Megaworld Park/Scenario Guide: Difference between revisions

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First, '''PAUSE THE GAME. Hire a large number of [[handymen]] and assign them where necessary.''' Following that, remove or replace vandalized path items and build "No Entry" signs on dead end ride exit paths to prevent guests from getting lost. You '''must''' do this to raise your park rating above 700 and thus save the park from being shut down at the end of April.
The first thing to do in this scenario is to '''PAUSE THE GAME, then hire a large number of [[handymen]] and [[Security Guards|security guards]] and assign them where necessary.''' This can be done with the game paused, which might prove useful for saving the player some valuable time. Following that, another urgent thing to do is to remove or replace vandalized path items, as well as build "No Entry" signs on dead end ride exit paths, to prevent guests from getting lost. This '''must''' be done as soon as the game begins, in order to save the park from being shut down by the end of April, Y1.


You should have a little breathing room now, but you still need to tend to your guests' needs before you can start working on rides. Build several food stalls, drink stalls, and bathrooms throughout the park. Place benches near the exits of the park's roller coasters to accommodate sick guests, and build [[Information Kiosk]]s to provide your guests with maps and umbrellas.
This breathing room now obtained, it's now time to tend to the guests' needs before even starting to work on the rides. The park needs several food stalls, drink stalls, and bathrooms well placed through it. Benches and lamps near the exits of the park's roller coasters to accommodate sick guests, as well as [[Information Kiosk]]s to provide guests with maps and umbrellas ; are then in order.


Now that you have covered the basics and bought some time, you can start fixing, replacing, and adding rides in the park. Examine every ride and set its inspection interval at 10 minutes. Shorten the queue paths of all rides longer than 3 minutes. Lengthen the queue paths of several of your roller coasters including Vampire, Thunderlooper, and Runaway Mine Train.[[File:Megaworld_Park_finished.png|thumb|Scenario finished by [[User:Sucinum|Sucinum]].]]
Now that the basics are covered, the player's free to start fixing, replacing, and adding rides in the park. Every ride needs to be examined and have its inspection interval set at 10 minutes. The queue paths of all rides longer than 3 minutes (or with waiting times longer than 10 minutes) should be shortened, while the queue paths of several of the roller coasters (Vampire, Thunderlooper, and Runaway Mine Train, to name a few) should on the opposite be lengthened.[[File:Megaworld_Park_finished.png|thumb|Scenario finished by [[User:Sucinum|Sucinum]].]]


Viper and Purple Peril roller coasters should be demolished (each due to being way too intense), but both can be saved through applying the tips below.
Consider demolishing and replacing both Viper and Purple Peril, but follow the tips below should you wish to keep them.


The roller coaster in the desert area, Viper, has too high of an intensity rating. You can fix the problem by flattening hills and removing some inversions; the cobra roll before the second to last helix section is an obvious candidate because it can be replaced with a small banked right curve. Be sure to add a brake line near the end to reduce the chance of Station Brakes​ Failure [[crash]]es; you may instead reduce the ride to running a single train, but doing so will reduce its capacity. The ride's excitement rating can rise to about 8 with only minor edits, so you do not need to spend a long time tweaking it.
The roller coaster in the desert area, Viper, has too high of an intensity rating. This can be fixed by flattening hills, removing turns set straight after steep falls as well as some inversions. The cobra roll before the second to last helix section is an obvious candidate because it can be replaced with a small banked right curve. Adding a brake line near the end to reduce the chance of Station Brakes​ Failure [[crash]]es is also an important thing to do; yet can be replaced by a a single train run, to the expense of the ride's capacity, and therefore, benefice. The ride's excitement rating may rise to about 8 with those minor edits, so this should be quick.


As with Viper, edit Purple Peril by removing some inversions. This will decrease its nausea rating, although the rating will remain high; be sure to put a handyman on patrol and some benches on the exit path. Reduce the ride's train length to 5 cars and add a helix at the end to ensure the trains enter the station below 30 MPH (48 km/h), and adjust its timing so that all trains leave with full loads.
Purple Peril will require removing some inversions. This will largely decrease its nausea rating, although the intensity rating will remain high ; a handyman on patrol and some benches on the exit path will therefore be mandatory. 5 cars trains and a helix at the end will ensure the trains do enter the station slower than 30 MPH (48 km/h), which will do a lot. An adjusted timing so that all trains leave with full loads, will also work wonders.


Like Purple Peril, Spinner has a high nausea rating and a risk of brakes failure crashes. You will need to remove the ride or edit it considerably. ​You can make it less nauseating by replacing the spinning cars with non-spinning ones, although you would render its name meaningless and reduce its excitement rating in doing so. To make the ride safe, you will need to relocate its station; the position of its final drop before the original station is ideal. Failing that, demolish the ride and build a new coaster in its place.
Like Purple Peril, Spinner has a high nausea rating and a risk of brakes failure crashes. It must therefore be removed altogether, or edited considerably. Replacing the spinning cars with non-spinning ones will also work, despite rendering its name meaningless as well as reducing its excitement rating. To make the ride safe,the player will also need to relocate its station; the position of its final drop before the original station being the ideal spot.


Batflyer is prone to stalling at the bases of its lift hills in the event of [[Ride breakdowns|safety cut-out]] breakdowns. You may reduce the ride's vehicle count and increase its minimum wait time to prevent vehicles from piling up, or you may run the vehicles as 2 car trains. Either strategy will work. You may also rework its layout or demolish it.
Batflyer is prone to stalling at the bases of its lift hills in the event of [[Ride breakdowns|safety cut-out]] breakdowns. It can be prevented by reducing the ride's vehicle count and increasing its minimum wait time to prevent vehicles from piling up, or by running the vehicles as 2 car trains. Both will work, even if demolishing it altogether can solve the player some valuable time.


