Roller Coaster Tycoon 2 Walkthrough :
This walkthrough for Roller Coaster Tycoon 2 [PC] has been posted at 06 May 2010 by tasha and is called "FAQ/Strategy Guide". If walkthrough is usable don't forgot thumbs up tasha and share this with your freinds. And most important we have 4 other walkthroughs for Roller Coaster Tycoon 2, read them all!
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Walkthrough - FAQ/Strategy Guide"RollerCoaster Tycoon 2: Strategy Guide" v2.00 3/19/08 ------------- by Joseph Mostarda (e-mail: jmostarda@live.com) Table of Contents: Section 1 (Copyrights) [AAAA] ---------------------- 1.01 - Copyrights [AAAB] 1.02 - Version History [AABC] Section 2 (Rides) [AAAC] ----------------- 2.01 - Ride List [AAAD] 2.02 - Multi-Dimensional Roller Coaster [AAAE] Section 3 (Shops & Stalls) [AAAF] -------------------------- 3.01 - Shops & Stalls List [AAAG] Section 4 (Transportation) [AAAH] -------------------------- 4.01 - Footpaths [AAAI] 4.02 - Queue Lines [AAAJ] 4.03 - Transport Rides List [AAAK] 4.04 - Ride Exits [AABK] 4.05 - Scenic Footpaths [AABL] 4.06 - A Quick Tip... [AABM] 4.07 - ...And How About Another? [AABN] 4.08 - Avoiding Design Confusion [AABO] 4.09 - The Chairlift [AABP] 4.10 - The Elevator [AABQ] 4.11 - The Monorail [AABR] 4.12 - Miniature Railroad [AABS] 4.13 - The Tram [AABT] Section 5 (Expenditures & Finances) [AAAL] ----------------------------------- 5.01 - Cash on Hand [AAAM] 5.02 - Fiscal Reports [AAAN] 5.03 - Special Financial Tools [AAAO] Section 6 (Sandbox Mode) [AAAP] ------------------------ 6.01 - The Roller Coaster Designer [AAAQ] 6.02 - The Scenario Editor [AAAR] Section 7 (Tips & Tricks) [AAAS] ------------------------- 7.01 - Tips for Countering Vandalism [AABD] 7.02 - Working With the Elevator [AABF] 7.03 - Maximizing Ride Excitement [AAAT] 7.04 - Working With Station Platforms [AABG] 7.05 - Dealing With Ride Accidents [AABH] 7.06 - Transportation Networks [AABI] 7.07 - Having Fun with Vandals [AABE] Section 8 (Easter Eggs & Secrets) [AAAU] --------------------------------- 8.01 - Chris Sawyer [AAAV] 8.02 - Simon Foster [AAAW] 8.03 - Melanie Warn [AABU] 8.04 - Katie Brayshaw [AABV] 8.05 - John Wardley [AAAX] 8.06 - Damon Hill [AABW] 8.07 - Mr. Bean [AABX] 8.08 - Tony Day [AAAY] 8.09 - David Ellis [AAAZ] 8.10 - Trainers [AABA] 8.11 - Instant Revenue Glitch [AABB] (Tip: Use Ctrl+F + [navigation code] to quickly navigate this FAQ.) Section 1 - Copyrights [AAAA] ---------------------- 1.01 - Copyrights [AAAB] ---- Feel free to download this FAQ for your own personal use. All I ask is that you don't sell it for profit or any form of commercial means. I also grant unlimited permission for this FAQ to be posted on any other website, so long as proper credit is given to me as the author of this FAQ. 1.02 - Version History [AABC] --- 3/19/08 - Version 2 is now complete. This is a complete rewrite of the FAQ. In addition to several new sections, I also decided to cancel the scenario walkthrough, as this guide is only intended to serve as an overview of the game's features. Version 2 features a completely new structure that is designed to be much, much easier to navigate. 2004 - Initial version 1 of the FAQ is posted. Outlines all the main features of the game, with a planned scenario walkthrough. In retrospect, this version was terrible. Near impossible to navigate, and full of bad grammar. 2003 - After playing through much of RollerCoaster Tycoon 2, I began to write this strategy guide. Took several months before I submitted it in early 2004. Section 2 - Rides [AAAC] ----------------- 2.01 - Ride List [AAAD] ---- Transport Rides --------------- Type: Chairlift Approx. Cost: $1,440+ Running Cost p/h: N/A Modes: Continuous Circuit Mode / Shuttle Mode Type: Elevator Approx. Cost: $624+ Running Cost p/h: N/A Modes: Shuttle Mode Type: Miniature Railway Approx. Cost: $1,300+ Running Cost p/h: N/A Modes: Continuous Circuit Mode Type: Monorail Approx. Cost: $1,550+ Running Cost p/h: N/A Modes: Continuous Circuit Mode / Shuttle Mode Type: Suspended Monorail Approx. Cost: $2,400+ Running Cost p/h: N/A Modes: Continuous Circuit Mode / Shuttle Mode Type: Trams Approx. Cost: $1,300+ Running Cost p/h: N/A Modes: Continuous Circuit Mode / Shuttle Mode Gentle Rides ------------ Type: Car Ride Approx. Cost: $540+ Running Cost p/h: N/A Modes: Continuous Circuit Type: Cheshire Cats Approx. Cost: $540+ Running Cost p/h: N/A Modes: Continuous Circuit Type: Circus Show Approx. Cost: $500 Running Cost p/h: $49.60 Modes: Continuous Circuit Mode Type: Crooked House Approx. Cost: $260 Running Cost p/h: $28.80 Modes: Continuous Circuit Mode Type: Dodgems Approx. Cost: $440 Running