Showing posts with label Moderate Park. Show all posts
Showing posts with label Moderate Park. Show all posts

Friday, November 24, 2017

RCT 1 - Gentle Glen

Gentle Glen

The next scneario has an odd restriction: guests prefer an intensity below 4 and stop riding rides somewhere around 6. It's also a somewhat hilly small island. Getting 1200 guests in here won't be very difficult, but getting the high amount of guests I got in Future World won't be possible.

Unlike the previous scenario's, I researched gentle rides first (and some roller coasters), Which seems to attract guests somewhat slower than usual. This park researches (as far as I know) every gentle ride, but the amount of roller coasters and thrill rides is rather restricted. One annoying aspect I had was that my side-friction coaster crashed like three times... It wasn't built that well apparently. Because of the focus on smaller attractions my park value and company values were some of the lowest I ever got.

Objective: 1200 guests in 3 years
Difficulty: Moderate
Final guests: 1.538 (New record, up 11 from Crumbly Woods)
Park Value: 32.600€ (New record, up 11.000 from Crumbly Woods)
Company Value: 81.000€


Tuesday, November 14, 2017

RCT 1 - Fun Fortress

Fun Fortress

Scenario nr.7 . Same goal as Canary Mines, but without any initial built rides. You start with a smallish hilly park with a 'wall" on its edges. removing the pathing system of the fortress netted me a cool 3.000€. 

So I first made us of the available gentle rides and then build some roller coasters. I checked the initial shops and stalls and noticed all the requirements are there, so I first researched some roller coasters. And with some, I mean that it took until October year 2 to research "em all, which means I ended up with a lot of coasters (15, building all but the most annoying to build, such as bobsled and suspended coasters).

After having all the coasters, I researched some stalls and then went on with gentle rides instead of the usual thrill rides. I ended up with a suprising amount of guests... in the negative sense, just a tad bit above 1.500. Is it because I researched gentle rides instead of thrill rides? maybe they attract more?



Objective: 1300 guests in 3 years
Difficulty: Moderate
Final guests: 1.532
Park Value: 48.600€
Company Value: 91.000€




Thursday, October 26, 2017

RCT 1 - Canary Mines

Canary Mines

The third level of the expansion pack. It remind me of Millenium Mines in both title and the scenario look, except its smaller and requires 50% more guests. You start with a miniature railway (again) and two duelling vertical coasters that only crashed three times while playing, thanks scenario designer.

This scenario's use of the muddy underground (and name) is reminiscent of Millenium Mines, but while Millenium Mines was relativly flat with some cliffs, Canary Mines is really hilly with more and worse cliffs in the mine area itself. The opening layout is also perfect to have guests get lost later in the park, is it clear that I am no fan of its initial layout. Pity I always try to keep the original attractions intact, as they were rather space consuming here.

While 1300 guests in three years isn't to hard, expansion here was somewhat hard and even with almost continued marketing from year 2 on, I still didn't get that goal until year 3. This is the first time I didn't get a Ballon Stall =(.

Objective: 1300 guests in 3 years
Difficulty: Moderate
Final guests: 1.883
Park Value: 55.070€
Company Value: 114.000€


Monday, October 23, 2017

RCT 1 - Three Monkeys Park

Three Monkeys Park

Three Monkeys Park, named so because it's three big central steel coasters are named after the mystic monkeys that "see no evil", "hear no evil" and "speak no evil". In this large park (which is one of the largest of the Corkscrew Follies expansion) you must attract 1400 guests in 3 years. Compared to the guest goals in the original, this is really a lot(, but so far I would only have failed that amount in Mystic Mountain).

Looking initially at the park, you would notice it is rather uneven. It's not really hilly, but except for the water it has almost no places that are flat. When you look at the initial attraction selection, I noticed a lot of gentle rides options (not proportionally compared to other types of attraction). This is the kind of park where I wouldn't research gentle rides at all if I didn't run out of other research options. For some reason there was a bit of stagnation in the second year while I played this park with my guest count fluctuating around 1200 for almost the entire year.


