Ayers Rock/Scenario Guide: Difference between revisions

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Players start this scenario with $5,000; the loan limit is $35,000. This park also comes with a handful of pre-built rides, all of them with free admission as well as their own set of minor issues:
Players start this scenario with $5,000, and a loan limit is $35,000. This park also comes with a handful of pre-built rides, all of them with free admission, along with their own set of minor issues:
* The [[Water Coaster]] (''Splashster'') has decent ride ratings but relatively low guest capacity
* The [[Water Coaster]] (''Splashster'') has decent ride ratings but relatively low guest capacity
* ''[[Enterprise]] 1'' is located too close to the park entrance, which will turn some guests away
* ''[[Enterprise]] 1'' is located too close to the park entrance, which will turn some guests away
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* ''[[Maze]] 1'' only allows 4 guests in at once
* ''[[Maze]] 1'' only allows 4 guests in at once


Upon starting the scenario, the two paths leading to nowhere on both sides of the rock should be disconnected from the main path network. Once that is done, pause the game, pick up the guests on both paths, and drop them back onto the main path network. At the same time, clear the patrol areas of existing park staff so that they can move around freely ''except'' Handyman 2 and Handyman 4 —between these two handymen, they are more than capable of dealing with anything that crops up around the small food centre to the right of the park. The two Entertainers and the Security Guard are not worth the monthly cost at this point and can be sacked to reduce monthly staff wage cost.
Upon starting the scenario, the two paths leading to nowhere on both sides of the rock should be disconnected from the main path network. Once that is done, players should pause the game, pick up the guests on both paths, and drop them back onto the main path network. At the same time, players should also clear the patrol areas of existing park staff (which isn't a common thing to do) so that the staff members can move around freely ''except'' Handyman 2 and Handyman 4 — these two handymen are more than capable of dealing with anything that crops up around the small food centre east of the park's entrance — . The two Entertainers and the Security Guard are not worth the monthly cost at this point and can be sacked to reduce monthly staff wage cost. They will be re-hireable later for maximum effect.


With the game still paused, adjust the admission prices of the pre-built rides and increase the maximum number of people allowed in ''Maze 1'' to the highest amount. Next, set research funding to maximum, and change research priority to Gentle Rides, Thrill Rides, Water Rides, and Roller Coasters. This scenario's research tree is quite deep, and only a few ride types are available at the beginning, so researching new rides that can be built to attract more guests takes priority.
With the game still paused, players should adjust the admission prices of the pre-built rides and increase the maximum number of people allowed in ''Maze 1'' to the highest amount : 16 in [[Roller Coaster Tycoon 2]], 64 in [[OpenRCT2]]. Next, they should set research funding to maximum, and change research priority to Gentle Rides, Roller Coasters, Thrill Rides and Water Rides. This scenario's research tree is quite deep, and only a few ride types are available at the beginning, so researching new rides and drawing more guests, is of utmost priority.


Unpause the game and swap the location of ''Enterprise 1'' with ''Ferris Wheel 1''; also reduce the length of the queue path at ''Ferris Wheel 1'''s new location so that it is only 1 tile long. The pre-built First-Aid Room at the back of the park should also be relocated to the exit of ''Enterprise 1''.
After unpausing the game, players should quickly swap the location of ''Enterprise 1'' with ''Ferris Wheel 1'' ; then reduce the length of the queue path for ''Ferris Wheel 1'''s new location so that it is only 1 tile long. More isn't of any use. The pre-built [[First Aid Room]] at the back of the park should also be relocated to the exit of ''Enterprise 1'' for maximum efficiency.


Due to its low guest capacity, the queue time for ''Splashster'' is 12 minutes, which is still too long even if Queue TVs are built on its queue path and Entertainers are assigned to patrol it, so the queue path should be shortened. The simplest way to do this is to cut off most of the path so that it becomes a short L-shape that connects directly to the main path. ''Splashster'''s track layout can also be modified to increase its guest capacity a little—the large banked curve before the second lift hill, as well as the short stretch of straight track before the station platform, are good places to add more block brake sections.
Due to its low throughput, the queue time for ''Splashster'' is 12 minutes, which is still too long even if Queue TVs are built on its queue path and Entertainers are assigned to patrol it, so the queue path should be shortened. The simplest way to do this is to cut off most of the path so that it becomes a short L-shape that connects directly to the main path. ''Splashster'''s track layout can also be modified to increase its guest capacity a little — the large banked curve before the second lift hill, as well as the short stretch of straight track before the station platform, are good places to add more block brake sections.


