Funtopia/Scenario Guide: Difference between revisions

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In{{sgreminder}}Funtopia offers the beginningplayer oftwo thisvery scenario,profitable youroller havecoasters, twoa profitablecouple rollerflat coastersrides, and a lot of open areas to build on. SetFirst yourstep research-wise, fundingwould tobe maximumset andthe research direct& yourdevelopment prioritiesenergy to [[The Complete Rides List # Shops and Stalls|Shops and Stalls]] and [[The Complete Rides List # Thrill Rides|Thrill Rides]] with max funding, as youonly havea very fewhandful of eachthose is available to build from the start. Then comes proper park management.
{{sgreminder}}
 
First step here is to move the '''''[[Ferris Wheel]]''''' to a much more suitable spot in the park—preferably where most other rides won't fit (near '''''Defibrillator''''' would work). A solid rule of thumb concerning the Ferris Wheels is that thay need only one tile of queue, and none at the exit. Another one is that, due to its low popularity compared to roller coasters, the Ferris Wheel should be built closer to the park entrance so that it can still be of use even free.
In the beginning of this scenario, you have two profitable roller coasters and a lot of open areas to build on. Set your research funding to maximum and direct your priorities to [[The Complete Rides List # Shops and Stalls|Shops and Stalls]] and [[The Complete Rides List # Thrill Rides|Thrill Rides]], as you have very few of each to build from the start.
 
Consider moving the [[Ferris Wheel|Ferris wheel]] to a new spot in the park--preferably where most tracked and other flat rides do not fit (near Defibrillator would work). Space management is key in this objective ; thankfully, '''''Grapevine''''' takes up little room for its length and can be easily surrounded by flat rides. KeepIt's advised to keep an eye on '''''Grapevine''''', though, as it cannot safely stop during a [[Ride Breakdowns#Brakes Failure|brakesStation failureBrakes Failure]];. toTo counter this, players should station a [[Guests &and Staff#Mechanics|mechanic]] directly at the exit, orwith removeminimal the secondpatrol trainarea and replace10 theminute remaininginspection traininterval. withPlayers anwho 8-carwish standardto model.run It'stwo alsotrains aare goodhighly ideaadvised to edit Grapevine to putadd brakes before the finalstation setto ofreduce helixes,the thenchance addof chainthe liftbrakes onfailing. While the hillride's upunder toworks, theplayers station.should Alsoalso put in an onOn-ride photoPhoto sectionSection somewhere in to boost yourtheir profits from '''''Grapevine''''' even further. OnceAs your park starts picking up steamalways, you$2.20 shouldor behigher ableis tothe buildprice a new roller coaster such asfor a [[Steelneat Wild Mouse Roller Coaster|Wild Mouse]]profit.
 
[[RCT2]] / [[OpenRCT2]] players might want to consider setting the ride to block-section circuit mode, and remove one chain lift element in the middle of the initial climb so that it offers a new section, and therefore, a new train. More trains = more profits ! It's as simple as that.
By the end of the first year, you should have anywhere from 600 to 1100 guests in your park. At this point, you can expand your research priorities to Roller Coasters and Gentle Rides. Slowly expand your park with a variety of flat rides and small- to medium-sized roller coasters throughout the second year.
 
Once '''Funtopia''' starts picking up steam, players should quickly be able to build a new roller coaster, such as a [[Steel Wild Mouse Roller Coaster|Wild Mouse]].
By the end of the second year, you should have anywhere from 1100 to 1600 guests. You may start to notice guests complaining about overcrowding, but you should be making a lot of money. Focus now on improving and maintaining your park to earn [[The Complete Awards List|awards]]. Try for as many as you can, including the Most Beautiful Park Award and the Tidiest Park Award, but strive chiefly for the Safest Park Award and Best Value Award. Toward the end of the third year, scour your park for and remedy any vandalism, vomit, littering, and overcrowding to keep your park rating from dropping too low before the end of the scenario.
 
