RollerCoaster Tycoon
m (→‎All Games: -1.5 is a bit off; most rides that can fly off never have safe track designs exceeding -0.96 negative vertical Gs.)
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This article lists many '''hints and tips''' to keep a park running smoothly while dealing with common problems associated with operating an amusement park.
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This article lists many '''hints and tips''' available for players to keep their parks running smoothly while dealing with common problems associated with operating an amusement park.
   
==General==
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==General Tips==
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*Players should pause the game at the start of each scenario. This gives them a chance to familiarise with the park and get its finances in order. It is also in most cases a good idea to sort out the park's research priorities now since in most cases (especially in the first two games) the research instructions are set with normal funds and on every branch of the research tree.
===All Games===
 
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**If there are any pre-built rides/attractions in the scenario, now is a good time to check their status and pricing information.
* Whenever you start a new park or scenario, the first thing you should do is pause the game. Besides being able to scroll around and get a general overview of the map, you can also set up your research & development, make changes to your finances and open/close/demolish rides while the game is paused.
 
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**In already established parks, the starting [[staff]] is often inadequate to the park's needs. Hiring the correct amount of staff members and giving them reasonable patrol areas is often a good idea.
* Some parks already have a developed path network at the start; quite often, such parks have no rides, resulting in overdeveloped path networks that do not lead guests to rides, causing guests to often wander around aimlessly and get lost, while causing any staff you hire to potentially wander a great distance away from any paths or rides that they should be moving around. Footpaths that lead to nowhere should be "disconnected" from the paths that you are using by removing one connecting path tile between them and the paths you are using; any guests or staff already in the disconnected paths should be picked up and placed onto the paths you are using. As you expand your park by building more rides, these disconnected paths can be reconnected if you need to use them, saving you the necessity of building new paths around your park.
 
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*Players should also check whether their park's a pay-per-entrance or a pay-per-ride park, so they can plan their expansion accordingly.
* [[Signs and Items for Footpaths|Benches and litter bins]] are more heavily used around food/drink stalls; placing lots of these path items around these stalls will reduce the amount of litter seen elsewhere in your park. In addition, guests who feel sick after exiting a ride are more likely to sit on the nearest available bench upon exiting the ride; giving such guests enough benches to sit at the exit of a nauseating ride will allow their nausea ratings to drop a little, extending the amount of time they are able to get to the nearest [[Bathroom]] or drink stall before they throw up.
 
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**In vanilla [[RollerCoaster Tycoon]] it is the player’s choice, but from [[Loopy Landscapes]] onwards this is predetermined by the scenario.
* You need enough [[Guests & Staff#Staff|Staff]] to keep a park in good condition.
 
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*Before taking on large and costly projects (such as building a new roller coaster), having a basic park up and running is often advisable.
** Handymen should be assigned patrol areas if your path has a large and/or complicated path network. Each handyman is capable of keeping a 30-40-tile footpath clean, depending on the nausea rating of rides, presence of food/drink stalls and number of junctions on the path.
 
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**While roller coasters are the big money makers, it’s far better to have a few small rides turning a monthly profit (or good enough to allow the player to charge a decent entrance fee) to help offset some of the construction/landscaping/scenery costs.
** Mechanics do not need to be assigned patrol areas as the nearest mechanic to a broken down ride will usually be assigned to it. However, if your park's path network is large and/or complex, or if a short stretch of footpath has several rides along it, consider assigning patrol areas to some of your mechanics. One mechanic can manage 3-4 rides, inspecting them and fixing them as they break down.
 
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**Most of the flat rides allow very little change in their entrance fee: it's often much better to leave the entrance price as-is, and put effort into rollercoasters and other tracked rides, when comes the time to make a profit.
** Security guards are only required along stretches of path that constantly experience vandalism; their patrol areas should be set accordingly.
 
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*In most cases, players will start with little to no-profit, forcing them to take a large loan, then slowly but steadily recover their finances as their parks get more and more profitable. As such, it is advised to take great care of the scenario's loan interest (in the Finances screen near the loan options) before setting on a loan strategy.
** Entertainers help to increase and maintain the happiness of guests who see them, but are also useful in extending queue length times. Setting an Entertainer to patrol along a queue line path will lengthen the tolerance for guests to wait by about 2 minutes.
 
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**This means that the first important direction to take when building a park, is to set on operating several high-profit rides with great guest capacity and excitement ratings: ally shuttle rollercoasters and well decorated tracked rides. This allows the player to either make a direct profit (in pay-per-ride parks), or to charge a large entrance fee (in pay-per-entrance parks) at the gates and draw lots of guests into the park's shops and stalls for an indirect profit scheme.
* If a footpath is untidy, guests will start to [[Vandals|vandalize]] the path items along it. If your park is kept clean, you do not need to hire any security guards at all.
 
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**Scenarios with a loan interest of 10% or higher, are much better dealt with by quickly repaying the loan instead of letting the loan run and drain the park's finances. Usually, the best rule of thumb here is to check directly in the finances screen the amount of loan interest paid every month. If it's above $120 per month, then it's wiser to repay the loan quickly.
* Bathrooms and drink stalls help to reduce the nausea rating of guests feeling sick; consider placing some of them near your most nauseating rides.
 
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*Hiring an Entertainer and having them patrol the area right by the park gate will cause guests to leave in a better mood, which will attract more guests after they leave the map.
* Save your game before starting any complex and/or costly landscaping or construction work. This will allow you to reverse any damage done to the park and/or your finances if the landscaping/construction work does not go as planned.
 
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==General Rules of Thumb==
* A higher [[Park Rating]] attracts more guests, so keep your park's Park Rating high by building and maintaining a variety of rides that are crash-free, ensuring the park's paths are clean and free of vandalized path items and keeping the number of guests who are lost to a minimum.
 
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===='''for Scenario play'''====
* [[The Complete Awards List|Park awards]] affect the number of guests entering your park for a period of about 4 months. Positive awards, such as the "Best Value", "Safest" and "Tidiest" park awards, will attract more guests to your park, while negative awards, such as the "Worst Value", "Worst Food" and "Most Disappointing" park awards, will reduce the number of guests visiting your park. The effect of positive awards is similar to that of a free advertising campaign.
 
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*The ideal number of required staff per job can be determined by the number of each job's "ideal patrol areas" it would take to cover the whole "used surface" (the surface effectively used by both rides & guests) of a park. Said ideal patrol areas' size differs from each job :
* Marketing campaigns temporarily boost the number of guests visiting your park. If your scenario objective is to have a certain number of guests in your park by the end of a certain year, starting a marketing campaign a few months before the deadline may be useful if you only need 50-100 more guests to reach the objective.
 
   
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*'''Handymen''' need around 5 or 6 patrol tiles of land to cover (gardens & lawns included if applicable).
===RCT1===
 
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*'''Mechanics''' can have larger patrol areas, but need to cover around 4 ride exits located as close as possible for maximum efficiency.
* Avoid building double-width pathways as your guests will get lost walking along them.
 
