Crazy Castle/Scenario Guide: Difference between revisions

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[[File:Crazy Castle RCT2.jpg|thumb|220x220px]]
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==Scenario Guide==
{{Sgreminder}}
It's best to start '''Crazy Castle''' with a few simple rides. CreatePlayers oneshould orcreate twoa few gentle rides, a fewseveral thrillingthrill rides, and aone roller coaster. You should; alsothen add two stalls and a restroom starting by May. Then, hirecomes hiring time : one or two handymen and sometwo mechanics will do the trick. It's usually a good idea to limit their movementpatrol areas, but it's important to remember to add the new rides as time goes by. This start can (and should) be accomplished without loaning any money.
 
Just before you openopening the park, players must make sure youto get rid of the path around the castle and other pathways you do not readily needneeded at the moment. This is because the guests are seriously likely to get lost in the park and they usually do it on theits unused pathways youanyway. doThese notpathways usemight anywaybe needed later on, so deleting only one path tile is really what it takes. IfThe youpath thinkin you'llthe needturret east to the pathwayspark's laterentrance oncan be demolished totally, buildthere's no room in it Informationfor Kiosksrides.
It's best to start with a few simple rides. Create one or two gentle rides, a few thrilling rides, and a roller coaster. You should also add two stalls and a restroom starting by May. Then, hire one or two handymen and some mechanics. It's usually a good idea to limit their movement, but remember to add the new rides as time goes by. This start can be accomplished without loaning any money.
 
When it comes to research, an important element that will be needed (and which was absent of [[RCT1]]) is the [[Cash Machine]], that allows players to refill their wallet when they hit low funds. If they're out of cash and there's none in the park, they'll leave. Plus, as clever players know, guests come back to the park, not time. It's therefore a solid option to tick in the player's to-do-list if they plan to make money.
Just before you open the park, make sure you get rid of the path around the castle and other pathways you do not readily need. This is because the guests are likely to get lost in the park and they usually do it on the pathways you do not use anyway. If you think you'll need the pathways later on, build Information Kiosks.
 
Then comes another session of job-dating : players have to make sure that (it's an important rule of thumb to keep in mind at all times in RCT2) their whole "used surface" (the surface filled with guests & rides) is covered by staff with small patrol areas set. If covering their park's "used space" requires 12 handymen, 6 mechanics, 14 security guards & 4 entertainers, then "let it be done" : players have to hire and have the right amount of staff, if not more.
The method to creating a good park is:
 
If by then some flat rides fail to attract guests in, then players should decrease their admission fee to $0.80 or lower. At this price, they never lose popularity. Another option for cash-driven players is to renew these rides by replacing them with brand new ones. Renewing a ride is an available legit option done with only a couple clicks in [[OpenRCT2]], but in ''vanilla'' RCT2, it's demolition then reconstruction.
1. Make sure you have enough and a variety of rides and stalls for the right price. A roller coaster admission price should not be higher than its excitement rating. Charging $7.00 for a roller coaster with a rating of 7.20 won't affect guests to take the roller coaster unless it is a few years old or so. But make sure you get a Cash Machine out quick, as guests would run out of money faster the higher you charge, and they'll leave the park once they're low on cash and there are no Cash Machines available.
 
As important as they were in RCT1, if not more ; Advertisement campaigns will in most cases do the difference between success and fail in this scenario.
2. Have enough staff work for you as your park expands (about 10-20 handymen and 8-15 mechanics). Usually, you need less security guards and even less entertainers, but do whatever feels right.
 
At this point, only player-made mistakes will prevent them from reaching the scenario's goal.
3. Keep expanding, even when you have to loan for it. Prioritize researching shops and stalls first to receive a [[Cash Machine]]
 
4. When a gentle or thrill ride fails to attract any guests, decrease the admission fee to $0.80 or replace it with a similar ride. A gentle or thrill ride charged below $0.80 would never lose popularity .
 
5. If you're running out of time to accomplish a task where you need to reach a certain park value by that year, demolish non-track designed gentle and thrill rides and build the same attraction again. Then, build some roller coasters quickly.
 
6. If you're running out of time to accomplish a task where you are to get a certain number of guests in a park, advertise heavily with every option possible with 6 weeks and cut prices of all roller coasters over $5.00 to a minimum of $5.00 or lower. Add more Cash Machines if necessary.
[[Category:Scenario Guide]]