Timestamps for the tips: 1. 1:05 Use your Hotkeys 2. 1:41 Number of mechanics you need 3. 2:05 Saving money on handymen 4. 2:44 Queue line buffer for rain 5. 2:58 20 euro umbrellas 6. 3:16 Low minimum waiting time 7. 3:33 High intensity rating is good 8. 3:47 Queue length =/= popularity 9. 4:20 Determining the max park entry fee 10. 5:05 You can charge more for the entrance than you think 11. 5:33 Build small coasters instead of big ones 12. 6:12 Use cheap scenery to boost excitement 13. 6:50 Underground ride exits to get rid of guests 14. 7:25 Delete the scenery you start with 15. 7:40 Always take out a loan if you can 16. 8:22 Don't build dead ends in your path layout 17. 8:50 Block off long exit paths 18. 9:11 Never build double or wider paths 19. 9:39 Don't box yourself in 20. 10:11 How to easily spot litter and vandalism 21. 10:35 How to prevent vandalism 22. 10:58 How to make shuttle coasters crash-proof 23. 11:18 How to make steeper chain lifts 24. 11:49 How to build interlocking loops 25. 12:44 Ultra intense ride = easy park value 26. 13:10 Unopened rides don't age 27. 13:32 Check your ride profit list 28. 13:51 Boat hires are terrible 29. 14:14 Tunnels make dinghy slides crash-proof 30. 14:30 Take hills on bobsleighs slow 31. 14:55 Ghost trains can crash in turns 32. 15:12 Make regular backups 33. 15:33 Have a quick way to price your rides 34. 16:03 Don't overcharge in pay-per-ride scenarios with guest goals 35. 16:23 Use the pause function to plan ahead 36. 16:40 Ultra high intensity ratings are often caused by excessive lateral G's 37. 17:30 Place benches and bins everywhere 38. 17:43 Customize your research 39. 18:18 Hire a lot of staff in moneyless scenarios 40. 18:42 Launched freefalls are great moneymakers 41. 18:54 Micro corkscrew and looping coaster are super efficient 42. 19:17 Build multiple of the same ride 43. 19:37 Drown at least one guest every week (joke tip)
next time you wanna go to an amusement park, try Marcel's! It costs 45 euros to enter, 20 for an umbrella, he hires and fires 100 handymen a week, and the exit leads to the empty space of nothingness
Make sure you have an umbrella so you can safely coast through the endless void instead of hitting terminal velocity too quickly. Watch out for impatient damned souls from above, though!
I've got two more: 1. Place an information stall directly at your park entrance. Guests are much less likely to get lost if they buy a park map right away. If you want to be on the safe side, you can even make the maps free. They're really cheap, so you don't lose much cash. 2. Always place benches near the exits of rollercoasters and thrill rides. If nauseous guests have the chance to sit down, they won't vomit all over your paths
I always have a section of path with benches and a no entry sign after each coaster/ride. That way only guests leaving the coaster use it, so no one else complains about the vomit and destroys the benches, and the ones that do use it are too happy to vandalise.
I must say, the Benches on the Exits are incredibly usefull, especially for those Rides with higher Nautia Stats. A few Benches reserved for those exiting a Coaster really help reduicing Vomit.
If your rating didn’t take a hit, you must not be committing a large enough genocide. I trapped 100s of guest on a platform over water (they couldn’t get off it because of a “do not enter” sign on the path) then quickly wiped the paths from under them. Into the drink, and dead! Yes, my rating went WAY down, but quickly rebounded because my park was awesome otherwise. I did this because the park was overcrowded and I couldn’t get any guests to leave. (Closing the park wasn’t an option in the scenario.)
@@markdaniels7174 Ive had to drown the majority of my guests before my rating went down. I deleted all my paths on a park entirely built over a lake after Id won the game and that one did make my rating go down to zero.
Update: I did i't and I thought it would look better if I encased in a shed but as soon as I completed that 1 word popped in my head. Hitler. I immediately got rid of it. I had accidentally built a gas chamber and I had it immediately destroyed
I feel like RCT could be competitive somehow. Imagine a caster like, “Marcel Vos getting started on an early looping coaster here, meanwhile we can see that Stu has already decided on a triple top spin opening.”
It is. RC&F hosts several competitions, although all of these typically take place over the span of a week or two. The closest competition that fits your comment is "Multiplayer Squares", where contestants are usually given around 2 weeks to build a small park (~20x20 tiles) that fits a theme set by the administrator.
@@HeliosExeunt Those competitions are all scenery based though, not management or stats based. I used to run a stats related minigame on RC&F where you had the guess the stats of a coaster or build a coaster with certain stats, but that was only on a very small scale, never entire parks.
@@MarcelVos Competitive park running competitions based on raw ingame stats (guests, finances, park value, income, etc) could be wild even if it would probably devolve into spamming microcoasters. Later competitions could set highlander-style rules where each ride could only be used once, or have the competition take place in a park with wild terrain, or use the different guest spawning rules.