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*'''Security guards''' need the smallest possible patrol areas for maximum vandalism prevention. Around 3 or 4 tiles of "vandal-bait" paths
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*'''Entertainers''' have no particular needs in regards to their patrol areas, but tend to prove most efficient in crowded zones : park entrance, queue lines & food courts. As such, one should be set to patrol in each, without any ideal dimension for their patrol areas.
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: <u>Hiring as many staff as the park needs to cover each "used space" section of the park</u> according to above guidelines, will ensure the clever player maximum efficiency & minimum staff-related problems.
   
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*Players should <u>always set their shops & stalls' prices so that they make at least $1 profit out of any article they sell.</u> Some products can be charged more according to the weather, but as a general rule of thumb there's no exception below that margin. Any article sold for less than that, is given away.
===RCT2 and Later===
 
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*Wise park builders would always make sure their park's entrance way has at least one [[Toilets]] Slab, one [[Information Kiosk|Info Kiosk]], one [[Cash Machine]] and one [[Souvenirs Stall]] according to the availability of said shops. The wisest park builders would also, to these stalls, add one food & one drinks stall, as well as a couple of flat rides set to free admission (so that these retain some guests for a little longer) and set an entertainer there. Those guests will leave the park happier with, than without.
* When starting a new scenario, check your park entrance fee and any rides already existing in the park to determine if the scenario is a "free park entry" or "free rides" scenario. The general strategy to play a "free park entry" scenario differs noticeably from the general strategy to play a "free rides" scenario.
 
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*<u>Toilets should always be charged to $0.20.</u> At that price, they not only cover their own functioning costs, but also turn a helping profit.
* Place [[First Aid Room]]s near the exits of rides with high nausea ratings to encourage guests who feel sick after leaving the ride to enter the room and deplete their nausea rating before they throw up on the path. First Aid Rooms serve no purpose in other parts of your park.
 
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*Speaking of Toilets, a solid rule of thumb would have the wise player <u>build a new Toilets slab as soon as at least 50 guests think they need to take a leak.</u> Using the "Grouped Thoughts" panel, said player would click the map button to see if there's some sort of "concentration" of guests sharing this thought somewhere in their park, and if there is, would build a new Toilets there on the spot. At $0.20 the leak, it's better to have too many Toilets rather than not enough.
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*A general rule regarding pay-per-ride parks allows the player to <u>charge tracked rides (especially rollercoasters) up to the price of their [[excitement]] rating (rounding down).</u>
   
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**This means that every scenery/pathing/layout addition or twirk that boosts a ride's excitement rating up (intertwining tracks, interlocking loops, queues and pathes over the ride, extra scenery, elevation of terrain over the track, etc) becomes important, since it allows the wise builder to charge more for his rides, and therefore make huge profits.
===RCT3===
 
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**On the bad side though, this tends to drain the guests' wallets dry faster. Counting on a faster guest turnover (in RCT1), or having Cash Machines nearby (in RCT2) will be necessary. However, this tip brings money in faster, which allows a quicker re-investment.
* In addition to what you can do in ''RCT1'' and ''RCT2'', you can now also perform construction works and purchase land while the game is paused.
 
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**As rides age, they become less desirable and often force the player to drop the ticket prices for some older attractions despite the Excitement Rating.
* Park staff now have their own individual moods and thoughts. In addition, each staff has a laziness percentage that affects how well they perform their job, as well as a "discipline" option that decreases their laziness percentage but also reduces their mood. Staff members may also consider resigning if they feel dissatisfied with their job.
 
* All staff can now be trained to increase their efficiency at doing work. While somewhat costly, investing in an individual employee's training reduces their laziness rating, improves their mood and makes them perform tasks faster, which makes them much less likely to resign from their job. At maximum training levels, your staff are more than capable of managing the problems on the ground without any intervention from you. It may therefore be more practical in come cases to have a handful of fully trained and extremely competent staff who are completely devoted to their job, rather than hiring a large number of untrained staff who may resign at any time.
 
* If the reliability of a ride is low and/or the Park Inspector is harping about the low reliability of a ride, you can manually summon a Mechanic to inspect the ride in question, boosting its reliability.
 
   
 
==Paths==
==Research & Development==
 
===All Games===
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===How paths work===
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''See Also: [[Paths]]''
* You can set up your research & development options even when the game is paused.
 
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*In most cases, [[guests]] will wander in a park aimlessly (“walking”), and only occasionally will some guests want to travel to a particular location (generally a specific ride or the park exit). At every junction in the path, guests will make a decision.
* Increasing research funding speeds up the rate which you get new rides. If you are given a small variety of rides at the start of a scenario, considering increasing research funding to get new rides; you can reduce funding at a later time when you feel that you have enough park elements to work with.
 
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**Junctions are created by paths meeting, shops/stalls, ride entrances/exits, and the entrance to a queue line. If a guest has interacted with a path item (bench or bin), then this also acts as a junction, since it's the moment when guests "decide" to interact with an item (sitting on a bench or throwing an item in a bin... or even destroying an object).
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**“Walking” guests will make a random decision at each junction (however, they are slightly more likely to continue straight).
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***As a quirk of this system, a ride entrance/queue joined at a 90 degree angle (or “T” intersection) to a path is less likely to attract guests than those joined straight on.
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*Guests who have a destination will make the decision at each junction to choose the direction (north, south, east or west) that leads them directly to their target tile. This means that guests don’t use path finding, but rather make a judgment based on two points.
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**For rides, the target tiles are the first tiles of the ride's queue line (the one with the panel on top of it), where their behavior changes from wandering around to queuing.
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**Complex path systems with a lot of dead ends (Tree systems) should be avoided as often as possible. Grid systems are the most efficient way to prevent guests from getting lost, and should be preferred to Tree systems at all costs.
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*Guests cannot turn around on a straight single section: they require a junction or dead-end to do so.
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*Park maps allow guests to take them out and pick a destination to go to.
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**This means that Information Kiosks selling maps will not prevent guests from getting lost because of a poorly laid out path system. Rather, it only prevents random decision making at junctions. However, guests do not gain pathfindings - they still make decisions based on the distance between two points.
   
===RCT1===
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===Path tips===
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*Many scenarios include pre-existing path networks. When this is the case, it is a good idea to “disconnect” long sections of paths that lead nowhere to prevent guests from getting lost and stop the staff wandering too far.
* Some saved track designs use special track pieces or cars that may not be available at the same time the ride type is researched or for that particular scenario. These track designs will remain unavailable unless the track pieces or cars they use are available through researching Ride Improvements.
 
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**The "No-Entry" Signs from ''Added Attractions'' onwards, aren't always enough to close dead-end paths : staff still crosses them.
 
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**Rather than deleting entire sections of path, simply deleting one path tile at an intersection is enough to “disconnect” it. As players do expand their park, this solution allows them to reconnect sections of a path at a glance, simply by reattaching path sections.
===RCT1 and RCT2===
 
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**In extreme cases, it may be wise to completely demolish an existing path layout and start from scratch.
* You can choose which research categories to focus on in the Research Funding window by ticking the categories you want to research. Research & devlopment will then prioritise the categories you choose over the other categories until all items in your chosen categories have been researched. Unless research is set to No Funding, unticking every category is the same as ticking every category.
 