Cost p/h: $108.80 Modes: Bumper Car Mode Type: Double-Deck Observation Tower Approx. Cost: $592+ Running Cost p/h: $60.80 Modes: Continuous Circuit Type: Ferris Wheel Approx. Cost: $450 Running Cost p/h: $49.60 Modes: Continuous Circuit Type: Flying Saucers Approx. Cost: $560 Running Cost p/h: $148.80 Modes: Bumper Car Mode Type: Ghost Train Approx. Cost: $540+ Running Cost p/h: N/A Modes: Continuous Circuit Mode Type: Haunted House Approx. Cost: $340 Running Cost p/h: $49.60 Modes: Continuous Circuit Type: Haunted Mansion Ride Approx. Cost: $570+ Running Cost p/h: N/A Modes: Continuous Circuit Type: Merry-Go-Round Approx. Cost: $460 Running Cost p/h: $49.60 Modes: Continuous Circuit Type: Mini Golf Approx. Cost: $740+ Running Cost p/h: N/A Modes: Continuous Circuit Mode Type: Mini Helicopters Approx. Cost: $540+ Running Cost p/h: N/A Modes: Continuous Circuit Type: Mini Maze Approx. Cost: $216+ Running Cost p/h: N/A Modes: Maze Mode Type: Monorail Cycles Approx. Cost: $450+ Running Cost p/h: N/A Modes: Continuous Circuit Mode Type: Monster Trucks Approx. Cost: $540+ Running Cost p/h: N/A Modes: Continuous Circuit Mode Type: Observation Tower Approx. Cost: $592+ Running Cost p/h: $60.80 Modes: Continuous Circuit Type: Space Rings Approx. Cost: $288 Running Cost p/h: $49.60 Modes: Continuous Circuit Mode Type: Spiral Slide Approx. Cost: $330 Running Cost p/h: $49.60 Modes: Continuous Circuit Mode [One Ride] [Unlimited Rides] Type: Vintage Cars Approx. Cost: $540+ Running Cost p/h: N/A Modes: Continuous Circuit Mode Thrill Rides ------------ Type: 3D Cinema Approx. Cost: $560 Running Cost p/h: $49.60 Modes: Continuous Circuit Mode Type: Enterprise Approx. Cost: $800 Running Cost p/h: $49.60 Modes: Continuous Circuit Mode Type: Go-Karts Approx. Cost: $920+ Running Cost p/h: N/A Modes: Race Mode/Continuous Circuit Mode Type: Launched Freefall Approx. Cost: $800+ Running Cost p/h: $60.80 Modes: Upward Launch Mode/Downward Launch Mode Type: Magic Carpet Approx. Cost: $396 Running Cost p/h: $49.60 Modes: Continuous Circuit Mode Type: Motion Simulator Approx. Cost: $440 Running Cost p/h: $49.60 Modes: "Avenging Aviators" / "Thrill Seekers" Type: Pirate Ship Approx. Cost: $387 Running Cost p/h: $49.60 Modes: Continuous Circuit Mode Type: Roto Drop Approx. Cost: $880+ Running Cost p/h: $60.80 Modes: Downward Launch Mode Type: Snow Cups Approx. Cost: $360 Running Cost p/h: $49.60 Modes: Continuous Circuit Mode Type: Swinging Inverter Approx. Cost: $424 Running Cost p/h: $49.60 Modes: Continuous Circuit Mode Type: Top Spin Approx. Cost: $580 Running Cost p/h: $49.60 Modes: Continuous Circuit Mode Type: Twist Approx. Cost: $360 Running Cost p/h: $49.60 Modes: Continuous Circuit Mode Water Rides ----------- Type: Bumper Boats Approx. Cost: $205+ Running Cost p/h: N/A Modes: Continuous Circuit Mode Type: Canoes Approx. Cost: $205+ Running Cost p/h: N/A Modes: Continuous Circuit Mode Type: Dinghy Slide Approx. Cost: $1,200+ Running Cost p/h: N/A Modes: Continuous Circuit Mode Type: Jet Skis Approx. Cost: $205 Running Cost p/h: N/A Modes: Continuous Circuit Mode Type: Log Flume Approx. Cost: $1,320+ Running Cost p/h: N/A Modes: Continuous Circuit Mode Type: River Rafts Approx. Cost: $900+ Running Cost p/h: N/A Modes: Continuous Circuit Mode Type: River Rapids Approx. Cost: $1,840+ Running Cost p/h: N/A Modes: Continuous Circuit Mode Type: Rowing Boats Approx. Cost: $205+ Running Cost p/h: N/A Modes: Continuous Circuit Mode Type: Splash Boats Approx. Cost: $1,640+ Running Cost p/h: N/A Modes: Continuous Circuit Mode Type: Submarine Ride Approx. Cost: $260+ Running Cost p/h: N/A Modes: Continuous Circuit Mode Type: Swans Approx. Cost: $205+ Running Cost p/h: N/A Modes: Continuous Circuit Mode Type: Water Coaster Approx. Cost: $1,640 Running Cost p/h: N/A Modes: Continuous Circuit Mode Type: Water Tricycles Approx. Cost: $205+ Running Cost p/h: N/A Modes: Continuous Circuit Mode Roller Coasters --------------- Type: Air-Powered Vertical Approx. Cost: $6,750+ Running Cost p/h: N/A Mode: Continuous Circuit Mode Type: Bobsleigh Coaster Approx. Cost: $2,700+ Running Cost p/h: N/A Mode: Continuous Circuit Mode Type: Compact Inverted Coaster Approx. Cost: $3,750+ Running Cost p/h: N/A Mode: Continuous Circuit Mode Type: Corkscrew Roller Coaster Approx. Cost: $3,900+ Running Cost p/h: N/A Mode: Continuous Circuit Mode/Reverse Incline Shuttle Mode Type: Floorless Coaster Approx. Cost: $4,950+ Running Cost p/h: N/A Mode: Continuous Circuit Mode Type: Flying Roller Coaster Approx. Cost: $4,650+ Running Cost p/h: N/A Mode: Continuous Circuit Mode Type: Flying Turns Approx. Base Cost: $2,700+ Running Cost p/h: N/A Mode: Continuous