@@MarcelVos I'd suggest you could run in the style of cooking shows. By this I mean, have your foundation rules, such as 30 min time limit to build a coaster with X stats. The twist though, is each competition is a different theme. Such as "This competition we will be using X coaster, and your coaster must include X loops or X corkscrews and cannot exceed X amount of G's." And there's always the 'surprise ingredient' in those shows, so you could throw a curveball in at the 15 minute mark like "And now your coaster also must include a drop of at least 70 meters." Something to mess with the stats to make them readjust. That would be really fun to watch.
my favourite is tricking people to exit the park by going through a maze that exits into the "void' so that more guests are encouraged to enter the park.
I’ve charged for bathrooms before. Not a lot, but something. With a 10-cent fee, I still expected guests to think “I’m not paying that much for Restroom 6,” but no, they don’t think that.
1) Place bins on all paths that are on an incline. Do this regardless of where they are in relation to stalls, other bins and no entry signs. No other 'useful' scenery can go on them and no stalls or entrances can attach to their sides so might as well make them useful. 2) If you have a single free square right next to the path on an exit, fence it off and place benches. Then 'reserve' this area using a no-entry sign for guests that have just left the ride. this way any ill guest has an increased chance of getting to a bench before they vomit. Plus you get three benches instead of two. 2.5) If you have any dedicated exit path on a ride with high nausia use a no entry sign to reserve the whole thing and spam benches no matter how long or short that path is. Same purpose as above. 3) If your ride has a single 'car' place the entrance right at the front of the station if it has multiple cars in a train place it about halfway through the train. this will increace throughput a tiny little. This is because slow guests wont have to walk as far to get in the car.
@@Tomwesstein i just tested but i have no video, i built 2 demon drop water slides from rct 1, extended the station just enough to get 12 boats on both slides: on 1 i put the entrance at the front and the other one i put the entrance at the back most platform. the slide with the entrance at the front sat around 1300-1400 guests per hour and the one with the entrance at the back sat around 600 guests per hour. take this how you will cause i cant prove it but this is my personal experience, i do hope this helps. on a side note maybe flat rides could benefit from this in some small way as well like putting the entrance close to where opening is to say haunted house or crooked house for example.
A couple others: 1. Color all your tracked rides either Bright Orange, Bright Pink, Brght Purple, or Bright Green. If you have a lot of tracked rides with those colors, you can get the most Dazzling Colors award. 2. Upon the event a coaster crashes, you can skip the "It isn't safe!" complaints by saving the ride, deleting it, then rebuilding it. Also consider fixing what caused it to crash in the first place to prevent it from happening agan. 3. For Wooden Wild Mice, Mini Suspended Coasters, and Steeplechase, always set "Wait for Full Load" with no maximum waiting time, especially if you have a lot of cars waiting at the station. The weight gain from having riders on these rides is so major loaded trains might catch up to unloaded ones and cause a stall, or worse, a crash. It's also good for guest loading as these leave either full or empty, and not allowing empties to leave minimizes potential waiting times. 4. A way to get the throughput of two small coasters while still getting the high ticket prices of only having a single coaster in the park is to build a Mobius design. You can also Synchronize the two stations to get an even greater Excitement boost, further increasing the stats and potential ticket prices. 5. Expanding on the Launched Freefall - 74 mph is the fastest a tower can be launched at to get under 10 Intensity, and you can charge $20 for the first 5 months if it's your only one, or $15.70 if there are multiple. Not bad for a ride which costs not much more than $600 to build. 6. While this is true for all coasters, "Don't build big" is especially true for the Go-Karts and Air Powered Vertical Coasters. APVs have such insane stats that even a basic design can charge $20 for the first 5 months, even if isn't the only APV in the park, while long Go-Karts can get an absolutely painful throughput if the track is too long. 7. Don't place really strong brakes immediately after a drop (like grinding a 50+ km/hr coaster to 6 km/hr). This can cause stalling or crashes.
I grew up in Florida and it ALWAYS rains in the summer around three or four in the afternoon and everyone spends tons of money on the Mickey Mouse rain ponchos for it to stop raining maybe an hour later. If you ever go to Disney World, just eat dinner really early at 4pm--you save more money on not eating a big lunch; you have an easier time making a reservation; and usually you're inside during the afternoon rainstorm.
@@ReyBeltane My uncle once went to disneyland California on a rainy day. Well for someone from Denmark its not really raining if its a drizzle that takes hours for you to get a sweatshirt soaked. Apparently People from California dont see it the same way. My uncles group and a big group of 20-30 japanese tourists were the only visitors while he was there. Disneyland without queues. Imagine that!
I learned #18 the hard way (double-wide walkways cause customers to be “lost”). I doubled my walkways, thinking I was cleverly relieving a crowding problem, but alas, that crowd problem was replaced by lost guests and a plummeting park rating. I agree with the solution in the video, but will take it a step further: using a couple of “do not enter” signs, you can direct the foot traffic in one direction to one path, and the traffic in the other direction to the other path. Works like a charm; you get one-way walkways and all complaints of “it’s too crowded” will vanish.
@@isaacfrohlich4575 It's a crash prevention method (since Station Brakes Failure tends to happen by year 3 on that scenario). Can't recall the exact design atm so I couldn't say if it would allow more trains.