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*In [[RollerCoaster Tycoon|RCT]] paths wider than one tile should be avoided as guests are likely to end up walking in circles (considering each tile of a wide path as a junction) and getting lost.
* A greyed out, unclickable research category means that everything in that category has been researched, or there is nothing in that category to research. Once all research categories are greyed out, set research funding to No Funding as you will no longer receive anything from sinking funds into research & development.
 
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**From [[RollerCoaster Tycoon 2|RCT2]] onward, paths that are 2 tiles wide can be used without confusing the guests, but 3 tiles wide and above still should be avoided. This problem is slowly getting fixed in [[OpenRCT2]].
 
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*Unclean and littered sections of paths are more likely to be vandalized, so ensuring their park has enough handymen to keep its paths clean will minimize the chance of vandalism in most parks.
===RCT3===
 
* If you have the [[Soaked!]] or [[Wild!]] expansion packs installed, the 18 scenarios included with the base ''RCT3'' game will have their research trees updated to incorporate elements from any installed expansion pack.
 
 
==Finances==
 
===All Games===
 
* The amount of money guests start with varies across scenarios. Within individual scenarios, this amount also varies by $30.
 
* If guests are [[Guest Thoughts|thinking]] that a particular ride in your park "is (a) really good value", you may wish to consider increasing its admission price. Alternatively, you can set the pricing of your rides such that most of the rides in your park have guests thinking that they are "(a) really good value", which gives you a high chance of getting the Best Value park award.
 
* A good way to determine if the admission fee for a ride is too high or too low is to check that ride's Satisfaction rating. In general, the optimal Satisfaction rating is 75%.
 
* Where applicable, note the loan interest rate for the scenario you are playing. Some scenarios have high loan interest rates to dissuade you from borrowing too much money from the bank. It is possible to actually lose a huge chunk of your monthly earnings to loan interest if the interest rate is high enough. As a rule of thumb, you should exercise caution when borrowing money from the bank if the loan interest rate exceeds 10%.
 
* Before starting larger projects, you should already have a basic park with a few rides running, and you should be generating a consistent monthly profit. This will help to defray the construction and/or landscaping costs for the project.
 
 
===RCT1 and RCT3===
 
* As soon as you have ''any'' park entrance fee (even $1), your guests will pay considerably less for your rides. The higher the park entrance fee is, the lower you can charge for individual rides. In addition, as your rides age (and their value drops), you may need to reduce their admission fees so that guests will continue riding them, or otherwise demolish and rebuild them as "new" rides.
 
* Make sure that even the poorest guests can afford your park entrance fee and still ride some rides afterwards, otherwise they will leave very unhappy, increasing your chances of getting the "Worst Value" park award.
 
 
=="Free Park Entry/Pay per Ride" Parks==
 
===All Games===
 
* As soon as a guest is out of money, they will usually leave your park, unless you provide free rides, food, drinks and bathrooms. If a scenario's objective requires your park to have a large number of guests and a high Park Rating, earning as much money as possible might be counterproductive.
 
* Build enough food and drink stalls and toilets so that your guests will stay in the park longer. There should also be enough Information Kiosks distributed around your park so that guests won't lose their bearings and become unhappy getting lost in your park. If the cash machine/A.T.M. is available, build a few of these around your park as well so that guests can withdraw additional cash when they are running low, greatly increasing the amount of time they might spend in your park.
 
 
===RCT2===
 
* As a rule of thumb, you can raise the price for coasters up until their excitement rating, rounded down. For non-coaster tracked rides, the standard fee is usually okay.
 
 
===RCT2 and Later===
 
* [[A.T.M.|Cash Machines/A.T.Ms.]] should be placed near the entrance to rides with a high admission fee, which will "help" guests pay for the ride's admission fee by putting them within reasonable walking distance of the nearest cash dispenser.
 
 
===RCT3===
 
* Adjusting the admission fee of your rides is seldom needed if a reasonable cost is initially set. For the most part, ride admission fees should be set to around $0.40 multiplied by the sum of the intensity and excitement ratings.
 
 
=="Paid Park Entry/Free Rides" Parks==
 
* Your park entrance fee should be set to the ''lowest'' amount of cash a guest starts with. For instance, if the guests in a scenario start off with $40-$60, your park entrance fee should be set to $40. It is usually not advantageous to get more money from richer guests at the park entrance while turning poorer guests away.
 
* Guests usually pay the most at the park entrance; once they enter the park, the only way for you to get money from them is through food and drinks, merchandise and services only. The amount that they will usually pay during their time in your park is almost never higher than what they can potentially pay at the park entrance.
 
* You need to ensure that there is always a steady flow of guests entering the park. As the number of guests in your park is largely determined by the number of rides you have operating in your park, this can be achieved by any of the following methods:
 
*# Continuously building new rides;
 
*# Not building any food and drink stalls, toilets or cash machines/A.T.Ms. in your park, which will force guests to leave your park once they are hungry, thirsty, need to go to the toilet and/or run out of cash buying merchandise;
 
*# Closing the park for a brief period of time so that most of your older guests leave before re-opening the park to allow guests in again.
 
   
 
==Rides==
 
==Rides==
 
*Rides with covered cars, or that have at least 40% of their track constructed underground will bypass the "rain drain" effect and keep attracting guests when it is raining.
===All Games===
 
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*Tracked rides that have a ride time of 5 minutes or longer will have a negative impact as guests will want to get off the ride, and so should be avoided above all costs. This also affects the ride’s excitement rating.
:''See also: [[Crash#Prevention]]''
 
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**Broken down rides also aggravate this issue so it is important that players hire enough mechanics and have them patrol properly.
* Rides with high nausea ratings should not be placed near food stalls as guests are more likely to throw up due to them possibly buying some food before riding the ride, causing their nausea rating to increase faster.
 
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*Players should always take advantage of the different operating ride modes. “Powered Launch Mode” or "Reverse-Incline Shuttle Mode" on some Roller Coasters can be used to make relatively cheap and compact “shuttle” rides that still draw a decent crowd and therefore, mighty profits.
* Placing a ride near other rides, scenery objects, water or footpaths, or building a portion or all of a ride underground, will affect and usually increase the ride's ratings.
 
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**This means that the "Shuttle Loop" coaster from RCT1, with a rear-incline, can still work well in RCT2 and draw lots of guests, for lots of money in pay-per-ride parks. This makes such a coaster a powerful tool when beginning a scenario.
* Tracked rides should not exceed 5 minutes in ride time, otherwise guests will start thinking about wanting to get off the ride. Ride breakdowns also aggravate this issue by artificially lengthening ride time.
 