Circuit Mode Type: Giga Coaster Approx. Cost: $4,950+ Running Cost p/h: N/A Mode: Continuous Circuit Mode Type: Heartline Twister Coaster Approx. Cost: $3,030+ Running Cost p/h: N/A Mode: Continuous Circuit Mode Type: Hypercoaster Approx. Cost: $3,900+ Running Cost p/h: N/A Mode: Continuous Circuit Mode Type: Hyper-Twister Roller Coaster Approx. Cost: $4,950+ Running Cost p/h: N/A Mode: Continuous Circuit Mode Type: Inverted Hairpin Coaster Approx. Cost: $2,000+ Running Cost p/h: N/A Mode: Continuous Circuit Mode Type: Inverted Impulse Coaster Approx. Cost: $2,325+ Running Cost p/h: N/A Mode: Powered Launch Mode Type: Inverted Roller Coaster Approx. Cost: $2,325+ Running Cost p/h: N/A Mode: Continuous Circuit Mode Type: Inverted Shuttle Coaster Approx. Cost: $3,750+ Running Cost p/h: N/A Mode: Reverse Inclined Shuttle Mode Type: Inverted Vertical Shuttle Approx. Cost: $3,370+ Running Cost p/h: N/A Mode: Reverse Inclined Shuttle Mode Type: Junior Roller Coaster Approx. Cost: $1,320+ Running Cost p/h: N/A Mode: Continuous Circuit Mode Type: Lay-Down Roller Coaster Approx. Cost: $4,000+ Running Cost p/h: N/A Mode: Continuous Circuit Mode Type: LIM Roller Coaster Approx. Cost: $3,550+ Running Cost p/h: N/A Mode: Powered Launch Mode Type: Looping Roller Coaster Approx. Cost: $3,350+ Running Cost p/h: N/A Mode: Continuous Circuit Mode/Powered Launch Mode Type: Mine Ride Approx. Cost: $2,520+ Running Cost p/h: N/A Mode: Continuous Circuit Mode Type: Mine Train Coaster Approx. Cost: $3,050 Running Cost p/h: N/A Mode: Continuous Circuit Mode Type: Mini Roller Coaster Approx. Cost: $1,920 Running Cost p/h: N/A Mode: Continuous Circuit Mode Type: Mini Suspended Coaster Approx. Cost: $1,800+ Running Cost p/h: N/A Mode: Continuous Circuit Mode Type: Mini Suspended Flying Coaster Approx. Cost: $1,800+ Running Cost p/h: N/A Mode: Continuous Circuit Mode Type: Motorbike Racers Approx. Cost: $1,680+ Running Cost p/h: N/A Mode: Continuous Circuit Mode Type: Multi-Dimension Roller Coaster Approx. Cost: $6,750+ Running Cost p/h: N/A Mode: Continuous Circuit Mode Type: Reverse Freefall Coaster Approx. Cost: $6,750+ Running Cost p/h: N/A Mode: Powered Launch Mode Type: Reverser Roller Coaster Approx. Cost: $1,517+ Running Cost p/h: N/A Mode: Continuous Circuit Mode Type: Side-Friction Roller Coaster Approx. Cost: $1,517+ Running Cost p/h: N/A Mode: Continuous Circuit Mode Type: Soap Box Derby Racers Approx. Cost: $1,680+ Running Cost p/h: N/A Mode: Continuous Circuit Mode Type: Spinning Wild Mouse Approx. Cost: $1,640+ Running Cost p/h: N/A Mode: Continuous Circuit Mode Type: Spiral Roller Coaster Approx. Cost: $2,600+ Running Cost p/h: N/A Mode: Continuous Circuit Mode Type: Stand-up Roller Coaster Approx. Cost: $3,750+ Running Cost p/h: N/A Mode: Continuous Circuit Mode Type: Stand-up Twister Coaster Approx. Cost: $4,950+ Running Cost p/h: N/A Mode: Continuous Circuit Mode Type: Steeplechase Approx. Cost: $1,680+ Running Cost p/h: N/A Mode: Continuous Circuit Mode Type: Suspended Swinging Coaster Approx. Cost: $3,550+ Running Cost p/h: N/A Mode: Continuous Circuit Mode Type: Twister Roller Coaster Approx. Cost: $4,950+ Running Cost p/h: N/A Mode: Continuous Circuit Mode Type: Wild Mouse Approx. Cost: $1,640+ Running Cost p/h: N/A Mode: Continuous Circuit Mode Type: Wooden Roller Coaster Approx. Cost: $2,800+ Running Cost p/h: N/A Mode: Continuous Circuit Mode Type: Wooden Wild Mine Ride Approx. Cost: $1,480+ Running Cost p/h: N/A Mode: Continuous Circuit Mode Type: Wooden Wild Mouse Approx. Cost: $1,480+ Running Cost p/h: N/A Mode: Continuous Circuit Mode Type: Vertical Drop Roller Coaster Approx. Cost: $3,780+ Running Cost p/h: N/A Mode: Continuous Circuit Mode Type: Virginia Reel Approx. Cost: $975+ Running Cost p/h: N/A Mode: Continuous Circuit Mode 2.02 - Multi-Dimensional Roller Coaster [AAAE] ---- When working with a Multi-Dimensional Roller Coaster, remember that the cars face backward in their normal position, or 0 degrees. Thus, if you rotate the seats by 180 degrees, the cars will now face forward. Here's a very simple list of some common degree settings you might want to incorporate into your design... Commonly Used Degrees --------------------- 0 degrees - Neutral position (trains face backward) 90 degrees - Halfway position (trains can face downward or upward) 180 degrees - Inverted position (trains face forward) 360 degrees - Looping position (trains make a complete revolution and return to previous position) 495 degrees - Hyper-looping position (trains make a complete revolution and then deviate to 90 degrees past the previous position) Creating an effective track design ---------------------------------- The