Pokey Park/Scenario Guide: Difference between revisions

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{{sgreminder}}'''Pokey Park''' may seem challenging at first due to its very limited size, but it can actually be beaten fairly easily. The key for players is to maximize the actual space, that is, build rides that have the most potential to attract guests while taking up as little space as possible. Knowing the ideal needed queue length per ride is a very powerful asset here : some rides need no queue at all, some others need only one tile of queue, etc. 
{{sgreminder}}
Dinky Park may seem challenging at first due to its limited size, but it can actually be beaten fairly easily. The key is to maximize your space, that is, build rides that have the most potential to attract guests while taking up as little space as possible. It's a good idea to research thrill rides initially, but don't forget that some guest prefer less intimidating rides. A small custom built shuttle loop is a great way to attract a large number of guests.


It's a good idea to research thrill rides initially, this without forgetting that some guest prefer less intimidating rides. A small, custom built shuttle loop is a great way to attract a large number of guests and filling the park's wallets. Of course, maximum train & queue lengths, and an on-ride photo section are must-haves on every succesful coaster.
The sloped landscape in Dinky Park allows the designer an opportunity to build many rides underground, this is a good way to maximize space. Don't forget that you can buy a parcel of land on the opposite side of the road. If you choose to expand the park, remember that you are only able to buy construction rights to the land above the road, and it is important to build several footpaths to connect both sections of your park. A Chairlift is useful too, as it doesn't need much space but attracts guests and boosts your park value. Also, be aware of depreciation (the fact that Park Value slowly goes down over time).


The sloped landscape in '''Pokey Park''' allows the good ride designer to build many rides underground, and cheaper than on flat terrain. This is a good way to maximize space. It is possible to beat this scenario without expanding, but much easier to do so. Players are however only able to buy construction rights to the land across the road, and it is important to build several footpaths to connect both sections of the park. A Chairlift is useful too, as it doesn't need much space, goes high and is cheap, yet attracts guests and boosts the park value. Also, players should stay aware of depreciation (the fact that Park Value slowly goes down over time), especially those who play in RCT1.
It is possible to beat this scenario without buying any additional land or construction rights, although it is very difficult.


It is possible to beat this scenario without buying any additional land or construction rights, although it is very difficult. There are three areas in the park that can be good station platform zones: behind the '''''Carousel''''', along the fence by the '''''Spiral Slide''''', and in the space above '''''Purple Peril''''' along the park fence. These three areas can serve as starting points for coasters before going underground. Alternatively, coasters can be made entirely underground, requiring only one opening underground for the entrance path.
If your park gets too crowded (when guests complain and say "It's too crowded here!"), then start to build paths above the park rides and around the park. This way, guests won't get as unhappy and your park value will stay higher. If all else fails, try to build rides underground and use every square you can. Remember, rollercoasters increase the park value faster than smaller rides.


If overcrowding becomes a problem (when guests complain and say "It's too crowded here!"), then wise players will start to build paths above the park rides and around the park. Despite not immediately needed, the additional path network will maintain a higher park value by lessening the guest overcrowding. Obviously, food courts are to be avoided here at all costs, since they generate overcrowding.
The easiest way to use all the area is to close the park and the rides. Get rid of everything and start flatting it out. Then start it from scratch building everything tight and smart. You can put one or two shuttle loop coasters to attract people and have 2 roller coasters underground, now you have 4-5 coasters in your park and it will help your park value.

The cheap way to beat '''Pokey Park''' is to close the park and the rides, get rid of everything and start flattening the landscape before starting it from scratch, building everything tight and smart. It is cheap and much less rewarding than succeeding while keeping the original park up, but it works.
[[Category:Scenario Guide]]
[[Category:Scenario Guide]]

Latest revision as of 16:29, 18 February 2019

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.

Pokey Park may seem challenging at first due to its very limited size, but it can actually be beaten fairly easily. The key for players is to maximize the actual space, that is, build rides that have the most potential to attract guests while taking up as little space as possible. Knowing the ideal needed queue length per ride is a very powerful asset here : some rides need no queue at all, some others need only one tile of queue, etc. 

It's a good idea to research thrill rides initially, this without forgetting that some guest prefer less intimidating rides. A small, custom built shuttle loop is a great way to attract a large number of guests and filling the park's wallets. Of course, maximum train & queue lengths, and an on-ride photo section are must-haves on every succesful coaster.

The sloped landscape in Pokey Park allows the good ride designer to build many rides underground, and cheaper than on flat terrain. This is a good way to maximize space. It is possible to beat this scenario without expanding, but much easier to do so. Players are however only able to buy construction rights to the land across the road, and it is important to build several footpaths to connect both sections of the park. A Chairlift is useful too, as it doesn't need much space, goes high and is cheap, yet attracts guests and boosts the park value. Also, players should stay aware of depreciation (the fact that Park Value slowly goes down over time), especially those who play in RCT1.

It is possible to beat this scenario without buying any additional land or construction rights, although it is very difficult. There are three areas in the park that can be good station platform zones: behind the Carousel, along the fence by the Spiral Slide, and in the space above Purple Peril along the park fence. These three areas can serve as starting points for coasters before going underground. Alternatively, coasters can be made entirely underground, requiring only one opening underground for the entrance path.

If overcrowding becomes a problem (when guests complain and say "It's too crowded here!"), then wise players will start to build paths above the park rides and around the park. Despite not immediately needed, the additional path network will maintain a higher park value by lessening the guest overcrowding. Obviously, food courts are to be avoided here at all costs, since they generate overcrowding.

The cheap way to beat Pokey Park is to close the park and the rides, get rid of everything and start flattening the landscape before starting it from scratch, building everything tight and smart. It is cheap and much less rewarding than succeeding while keeping the original park up, but it works.