And while you can design your own rides, the supplied ones are more than adequate and somewhat less frustrating to use due to the slightly clumsy interface of the ride builder. The game is divided into scenarios. Presentation wise, the sound effects are superb, with giggles and screams, annoying carousel music, and the clanking of coasters. Visually, RollerCoaster Tycoon is nice and sharp.
The ridiculous cartoony graphics do a superb job at conveying a lot of information in a typical windows format. Beautiful details abound on a micro level. Little people run around the park all giddy after getting off a very fun ride, and others stumble and fumble their way around, their faces green with the sickness brought by riding a rollercoaster.
Toggle navigation. Roller Coaster Tycoon 1 Deluxe Download. Plus-circle Add Review. By all means give the punters a bit of a shock and a thrill, but excessive exposure to high Gs is the wrong way to do it. Exciting rides are not necessarily fast, nor do they have loads of twists, loops and turns. A high rating in the 'exciting' category usually comes from building a ride that goes over water, through tunnels, past themed scenery or close to another attraction.
For example, a section that dives into a tunnel after a sharp drop, emerges into bright sunlight, performs a sharp degree banked turn and darts back into the darkness rates highly on the excitement scale, but doesn't make the passengers vomit.
Also, build uphill sections of track so that cars have just enough momentum to get up and over. If passengers think they're not going to make it, and are going to plummet backwards down the track, they become even more excited.
Indeed, later add-ons enable you to do just that, but to do it safely. But beware: going too fast backwards is likely to be messy. To keep the interest factor high on slower sections of track usually near the end , use banked helix turns. This type of curve maintains speed, and gives the rider the impression of speed. The trick is to study the graph when you first test a ride. Look at the places with high and sudden G-forces, then smooth them out. Inserting banked corners - or, God forbid, even brakes - can usually do this.
Above all, make sure the car doesn't come into the station too fast. Coming out of the last turn at 50mph and then suddenly braking to Omph in less than a second is pretty intense; unfortunately it's also the equivalent force of a fatal car accident. Sure, the guests want some intensity in their lives, but giving it to them like that is a sure way to make them leave the park completely -possibly in a body bag.
Beginners usually find that most of their rollercoasters have high nausea ratings simply through a lack of understanding of rollercoaster dynamics and physics. Follow the guidelines outlined in the Excitement and Intensity sections above to reduce the nausea rating.
Never charge more than Pound-2 for any food or drink item, and try not to go above Pound-1 for a map, and Pound-3 for an umbrella. When it comes to rides, 50p for a gentle ride, Pound-1 for a thrill ride and Pound-2 for rollercoasters, go-carts, and water rides is about right.
Try not to charge for the toilets, or transportation rides like the monorail. That's just greedy. The admission price should start at about Pound and increase gradually from there. Let's say that each attraction including stalls is worth Pound This means that a park with ten attractions should charge Pound quid, Pound for 20 attractions, and so on.
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. The player once again takes the role of a theme park manager, tasked with building a park using various rides. And attractions, such as restrooms, restaurants, bumper cars, ferris wheels, go-karts, and, of course, roller coasters. There are over twenty different buildable rollercoaster types, from simple wooden coasters to complex inverted coasters.
Many new rides and attractions are feature in the game, such as the ATM machine. As well as lots of new scenery and theming items, such as the Pirate theme. Stretch your imagination further to build bigger parks and higher coasters! Break ground and start from scratch, open the gates to a remarkable Six Flags park. Or just create the most gut-wrenching roller coaster imaginable — now you can play your way!
Choose and complete different scenarios accordingly to the experience and content you like. Satisfy the visitors by building various attractions and facilities. Wild new rides, exciting new themes, and improved easy-to-use building. Tools make creating the ultimate amusement park more fun than ever!
Following are the main features of RollerCoaster Tycoon 2. That you will be able to experience after the first install on your Operating System.
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