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**For long [[Go Karts]] tracks it is in most (if not all) cases much better to reduce the number of laps to 1, or even change from race mode to continuous circuit mode. In race mode, the winner gets a victory lap and so the next race can’t begin until previous race's winner actually completes it, then crosses the whole platform out for the next guest to load in. The drop in excitement rating from continuous circuit mode is generally offset by the ride's increased guest capacity.
* Roller coasters with the [[Powered Launch]] operating mode allows you to create cheap, compact shuttle tracks with relatively good ride ratings and a high guest capacity due to how short the ride is. The most basic shuttle track is a station platform leading to a vertical loop and, from ''RCT2'' onwards, with a steep slope or another vertical loop built at the back of the station as an overrun track in the event of brakes failure. Set the launch speed just right so that the train goes halfway up the loop, then down again. Even though the ride's excitement rating won't be too high (about 4), its low ride time (below 10s) allows the coaster to be vastly more profitable than many continuous circuit coasters due to the number of rides it can complete within a short span of time. Such tracks are also extremely cheap, usually costing less than $2,000.
 
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*[[Spiral Slide]], [[Space Rings]], [[Maze]], [[Bumper Cars]] and [[Flying Saucers]] are the only rides that <u>do not require</u> a queue path to work efficiently. The [[Ferris Wheel]] only requires one square of queue path to work perfectly, even if a longer queue never really is wrong : it's just not necessary. In ''vanilla RCT1'', rollercoasters that load only 2 guests per dispatch, such as the [[Wooden Wild Mouse]], could also function well with a single tile queue line despite the sheer drawing power roller coasters all exert on guests.
* The following is a quick reference guide to the various forces detailed below a ride's ratings, as well as the recommended maximum limits for each. Tracked rides (predominantly roller coasters) are more likely to generate desirable ride ratings if the maximum forces generated during a ride are within these limits.
 
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*Queue lines should at least be long enough to hold enough guests for one car/train but never exceed a length of 8 minutes wait time (as any longer than this will displease guests and affect the overall park rating).
** Vertical Gs are generated on any track section that pushes guests to the ground (e.g. banked curves, straight to upward-sloped tracks, vertical loops, etc.); higher vertical Gs are generated on these track sections if a car/train passes through at high speeds. Try to keep the maximum vertical G on a ride to below 5.
 
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**This can be worked around in ''RCT2/OpenRCT2'' thanks to the block brake system, by allowing multiple trains for increased capacity.
** Negative vertical Gs are generated on any track section that pushes riders out of their seats (i.e. crests of hills, straight to downward-sloped tracks); higher negative vertical Gs are generated on these track sections if a car/train passes through at high speeds. The maximum negative vertical G on a ride varies:
 
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**Any guest that meets a patrolling entertainer while queuing for a ride, will wait up to 11 minutes and 59 seconds (instead of 10 minutes 59s) before leaving the ride's line unhappy. This means setting an entertainer to patrol on a very demanded roller coaster, indeed has an effect on the game's mechanics.
*** Tracked rides with unattached cars, such as [[Dinghy Slide]]s and [[Bobsleigh Coaster]]s, have a higher chance of [[Crash]]ing if their maximum negative vertical G exceeds -0.96 unless covered tracks are used on sections with high negative vertical Gs.
 
*** For other tracked rides, the maximum negative vertical G should not exceed -2 unless the ride in question is an [[Air Powered Coaster]].
 
** Lateral Gs are generated on any track section that pushes riders to the left or right (i.e. turns, corkscrews); higher lateral Gs are generated on these track sections if a car/train passes through at high speeds. The maximum lateral G on a ride should not exceed 2.75 under most circumstances. High lateral Gs can be reduced by using banked corners (which "converts" some lateral Gs into vertical Gs) or reducing the speed of the car/train on sections where riders experience high lateral Gs (such as via braking or reducing the height of the lift hill leading to the track section).
 
* Watch out for rides running on Continuous Circuit Mode that have more than one car/train and their car/train enters the station at a speed above 28 mph (45 km/h). These rides are likely to [[crash]] if their brakes fail during a breakdown.
 
* Rides with covered cars, and tracked rides with 40% or more of their overall length constructed underground, will attract guests even when it is raining.
 
* Although a large number of scenarios focus on constructing rides on uneven terrain, consider preparing some compact rides and save the track design to use in scenarios. You will usually find a spot for these rides in most scenarios, giving you a head-start. Consider checking the [[RollerCoaster Tycoon:Ride Exchange|Ride Exchange]] for track designs you can use.
 
* If a ride offers more than one operating mode, you can build multiple versions of this ride and have them run on different operating modes. Your guests won't get bored of this.
 
* Queue lines should at least be long enough to hold enough guests for 1 car/train.
 
   
===RCT1 and RCT2===
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===Tips for building tracked rides===
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*[[Roller Coaster]]s and other track rides with multiple fast moving cars/trains are more susceptible to [[crash]] if they enter the station at a speed greater than 28mph (45km/h).
* All tracked rides have a graphs tab that displays line graphs of the velocity, altitude and G forces experienced throughout the ride. The graphs log data from Car/Train 1 or, if you are loading the scenario from a save file, the first car/train that leaves a station platform. These graphs can help you to visually identify any sections of a ride that generates high Gs.
 
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**Brakes can be used to minimize this risk. From ''RCT2'' onwards, block brakes can be used to completely negate this risk.
 
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*Understanding how [[G-forces]] work is a mandatory aspect of Roller Coaster building that is required for efficient custom ride design. An in-depth guide can be found [[G-forces|here]], but in general terms, players should always :
===RCT2===
 
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**Try to keep the maximum positive vertical G (the one guests feel when hitting the bottom of a fall/dive) below 4.5.
* Guests will board and alight from rides at half-speed if the path tile connecting to the ride entrance is sloped. In addition, Mechanics will take twice as long to fix rides if they enter a ride entrance/exit from a sloped path. Plan your path network, design your rides and place your ride entrances/exits such that the path tile connected directly to them is flat to ensure that guests board and alight quickly and your Mechanics fix rides at full speed.
 
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**Make sure the negative vertical G (on top of a hill) should not exceed -2. For rides with detached vehicles (such as [[Dinghy Slide]]s or [[Bobsled Roller Coaster|Bobsled Coasters]]) excessive Negative vertical G can result in trains leaving the track and crash. For these rides, the limit is -0.9G.
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**Make sure the maximum lateral G (the G-Forces that push guests away from their trains when turning in high-speed) should never exceed 2.75. Banked curves serve the purpose of reduce lateral Gs by “converting” them into vertical Gs.
 
