Ayers Rock/Scenario Guide: Difference between revisions

Undo revision 42917 by John-Mahmud (talk) - article already complies with MOS, and additions are not only redundant or have no relation to the vanilla game (OpenRCT2 does not count), but introduce multiple punctuation and grammatical errors as well as article bloat.
(Wikification (No-You edit))
(Undo revision 42917 by John-Mahmud (talk) - article already complies with MOS, and additions are not only redundant or have no relation to the vanilla game (OpenRCT2 does not count), but introduce multiple punctuation and grammatical errors as well as article bloat.)
Tag: Undo
 
(2 intermediate revisions by 2 users not shown)
Line 1:
{{Sgreminder}}
{{Sgreminder}}Players start this scenario with $5,000 of their own money, and can borrow up to $35,000 from the bank.
 
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 :
They should pause the game when the scenario starts, and notice the two paths leading to nowhere on either side of the rock. These pathes should be cut off from the main pathway going around the existing rides, then pick up every guest on these two paths and drop them onto the main path.
* The [[Water Coaster]] ('''''Splashster''''') has decent ride ratings but relatively low guest capacity
* The ''[[Enterprise]] 1'' is located too close to the park entrance, which will turn some guests away
* The ''[[Ferris Wheel|Ferris]] Wheel1''']]s queue length is too long (one tile's enough for this kind of ride)
* The ''[[Maze]] 1'' only allows 4 guests in at any one timeonce
 
WithUpon starting the pathwaysscenario, the two paths leading to nowhere blockedon both sides of the rock should be disconnected from the main path network. Once that is done, theypause canthe proceedgame, topick up the guests on both paths, and drop them back onto the main path network. At the same time, clear the patrol areas forof theexisting park staff so that they can move around freely. However, players are ''except'''strongly advised''''' to keep the patrol areas for Handyman 2 and Handyman 4 as they are—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.
 
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.
This park comes with a handful of rides, all of them with free admission as well as their own set of minor issues :
* The [[Water Coaster]] ('''''Splashster''''') has decent ride ratings but relatively low guest capacity
* The [[Enterprise]] is located too close to the park entrance, which will turn some guests away
* The [[Ferris Wheel|Ferris Wheel']]s queue length is too long (one tile's enough for this kind of ride)
* The [[Maze]] only allows 4 guests in at any one time
 
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 pricing the rides as they should, and changing the Maze's settings so that 16 guests (64 in OpenRCT2) can be in it simultaneously, players should close and move the Ferris Wheel nearer to the park entrance and with a queue no longer than 4 tiles, before moving the Enterprise to the Ferris Wheel's original location, using its former queue and exit paths as the new paths for the Enterprise.
 
Due to its low guest capacity, the queue time for '''''Splashster''''' is 12 minutes, which is still too muchlong even withif Queue TVs andare patrollingbuilt on its queue path and Entertainers. Theare absoluteassigned leastto forpatrol anyit, playerso the queue path should be shortened. The simplest way to do in this situation is to cut off most of the queue path so that it becomes a short L-shape that connects directly to the main path. However,''Splashster'''s boldertrack playerslayout can also makebe some minor alterations to the coaster itself in ordermodified to increase its guest capacity a little. The—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, the last one can even be lengthened for even more block brakes. The remnants of '''''Splashster''''''s original queue path, can be used for another ride.
 
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.
As for research, players will need Maximum Funding and prioritise gentle, thrill and water rides, as well as roller coasters. '''Ayers Rock''''s research tree is quite deep, and only a few rides are available to work with at the start, so they will need to count only on ride types that will be built to draw guests. Other rides should only be put if affordable at the moment, if no other big drawers are on hold, in small unused spaces and should be built in less than 1 minute.
 
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.
Since much of the ground-level tiles are covered with shrubs and bushes, building new rides there will cost considerably more, so the first few coasters added should be small and inexpensive so that they will attract guests and income while taking as little as possible out of the available funds. Good coaster types to start with include the [[Reverse Freefall Coaster|Reverse Freefall]],[[Inverted Impulse Coaster| Inverted Impulse]] and [[Wild Mouse]] coasters.
 
3 years is not a lot of time to generate a high guest count, especiallyso givennew therides fewshould ridesbe theconstantly playerbuilt startsover outthe with,entire soduration of the playersscenario herein shouldorder beto constantlyattract buildingthe newrequired rides tonumber drawof guests.
Although space to work with will never be a problem here, cramming as many rides as possible near the pre-built ones will save guests the trouble of walking long distances and keep them within reach of the food centre, which in turn saves the player from the need to build more food/drink stalls for some time. Wise players may wish to relocate the merchandise stalls and[[First Aid Room| First Aid Room]], however, since these were pre-built in odd locations. The First Aid Room is best placed close to the exit of the Enterprise, while the merchandise stalls should be placed near the exits of the park's greatest money-earners.
 
==Completed Parks==
An alternative way to develop this park is to build on the rock itself. One of the available TRansport rides worthy of note is the Elevator, which can be used to ferry passengers from the ground level to the top of the rock with little footprint. As the top of the rock is completely barren and relatively flat, it is possible to build rides on it instead of on the bush-covered ground. In addition, the cost of building a direct footpath from the ground to the top of the rock can be reduced a little by "wrapping" the pathway around the rock's outcroppings. Incidentally, the outcropping nearest to the Maze is largely at the perfect level to build an Elevator. Even if the player doesn't intend to build on top of the rock, the Elevator can serve as a ride, so building it will still draw some additional guests alone.
<gallery widths="225" columns="3" orientation="landscape" spacing="small">
[[File:Ayers_Rock_2017-04-13_12-20-37.png|thumb|left|AyersScenario Rock completedfinished in OpenRCT2]] by John-Mahmud (PC)
</gallery>
 
3 years is not a lot of time to generate a high guest count, especially given the few rides the player starts out with, so the players here should be constantly building new rides to draw guests.
 
[[File:Ayers_Rock_2017-04-13_12-20-37.png|thumb|left|Ayers Rock completed in OpenRCT2]]
[[Category:Scenario Guide]]
[[Category:Australasia]]