Objective : 1400 guests in 3 years
Difficulty: Moderate
Final guests: 2.111
Park Value: 57.300€
Company Value: 142.000€


Thursday, October 19, 2017

RCT 1 - Whispering Cliffs

Whispering Cliffs

The first scenario of the expansion sets the tone of the difficulty increase. The first scenario of the original was the easy, flat and quick Forest Frontiers. Whispering Cliffs is none of these. It's very wide and ridiculously narrow, averaging about 6 spaces wide above the cliffs and 5 below. The total area isn't much more than Mystic Mountain. The goal here is park value, in between that goals of Diamond Heights and Katie's Dreamworld, except here you have a much smaller park and start from scratch.

The cliff in the "middle" of the park does have one advantage, you can build roller coasters with a station on top of the cliff and go down immediately and have the chain lift at the end (if you don't build on the water, you lose half of an already small park). The other kind of rides (all non-tracked flat rides) can be build on top of the cliff. One change that makes it easier is that scenario's from the expansion often start with more rides initially available. Most scenario's from the original start with only three or four gentle rides and in whispering cliffs (and most other scenario's that follow) start with more than six.



Objective: 17.000 Park Value in 3 years
Difficulty: Moderate
Final guests: 1.600
Park Value: 41.000€
Company Value: 99.000€



Monday, September 25, 2017

RCT 1 - Ivory Towers

Ivory Towers

Entering the final three, this mess of a park is next. You start with four space-gorging attractions (okay the canoes aren’t that bad), there is much junk on the street than you see on a festival and pretty much every bank, lamp and thrash bin has been vandalized. Invigorating this park shouldn’t take more than two in-game months and it plays like a normal park otherwise. Albeit a bit more rainy than average then Millennium Mines and Lightning Peaks.

Putting a new breath of life into this park isn’t very hard. Hire a handyman, set it patrol area to about 8 4X4 squares, repeat until all paths are covered. Search for really angry guests and put them near the exit so that they leave. Set guests to invisible and repair the vandalized ornament (Do this last or it will be destroyed once more by angry guests). Remember to have a mechanic if anything breaks. There are no stalls either, so putting them down may also be a good idea. All this is possible to do in the first two months. Play the rest of the scenario as you otherwise would.



Objective: 1000 guests in 3 years
Difficulty: Moderate
Final guests: 1.850
Park Value: €47.000

Company Value:  €152.000

Thursday, September 21, 2017

RCT 1 - Crumbly Woods

Crumbly Woods

The 1200 guest goal of Mel’s World is back. But you already have half of those guests in the park. So, getting the guest amount isn’t that difficult. There is, however, a different hidden obstacle in this park. If you check the ages of the rides, they are quite old. This causes two problems. First, they break down a lot. Secondly, guests don’t pay a lot for them. That wooden coaster that could easily have an entrance price of €6 if new, won’t attract any guests at all when €3 is asked.

The old flat rates, like the haunted house and carrousel, were replaced immediately. Whiplash, the corkscrew coasters, was just removed and replaced with a different dual corkscrew coaster. I also deleted the car ride as it is just way to long causing guests to complain about the length both for waiting and for being inside the ride, so I replaced it with a go karts track (which due to race mode still causes long waiting times, sorry guests). I also saved the wild mouse track and replaced it without the underground section. The wooden coaster was kept because it would take too much effort to replace and it’s a rather good coaster that I don’t want to delete.

A nice aspect of crumbly woods is that every ride is available for research. So, I got a lot of roller coasters by the end of it. All the important stalls are initially available as well (information kiosk, food stall, drink stall and restroom) as well as the balloon stall that I like to have when finishing the scenario. The combination of not needing to research any stalls plus the possibility to have every ride means that I could build more here than in every other park and get a record park value. ^^


Objective: 1200 guests in 3 years
Difficulty: Moderate
Final guests: 2.227
Park Value: €64.000

Company Value:  €152.000

Thursday, September 14, 2017

RCT 1 - Mel's World

Mel’s World

One of my favorite parks. Large, a bit treeless, all rides available and you start with an awesome attraction selection. Only park in the original series where you start with either the inverted coaster, the top spin or the launched freefall.