biggest appeal of the Multi-Dimensional Roller Coaster over other designs is that you can rotate the trains into almost limitless positions. Thus, you can create the scariest and most suspenseful setup to keep the guests coming back time and time again. Let me give an example. Like most other types of roller coasters, the Multi- Dimensional Roller Coaster can allow for vertical drops. However, on other types, the trains are static, unable to be positioned into a way that cloaks the drop, making it very unexpected. As you can probably guess, this limitation does not exist for the Multi-Dimensional. You can start the ride with the trains facing in the neutral position, and then rotate the trains 90 degrees so that when the vertical drop occurs, the riders are facing straight up. Another example would be rotating the trains in such a way so that riders feel like they are "flying," because they are parallel to the ground. So as you can see, the key to creating an effective track design lies with the set rotations. It's also what makes the Multi-Dimensional Roller Coaster expensive, but highly unique. Installing one in your park guarantees high profit, at least in the short term. Section 3 - Shops & Stalls [AAAF] -------------------------- 3.01 - Shops & Stalls List [AAAG] ---- Novelty Stalls -------------- Type: Balloon Stall Approx. Cost: $200 Base Product Cost: $.90 Profit: $.60 Type: Hat Stall Approx. Cost: $200 Base Product Cost: $1.50 Profit: $.60 Type: Souvenir Stall Approx. Cost: $200 Base Product Cost: $2.50/$2.50 Profit: $1.00/$.50 Type: Sunglasses Stall Approx. Cost: $200 Base Product Cost: $1.50 Profit: $.70 Type: T-Shirt Stall Approx. Cost: $200 Base Product Cost: $3.00 Profit: $1.00 Food Stalls ----------- Type: Beef Noodle Stall Approx. Cost: $300 Base Product Cost: $1.50 Profit: $.80 Type: Burger Bar Approx. Cost: $300 Base Product Cost: $1.50 Profit: $1.00 Type: Candy Apple Stall Approx. Cost: $300 Base Product Cost: $.70 Profit: $.30 Type: Chicken Nuggets Stall Approx. Cost: $300 Base Product Cost: $1.50 Profit: $1.00 Type: Fries Stall Approx. Cost: $300 Base Product Cost: $1.50 Profit: $1.10 Type: Cookie Shop Approx. Cost: $300 Base Product Cost: $.70 Profit: $.30 Type: Cotton Candy Stall Approx. Cost: $300 Base Product Cost: $.80 Profit: $.50 Type: Donut Shop Approx. Cost: $300 Base Product Cost: $.70 Profit: $.30 Type: Fried Chicken Stall Approx. Cost: $300 Base Product Cost: $1.50 Profit: $1.00 Type: Fried Rice Noodles Stall Approx. Cost: $300 Base Product Cost: $1.50 Profit: $.90 Type: Fries Stall Approx. Cost: $300 Base Product Cost: $1.50 Profit: $1.10 Type: Fruity Ices Stall Approx. Cost: $300 Base Product Cost: $.90 Profit: $.50 Type: Funnel Cake Shop Approx. Cost: $300 Base Product Cost: $1.20 Profit: $.70 Type: Hot Dog Stall Approx. Cost: $300 Base Product Cost: $1.00 Profit: $.50 Type: Ice Cream Cone Stall Approx. Cost: $300 Base Product Cost: $.90 Profit: $.50 Type: Meatball Soup Stall Approx. Cost: $300 Base Product Cost: $1.50 Profit: $1.00 Type: Pizza Stall Approx. Cost: $300 Base Product Cost: $1.60 Profit: $1.00 Type: Popcorn Stall Approx. Cost: $300 Base Product Cost: $1.20 Profit: $.70 Type: Pretzel Stall Approx. Cost: $300 Base Product Cost: $1.10 Profit: $.60 Type: Roast Sausage Stall Approx. Cost: $300 Base Product Cost: $1.50 Profit: $1.00 Type: Seafood Stall Approx. Cost: $300 Base Product Cost: $1.50 Profit: $1.00 Type: Sub Sandwich Stall Approx. Cost: $300 Base Product Cost: $1.50 Profit: $1.00 Type: Wonton Soup Stall Approx. Cost: $300 Base Product Cost: $1.50 Profit: $1.10 Drink Stalls ------------ Type: Coffee Shop Approx. Cost: $250 Base Product Cost: $1.20 Profit: $.90 Type: Drink Stall Approx. Cost: $250 Base Product Cost: $1.20 Profit:$.90 Type: Hot Chocolate Stall Approx. Cost: $250 Base Product Cost: $1.20 Profit: $.80 Type: Iced Tea Stall Approx. Cost: $250 Base Product Cost: $1.20 Profit: $.80 Type: Lemonade Stall Approx. Cost: $250 Base Product Cost: $1.20 Profit: $.80 Type: Soybean Milk Stall Approx. Cost: $250 Base Product Cost: $1.20 Profit: $.80 Type: Star Fruit Drink Stall Approx. Cost: $250 Base Product Cost: $1.20 Profit: $.80 Type: Sujongkwa Stall Approx. Cost: $250 Base Product Cost: $1.20 Profit: $.90 "Essential" Buildings --------------------- Type: Cash Machine Approx. Cost: $200 Type: First Aid Station Approx. Cost: $250 Type: Information Kiosk Approx. Cost: $250 Base Product Cost: $.60 / $2.50 Profit: $.50 / $.50 Type: Restroom Approx. Cost: $225 Section 4 - Transportation [AAAH] -------------------------- Your park is only as good as its transit network. What's the point of building a great roller coaster if your guests