Mel's World/Scenario Guide: Difference between revisions

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{{sgreminder}}At first glance, the objective may seem much more difficult if compared to the previous scenarios. However, youplayers start out with 260 guests already and they keep coming due to the pre-built rides, so youthey only need to attract about 940 more. This, in 3 years, should not be a problem.
{{sgreminder}}
At first glance, the objective may seem much more difficult if compared to the previous scenarios. However, you start out with 260 guests already and they keep coming due to the pre-built rides, so you only need to attract about 940 more. This, in 3 years, should not be a problem.
 
At the start of the scenario, you have several rides are already included — two of them are roller coasters, which will be yourthe park's main money makers for now. (soAs such, ifplayers youof [[Roller Coaster Tycoon|Roller Coaster Tycoon 1]] who don't plan to charge an entry fee, makemust sureremember youto charge the coasters properly (between $4.00 and $7.00) to get some income running). NoteHowever, thata bothvery important point to note : Both '''''Quiver''''' and '''''Flightmare''''' are prone to Stations Brakes Failure crashes. '''''Flightmare''''' can easily be remedied by setting the coaster to run three 5-car trains; though be sure to uncheckunchecking "Maximum Waiting Time" will be needed to ensure that theythese trains load full of guests, and therefore won't stall on the first loop. '''''Quiver''''', on the other hand, is much more difficult to fixprooftest, so players should either attempt onto editingedit it so that trains arrive at the station at a lower speed (less than 29 mph / 45 kmh), or remove the second train and cope with the loss in both guest capacity and income. Regardless, if you designatesetting mechanics to the exits of both the roller coasters to keep them in working order, youshould shouldnease the player'ts worryshoulders tooa little bit. This problem is much easier to fix in [[RCT2]] & [[OpenRCT2]], with the use of block brake sections. The ideal places for these are the lift hills, with an extra block brake as close as possible to the stations, in order to make sure the waiting times are kept to a minimum.
 
BesidesAs mentioned in the scenario's page's trivia section, '''''Flightmare''''' has a very high Intensity Rating which can drivescare somea lot of guests offaway. YouThis problem can handlebe itdealt with in a bitway, by adding not toocarefully heavyset brakes before the in-line twist followed by the half loop, in the section whichwhere the crimson coaster goes underground for the first time. This will soften the Vertical G's and, thustherefore, reduce the Intensity Rating a little while keeping the Excitement Rating high. The ideal brake speed for this should be calculated by a testing vehicle, or simply by checking at which speed a train loaded with guests passes said selection of track.
 
The strategy for this scenario isn't different from what you've already beenwas doinggoing in the previous scenarios. JustPlayers keep in mind that you oughtneed to build a goodsolid ammountamount of good roller coasters in order to keep the guest counting increasing. There's really no need at all to demolish the two pre-built coasters to boostfor yourscrap cashmoney early on, because they already provide you with a good income and attract a lot of guests as they are. JustUsing keepthis onincome developingto yourdevelop the park — close to the entrance and the pre-built rides at first, and then, expanding into the lateral and back woody areas — andwhile being sure your guests are happy.
 
AtCoasters first,like coasters[[Steel likeMini Roller Coaster|Steel Mini]] and [[Wooden Wild Mouse|Wooden Crazy Rodent]] (the latter needs to be researched first) will be perfect for building until you get more money topours build ain fewforew larger and more expensive models. Also notice that you start out with theThe [[Steel Roller Coaster,]] whichis canalso beavailable immediately : a fairlyquick-buck cheapshuttle andcoaster goodnear money-makerthe ifentrance builtis asalso a poweredsolid launched coasterstart.
 
The maximum loan you can take is fairly low (you only get a $1020,000 more than what you have at the beginningmax) but with timethree you should be making morerollercoasters, profit as moreand guests comewould in and you build more good andbe profitableno ridesproblem.
 
Thrill and gentle rides should be built as well, of course. Just be cautious when constructing more thrillingThrill rides like the Swinging Inverter Ship, — andGravitron, ifMotion you wantSimulator, one Gravitron and/or Whoa Belly moreetc — added to coasters, aswill fill the park will be filled with nauseosnauseous guests. YouAs willsuch, have to hire manyMany handymen forsill thisbe park because of thatneeded, and, ifwith it'ssmall thepatrol case that you use the feature,areas set. theirThis patrolis areasa smallmust-do.
 
Don'tPlayers should obviously not forget to place shops, stalls and restrooms throughout yourthe park, besides adding benches and litter bins scattered around. As always, doit hireis a lot of staff and assign patrol areas if needed and safety mechanicsimportant to your coasters. Make sure you check on vandalism and litter periodically, in addition to checking if yourall rides are still workableusable and having a non-negativepositive income.
 
[[File:MelsWorldFinished.png|thumb|Mel's World — finished by Hadesengel.]]If you keep expanding and building a plenty variety of rides, the guest counting should keep increasing. It's actually not hard to reach yourthe scenario's objective atby the end of Year 1, actually. So you have plenty of time and plenty of free space to build more rides, andis workingreally oneasier gettingthan morewhat guestscould perspire at first. If youthe reallypark startstarts losing too many guests and your park starts to getgetting messy at the end of Year 3, youthen canadvertising alwayscampaigns reckonis onthe advertising campaignslifesaver, although it really shouldn't be necessary at all.
[[File:Mel's World-0.png|thumb|220x220px|Mel's World — finished by Felipe717.]]
The high demand guest should not be a problem — at this point youin the game players should've already met previous number of guests objectives within a large and clear gapgaps (all the 3-years scenarios this far can be easily be completed with much more than 1200 guests, sometimes starting from scratch). This scenario is not hard at all and ifplayers youwho've beaten all the previous ones, you really won't have any major problem with it.
 
[[Category:Scenario Guide]]