**Use the graphs tab (on the ride window) that displays line graphs of the velocity, altitude and G forces experienced throughout the ride. These graphs can be used to visually identify any sections of a ride that generates high G forces.
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***[[OpenRCT2]] has a feature that allows said graph to automatically highlight these problematic G-Forces in red, for easy scanning & fixing. By keeping both the first train of a rollercoaster and the graph tab in check, any player can see at a glance where the G-Forces are too high for human bodies, and fixing problematic elements easily. Good players often end up developing an "instinct" of what to do and what not to do when designing a custom roller coaster.
  +
**Consider examples of real-life coasters of said type as references, for easier understanding when building roller coaster layouts.
  +
*Most Roller coasters have "key-elements" and concepts that help any player designing efficient custom layouts :
  +
**[[Wooden Roller Coaster]]s require fast speed and high hills set so that the trains do offer "air-times" on top of each hill.
  +
**[[Wild Mouse|Wild Mouse Roller Coasters]] (any kind) require multiple tight turns taken at (not too) high speeds so that guests feel like their car will dislodge and fall off the track at any curve. As such, aiming for (not too) high lateral G-Forces is a must.
  +
***[[Spinning Wild Mouse]] has a key-element called "Spinning Control Toggle Track", that switches the behavior of the train passing it, between "Free-spinning at curves" and "No-Spinning at curves" modes. Making a clever use of these notions is the key factor for success when designing a custom layout with this coaster.
  +
**[[Looping Roller Coaster|Steel Looping Coaster]] needs — as its name implies — loopings. Interlocking them with other tracks, other parts of itself, queue lines or regular paths, will boost the Coaster's Excitement rating to the roof, with the best option being interlocking loops through other loops for massive high-drawing rollercoasters that will draw guests into any park by the hundreds, if not by thousands.
  +
**[[Suspended Swinging Coaster]]s and [[Bobsled Roller Coaster|Bobsled Coasters]] rely on helices much more than drops for high excitement ratings.
  +
**[[Corkscrew Roller Coaster|Corkscrew]],[[Inverted Roller Coaster| Inverted]], [[Steel Twister Roller Coaster|Steel Twister]], [[LIM Launched Roller Coaster|LIM]] and [[Air Powered Vertical Coaster|Air-Powered]] Coasters require careful planning regarding inversions and hilltops, so that each one of them is taken at <s>the slowest possible</s> reasonable speeds on their top.
  +
**[[Hypercoaster|Hyper]], [[Giga Coaster|Giga]] & [[Hyper-Twister Roller Coaster|Hyper-Twister]] Coasters are evolutions of the Wooden Coaster in principle, and as such require massive (very tall) drops and high speeds with reasonable G-Forces. Due to the sheer drawing power these scream machines have on guests, they also require high guest capacity, therefore very long stations (in ''RCT1'') or an extensive use of Block Brakes (in ''RCT2'') as well as long queues to function at full capacity and therefore bring the biggest buck in.
  +
*Building Tracked rides underground (or partially underground) usually adds a boost to the Excitement rating.
  +
**This rule doesn't apply to [[Go-Karts]], where driving under the ground has a negative impact on the Excitement Rating instead of a positive one.
   
 
==Shops and Stalls==
 
==Shops and Stalls==
  +
*[[Information Kiosk]]s should be built close to the park entrance. This ensures as many guests as possible have access to a park map which will give them destinations to go to (instead of wandering aimlessly).
===All Games===
 
  +
*In RCT1 and RCT2 Information Kiosks ([[Toilets]], [[Cash Machine|ATM machines]] and [[First Aid Room]]s in RCT3) can be accessed by guests from all 4 directions, which means that the direction of the construction arrow is irrelevant. Players should use this to their advantage and build those structures on existing path corners, or construct a 3x3 path square with the kiosk in the centre to maximize guest access.
* Place an information kiosk as close to your park entrance as possible&mdash;most guests who enter will usually stop by the first information kiosk they see and purchase a park map and/or umbrella, reducing the chances of them getting lost in your park and keeping them happier when it is raining (while you earn some easy money from selling them these items).
 
  +
*Using the ''umbrella cheat'' is always interesting for quick income, and especially in pay-per-entry parks, where they constitute a "second entrance ticket" when rain joins the party.
* Information kiosks built elsewhere in the park aside from near the park entrance can help to point guests in the right direction and are convenient places for guests to purchase umbrellas if it starts raining.
 
  +
*By accessing the Guests tab and selecting both the "Group" tab and "Guest's Thought's" options, wise players can see what the most common complaints about the park are. Checking these complaints and where the guests making the complaints are at regular intervals can help them determine when and where more Shops & Stalls are needed.
* Before building a food/drink stall, make sure there are litter bins already built 2-4 tiles away from each other within a 10-tile radius from the spot where you intend to build the stall.
 
  +
*Guests will only carry one food or drink item at a time, and have to consume it before buying another one. Therefore, there is little to no advantage (outside of aesthetics) to building “food court” areas in parks.
* Do not place food stalls near rides with high nausea ratings as guests are more likely to throw up due to them possibly buying some food before riding the ride, causing their nausea rating to increase faster.
 
  +
*Food items such as [[Popcorn Stall|Popcorn]], [[Chips Stall|Fries]], and [[Pretzel Stall|Pretzels]] increase the guest's thirst meter faster than normal. It is wise to build these in conjunction with Drinks Stalls, for the best results.
* Make sure you are making money for each food/drink item or merchandise you sell at your shops/stalls.
 
 
*Merchandise stalls (such as the [[Souvenir Stall]] or [[Hat Stall]]) should be built near the exit of the park's most exciting rides as happier guests are more inclined to buy merchandise.
* Try not to squeeze all your food/drink stalls in only one area of your park as guests will only consume one food/drink item at a time; if a guest walks up to a food/drink stall while eating/drinking something, they will not buy anything new from that stall.
 
  +
*In RCT3, food stalls are operated by a shop vendor. They are only capable of serving a certain number of peeps at a time, and will walk away from the shop if overwhelmed.
* If your park is very spacious, it is usually more practical (and profitable) to distribute food/drink stalls evenly around your park as guests will not have to walk as far to get to the nearest food/drink stall at any time.
 
  +
**Like other staff, they can be trained (via the human resources window) which increases the number of peeps they can deal with simultaneously.
* If space in your park is a concern and you have many guests, you can go the other way and set up large "food courts", consisting of many food/drink stalls and a restroom clustered together, located at convenient places throughout your park.
 
  +
*Building First Aid Rooms, and benches, near the exits of nauseous rides is good practice in helping keep paths clean.
* Setting an admission fee for each bathroom in your park will help to reduce their monthly running cost.
 
* Merchandise stalls, such as the Souvenir Shop, T-Shirt Stall and Sunglasses Stall, should be built near the exit of the park's most exciting rides, since happy guests are more inclined to buy merchandise after exiting the rides.
 
   
===RCT1 and RCT2===
+
==Finances==
  +
*The amount of money guests spawn with varies across scenarios, and within each one the amount varies between individual guests by $30 (as an example, in a scenario guests will have between $60 and $80).
* The information kiosk is a 4-way stall, meaning that guests can use it from any direction, so it is not necessary to have the construction arrow facing the path when you build one.
 
  +
**It is important to keep this number in mind when charging an entrance fee, as raising the entrance fee too high might render some guests unable to afford admission. Depending on the scenario's financial position/objective, it may be better to charge less money when it ensures more guests inside a park.
 