can't access it? When designing a footpath network within your park, there is one important rule to remember: guests hate walking. The less walking your guests have to do, the happier they will be, and happy guests spend more money at your park. The shortest path between two points is a straight line, which is exactly how you want your network laid out. Let's analyze a small park, starting with something as mundane as a simple entrance path. 4.01 - The Entrance Path [AAAI] ---- You may not realize it, but this is arguably the most important path in your park. The entrance path is what gets your guests in and out of your park. Therefore, you want it not only wide, but full of vital shops and stalls. Consider: What if you had very little cash upon paying to enter the park? Wouldn't you appreciate an ATM just past the park entrance? So, begin by making the entrance path at least 2 units wide. This will help prevent crowding, and also serves a reminder to guests as to where the path goes. Make sure you have at least one ATM, one Information Kiosk, and one Restroom along the path. Also, benches and litter bins are a good idea. If possible, having access to a Transport Ride is a very good idea, too! That way, you further prevent crowding, and make money, too! However, don't make your entrance path too long. Believe it or not, guests whom have been in your park for just 5 minutes do get tired. 4.02 - Large Footpaths [AAAJ] ---- Most parks will feature one wide, long path that leads to all of the major areas and rides. Therefore, you must distinguish this "main" path from all the others! To do that, remember to keep that path at least 5 units wide! Also, always keep that path "littered" with benches, litter bins, lamps, shops, stalls, and rides! By keeping scenery along your "main" path, you also keep guests entertained, which helps to prevent vandalism while raising your park rating, too! Make sure the "main" path is marked by banner signs, and always have at least one Transport ride station go to the "main" path. That way, guests will rarely get lost. Or, if a guest gets tired in the back of the park, they can get on the Transport and take it to the "main" path. When designed intelligently, a "main" path can be almost as entertaining as a ride! Plus, an intelligently designed "main" path will quickly herd your guests from area to area! 4.03 - Queue Lines [AAAK] ---- Your queue lines are more important than you may think. While they're only purpose is to move guests from one location to another, they also act as the guests' first impressions of your ride. As a smart park engineer, you should take care to make your queue lines well designed and interesting. Here are some suggestions to get you started. Minimalism ---------- For a Gentle or Thrill, use this approach. Basically, it lets you squeeze in a lot of queue units in a relatively small area. First, build your entrance station. Then, wrap your queue around part of the ride. Then, swing the whole line back to the front, and send it to the main path. While it covers a small amount of ground, it holds a lot of guests, which is always a good thing! Exciting Queue Lines -------------------- For a roller coaster, this is a good type of queue line. Basically, it winds around an exciting part of the coaster, usually a vertical drop. Plus, like the Compact Approach, it holds a lot of guests in a small space. First, build your entrance station. (This approach works best if the entrance station is raised.) Then, build a queue that winds downward, preferably down a vertical slope. Finally, connect the queue to the main path. Open the ride. As you will quickly notice, guests will not only enjoy the queue because it goes around an exciting part of the ride, many guests will also be on the queue. Another advantage to the Intense Approach is that it raises both satisfaction and popularity for the ride. High Capacity Queue Lines ------------------------- For maximum capacity, nothing beats the Cobra Approach. By winding the queue around both the ride and itself, you will hold many, many guests. It is very simple to build, too. As always, build your entrance station. Then, build your queue in a straight line. However, right before you get to the main path, curve it so that it goes back to the left or right of itself. Then, once you get to the ride, curve it again. Keep curving it until you see fit. Once connected to the main path, it will look like a cobra. Plus, with the spaces in between the queue units, you have room for landscaping. Out of the many options for queue paths, this is the most commonly used, and the easiest to build. What if you don't want a queue