

The guests become unhappy if they are: Tired, Sick, Hungry, Thirsty, or have to go to the bathroom. Happiness is increased by fun rides, like roller coasters, and maintained by normal rides. Happiness - Happy people stay in your park and will be more willing to part with their money. Here is a breakdown of the park guest stat isn'tics: Despite this, not every guest has the same tolerance for rides, for example. Unfortunately, RollerCoaster Tycoon lacks realism when it comes to the sex and age of guests (everyone is male and the same age). To keep them in your park longer, you must make them happy. The guests are obviously a very important aspect of your park. Avoid placing food shops near the exits of vomit intensive rides-although you can, and possibly should, place Drinks stands there.

Build these a little further away from the entrance, since the guests who enter don't need to use them yet.

This way you can maximize your chances of getting all your guests money.įinally you are going to want to build some amenities, such as Bathrooms, and shops. I'm not saying that the only money you get should be from the entrance fee, I still think you should also charge them on rides.

$10 if one of those rides is a roller coaster. Generally, for every 4 new rides that you build, add $5 to admission. You want it cheap enough to keep your guests happy, but high enough to get you some money. You can now raise the entrance price to the park to around $15-$20. When you do want someone to mow the grass, hire a handyman specifically for that task, and uncheck all but the mow grass option. You don't need that (mown grass just looks nicer). Uncheck the handyman's option to mow the grass. Now that you have some rides going, hire one of each type of employee. You want at least one indoor type ride, like the Haunted House. This is how real amusement parks design their parks in case you didn't notice. The rest of your roller coasters you will build deeper into your park (you build only one by the entrance since they will have to travel to the others, and will sometimes see other things on the way). Place one, and only one, rollercoaster by the entrance to get the guests' hearts pounding early. Build a good mix of rides, some gentle, some exciting, and of course a roller coaster. You can now start building amusement rides. Don't forget that you can also sell umbrellas at those Kiosks the guests don't have The Weather Channel everywhere they go. Information Kiosks will sell maps, which will help keep some guests from getting lost. When available, place an Information Kiosk near the entrance of the park. I suggest having research focus specifically on the shops, so you can get the Informatio Kiosk available, if it isn't available already. If possible, max out your money on Research because the more you spend, the faster you discover the other rides, shops, coasters, and scenery that you can use in your amusement park. Research will eventually reveal the hidden and extra elements that are not available at the beginning of a scenario. There is usually more than meets the eye when you start a scenario.
