Nevermore Park: Difference between revisions

From RollerCoaster Tycoon Wiki Wiki, the RollerCoaster Tycoon encyclopedia that anyone can edit.
Content added Content deleted
Line 27: Line 27:
==Scenario Guide==
==Scenario Guide==
{{Sgreminder}}
{{Sgreminder}}
The roller coaster you start with is the first step towards your objective, but before you can start building the other nine coasters, you will need a lot of money to do so.
After starting this park for the first time and made little progress, I noticed a repeating problem; guests constantly complaining about the litter and vomit no matter how many people I hire, and a majority of the guests getting lost. Due to this and the low park rating caused by as said before, lack of guests coming and tons of guests leaving, hard to get the money to do much. After starting over, I decided to delete the starting Roller Coaster, and most of the path wraping around the park. After paying off the loan and constructing a couple of rides to start out with (Ferris Wheel, Merry-Go-Round, Slide, Whoa Belly, Stalls), should still be left with about 16,000$ and a Green Arrow.[[File:Nevermore-repaired.png|thumb|left|The roller coaster you start with is badly designed, it has a lot of kinks and bumps, which raise the Nausea rating a lot.
[[File:Nevermore-repaired.png|thumb|left|250px|The roller coaster you start with is badly designed, it has a lot of kinks and bumps, which raise the Nausea rating a lot.
By removing those bumps, you can provide a smoother ride and reduce the Nausea significantly, while the Excitement doesn't suffer. Your guests and handymen will be glad!]]
By removing those bumps, you can provide a smoother ride and reduce the Nausea significantly, while the Excitement doesn't suffer. Your guests and handymen will be glad!]]


I also changed the Research and Development to Thrill Rides (Roller Coaster is optional) until I get Go Karts. station (x4), turn (x2), up, straight, down, starigh, turn (x2), connected to the station. 3 Laps, and people will still pay 6$ for a semi quick / good money maker or go for an even cheaper option stations(x2) ,turn, straight (x2),turn to complete ride make it 10 laps and the exicitement rating should be around 6.00. While waiting for that, make (try) a Roller Coaster with the objective requirements.


Start by closing the transport coaster and cut off some paths, so you reduce the park to about a third for now. Use the pincers to move guests near the entrance and then start building rides and stalls. You will need some compact coasters like Shuttle Loop and Rodent coasters and other rides to complement them. Be sure to place enough stalls, since there long ways to walk, and hire plenty handymen and mechanics with assigned routes. If you run out of money doing that, consider tearing down the transport coaster, as long as it's closed it doesn't earn money anyways and it will net a nice sum. But on the other hand, it's nice to have it once you use the whole area.
Note: works well, just takes time to finish. Only do this if you have the same problem as said before (lost guest problem, low park rating, plus lack of guests and not much guests coming / low income).


The path system basically works, but it will need some corrections so your guests don't get lost and don't walk too much. There are a lot of paths going down and directly back up, replace some of them by bridges because climbing makes your guests tired. Also be sure to place a "no entrance"-sign at every ride exit, otherwise guests who are leaving the park might turn around at them and get lost. Also avoid dead ends, especially facing the entrance, when adding paths. This way you should be able to prevent guests getting lost. If you still have problems with that, observe guests who are lost to see where they take the wrong turn, then fix that. This can be tedious because of the placement of the entrance, but it surely is doable.
An anonymous player completed this scenario at May, Year 9 with Company Value of $292.000. You need to bulid extra path from the station 1 pre-built coaster to the station 4 to prevent guest from lost. No need to demolish the pre-bulit coaster.

After you have a basic park running in the part you cut off, it's time to reconnect the rest of the park. But before that, the transport coaster needs some fixing. It has a lot of kinks and bumps which increase the Intensity and Nausea rating, so flatten the track a bit to make the ride smoother (see picture for example).