  +
*If guests are commenting that a particular ride “is really good value”, then it means its price is low enough for the player to consider increasing it for a little extra profit.
===RCT3===
 
  +
**Another viable strategy is to try and get the Best Value park award by keeping all admission prices slightly lower.
* Information kiosks, toilets and A.T.Ms. are 4-way stalls, so peeps can use them from any direction. It is therefore not necessary to have the construction arrow facing the path when you build one.
 
  +
*Park awards aren’t just passive : they actually affect the number of guests visiting a park. Positive awards attract more guests (similarly to advertising campaigns) while negative awards will reduce the number of guests joining the park.
* All stalls are now manned by a Shop Vendor, who is only capable of serving a few peeps at any one time. If a Shop Vendor serves too peeps at once, some of them will walk away from the stall, saying that it is "too busy". Like other staff, Shop Vendors can undergo training (via the Human Resources window), which will increase the number of peeps they can deal with simultaneously. Unlike your other staff, however, Shop Vendors cannot be disciplined or fired under any circumstances; they will only leave when the stall they are running is demolished.
 
  +
**It is extremely important to constantly check the thoughts of guests into any park, especially the screen which classifies thoughts according to the number of guests thinking them. Not only will addressing their problems help boost a park's rating, but it also will help the player avoid receiving negative park awards.
 
  +
*Advertising campaigns are great ways to temporarily boost the number of guests joining the park. They constitute last resort boosts when nearing the end date of a scenario and still haven’t reached the objective of guest numbers or park value, where a well-placed advertising campaign can definitely be more effective than a new ride.
==Guests==
 
  +
*Saving the game before starting construction on a complex and/or costly construction/landscaping project, can save a park if said project doesn’t go as well as initially planned.
* Guests have different preferred intensity ratings, with some scenarios locking all guests' preferred ride intensities to 5 and below or 9 and above. Your park should comprise rides with various intensity ratings.
 
  +
*Where applicable, players should always note the interest rate for the scenario they're are playing. Big loans with high interest rates are dangerous and very costly, usually killing monthly profit
* Guests will start to feel that they are spending too much time queueing for a ride if its queue time exceeds 7 minutes, and they will start to leave the queue unhappy from 9 minutes onwards. Queue Line TVs and Entertainers can raise the latter to 11 minutes. If a ride's queue time is 7 minutes or more, consider shortening it so that guests will not feel frustrated waiting in line.
 
  +
**In particular, if interest rates are 10% or higher, Players should seriously assess whether it is more financially viable to wait a few months and save up rather than borrowing money from the bank. If a loan is already on at this rate, players should take time to think whether it is wiser to spend all their hard-earned money into a new ride, or to repay their loan and save money on the long run.
* Guests are more likely to use benches if they are eating/drinking or feeling sick. Since guests slowly lose energy by walking, but some parks place more focus on guest "turnover" instead of "retention", building benches to cater for your guests may work for or against you.
 
 
===RCT2 and Later===
 
* If guests are complaining that "it's too crowded here", you can widen your footpaths into double-width paths. Guests will quickly adapt to the widened footpaths and ''not'' get lost walking along them.
 
 
==Other==
 
===RCT2 and Later===
 
* You can prevent adjacent footpaths from merging into double-width footpaths by building a fence or wall in the middle of the would-be double-width path ''before'' you actually construct your footpaths; you can remove the fencing/wall after the paths are built as they will not automatically merge together. This is very useful if you want to double the number of path items you can build on a stretch of footpath.
 
   
 
==See Also==
 
==See Also==
 
* [[General Scenario Guide]]
 
* [[General Scenario Guide]]
 
* [[Cheats and Quirks]]
 
* [[Cheats and Quirks]]
 
 
[[Category:Cheats and Hints]]
 
[[Category:Cheats and Hints]]
 
[[Category:Strategy Guides]]
 
[[Category:Strategy Guides]]

Revision as of 00:06, 13 August 2019

This article lists many hints and tips available for players to keep their parks running smoothly while dealing with common problems associated with operating an amusement park.

General Tips

  • Players should pause the game at the start of each scenario. This gives them a chance to familiarise with the park and get its finances in order. It is also in most cases a good idea to sort out the park's research priorities now since in most cases (especially in the first two games) the research instructions are set with normal funds and on every branch of the research tree.
    • If there are any pre-built rides/attractions in the scenario, now is a good time to check their status and pricing information.
    • In already established parks, the starting staff is often inadequate to the park's needs. Hiring the correct amount of staff members and giving them reasonable patrol areas is often a good idea.
  • Players should also check whether their park's a pay-per-entrance or a pay-per-ride park, so they can plan their expansion accordingly.
  • Before taking on large and costly projects (such as building a new roller coaster), having a basic park up and running is often advisable.
    • While roller coasters are the big money makers, it’s far better to have a few small rides turning a monthly profit (or good enough to allow the player to charge a decent entrance fee) to help offset some of the construction/landscaping/scenery costs.
    • Most of the flat rides allow very little change in their entrance fee: it's often much better to leave the entrance price as-is, and put effort into rollercoasters and other tracked rides, when comes the time to make a profit.
  • In most cases, players will start with little to no-profit, forcing them to take a large loan, then slowly but steadily recover their finances as their parks get more and more profitable. As such, it is advised to take great care of the scenario's loan interest (in the Finances screen near the loan options) before setting on a loan strategy.
    • This means that the first important direction to take when building a park, is to set on operating several high-profit rides with great guest capacity and excitement ratings: ally shuttle rollercoasters and well decorated tracked rides. This allows the player to either make a direct profit (in pay-per-ride parks), or to charge a large entrance fee (in pay-per-entrance parks) at the gates and draw lots of guests into the park's shops and stalls for an indirect profit scheme.
    • Scenarios with a loan interest of 10% or higher, are much better dealt with by quickly repaying the loan instead of letting the loan run and drain the park's finances. Usually, the best rule of thumb here is to check directly in the finances screen the amount of loan interest paid every month. If it's above $120 per month, then it's wiser to repay the loan quickly.
  • Hiring an Entertainer and having them patrol the area right by the park gate will cause guests to leave in a better mood, which will attract more guests after they leave the map.