By the end of theYear first year1, youplayers doing well should have anywhere from 600 to 1100 guests in your park. At this point, youit's canpossible to expand yourthe research priorities to Gentle Rides as well as Roller Coasters. andThe Gentlekey Rides.strategy throughout Year 2 would be to Slowlyslowly expand yourthe park with a variety of flat rides and small- to medium-sized roller coasters throughout the second year.
To put it shortly: focus on rapid expansion and ride profit in the first year, slow expansion in the second year, and customer satisfaction in the third year.
 
By the end of the secondYear year2,''' youFuntopia''' should have anywhere from 1100 to 1600 guests in. YouPlayers may start to notice guests complaining about overcrowding, butdespite youthe shouldpark bebeing makingfinancially asuccesful. lotThe ofnext money.step Focushere nowwould involve focusing on improving and maintaining yourthe park to earn [[The Complete Awards List|awards]]. TrySeveral forare as many as you cangood, including the "''Most Beautiful Park Award''" and the "''Tidiest Park''" Awardawards, but players should strive chiefly for the "''Safest Park Award''" and "''Best Value Award''". TowardTowards the end of theYear third3, yearlate game strategy would be as in most cases, scourscouring yourthe park for and remedy any vandalism, vomit, littering, and overcrowding cases to keep yourthe park rating from dropping too low before the end of the scenario.
[[File:FuntopiaFinished.png|thumb|Funtopia - finished]]
 
===In short :===
 
ToPlayers put it shortly:should focus on rapid expansion and ride profit induring theYear first year1, slow expansion induring theYear second year2, and customer satisfaction in theduring thirdYear year3.
 
===='''Gallery'''====
<Gallery>
FuntopiaFinished.png
Funtopia RCT.png
Funtopia RCT 2.jpg
</Gallery>
[[Category:Scenario Guide]]

Latest revision as of 02:24, 23 March 2019

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.

Funtopia offers the player two very profitable roller coasters, a couple flat rides, and a lot of open areas to build on. First step research-wise, would be set the research & development energy to Shops and Stalls and Thrill Rides with max funding, as only a handful of those is available to build from the start. Then comes proper park management.

First step here is to move the Ferris Wheel to a much more suitable spot in the park—preferably where most other rides won't fit (near Defibrillator would work). A solid rule of thumb concerning the Ferris Wheels is that thay need only one tile of queue, and none at the exit. Another one is that, due to its low popularity compared to roller coasters, the Ferris Wheel should be built closer to the park entrance so that it can still be of use even free.

Space management is key in this objective ; thankfully, Grapevine takes up little room for its length and can be easily surrounded by flat rides. It's advised to keep an eye on Grapevine, though, as it cannot safely stop during a Station Brakes Failure. To counter this, players should station a mechanic directly at the exit, with minimal patrol area and 10 minute inspection interval. Players who wish to run two trains are highly advised to add brakes before the station to reduce the chance of the brakes failing. While the ride's under works, players should also put an On-ride Photo Section somewhere in to boost their profits from Grapevine even further. As always, $2.20 or higher is the price for a neat profit.

RCT2 / OpenRCT2 players might want to consider setting the ride to block-section circuit mode, and remove one chain lift element in the middle of the initial climb so that it offers a new section, and therefore, a new train. More trains = more profits ! It's as simple as that.

Once Funtopia starts picking up steam, players should quickly be able to build a new roller coaster, such as a Wild Mouse.

By the end of Year 1, players doing well should have anywhere from 600 to 1100 guests in. At this point, it's possible to expand the research priorities to Gentle Rides as well as Roller Coasters. The key strategy throughout Year 2 would be to slowly expand the park with a variety of flat rides and small to medium-sized roller coasters.

By the end of Year 2, Funtopia should have anywhere from 1100 to 1600 guests in. Players may start to notice guests complaining about overcrowding, despite the park being financially succesful. The next step here would involve focusing on improving and maintaining the park to earn awards. Several are good, including the "Most Beautiful Park" and the "Tidiest Park" awards, but players should strive chiefly for the "Safest Park Award" and "Best Value Award". Towards the end of Year 3, late game strategy would be as in most cases, scouring the park and remedy any vandalism, vomit, littering, and overcrowding cases to keep the park rating from dropping too low before the end of the scenario.

In short :

Players should focus on rapid expansion and ride profit during Year 1, slow expansion during Year 2, and customer satisfaction during Year 3.

Gallery