Guest Moods: Difference between revisions

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====Sick Guests====
====Sick Guests====



*[[File:Unwell.jpg]] - Unwell
*[[File:Unwell.jpg]] - Unwell
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*[[File:Verysick.jpg]] - Very Sick
*[[File:Verysick.jpg]] - Very Sick


These guests Nausea statistics are high enough for them to change to this mood. The higher their sickness level, the more they'll puke on your footpaths!
These guests Nausea statistics are high enough for them to change to this mood. The higher their sickness level, the more they'll puke on your footpaths! Sick guests wont ride nauseous rides ot eat or drink until their nausea recovers, and walk slower.


====Tired Guests====
====Tired Guests====

Revision as of 12:20, 24 February 2012

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, whilst 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

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
  • - Unhappy
  • - Very Unhappy

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.

The unhappier the guest, the more likely he is going to think "I want to go home" and leave the park instead of turning back at the park entrance.

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 high enough for them to change to this mood. The higher their sickness level, the more they'll puke on your footpaths! Sick guests wont ride nauseous rides ot eat or drink until their nausea recovers, and walk slower.

Tired Guests

  • - Tired
  • - Very Tired

These guests either came into your park tired or have walked too much. 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, or riding many rides will wake them up into a permanent mood!

Rare

  • - Angry

These guests have hit rock bottom! This mood rarely comes up, since you've usually got to make your park really bad in some sort of way. The chances of this mood occurring to a guest comes down to 3 factors:

  1. The guests' permanent mood is down to Very Unhappy (however, some guests can become Angry even though their permanent mood is Very Happy!)
  2. The guest constantly walks through a path full of disgusting vomit and/or litter
  3. 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, calming down after a few minutes, or riding some rides.

Moods in RollerCoaster Tycoon 3

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