Vampire is mostly safe, but it can experience crashes following the [[Ride breakdowns|restraints stuck closed]] breakdown. If a train enters the station and experiences this breakdown before the other has left, the other train will not be able to re-enter the station until the broken down train is fixed. If the repair is not completed in time, the other train will ricochet off the one in the station and get stuck on the track, where it will eventually be crashed into. This can be addressed by removing the upward helix before the final curve and adding a chain lift to the crest of the last hill.
Vampire is mostly safe, but it can experience crashes following the [[Ride breakdowns|restraints stuck closed]] breakdown : If a train enters the station and experiences this breakdown before the other has left, the other train will not be able to re-enter the station until the broken down train is fixed. If the repair is not completed in time, the other train will ricochet off the one in the station and get stuck on the track, where it will eventually crash into. This can be addressed by removing the upward helix before the final curve and adding a chain lift to the crest of the last hill.


Cyclone, Big Bug, Thunderlooper, and Runaway Mine Train carry risks of brakes failure crashes but are otherwise well built. You can make Cyclone safe by editing it to include a water splash section just before the station; the last two can be made safe by reducing their train lengths to 4 cars each. You will need to reduce Big Bug to running a single train unless you rework it considerably, but you should find neither strategy to be problematic. Although it is safe, Rotting Lumber may be a candidate for demolition since it takes up a lot of valuable flat space you could instead use for several smaller coasters and flat rides.
Cyclone, Big Bug, Thunderlooper, and Runaway Mine Train do all carry risks of brakes failure crashes even though they're quite well built. Cyclone can be rendered safe by including a water splash section just before the station ; the last two can be made safe by reducing their train lengths to 4 cars each or adding well-programmed brakes. Big Bug, on the other hand, will require either to run a single train or a considerable layout rehaul, but none of these fixes will be problematic. Although it is safe as-is, Rotting Lumber may be a candidate for demolition since it takes up a lot of valuable flat space usable for smaller coasters and flat rides instead.


While you are busy working, your park rating will recover steadily and guests will eventually start streaming in. It is not unreasonable for you to expect to reach your goal in the third year if you work diligently. You will not need many more rides, but you should still squeeze in a few.
While working all of these emergency fixes, the park rating will recover steadily and guests will eventually start streaming in. It is not impossible to reach the scenario goal during third year if worked diligently. As the park is at start, no new rides are mandatory.


==If you play it on RCT2==
==If played on RCT2==
<u>Several good options to this scenario if you play it on RCT2 :</u>
<u>Several good options to apply to this scenario if played on RCT2 :</u>
*In the beginning, focus mostly on fixing the park's rides. Unlike in RCT1, your park starts with a rating over 800 and is thus in no immediate danger of being shut down, but many of your rides are at risk of experiencing crashes as early as April of the first year.
*In the beginning,main focus should be fixing the park's rides. Unlike in RCT1, the park starts with a rating over 800 and as such, is in no immediate danger of being shut down, even if many of the rides are at risk of experiencing crashes as early as April year 1.
*Increase the number of vehicles on Raging Rapids, the log flume, the car rides, and the transport rides. Replace the train on the Monorail Shuttle with one of a different type or lengthen it to 6 cars.
*Many rides, such as Raging Rapids, the log flume, the car rides, and the transport rides, will accomodate many more cars in RCT2 than in RCT1. It is therefore well-advised to add as many vahicles as available on them. Replacing the train on the Monorail Shuttle with one of a different type will also increase the ride's capacity, and therefore profit.
*Consider demolishing Viper and Purple Peril. If you decide to keep them, remove at least two inversions from each and add block brakes. You must get their intensity ratings below 10. Extend the queue path for Purple Peril so that at least the equivalent of one full train (28 passengers; less if you use shorter trains) can queue for the ride at any time.
*Viper and Purple Peril are excellent candidates for demolition.If kept, at least two inversions from each must be removed, and block brakes must be added. Their intensity ratings must be taken below 10. The player should extend the queue path for Purple Peril so that at least the equivalent of one full train of guests (28 passengers; less if shorter trains are used) can queue for the ride at any single time.
*Edit Cyclone, Vampire, Thunderlooper, Big Bug, and Runaway Mine Train to include block brakes. You can also demolish and replace the rides, but adding block brakes to the existing rides will save you time.
*Cyclone, Vampire, Thunderlooper, Big Bug, and Runaway Mine Train must be edited to include block brakes. They also can be demolished and replaced, but adding block brakes to the existing rides will save time.
*Make Skidder (equivalent of Spinner in RCT1) safe by replacing its final track piece before the station with a block brake. Switch the operating mode from block sectioned mode back to continuous circuit mode, switch the desired load from "any" to "full", reduce the minimum wait time, and consider relocating the entrance to the front of the station to facilitate loading.
*Skidder (equivalent of Spinner in RCT1) can be saved by replacing its final track piece before the station with a block brake. Switching the operating mode from block sectioned mode back to continuous circuit mode afterwards, switching the desired load from "any" to "full", reducing the minimum wait time, and/or relocating the entrance to the front of the station, will all facilitate loading.
[[Category:Scenario Guide]]
[[Category:Scenario Guide]]