
Go underground or high above ground. Alternatively, build in the water - there's enough of it. A great place for a mixture of open-air and underground rides.
Stick all the thrill and gentle rides around the base and on top of the rock. Build the rollercoasters inside, and clinging to the outside walls. Those of you too fat, lazy and palsied to get off your lardy arses and go to actual, real-life amusement parks will no doubt be overjoyed to hear that Hasbro Interactive is giving you the opportunity to expand your virtual rollercoaster experiences from the safety of your own sofas.
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