Build Your Own Six Flags Great Adventure/Scenario Guide
Scenario Guide
Remember:
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A good idea to rebuild the Great Adventure is to mark off certain areas at first, and fill the part by the entrance full of rides and stalls, then expand to a different part, and so on. The total absence of rides allows for creativity in sections, allowing players to switch the Pirate section of the original park to a Roman section if they like.
The urban section at the west of the park's entrance (with 2*2 house-like constructions) can be razed for a small profit ; however the 2*2 Town Halls from the Urban Themeing shall not be touched, as they will cost the player $100 and dent the park value upon removal.
Players are advised that this scenario offers a $100,000 loan limit, which could come in handy ; With a 10% loan interest however, which will (unlike Volcania per example) take a toll on the park's finances as soon as contracted.
There are a lot of rides and space available, so players can use this to their advantage. Plus, ride layering (massive steel coasters on top of less tall coasters, while Go-Karts and Junior Roller Coaster would occupy ground level) will allow further space saving and therefore render the purchase of additional land useless. It is very easy to attract guests to the park, but its also very easy to lose these guests due to lack of stalls, bathrooms and staff. Staff will be needed : not much in numbers, but with carefully set patrol areas : 12 handymen with good patrol areas will be as efficient as 20 handymen roaming free. Players who rebuild the Great Adventure in the original game, should remember to reduce the inspection times to 10 minutes on all rides but the mazes. For OpenRCT2 players however, this is set automatically ; their counterpart being cranking the Maze guest capacities to 64 guests instead of 16. Players can also crank up the entrance price after a while, as guests here have a large wallet and the Cash Machine is available.