[[File:Nevermore-finished.png|thumb|250px|Scenario finished by sucinum]]
Unless the ride is too slow or too intense, basically every coaster with 1400m will also have an Excitement Rating greater than 7, so you don't have to put too much effort there. But still add some tunnels, decoration at the station and cross other tracks just to be sure. Adding another tracked ride like Go Karts to cross the track later also helps increasing Excitement. Also leave some room to adjust the lift hill if you got the speed wrong. Consider building two or more stations of maximum lengh to increase the capacity, otherwise rides of 2-3 minutes will lead to long queues. With several stations, even slower (and cheaper) coasters like [[Single-Rail Roller Coaster]] have a decent capacity. This scenario will take you several years in any case, so shaving a year or two off by choosing cheap coasters can't hurt.


==Available Rides==
==Available Rides==

Revision as of 10:26, 26 February 2012

Overview

A large park with a novel transporation system around its edge.

This is the second and last scenario to have a build 10 coasters of a certain length and excitement. The park already has a large roller coaster with 4 stations.

In this scenario, guests are harder to attract.

Pre-built Rides

Roller Coaster 1 (Steel Mini Roller Coaster)

  • Excitement Rating: 7.71 (Very High)
  • Intensity Rating: 9.01 (Very High)
  • Nausea Rating: 8.36 (Very High)
  • Initial Pricing: $2.50

Scenario Guide

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 roller coaster you start with is the first step towards your objective, but before you can start building the other nine coasters, you will need a lot of money to do so.

The roller coaster you start with is badly designed, it has a lot of kinks and bumps, which raise the Nausea rating a lot. By removing those bumps, you can provide a smoother ride and reduce the Nausea significantly, while the Excitement doesn't suffer. Your guests and handymen will be glad!


Start by closing the transport coaster and cut off some paths, so you reduce the park to about a third for now. Use the pincers to move guests near the entrance and then start building rides and stalls. You will need some compact coasters like Shuttle Loop and Rodent coasters and other rides to complement them. Be sure to place enough stalls, since there long ways to walk, and hire plenty handymen and mechanics with assigned routes. If you run out of money doing that, consider tearing down the transport coaster, as long as it's closed it doesn't earn money anyways and it will net a nice sum. But on the other hand, it's nice to have it once you use the whole area.

The path system basically works, but it will need some corrections so your guests don't get lost and don't walk too much. There are a lot of paths going down and directly back up, replace some of them by bridges because climbing makes your guests tired. Also be sure to place a "no entrance"-sign at every ride exit, otherwise guests who are leaving the park might turn around at them and get lost. Also avoid dead ends, especially facing the entrance, when adding paths. This way you should be able to prevent guests getting lost. If you still have problems with that, observe guests who are lost to see where they take the wrong turn, then fix that. This can be tedious because of the placement of the entrance, but it surely is doable.

After you have a basic park running in the part you cut off, it's time to reconnect the rest of the park. But before that, the transport coaster needs some fixing. It has a lot of kinks and bumps which increase the Intensity and Nausea rating, so flatten the track a bit to make the ride smoother (see picture for example).


Scenario finished by sucinum

Unless the ride is too slow or too intense, basically every coaster with 1400m will also have an Excitement Rating greater than 7, so you don't have to put too much effort there. But still add some tunnels, decoration at the station and cross other tracks just to be sure. Adding another tracked ride like Go Karts to cross the track later also helps increasing Excitement. Also leave some room to adjust the lift hill if you got the speed wrong. Consider building two or more stations of maximum lengh to increase the capacity, otherwise rides of 2-3 minutes will lead to long queues. With several stations, even slower (and cheaper) coasters like Single-Rail Roller Coaster have a decent capacity. This scenario will take you several years in any case, so shaving a year or two off by choosing cheap coasters can't hurt.

Available Rides

Transport

Gentle

Roller Coasters

Thrill

Water

Shops/Stalls

Researched Rides

Transport

Gentle

Roller Coasters

Thrill

Water

Shops/Stalls

Available Scenery

Researched Scenery

Other Notes

Preceded by List of scenarios in Succeeded by
[[ Tiny Towers ]] Loopy Landscapes [[ Pacifica ]]