General Rules of Thumb

for Scenario play

  • The ideal number of required staff per job can be determined by the number of each job's "ideal patrol areas" it would take to cover the whole "used surface" (the surface effectively used by both rides & guests) of a park. Said ideal patrol areas' size differs from each job :
  • Handymen need around 5 or 6 patrol tiles of land to cover (gardens & lawns included if applicable).
  • Mechanics can have larger patrol areas, but need to cover around 4 ride exits located as close as possible for maximum efficiency.
  • Security guards need the smallest possible patrol areas for maximum vandalism prevention. Around 3 or 4 tiles of "vandal-bait" paths
  • Entertainers have no particular needs in regards to their patrol areas, but tend to prove most efficient in crowded zones : park entrance, queue lines & food courts. As such, one should be set to patrol in each, without any ideal dimension for their patrol areas.
Hiring as many staff as the park needs to cover each "used space" section of the park according to above guidelines, will ensure the clever player maximum efficiency & minimum staff-related problems.
  • Players should always set their shops & stalls' prices so that they make at least $1 profit out of any article they sell. Some products can be charged more according to the weather, but as a general rule of thumb there's no exception below that margin. Any article sold for less than that, is given away.
  • Wise park builders would always make sure their park's entrance way has at least one Toilets Slab, one Info Kiosk, one Cash Machine and one Souvenirs Stall according to the availability of said shops. The wisest park builders would also, to these stalls, add one food & one drinks stall, as well as a couple of flat rides set to free admission (so that these retain some guests for a little longer) and set an entertainer there. Those guests will leave the park happier with, than without.
  • Toilets should always be charged to $0.20. At that price, they not only cover their own functioning costs, but also turn a helping profit.
  • Speaking of Toilets, a solid rule of thumb would have the wise player build a new Toilets slab as soon as at least 50 guests think they need to take a leak. Using the "Grouped Thoughts" panel, said player would click the map button to see if there's some sort of "concentration" of guests sharing this thought somewhere in their park, and if there is, would build a new Toilets there on the spot. At $0.20 the leak, it's better to have too many Toilets rather than not enough.
  • A general rule regarding pay-per-ride parks allows the player to charge tracked rides (especially rollercoasters) up to the price of their excitement rating (rounding down).
    • This means that every scenery/pathing/layout addition or twirk that boosts a ride's excitement rating up (intertwining tracks, interlocking loops, queues and pathes over the ride, extra scenery, elevation of terrain over the track, etc) becomes important, since it allows the wise builder to charge more for his rides, and therefore make huge profits.
    • On the bad side though, this tends to drain the guests' wallets dry faster. Counting on a faster guest turnover (in RCT1), or having Cash Machines nearby (in RCT2) will be necessary. However, this tip brings money in faster, which allows a quicker re-investment.
    • As rides age, they become less desirable and often force the player to drop the ticket prices for some older attractions despite the Excitement Rating.

Paths

How paths work

See Also: Paths

  • In most cases, guests will wander in a park aimlessly (“walking”), and only occasionally will some guests want to travel to a particular location (generally a specific ride or the park exit). At every junction in the path, guests will make a decision.
    • Junctions are created by paths meeting, shops/stalls, ride entrances/exits, and the entrance to a queue line. If a guest has interacted with a path item (bench or bin), then this also acts as a junction, since it's the moment when guests "decide" to interact with an item (sitting on a bench or throwing an item in a bin... or even destroying an object).
    • “Walking” guests will make a random decision at each junction (however, they are slightly more likely to continue straight).
      • As a quirk of this system, a ride entrance/queue joined at a 90 degree angle (or “T” intersection) to a path is less likely to attract guests than those joined straight on.
  • Guests who have a destination will make the decision at each junction to choose the direction (north, south, east or west) that leads them directly to their target tile. This means that guests don’t use path finding, but rather make a judgment based on two points.
    • For rides, the target tiles are the first tiles of the ride's queue line (the one with the panel on top of it), where their behavior changes from wandering around to queuing.
    • Complex path systems with a lot of dead ends (Tree systems) should be avoided as often as possible. Grid systems are the most efficient way to prevent guests from getting lost, and should be preferred to Tree systems at all costs.
  • Guests cannot turn around on a straight single section: they require a junction or dead-end to do so.
  • Park maps allow guests to take them out and pick a destination to go to.
    • This means that Information Kiosks selling maps will not prevent guests from getting lost because of a poorly laid out path system. Rather, it only prevents random decision making at junctions. However, guests do not gain pathfindings - they still make decisions based on the distance between two points.

Path tips

  • Many scenarios include pre-existing path networks. When this is the case, it is a good idea to “disconnect” long sections of paths that lead nowhere to prevent guests from getting lost and stop the staff wandering too far.
    • The "No-Entry" Signs from Added Attractions onwards, aren't always enough to close dead-end paths : staff still crosses them.
    • Rather than deleting entire sections of path, simply deleting one path tile at an intersection is enough to “disconnect” it. As players do expand their park, this solution allows them to reconnect sections of a path at a glance, simply by reattaching path sections.
    • In extreme cases, it may be wise to completely demolish an existing path layout and start from scratch.
  • In RCT paths wider than one tile should be avoided as guests are likely to end up walking in circles (considering each tile of a wide path as a junction) and getting lost.
    • From RCT2 onward, paths that are 2 tiles wide can be used without confusing the guests, but 3 tiles wide and above still should be avoided. This problem is slowly getting fixed in OpenRCT2.
  • Unclean and littered sections of paths are more likely to be vandalized, so ensuring their park has enough handymen to keep its paths clean will minimize the chance of vandalism in most parks.

Rides

  • Rides with covered cars, or that have at least 40% of their track constructed underground will bypass the "rain drain" effect and keep attracting guests when it is raining.
  • Tracked rides that have a ride time of 5 minutes or longer will have a negative impact as guests will want to get off the ride, and so should be avoided above all costs. This also affects the ride’s excitement rating.
    • Broken down rides also aggravate this issue so it is important that players hire enough mechanics and have them patrol properly.
  • Players should always take advantage of the different operating ride modes. “Powered Launch Mode” or "Reverse-Incline Shuttle Mode" on some Roller Coasters can be used to make relatively cheap and compact “shuttle” rides that still draw a decent crowd and therefore, mighty profits.
    • This means that the "Shuttle Loop" coaster from RCT1, with a rear-incline, can still work well in RCT2 and draw lots of guests, for lots of money in pay-per-ride parks. This makes such a coaster a powerful tool when beginning a scenario.
    • For long Go Karts tracks it is in most (if not all) cases much better to reduce the number of laps to 1, or even change from race mode to continuous circuit mode. In race mode, the winner gets a victory lap and so the next race can’t begin until previous race's winner actually completes it, then crosses the whole platform out for the next guest to load in. The drop in excitement rating from continuous circuit mode is generally offset by the ride's increased guest capacity.
  • Spiral Slide, Space Rings, Maze, Bumper Cars and Flying Saucers are the only rides that do not require a queue path to work efficiently. The Ferris Wheel only requires one square of queue path to work perfectly, even if a longer queue never really is wrong : it's just not necessary. In vanilla RCT1, rollercoasters that load only 2 guests per dispatch, such as the Wooden Wild Mouse, could also function well with a single tile queue line despite the sheer drawing power roller coasters all exert on guests.
  • Queue lines should at least be long enough to hold enough guests for one car/train but never exceed a length of 8 minutes wait time (as any longer than this will displease guests and affect the overall park rating).
    • This can be worked around in RCT2/OpenRCT2 thanks to the block brake system, by allowing multiple trains for increased capacity.
    • Any guest that meets a patrolling entertainer while queuing for a ride, will wait up to 11 minutes and 59 seconds (instead of 10 minutes 59s) before leaving the ride's line unhappy. This means setting an entertainer to patrol on a very demanded roller coaster, indeed has an effect on the game's mechanics.