line? ------------------------------------ Yes, it is possible to have no queue for a ride, but it isn't very wise unless you are willing to suffer from little to no guests per hour. That equals out to little income from the ride. However, if it is needed or works for you, then go for it. Obviously, all you have to do is connect the entrance station to the main path directly. While long lines will never be a problem for the ride, only two people can actually wait in line. So, again, only use the No Queue Approach when it is necessary. It robs you of income that you may desperately need. Making your queue lines interesting ----------------------------------- While a filled queue line is a very exciting proposition, it also leads to long wait times and overcrowding. No matter how cool your roller coaster may be, guests will not want to wait more than 10 minutes, and you may notice guests continually leaving the ride because they can't tolerate the wait. How do you balance a high-capacity queue line while still keeping the guests happy? The easiest step is to hire Entertainers, and confine their area of influence to the queue line and the area just outside of it. Entertainments will keep your guests happy, or at least keep their minds off the long queue times. "Dynamic Queue Lines" --------------------- First, build a normal queue line. After it is built, place a small row of queue tiles next to it. If the ride gets popular, and the queue is constantly filled, then connect the excess rows to your line, and you now have a longer queue line! If the lines get too crowded and guests begin to complain, then delete one of the queue tiles and you're back to your shorter path. This can be a bit complicated, so only use it for rides you think will alternate between being popular and being abandoned. 4.04 - Ride Exits [AABK] ---- This can be one of the hardest paths to construct. You want to keep the distance short, but at the same time, you want to keep those nosy guests off of it. What are you to do? First, put a 'No Entry' banner sign at the front of the exit path. That way, no guests can get onto the path. Second, keep the exit path in a straight line for as much as possible. Try to have as few turns and curves as possible. Also, if the nausea rating is 5.50 or higher, place a Restroom on the exit path. In addition, don't be afraid to have a First Aid Station on the exit path. And, of course, always have benches and litter bins along the exit path. (NOTE: If the nausea starts to take its toll on the guests quickly, you will want to keep a Handyman 'working the line'. This will not only keep the path clean, it will prevent problems in the future.) 4.05 - Scenic Footpaths [AABL] ---- As the title would imply, these are footpaths that generally do not lead directly to any major section or attraction of your park. Rather, they are small side paths that are lined with trees, bodies of water or benches. They create a sense of calm, and you'll often find the guests relaxing on the benches for a short while from time to time. To help guests distinguish a scenic footpath from a more direct one, you'll generally want to use a different material for the footpath. I like using dirt as the medium for scenic paths, since they blend better into my park, especially one that is full of trees and artificial lakes. 4.06 - A Quick Tip... [AABM] ---- RCT2 provides you with a generous amount of footpaths, ranging from dirt to stone. While they are all the same, you may prefer a certain type, or want to use different path types for different areas or themes. For example, a nature path or a scenic path is most associated with the dirt path. This doesn't necessarily enhance the purpose, but your guests will notice it and give you positive feedback. If you are dealing with classical themes and scenery, then stone paths tend to work very well. Or, if you have a space age or futuristic park, then red paths seem to work wonders. While it is all really your opinion, you may want to mix-and-match different themes and paths to see what works best. The same goes for the path supports. 4.07 - ...And How About Another? [AABN] ---- Once your park gets very crowded, you will want to have intersections as frequently as possible. One way to accomplish this is to have the "square mile" approach. Simply put, this refers to intersections every unit, so the spaces between are one square unit. Not only will this herd guests along quickly, it leaves you room for scenery or for shops and stalls. If there is one downside to this, though, it encourages more guests to your park, which ends up defeating the purpose of the whole approach. 