Dusty Greens/Scenario Guide: Difference between revisions

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==Scenario Guide==
==Scenario Guide==
{{Sgreminder}}Players here in '''Dusty Greens''' are limited in space. The two squares of available land at the beginning have a bridge connecting the two of them, as well as two more squares available for purchase with construction rights to get there, even though it won't be necessary, since it's easily possible to win here by cramming the park nito the two starting squares, and even into only one of them.
{{Sgreminder}}
In this scenario, you are limited in space. The two squares of your park have a bridge connecting the two of them and more two squares available to be bought with construction rights to get there, but you probably won't buy any land soon, since you can beat the scenario by cramming your park.


First thing to do is shorten the huge lines for the Mini Golfs, since it's taking forever, short them to one tile of queue line. Now, you might want to consider to remove one of them, since they are taking a lot of space, but it's possible to win the scenario even with both of them.
First thing to do is shortening the huge lines for both [[Mini Golf]] courses, since guests are waiting forever. One single tile of queue line will be more than enough. Now, players might want to consider removing one of them, since they are taking a lot of space and never will reach a rollercoaster's popularity & profitability, but it's definitely possible to win the scenario with both courses left untouched.


Start of with gentle and thrill rides, price the rides for their excitement rating, if for example, a ride that has an excitement rating of 3.34, the price will be 3.30, same as for coasters. If you still have some money, build a cheap roller coaster and try to make it to 6.xx excitement rating and price it at that price. Don't worry, they will still pay for it.
Players should then start off with gentle and thrill flat rides, as well as a couple of tracked rides priced for their excitement ratings, rounded down. If a [[Splash Boats]] ride for example has an excitement rating of 5.34, then players can charge 5.30 for it, and have guests flocking in. As such, every piece of scenery can be a welcome addition if it pushes the Excitement Rating up a dime, and therefore the entrance fee.


Since you have unlimited time, you can even finish the scenario before Year 2. Just build a coaster with 7.xx excitement rating, have a good amount of flat thrill rides, and you beat the objective, but be sure that you can control your ride tickets sell, as you may want to repay your loan.
Since players have unlimited time, it's possible to finish the scenario before Year 2. What it takes is a solid roller coaster with 7+ Excitement Rating, a good amount of flat thrill rides, and objective's in reach, but of course players may want some extra challenge, i.e. repay the loan.


If you need to buy land, make sure to buy the northern part of the 2 available pieces. This is because this part has a building in it, which sells for $90, making the four tiles cost nothing and makes you gain $10. That and the fact that this part is larger, which means you probably don't have to buy construction rights for another bridge. Another good idea is to use the space between the parts you originally own construction rights to as a space for rides. Using this tactic for bought space with construction rights is no use, as it's cheaper to build rides on normal ground you have to buy, than it is to make the ride needing support.
Players who want to buy land should buy the northern part of the 2 available pieces first. This is because this part has a building in it which sells for $90, making the four tiles free with a $10 gain. Not only that, but also the fact that this part is larger than the other, which means the next square will most probably not be needed. Another good idea is to use the space between the parts originally owned, as a space for rides.

'''Dusty Greens''' is much easier than it looks at first glance, and the main goal of this scenario is to test player's ability to charge a correct amount of money per ride.
[[Category:Scenario Guide]]
[[Category:Scenario Guide]]

Latest revision as of 14:51, 17 March 2019

Scenario Guide

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 here in Dusty Greens are limited in space. The two squares of available land at the beginning have a bridge connecting the two of them, as well as two more squares available for purchase with construction rights to get there, even though it won't be necessary, since it's easily possible to win here by cramming the park nito the two starting squares, and even into only one of them.

First thing to do is shortening the huge lines for both Mini Golf courses, since guests are waiting forever. One single tile of queue line will be more than enough. Now, players might want to consider removing one of them, since they are taking a lot of space and never will reach a rollercoaster's popularity & profitability, but it's definitely possible to win the scenario with both courses left untouched.

Players should then start off with gentle and thrill flat rides, as well as a couple of tracked rides priced for their excitement ratings, rounded down. If a Splash Boats ride for example has an excitement rating of 5.34, then players can charge 5.30 for it, and have guests flocking in. As such, every piece of scenery can be a welcome addition if it pushes the Excitement Rating up a dime, and therefore the entrance fee.

Since players have unlimited time, it's possible to finish the scenario before Year 2. What it takes is a solid roller coaster with 7+ Excitement Rating, a good amount of flat thrill rides, and objective's in reach, but of course players may want some extra challenge, i.e. repay the loan.

Players who want to buy land should buy the northern part of the 2 available pieces first. This is because this part has a building in it which sells for $90, making the four tiles free with a $10 gain. Not only that, but also the fact that this part is larger than the other, which means the next square will most probably not be needed. Another good idea is to use the space between the parts originally owned, as a space for rides.

Dusty Greens is much easier than it looks at first glance, and the main goal of this scenario is to test player's ability to charge a correct amount of money per ride.