Future World/Scenario Guide: Difference between revisions

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{{sgreminder}}[[File:FutureWorldFinished.png|thumb|Future World - Finished]]
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[[File:FutureWorldFinished.png|thumb|Future World - Finished]]
[[File:Future World RCT.jpg|thumb|220x220px]]
[[File:Future World RCT 2.png|thumb|220x220px]]
The player starts [[RCT]]'s '''Future World''' with a Vertical Roller Coaster called '''''Thunder Twist''''', a path going all the way around the park, and a Suspended Monorail connecting the far ends of the park with the entrance. A strong piece of advice would be to keep everything and start the gameplay by building a few gentle and thrill rides, as well as stalls. It is also possible, in [[Roller Coaster Tycoon|the original game]], to set a park entry fee instead of the ride admissions, a move that isn't possible in the [[RollerCoaster Tycoon 2]]'s port of this scenario.


Basically, this scenario is not very hard. There's plenty of room for players to toy around and build exciting roller coasters, and a terrain far easier to work with, than [[Fun Fortress|the previous scenario]]. Reaching 1,500 guests will require a respectable amount of roller coasters, so planning ahead is required. Here, one good option among others would imply designing the park's coasters so that they travel around the park's edge. As always, building a new roller coaster once the money is in, is the strategy to follow. A nice [[Steel Wild Mouse Roller Coaster]] can be built for ~$5,000, which makes it a solid choice for early expansion. However, it is necessary to try to reach excitement ratings of at least 6.70 on these in order to attract a lot of guests, this without forgetting to add new gentle and thrill rides every now and then.
The player starts with a Vertical Roller Coaster called ''Thunder Twist'', a path going all the way around the park, and a Suspended Monorail connecting the far ends of the park with the entrance. A strong piece of advice is to keep everything and start by building a few gentle and thrill rides, as well as stalls. It is possible, however, to remove Thunder Twist early on and replace it with another roller coaster, as the coaster's prone to crashing as a result of a Station Brakes Failure. It is also possible to set a park entry fee instead of the ride admissions.


In the end, around 9-11 roller coasters open is a good target, and should bring a solid 1,500 guests without any difficulty. This amount is a bit lower in [[RCT2]], but not by much.
Basically, this scenario is not very hard. There's plenty of room to build exciting roller coasters, and a terrain far easier than the previous scenario. Reaching 1,500 guests will require quite an amount of roller coasters, so planning ahead is required. As always, building a new roller coaster once the money is in is the strategy to follow. A nice Steel Wild Mouse Roller Coaster can be built for ~$5,000, so it makes a solid choice for early expansion. However, it is necessary to try to reach excitement ratings of at least 6.70 on these to attract a lot of guests, this without forgetting to add new gentle and thrill rides every now and then.

In the end, around 9-11 roller coasters open is a good target, and should bring a solid 1,500 guests without any difficulty.
[[Category:Scenario Guide]]
[[Category:Scenario Guide]]

Latest revision as of 14:33, 14 September 2021

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.
Future World - Finished

The player starts RCT's Future World with a Vertical Roller Coaster called Thunder Twist, a path going all the way around the park, and a Suspended Monorail connecting the far ends of the park with the entrance. A strong piece of advice would be to keep everything and start the gameplay by building a few gentle and thrill rides, as well as stalls. It is also possible, in the original game, to set a park entry fee instead of the ride admissions, a move that isn't possible in the RollerCoaster Tycoon 2's port of this scenario.

Basically, this scenario is not very hard. There's plenty of room for players to toy around and build exciting roller coasters, and a terrain far easier to work with, than the previous scenario. Reaching 1,500 guests will require a respectable amount of roller coasters, so planning ahead is required. Here, one good option among others would imply designing the park's coasters so that they travel around the park's edge. As always, building a new roller coaster once the money is in, is the strategy to follow. A nice Steel Wild Mouse Roller Coaster can be built for ~$5,000, which makes it a solid choice for early expansion. However, it is necessary to try to reach excitement ratings of at least 6.70 on these in order to attract a lot of guests, this without forgetting to add new gentle and thrill rides every now and then.

In the end, around 9-11 roller coasters open is a good target, and should bring a solid 1,500 guests without any difficulty. This amount is a bit lower in RCT2, but not by much.