4.08 - Avoiding Design Confusion [AABO] ---- Despite your abundance of Information Kiosks, guests will still get lost on your paths. An easy way to prevent lost guests is to have an Observation Tower or Double-Deck Observation Tower at each end of your park. Not only will you get income from this popular ride, it lets guests rest and see the park, which works as free advertising for every ride! As stated earlier, it obviously keeps guests from getting lost, as they have a panoramic view of every path! If lost guests becomes a real struggle for you, consider this strategy. As you can see, footpaths are among the most important aspect in your park. If they are not properly designed, they can ruin your park's atmosphere. Plus, it will be impossible to reach any rides! 4.09 - The Chairlift [AABP] ---- Usually available from the very beginning, the Chairlift is a good Transport Ride to start with. However, it has some major disadvantages--low speed and low capacity. However, with a cheap cost, it works wonders for a small to medium sized park. Chairlifts can operate in two mode: Continuous Circuit, and Shuttle. The latter mode is perfect for the beginning years of your park, as a complete circuit will cost you quite a bit of money. Also, Shuttle Mode means you don't have to worry about using up a lot of money or space. Chairlifts work best when they travel over scenic areas. It gives guests a chance to relax and view the beauty of your park. Plus, Chairlifts can be built to a large height, so they act as a way to easily locate major paths and attractions. 4.10 - The Elevator [AABQ] ---- The most specialized Transport Ride, the Elevator will be used less frequently. However, if used correctly, it is also the most useful Transport Ride. Simply, the Elevator makes multi-leveled parks a breeze to navigate. It also allows for a special type of food court, a "Sky Tower". Whenever a park features an extensive amount of hills or levels, you know an Elevator is the most practical Transport Ride. With its fairly cheap cost and large capacity, you'll pay yourself back the moment you build it. Also, with high populariy, the ride can be fairly expensive to ride! And, like stated earlier, the "Sky Tower" can give you 'hidden' income. For extremely complex parks with underground, level, and above ground sections, having more than one Elevator in operation can be very wise and profitable. It is far more practical than a Monorail or even a Chairlift. However, for small parks, the Elevator isn't very practical. Again, the Elevator is specialized, and will only work in certain conditions. So, before you build one, always make sure it will work for you! 4.11 - The Monorail [AABR] ---- The most used Transport Ride, the Monorail is also the most practical for nearly every type of park. High speed, high capacity and moderate price equal out to one great transport! Like the Chairlift, the Monorail operates in both Continuous Circuit Mode and Shuttle Mode. While Continuous Circuit works, Shuttle Mode is actually far more useful, even if you only get one train. With Shuttle Mode, the train moves faster, so more guests ride per hour. That equals out to more income from the ride. The Monorail also has three types of trains: Retro, Small, Modern. While it all comes down to your preferences, Modern is the most useful. It holds the most guests and travels the fastest. The worst aspect of the Monorail, however, is its inability to climb inclines. Even small inclines slow the train significantly. Therefore, try to keep the Monorail as flat as possible. If you can, run it completely underground, or have it tunnel excessively. While small inclines are somewhat tolerable, it really isn't worth the trouble. Monorails are good for sight-seeing, as well. For example, build an incomplete Monorail track and set the mode to Shuttle Mode. Open the ride, and you'll notice that the train travels to the end of the track, and simply goes back to the station. While it doesn't necessarily transport guests anywhere, it does let them rest and see the best parts of your park. 4.12 - Miniature Railroad [AABS] ---- One of the least used Transport Rides is actually one of the better. While the Miniature Railroad must be a Continuous Circuit, it is rather popular and it holds a huge amount of people. However, it can get rather expensive, so only build it if you really need it. If you want it for 'novelty', though, make sure it actually transports. The worst thing you can do is have the track a circle. It makes guests angry, and we all know what angry guests do... The Miniature Railroad is even worse than the Monorail when it comes to inclines. Never have inclines more than 