Despite the park's size, much of the ground level is covered with shrubs and bushes, which cost a fee to remove; this can indirectly increase the construction cost of new rides. Ways to reduce the amount of extra cost include building flat rides, as well as compact and/or inexpensive coasters, such as the [[Reverse Freefall Coaster]], [[Inverted Impulse Coaster]], and [[Spinning Wild Mouse]]. Building new rides near the pre-built ones will also save guests the trouble of walking long distances and keep them near the food centre which, in turn, removes the need to build more food/drink stalls for some time.
Despite the park's size, much of the ground level is covered with shrubs and bushes, which cost a fee to remove ; this can indirectly increase the construction cost of new rides. Ways to reduce the amount of extra cost include building flat rides, as well as compact and/or inexpensive coasters, such as the [[Reverse Freefall Coaster]], [[Inverted Impulse Coaster]], and [[Spinning Wild Mouse]]. Building new rides near the pre-built ones will also save guests the trouble of walking long distances and keep them near the food centre which, in turn, removes the need to build more food/drink stalls for some time.


An alternative way to develop this park is to build on the rock itself—the top of it is completely barren and relatively flat, making it a good place to build tracked rides. Although a direct footpath will need to be built to the top, its construction cost can be reduced a little by "wrapping" the pathway around the rock's outcroppings.
An alternative way to develop this park is to build on the rock itself — the top of it is completely barren and relatively flat, helping with building tracked rides — . Although a direct footpath will need to be built to the top, its construction cost can be reduced a little by "wrapping" the pathway around the rock's outcroppings.


3 years is not a lot of time to generate a high guest count so new rides should be constantly built over the entire duration of the scenario in order to attract the required number of guests.
3 years is not a lot of time to generate a high guest count so new rides should be constantly built over the entire duration of the scenario in order to attract the required number of guests.

Revision as of 19:58, 12 September 2021

Remember:
  • The Scenario Guide below is only a suggested strategy for completing this scenario—it may not work for all players.
  • The General Scenario Guide and Hints and Tips articles may also provide helpful information in completing this scenario.
  • There are usually multiple strategies to successfully completing a scenario; these can be discussed on the scenario's discussion page or written down in an existing or additional section of this article.

Players start this scenario with $5,000, and a loan limit is $35,000. This park also comes with a handful of pre-built rides, all of them with free admission, along with their own set of minor issues:

  • The Water Coaster (Splashster) has decent ride ratings but relatively low guest capacity
  • Enterprise 1 is located too close to the park entrance, which will turn some guests away
  • Ferris Wheel 1's queue length is too long
  • Maze 1 only allows 4 guests in at once

Upon starting the scenario, the two paths leading to nowhere on both sides of the rock should be disconnected from the main path network. Once that is done, players should pause the game, pick up the guests on both paths, and drop them back onto the main path network. At the same time, players should also clear the patrol areas of existing park staff (which isn't a common thing to do) so that the staff members can move around freely except Handyman 2 and Handyman 4 — these two handymen are more than capable of dealing with anything that crops up around the small food centre east of the park's entrance — . The two Entertainers and the Security Guard are not worth the monthly cost at this point and can be sacked to reduce monthly staff wage cost. They will be re-hireable later for maximum effect.

With the game still paused, players should adjust the admission prices of the pre-built rides and increase the maximum number of people allowed in Maze 1 to the highest amount : 16 in Roller Coaster Tycoon 2, 64 in OpenRCT2. Next, they should set research funding to maximum, and change research priority to Gentle Rides, Roller Coasters, Thrill Rides and Water Rides. This scenario's research tree is quite deep, and only a few ride types are available at the beginning, so researching new rides and drawing more guests, is of utmost priority.

After unpausing the game, players should quickly swap the location of Enterprise 1 with Ferris Wheel 1 ; then reduce the length of the queue path for Ferris Wheel 1's new location so that it is only 1 tile long. More isn't of any use. The pre-built First Aid Room at the back of the park should also be relocated to the exit of Enterprise 1 for maximum efficiency.

Due to its low throughput, the queue time for Splashster is 12 minutes, which is still too long even if Queue TVs are built on its queue path and Entertainers are assigned to patrol it, so the queue path should be shortened. The simplest way to do this is to cut off most of the path so that it becomes a short L-shape that connects directly to the main path. Splashster's track layout can also be modified to increase its guest capacity a little — the large banked curve before the second lift hill, as well as the short stretch of straight track before the station platform, are good places to add more block brake sections.

Despite the park's size, much of the ground level is covered with shrubs and bushes, which cost a fee to remove ; this can indirectly increase the construction cost of new rides. Ways to reduce the amount of extra cost include building flat rides, as well as compact and/or inexpensive coasters, such as the Reverse Freefall Coaster, Inverted Impulse Coaster, and Spinning Wild Mouse. Building new rides near the pre-built ones will also save guests the trouble of walking long distances and keep them near the food centre which, in turn, removes the need to build more food/drink stalls for some time.

An alternative way to develop this park is to build on the rock itself — the top of it is completely barren and relatively flat, helping with building tracked rides — . Although a direct footpath will need to be built to the top, its construction cost can be reduced a little by "wrapping" the pathway around the rock's outcroppings.

3 years is not a lot of time to generate a high guest count so new rides should be constantly built over the entire duration of the scenario in order to attract the required number of guests.

Completed Parks