Razor Rocks/Scenario Guide: Difference between revisions

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{{sgreminder}}This scenario really tests the player's ability to build good roller coasters. If you are an experienced coaster builder, you should find this scenario relatively easy.[[File:Razor Rocks RCT.jpg|thumb|220x220px]]
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[[File:Razor Rocks RCT 2.jpg|thumb|220x220px]]
A park cannot survive purely on the income from roller coasters. After guests ride the roller coasters a few times, they'll be too nauseated to ride anymore, and will look for something less intense, which means no income if you have no variety.


Because there is no requirement for number of guests or park rating, don't be afraid to cut corners and get every dollar out of your guests. Cut back on handymen and charge guests to use facilities. Keep in mind that while you don't ''need'' guests to succeed, you still want their money. As long as your park is kept running with a few extra rides, you should see no problem in guest generation.
One should start by building a conventional park, with a sensible mix of roller coasters, gentle rides, thrill rides, and shops. This ensures a steady income, which in time will give one enough money to build another major roller coaster.
Your first goal should be to get a working roller coaster with an excitement of at least 6.00. An early Motion Simulator will make some good passive cash, and from there you should focus all research on coasters. Start with a small, cheap coaster. The hairpin coasters such as Wild Mouse and Wild Mine have great stats and can be built for less than $5,000.


The large boulders in Razor Rocks may seem like obstacles, but you can utilize them to get extra excitement out of your coasters. The key is building inside the mountains, with lots of tunnels and even entire rides completely underground. This boosts excitement substantially, so a relatively simple ride can easily get over 6 excitement.
Because you need at least ten types or roller coasters, it is easiest if you build a lot of the compact and cheap ones, like the Virginia Reel and the Wild Mouse coasters. These also work well when they tunnel into the rocks, because of the excitement benefit from underground construction. Try to cram the coasters together as well, as it will also increase the excitement ratings. Later on, if there is still plenty of room, larger roller coasters can be built. Also, to save money, build many [[Powered Launch|launched coasters or reverse-inclinded launched shuttle coasters]], and make the coasters as short as you possibly can.


Once you have a good roller coaster, you should be generating plenty of money to fund future construction. Charge as much as you possibly can for your coasters--if the excitement over 6, you can start out charging $8 or more for admission. If it is well-designed, people will happily pay this. As months pass you will be getting access to some of the best coaster types in the game, including the coveted [[Giga Coaster]]. These rides should get well over 6 excitement without even trying, as long as the Intensity is kept in check. Your only real limitation in this park is money, so focus on making as much as possible and using that directly to build more coasters. Don't overdraw on your loans--only take as much money as you need and pay them back once you start generating profit. You should eventually hit a point after building 3 or 4 coasters that money will no longer be an issue. From here it is only a matter of time to complete your park and get some quality coaster building practice in.
A good suggestion for users is to save coaster designs that have a 6.0 rating from previously played scenarios then import them into here. It helps make the game go by quicker and allieviate the need to design coasters on the fly.

This park is no different from all the others, you still need your gentle rides and thrill rides, but in the end, you still need those ten roller coasters.


[[File:Razor_Rocks.jpg|thumb|400px|Scenario finished by [[User:RollercoastertycoonX|RollercoastertycoonX]].]]
[[File:Razor_Rocks.jpg|thumb|400px|Scenario finished by [[User:RollercoastertycoonX|RollercoastertycoonX]].]]

Latest revision as of 17:28, 17 December 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.

This scenario really tests the player's ability to build good roller coasters. If you are an experienced coaster builder, you should find this scenario relatively easy.

Because there is no requirement for number of guests or park rating, don't be afraid to cut corners and get every dollar out of your guests. Cut back on handymen and charge guests to use facilities. Keep in mind that while you don't need guests to succeed, you still want their money. As long as your park is kept running with a few extra rides, you should see no problem in guest generation. Your first goal should be to get a working roller coaster with an excitement of at least 6.00. An early Motion Simulator will make some good passive cash, and from there you should focus all research on coasters. Start with a small, cheap coaster. The hairpin coasters such as Wild Mouse and Wild Mine have great stats and can be built for less than $5,000.

The large boulders in Razor Rocks may seem like obstacles, but you can utilize them to get extra excitement out of your coasters. The key is building inside the mountains, with lots of tunnels and even entire rides completely underground. This boosts excitement substantially, so a relatively simple ride can easily get over 6 excitement.

Once you have a good roller coaster, you should be generating plenty of money to fund future construction. Charge as much as you possibly can for your coasters--if the excitement over 6, you can start out charging $8 or more for admission. If it is well-designed, people will happily pay this. As months pass you will be getting access to some of the best coaster types in the game, including the coveted Giga Coaster. These rides should get well over 6 excitement without even trying, as long as the Intensity is kept in check. Your only real limitation in this park is money, so focus on making as much as possible and using that directly to build more coasters. Don't overdraw on your loans--only take as much money as you need and pay them back once you start generating profit. You should eventually hit a point after building 3 or 4 coasters that money will no longer be an issue. From here it is only a matter of time to complete your park and get some quality coaster building practice in.

Scenario finished by RollercoastertycoonX.