20 ft. because it will really slow down the trains. Ideally, you shouldn't have any grades on your railroad at all. The ride performs best (and travels its fastest) on flat, straight track. Overall, the Miniature Railroad isn't your best option, but it works well when you need it to. 4.13 - The Tram [AABT] ---- Probably your worst option overall, the Tram is not very good. Low speed, low capacity, and horrible at making inclines, this ride is better used as a full circuit sightseeing ride. While using it for Transport is entirely possible, it really shouldn't be bothered with. Section 5 - Expenditures & Finances [AAAL] ----------------------------------- Your park is your business. You have an obligation to make a profit, to satisfy both yourself and your investors. Without a steady flow of income, your park won't be able to expand, and will slowly fall into decline and disrepair. If you want to succeed, you absolutely cannot ignore the financial aspects of RCT2. 5.01 - Cash on Hand [AAAM] ---- Cash on Hand (COH) is exactly that; it is the cash that you use to build rides and attract guests to your park. Of all your finances, it is the most visible, and the most used. By looking at the lower-left of your screen, you can track how much COH you have. If this number is white, it means you have a positive amount of COH. If, however, the amount is red, it means you have a negative amount of COH. It does not mean you are in debt, though. (You can have negative COH but not be in debt. See the sub-section on Fiscal Reports for more details.) If you do have a negative amount of COH, it means you have a problem in your park. You may be under-charging your guests, or you may be spending more income than you are taking in. By using the fiscal reports, you can easily see what the problem is. By fixing the problem, your negative COH should and will quickly rise. (If the problem isn't fixed within 1-2 months, then see the Last Resort sub-section for more details.) Once your negative COH has risen, you can begin to build more rides! Obviously, every time you build a ride or attraction, your COH is depleted. To see approximately how much your COH will deplete, check the approx. costs of the rides and attractions. In other words, every time you build a ride, it will tell you how much it will approx. cost. That amount is what comes out of your COH. Therefore, if a ride approx. costs $9000, that means that $9000 will approx. be drained from your COH. Of course, if you only have COH of $7000, then you won't be able to build the ride. While building new rides is great, don't get too ambitious. You'll be amazed and unaware how quickly your COH can deplete. While your COH can easily be built back up due to wise pricing, you should always take caution and plan ahead. A smart technique for the COH is to always keep a minimum of $5000. That way, you always have a fair amount, and don't have to worry about negative COH. One more thing about COH; staff paychecks are taken straight out of your COH. If you have many staff, that equals out to one huge lump sum at the end of the month! You could happily be building along, then suddenly fall into deep negative COH! Again, planning ahead is the way to go. As soon as reach the 20th of the month, stop or yield construction. Consider raising prices slightly, because you may lose quite a bit of money. Once you see a large drop in your COH, you know the month has passed. After that, you can begin building again, but remember to lower those prices. If you don't, guests will be become vandals. 5.02 - Fiscal Reports [AAAN] ---- Fiscal reports are a series of tools and graphs designed to help you get the most out of your income and finances. It will show you everything from your COH to weekly profit! When used wisely, fiscal reports can help you prevent any long-term or future debt! So, let's take a closer look, shall we? A - Expenditures & Income ------------------------- This first tab shows you the heart of your park. It shows you what each part of your park is doing, in terms of taking in and taking out of finances. It shows you the income from rides, the income from shops, entrance admission, and so much more. Naturally, this is the first tab you will check whenever you need to see your income. Another important purpose of this tab is that it allows you to set up loans. As you may already know, loans allow you to borrow money from the bank. You can use this money to build any rides you so desire, but there is a catch; you must pay back your loan, with interest. Obviously, borrowing a huge lump sum can easily hurt you in the long run, so, and I cannot state this enough, plan ahead. K |