Not very difficult, but it’s objective has the highest guest count in the original game at 1200 guests by the end of October year 3. Because of the high goal, I did not get it in the goal in the first year. But this park gives a nice start, 200 guests and 4 attractions, and it Is possible to expand the park very quickly. the 1100 guests in year 1 I got here is definitely my record. The Company value will also be hard to beat in 3 years.



Objective: 1200 guests in 3 years
Difficulty: Moderate
Final guests: 1.972 (new record, 98 more than in White Water park)
Park Value: €54.000 (new record, 1.000 more than in Millenium Mines)

Company Value:  €199.000 (new record, 22.000 more than in White Water Park)

RCT 1 - Karts & Coasters

Karts & Coasters

You start with two wooden coasters and two go karts tracks. All have very high excitement (a good thing). The Go kart waiting lines are very long and guests complain about waiting there for ages. As the track is very long and the winner can do it once more causing the ride to take a really long time. It might be wise to either shorten the waiting queue or shorten the track itself. One of the two go karts is set to 2 laps, which should be changed to one.

Karts 1 Coasters is a somewhat big park, however it’s also very forested making construction a tad more difficult. There’s also a prebuilt extensive pathing system (not as extensive as evergreen gardens), so you could consider removing some paths.

When playing this park, I started researching roller coasters and noticed one small problem: All coasters I got could only be built in a continuous circuit except for the steel mini coaster. So, no compact shuttle loop variants were possible. After quite some time, the corkscrew coaster became researched, enabling a shuttle corkscrew build. The inverted coaster could also be launched but the steel coaster never became available.

The guest requirement for this park is the same as Evergreen Gardens while having one year fewer. For a beginner that might be a “holy crap” -moment. I did not get the full 1000 guests in the first year =(. It’s getting difficult to achieve the guest goals in the first year.



Objective: 1000 guests in 3 years
Difficulty: Moderate
Final guests: 1.823
Park Value: €52.000

Company Value:  €155.000

Monday, September 11, 2017

RCT 1 - Millenium Mines

Millenium Mines

An (almost) abandoned mine is the next challenge. You need 100 guests less than in the previous scenario but you start with only a ridiculously long railway and nothing else. At the start, only two stalls are available (fries stall and restroom), so you first need to devote some research to get drinks and information kiosk. The landscape is also a bit uneven with some small cliffs, it’s not the easiest to plan around.

Despite an easier goal and a larger park, millennium mines is a bit more difficult than the previous scenario, White Water Park. For the first time in a while, I failed to get the goal in the first year (last happened in Trinity Islands). Just like in Katie’s Dreamland, it rains more often here. I consider this a bit of a cumbersome park.



Objective: 800 guests in 3 years
Difficulty: Moderate
Final guests: 1.771
Park Value: €53.000 (new record, 1.000 more than in White Water Park)

Company Value:  €138.000

Monday, September 4, 2017

RCT 1 - Trinity Islands

Trinity Islands

So, this is the first scenario that says “let’s get serious”. Narrow winding hilly islands with just a few squares off the coast owned makes for difficult planning and construction. Like in evergreen gardens, the paths to the second and third island should be deleted to prevent guests getting lost. The second and third island are as hilly as Diamond Heights. The park is as small as dynamite dunes, but it rains more often.

This is the first 3-year park where I failed in getting the goal within the first year as well as the first where I didn’t at least double it (should have gotten 2 more L). Building on the first island was a struggle do the narrowness. The second and third, however, where even worse as they were just rocks with (almost) no flat land. I did reroute the paths between the islands to have more straight paths, as otherwise guests would have trouble leaving the park from the third island, lowering the park rating.

When all coasters were researched, there was no corkscrew coaster or standing coaster. Both can perform a launched start enabling compact, simple and profitable design, not having them hurt quite a bit. At least I got an inverted coaster for the second time (the only previous park with the inverted coaster was Diamond Heights).



Guests: 750 guests in 3 years
Difficulty: Moderate
Final guests: 1498
Park Value: €42.000

Company Value:  €96.000