General Scenario Guide: Difference between revisions

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Most ''RollerCoaster Tycoon'' scenarios automatically open the park details window, set to the scenario objectives tab, when you first load the scenario. You are also strongly advised to pause the game at this time so that you are not distracted by anything else happening in the park.
 
If this is your first time playing a scenario, read the objective to get an idea of what you must do in order to successfully complete the scenario as well as how much time you have to reach said objective and, if the scenario's author bothered to write a Chris Sawyer-ish park description, any scenario limitations in effect and/or specific details relevant only to this scenario, such as:
*"''...won't allow any landscape changes...''"
 
*"''...won'tbadly allowin any landscape changesdebt...''",
*"''...can't build too high above the ground...''",
 
*"''...badlyland inis debtcheap but loan interest is high...''",
 
*"...can't build too high above the ground...",
 
*"...land is cheap but loan interest is high...", etc..
 
 
 
 
Next, scroll around the map to get a general overview of your park. Things you may wish to take note of at the start include existing rides in your park, its boundaries, the scenario's loan limit and interest rate, and the variety of rides already available for construction.
 
After that, identify any problems already existing in your park, such as excessive litter, lost guests or unsafe or broken down rides. Although you cannot clear litter with the game paused, you can hire and place handymen so that they will immediately start cleaning up any mess already existing in your park whenonce the game is unpaused. Lost guests can be picked up by you and placed on footpaths close to the park entrance. Any existing ride in your park that you feel is unsafe can be reset by closing it twice. If there are already broken down rides in your park, hire 1 mechanic (if there isn't one already) and place them near a broken down ride—they will set about fixing any broken down rides once the game is unpaused.
 
Finally, ifIf your park has any rides already running, hire 1 mechanic (if you haven't already done so in response to a broken down ride). For the time being, this mechanic does ''not'' need to be set a patrol path, since they are only a temporary measure to handle any (additional) ride breakdowns while you set up your park. You may also wish to take note of what kind of rides these are (i.e. transport, gentle, roller coaster, etc.) as well their statistics (such as their ride rating, admission fee and queue time) and, for tracked rides such as roller coasters or go-karts, their size. At this point, it may be necessary to unpause the game and modify some pre-built rides or their queue lines for more desirable ratings.
 
Finally, before unpausing the game, check the Research & Development window. Several scenarios give you a small selection of rides and stalls to work with, but you will often be missing something that may be important in the long-term (e.g. Information Kiosk, Toilets, more rides of a certain type), so you may wish to consider adjusting your research funding as well as priorities in order to get the rides/stalls you need faster or reduce the amount of money spent on research per month at the cost of researching new rides/stalls at a slower rate.
Before unpausing and launching your game, you should also check your research panel : you'll probably (it's near-sure in the original game) miss a key element, such as an Info Kiosk, a Toilet Booth, a Drinks Shop, etc. If so, or if specified in a particular scenario guide, you should push research to the max in order to get the missing element available quickly.
 
==Building Rides==