Rainbow Summit/Scenario Guide: Difference between revisions

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[[File:342EE1E9-417A-4B24-80B7-84DA802BC8CD.png|thumb|Example for making land markers for loops. Brown area for single loop and desert area for a ability of interlocking loops]]
[[File:342EE1E9-417A-4B24-80B7-84DA802BC8CD.png|thumb|Example for making land markers for loops. Brown area for single loop and desert area for a ability of interlocking loops]]


If evaluation takes too long, the player should have a back-up for game process so that they could take one for making draft, and another one is used to run the game as the draft is finished.
If evaluation takes too long, the player should have a back-up for game process so that they could take one for making draft or observe any effect of guests behaviour or path condition after implementing any measures for further park management, and another one is used to run the game as those works becomes well.
[[Category:Scenario Guide]]
[[Category:Scenario Guide]]

Revision as of 06:50, 2 May 2019


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.

Rainbow Summit, like Rainbow Valley in RCT1, is one of the hardest Expert scenarios in RCT2. The height restriction and ban on advertisements will push players to their limit. Experience with Amity Airfield, Fungus Woods, as well as Harmonic Hills and Pickle Park from Added Attractions, will help.

A good start involves building stalls and all available flat rides at ground level, then attempt tracked rides above them. Once done, players should close the wooden coaster and edit it in order to include a photo section ; this will not only boost the park's income significantly, but it will also help alleviate the daily running costs. Players can choose to either close the chairlift temporarily or demolish it, but they should eventually add a path to the top in case they wish to build up there.

The park's entrance fee could technically be raised to $40 at this point. Since marketing campaigns are prohibited, players should try to think outside the box and strive for awards, as the Best Value Park Award will technically act as a free ad campaign.

Now, players will need to build a roller coaster smartly, using the hills to gain height ; the wooden coaster already in is a good example of what players should aim to build. Once the new coaster is open, players can raise your entrance fee to $45 and leave it at that for the rest of the scenario.

To reach the goal of 2500 guests, players will need to continually build more rides and stack as possible, keep the park rating high, and strive for positive awards. Going for a mix of quality and quantity; while building large and exciting rides will certainly attract guests, building smaller rides will be better in the short term and help the Rainbow Summit fill itself with guests. There's plenty of space available, so players should not be afraid to expand when they can.

Players should build underground for coaster loops, or tall flat rides. Good use of height markers of land, and use of shortcut keys to hide rides, land surface, vertical land, trees or scenaries could help fluency of building items underneath the land.

Should players are able to calculate the height of track to be built, such as how many meter raised for level to vertical up element for Air-Powered Roller Coaster, they could build rides with good quality.

Generally speaking, if player wants coaster train starts to pass through a vertical, underground loop from ground level (0m), the least land height required is 18m. If interlocking loop is wanted, the lowest land height will be added by 6m. For example, if a interlocking loop element is built from 0m high, the land height at least 24m is wanted to build those two loops underground.

If players do not have any idea to build special element at underground, especially inversions, placing a headchopper foot path at the lowest height that could cross above the element, may help to find required land level for placing those element underground.

A wise player could use land tool to to change land surface so that they could mar the area for building loops underground. When new construction starts, place the vertical loop at those area before building everything is 100 percent insurance to have successful loops and excellent excitement rating. PLAYERS should not be worried to make better rides but there is much more consideration on land height before starting construction.

Example for making land markers for loops. Brown area for single loop and desert area for a ability of interlocking loops

If evaluation takes too long, the player should have a back-up for game process so that they could take one for making draft or observe any effect of guests behaviour or path condition after implementing any measures for further park management, and another one is used to run the game as those works becomes well.