Guest Moods: Difference between revisions

From RollerCoaster Tycoon Wiki Wiki, the RollerCoaster Tycoon encyclopedia that anyone can edit.
Content added Content deleted
 
(11 intermediate revisions by 7 users not shown)
Line 1:
'''Guest Moods''' are used in all the [[RollerCoaster Tycoon series|RollerCoaster Tycoon]] games as a game mechanic to demonstrate how each guest is feeling during their time in a park. These moods usually change over time, depending on the guests' actions or the park's conditions. RollerCoaster Tycoon 1 and 2 use the same guest mood system,. whilstIn RollerCoaster Tycoon 3's is more of the same, but park staff moods are also added into the guest mood system too.
 
==Moods in RollerCoaster Tycoon 1 and 2==
Line 10:
*[[File:Neutralguest.jpg]] - Neutral
*[[File:Disappointedguest.jpg]] - Disappointed
*[[File:Unhappyguest.jpg]] - UnhappyGrumpy
*[[File:Veryunhappyguest.jpg]] - Very UnhappyGrumpy<br />
Happiness decreases naturally over time and is increased by riding rides, thinking happy [[Guest Thoughts|thoughts]] and walking past an entertainer. Being hungry, thirsty or in need to go to the bathroom, walking past trash or vomit, thinking unhappy thoughts and waiting too long cause guests' happiness to decrease faster.
 
The unhappiergrumpier the guest, the more likely he is going to think "I want to go home" and leave the park.
===Temporary Moods===
Temporary Moods are when guests' faces change for a limited time to a special mood. These moods hide away over the permanent ones for a while until certain actions occur:
====Sick Guests====
 
Line 23:
*[[File:Verysick.jpg]] - Very Sick
 
These guests' Nausea statistics are very high. enoughModerate forlevels themof tosickness changecause the guests to thisslump mood.over Theand higherwalk more slowly with their hands over their mouth. Higher levels of sickness level,will cause their skin to turn green and increase the morelikelihood that they'll wantwill pause to sitvomit downon anda thepath. higherA thesick chanceguest can use a bench to rest, though it is likely they'll pukewill not commit to remaining on yourthe footpaths!bench Sickuntil gueststheir wonNausea depletes enough to remove the sickness altogether. [[First Aid Room]]s will remove all of a guest'ts rideNausea nauseouswhen ridesentered. Otherwise, eatsick guests will avoid rides with a high nausea rating or consume food or drinkbeverages until their nausea recovers, and walk slower.
 
Actually it's a good sign when you have sick guests, since that means they ride your rides. You can't do too much against this, since guests usually overrate their sickness tolerance.
====Tired Guests====
 
Line 31 ⟶ 30:
*[[File:Verytired.jpg]] - Very Tired
 
These guests either came into your park tired or have walked too much. EspeciallyWalking a lot, especially on paths going upwards, makemakes your guests tired. Tired guests walk slowy with their heads bowed, clap slower and also drown slower. Some guests immediately wake up and speed up when entering the queue of a ride,; this occurs when their Energy statistics are fairly low. Making them eat or drink, providing benches to sit down and recover, or riding many rides will wake them up into a permanent mood!.
====AngryFurious====
 
*[[File:Angryguest.jpg]] - AngryFurious
 
These guests, through extreme anger, have hitturned rockinto bottom![[vandals]]. This mood rarelyis comesrarer upthan others, sinceas you'veit usuallyrequires gota tospecific makeset yourof parkcircumstances really bad in some sort ofto wayoccur. The chances of this mood occurring to a guest comes down to 32 factors:
 
#The guests' permanent mood is down to Very UnhappyGrumpy (however, some guests can become AngryFurious even though their permanent mood is Very Happy!)
#The guest constantly walks through a path full of disgusting vomit and/or litter.
#The guest sees park objects to vandalize (e.g. benches, lamps, or litter bins)
 
The only way these guests escape this mood is either vandalizing objects (which is prevented by [[Security Guards]]), calming down after a few minutes, or riding some rides.
 
This mood is much more common in ''Roller Coaster Tycoon'' than in future games.
Line 49 ⟶ 47:
{{Stubsection}}
[[Category:Descriptions]]
[[Category:PeopleGuests and Staff]]
[[Category:Lists]]

Latest revision as of 22:15, 20 March 2021

Guest Moods are used in all the RollerCoaster Tycoon games as a game mechanic to demonstrate how each guest is feeling during their time in a park. These moods usually change over time, depending on the guests' actions or the park's conditions. RollerCoaster Tycoon 1 and 2 use the same guest mood system. In RollerCoaster Tycoon 3, park staff moods are added into the guest mood system.

Moods in RollerCoaster Tycoon 1 and 2

Permanent Moods

Permanent Moods are the ones which describe how the guest feels about the park, and this is reflected under their "Happiness" statistics. Most guests start off as satisfied, neutral or disappointed when they first enter the park.

  • - Very Happy
  • - Happy
  • - Satisfied
  • - Neutral
  • - Disappointed
  • - Grumpy
  • - Very Grumpy

Happiness decreases naturally over time and is increased by riding rides, thinking happy thoughts and walking past an entertainer. Being hungry, thirsty or in need to go to the bathroom, walking past trash or vomit, thinking unhappy thoughts and waiting too long cause guests' happiness to decrease faster.

The grumpier the guest, the more likely he is going to think "I want to go home" and leave the park.

Temporary Moods

Temporary Moods are when guests' faces change for a limited time to a special mood. These moods hide away over the permanent ones for a while until certain actions occur:

Sick Guests

  • - Unwell
  • - Sick
  • - Very Sick

These guests' Nausea statistics are very high. Moderate levels of sickness cause the guests to slump over and walk more slowly with their hands over their mouth. Higher levels of sickness will cause their skin to turn green and increase the likelihood that they will pause to vomit on a path. A sick guest can use a bench to rest, though it is likely they will not commit to remaining on the bench until their Nausea depletes enough to remove the sickness altogether. First Aid Rooms will remove all of a guest's Nausea when entered. Otherwise, sick guests will avoid rides with a high nausea rating or consume food or beverages until their nausea recovers.

Tired Guests

  • - Tired
  • - Very Tired

These guests either came into your park tired or have walked too much. Walking a lot, especially on paths going upwards, makes your guests tired. Tired guests walk slowy with their heads bowed, clap slower and also drown slower. Some guests immediately wake up and speed up when entering the queue of a ride; this occurs when their Energy statistics are fairly low. Making them eat or drink, providing benches to sit down and recover, or riding many rides will wake them up into a permanent mood.

Furious

  • - Furious

These guests, through extreme anger, have turned into vandals. This mood is rarer than others, as it requires a specific set of circumstances to occur. The chances of this mood occurring to a guest comes down to 2 factors:

  1. The guests' permanent mood is down to Very Grumpy (however, some guests can become Furious even though their permanent mood is Very Happy!)
  2. The guest constantly walks through a path full of vomit and/or litter.

The only way these guests escape this mood is either vandalizing objects (which is prevented by Security Guards), calming down after a few minutes, or riding some rides.

This mood is much more common in Roller Coaster Tycoon than in future games.

Moods in RollerCoaster Tycoon 3

This article or section is under construction.

You can help by editing it! Relevant discussion may be available on this article's discussion page.