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{{sgreminder}}[[File:Funtopia RCT.png|thumb|220x220px]]
{{sgreminder}}[[File:Funtopia RCT.png|thumb|220x220px]]
[[File:Funtopia RCT 2.jpg|thumb|220x220px]]
[[File:Funtopia RCT 2.jpg|thumb|220x220px]]
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.
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 [[The Complete Rides List # Shops and Stalls|Shops and Stalls]] and [[The Complete Rides List # Thrill Rides|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.
Consider moving the [[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. Keep an eye on Grapevine, though, as it cannot safely stop during a Station B[[Ride Breakdowns#Brakes Failure|rakes Failure]]. To counter this, station a [[Guests and Staff#Mechanics|mechanic]] directly at the exit or remove the second train and replace the remaining train with an 8-car standard model. If you wish to run two trains, add brakes before the station to reduce the chance of the brakes failing. Also put in an On-ride Photo Section somewhere to boost your profits from Grapevine even further. Once your park starts picking up steam, you should be able to build a new roller coaster such as a [[Steel Wild Mouse Roller Coaster|Wild Mouse]] Roller Coaster.


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 [[Ride Breakdowns#Brakes Failure|Station Brakes Failure]]. To counter this, players should station a [[Guests and Staff#Mechanics|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.
By the end of Year 1, 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 Year 2.


[[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 Year 2, 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". Towards the end of Year 3, 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.


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]].
To put it shortly: focus on rapid expansion and ride profit during Year 1, slow expansion during Year 2, and customer satisfaction during Year 3.


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.
[[File:FuntopiaFinished.png|thumb|Funtopia - finished]]

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 [[The Complete Awards List|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 durin[[File:FuntopiaFinished.png|thumb|Funtopia - finished]]g Year 3.
[[Category:Scenario Guide]]
[[Category:Scenario Guide]]

Revision as of 12:00, 27 February 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 durin

Funtopia - finished

g Year 3.