Megaworld Park/Scenario Guide

Revision as of 13:07, 24 July 2017 by fandom:rct>John-Mahmud (No-You edit)
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.

The first thing to do in this scenario is to PAUSE THE GAME, then hire a large number of handymen and 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.

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 Kiosks to provide guests with maps and umbrellas ; are then in order.

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.

Scenario finished by 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.

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 crashes 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.

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. 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 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 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 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 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 played on RCT2

Several good options to apply to this scenario if played on RCT2 :

  • 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.
  • 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.
  • 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.
  • 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.
  • 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.