Tips for building tracked rides

  • Roller Coasters and other track rides with multiple fast moving cars/trains are more susceptible to crash if they enter the station at a speed greater than 28mph (45km/h).
    • Brakes can be used to minimize this risk. From RCT2 onwards, block brakes can be used to completely negate this risk.
  • Understanding how G-forces work is a mandatory aspect of Roller Coaster building that is required for efficient custom ride design. An in-depth guide can be found here, but in general terms, players should always :
    • Try to keep the maximum positive vertical G (the one guests feel when hitting the bottom of a fall/dive) below 4.5.
    • Make sure the negative vertical G (on top of a hill) should not exceed -2. For rides with detached vehicles (such as Dinghy Slides or Bobsled Coasters) excessive Negative vertical G can result in trains leaving the track and crash. For these rides, the limit is -0.9G.
    • Make sure the maximum lateral G (the G-Forces that push guests away from their trains when turning in high-speed) should never exceed 2.75. Banked curves serve the purpose of reduce lateral Gs by “converting” them into vertical Gs.
    • Use the graphs tab (on the ride window) that displays line graphs of the velocity, altitude and G forces experienced throughout the ride. These graphs can be used to visually identify any sections of a ride that generates high G forces.
      • OpenRCT2 has a feature that allows said graph to automatically highlight these problematic G-Forces in red, for easy scanning & fixing. By keeping both the first train of a rollercoaster and the graph tab in check, any player can see at a glance where the G-Forces are too high for human bodies, and fixing problematic elements easily. Good players often end up developing an "instinct" of what to do and what not to do when designing a custom roller coaster.
    • Consider examples of real-life coasters of said type as references, for easier understanding when building roller coaster layouts.
  • Most Roller coasters have "key-elements" and concepts that help any player designing efficient custom layouts :
    • Wooden Roller Coasters require fast speed and high hills set so that the trains do offer "air-times" on top of each hill.
    • Wild Mouse Roller Coasters (any kind) require multiple tight turns taken at (not too) high speeds so that guests feel like their car will dislodge and fall off the track at any curve. As such, aiming for (not too) high lateral G-Forces is a must.
      • Spinning Wild Mouse has a key-element called "Spinning Control Toggle Track", that switches the behavior of the train passing it, between "Free-spinning at curves" and "No-Spinning at curves" modes. Making a clever use of these notions is the key factor for success when designing a custom layout with this coaster.
    • Steel Looping Coaster needs — as its name implies — loopings. Interlocking them with other tracks, other parts of itself, queue lines or regular paths, will boost the Coaster's Excitement rating to the roof, with the best option being interlocking loops through other loops for massive high-drawing rollercoasters that will draw guests into any park by the hundreds, if not by thousands.
    • Suspended Swinging Coasters and Bobsled Coasters rely on helices much more than drops for high excitement ratings.
    • Corkscrew, Inverted, Steel Twister, LIM and Air-Powered Coasters require careful planning regarding inversions and hilltops, so that each one of them is taken at the slowest possible reasonable speeds on their top.
    • Hyper, Giga & Hyper-Twister Coasters are evolutions of the Wooden Coaster in principle, and as such require massive (very tall) drops and high speeds with reasonable G-Forces. Due to the sheer drawing power these scream machines have on guests, they also require high guest capacity, therefore very long stations (in RCT1) or an extensive use of Block Brakes (in RCT2) as well as long queues to function at full capacity and therefore bring the biggest buck in.
  • Building Tracked rides underground (or partially underground) usually adds a boost to the Excitement rating.
    • This rule doesn't apply to Go-Karts, where driving under the ground has a negative impact on the Excitement Rating instead of a positive one.

Shops and Stalls

  • Information Kiosks should be built close to the park entrance. This ensures as many guests as possible have access to a park map which will give them destinations to go to (instead of wandering aimlessly).
  • In RCT1 and RCT2 Information Kiosks (Toilets, ATM machines and First Aid Rooms in RCT3) can be accessed by guests from all 4 directions, which means that the direction of the construction arrow is irrelevant. Players should use this to their advantage and build those structures on existing path corners, or construct a 3x3 path square with the kiosk in the centre to maximize guest access.
  • Using the umbrella cheat is always interesting for quick income, and especially in pay-per-entry parks, where they constitute a "second entrance ticket" when rain joins the party.
  • By accessing the Guests tab and selecting both the "Group" tab and "Guest's Thought's" options, wise players can see what the most common complaints about the park are. Checking these complaints and where the guests making the complaints are at regular intervals can help them determine when and where more Shops & Stalls are needed.
  • Guests will only carry one food or drink item at a time, and have to consume it before buying another one. Therefore, there is little to no advantage (outside of aesthetics) to building “food court” areas in parks.
  • Food items such as Popcorn, Fries, and Pretzels increase the guest's thirst meter faster than normal. It is wise to build these in conjunction with Drinks Stalls, for the best results.
  • Merchandise stalls (such as the Souvenir Stall or Hat Stall) should be built near the exit of the park's most exciting rides as happier guests are more inclined to buy merchandise.
  • In RCT3, food stalls are operated by a shop vendor. They are only capable of serving a certain number of peeps at a time, and will walk away from the shop if overwhelmed.
    • Like other staff, they can be trained (via the human resources window) which increases the number of peeps they can deal with simultaneously.
  • Building First Aid Rooms, and benches, near the exits of nauseous rides is good practice in helping keep paths clean.

Finances

  • The amount of money guests spawn with varies across scenarios, and within each one the amount varies between individual guests by $30 (as an example, in a scenario guests will have between $60 and $80).
    • It is important to keep this number in mind when charging an entrance fee, as raising the entrance fee too high might render some guests unable to afford admission. Depending on the scenario's financial position/objective, it may be better to charge less money when it ensures more guests inside a park.
  • If guests are commenting that a particular ride “is really good value”, then it means its price is low enough for the player to consider increasing it for a little extra profit.
    • Another viable strategy is to try and get the Best Value park award by keeping all admission prices slightly lower.
  • Park awards aren’t just passive : they actually affect the number of guests visiting a park. Positive awards attract more guests (similarly to advertising campaigns) while negative awards will reduce the number of guests joining the park.
    • It is extremely important to constantly check the thoughts of guests into any park, especially the screen which classifies thoughts according to the number of guests thinking them. Not only will addressing their problems help boost a park's rating, but it also will help the player avoid receiving negative park awards.
  • Advertising campaigns are great ways to temporarily boost the number of guests joining the park. They constitute last resort boosts when nearing the end date of a scenario and still haven’t reached the objective of guest numbers or park value, where a well-placed advertising campaign can definitely be more effective than a new ride.
  • Saving the game before starting construction on a complex and/or costly construction/landscaping project, can save a park if said project doesn’t go as well as initially planned.
  • Where applicable, players should always note the interest rate for the scenario they're are playing. Big loans with high interest rates are dangerous and very costly, usually killing monthly profit
    • In particular, if interest rates are 10% or higher, Players should seriously assess whether it is more financially viable to wait a few months and save up rather than borrowing money from the bank. If a loan is already on at this rate, players should take time to think whether it is wiser to spend all their hard-earned money into a new ride, or to repay their loan and save money on the long run.

See Also