A good tactic for making money is to bunch up several nearby ride exits, especially from high throughput rides like roller coasters and splash boats. Congregate them all together to form a single path. And then across from where that path joins the main path, put some kind of stall. Food, drink, or a souvenir. It funnels a bunch of guests into one spot to buy something. Guests are more likely to buy something (and for a higher price) when happy, and the ride they just got off of probably made them happy. In general, placing a stall across from the exit of a high throughput ride is a good tactic, as is putting them on corners near a ride exit. Don't know if anyone else does this, I came up with it by myself. edited comment: fixed some slightly inaccurate info.
Holy crap that makes so much sense, I didn't really think of doing it like that. I usually just have an area in the park where all my stalls are, or if it is a big park, a few areas. Thanks for that tip.
The popcorn, fries and pretzel stalls are the best food stalls for turning a profit because they increase thirst and guests will be willing to pay for higher drink stall prices when desperately thirsty. Inversely, pizza stalls are the worst because they satisfy guests' thirst levels on top of hunger.
1) Most of these also apply to RCT1, though guests become lost even more easily. I've found that as long as the path only forms a simple loop shape (like an O from above), or for very large parks, a loop with a line through it (like an 8) they won't get lost. Another important tip is to put a do not enter sign from the main path towards any ride exit paths. For the >2500 guest scenarios, I only have one uninterrupted loop with ride queue lines and exit lines with do not enter signs on them feeding onto the loop. I also have information kiosks spread evenly around the park. 2 for smaller parks, 4 or more for large parks. 2) Re: leaving space for coasters/paths. In most of my scenarios, I plan ahead where the rides will go. As mentioned before, I like to build in a big loop for high guest scenarios. I'll build the path so that the ends of it leave enough space to put large roller coasters. Building the path 15-20 tiles from the park edge should be enough to put most coasters in that space and build paths leading to them. If there isn't enough space to put them in that way, I rotate them and leave around 8-9 tiles for the width of the coaster and the path. This way you can stack many coasters right next to each other, without creating winding paths that will confuse guests. For the smaller areas between coasters I jam in gentle or other pre-built rides. 3) Related to 2), Where there isn't space for a coaster, I put in Thrill or Gentle rides. Where there isn't space for a thrill or gentle ride, I put in stalls. If I already have enough stalls, I put in scenery. 4) When you can't build a pre-designed coaster over a path or another ride, raise the land where you want the lowest points of the track to go. For paths and most objects, you only need to raise it 2 tiles above. This works especially well for coasters with high height restrictions. It can make pathing and staff management confusing, but allows you to use multiples layers for a given section of the park. This works well for small parks large elevation changes, but can also get expensive. 5) Jumping fountains are a great addition to a path to keep guests happy. I usually put in benches, then trash bins, then fountains. They can go onto path tiles that have 4 connections to them, which benches and trash bins can't. 6) Placing 4mph brakes on a coaster before it enters the station is a good way to prevent crashes even when station brakes fail. I forget if it can be placed just before, or if it needs to be separated by another element or 2. 7) At the beginning of a scenario, I like to build lots of low-cost, high through-put coasters near the entrance of the park. If they're not available, I select only coasters for research until they become available. This provides ample money to build whatever you want for the rest of the scenario. My scenario play usually goes: Stalls (information, drinks, food) > Powered launch coasters > Benches/Bins/Path fixing > fill up park as normal.
Good tips. As for #6, I seem to remember that requiring another element between the brakes and the station. I often build coasters with the final turn going directly to the station, so the brakes right before that works for me
The first thing I do when starting a park is start small. I close off paths to places I'm not building at yet. Kinda like a park within a park. This way guests won't go all the way to back of your park while you're still building in the front. And this way they won't get super tired from walking and want to leave without spending money. Another thing I do is place a bathroom next to every exit of a ride. Over time with a lot of rides, this can get you the golden toilet award. I also don't make double paths. The guests really can get lost that way. And for me when they walk down those paths it just seems unorganized. (I know, I'm weird) I also like making food courts with plenty of seating and trash cans and flowers. I'm not sure if it works. But i try to keep the coaster rides away from food vendors. I feel like if they eat and then get on the rides they will throw up more...again I haven't proven this theory...but cant hurt. One more, once in a while if you check on the thoughts of all the guests and you have a lot of people who are mad and want to go home I click on them and take them to the exit. This way it stops lowering you rating.
"Looping Coaster Scary" This was definitely me when I was younger. Yelling at the screen like "I WOULD RIDE IT, WHY WONT YOU??" Meanwhile the Intensity is like ridiculously over 18+ and guests are calling me out like psychos.
Meanwhile I built a Wild Mouse yesterday with 3.8 excitement and like 8 intensity, with one of the G stats in red. "Eh, whatever, I won anyway, might as well open it, even if barely anyone will want to ride it." It ended up being super popular. RCT guests have strange tastes.
Here's another tip that may be time consuming but saves money: Building ride entrances/exits over trees does not spend money when using it to remove trees.
I admit, when younger was all for the creativity. Now I love the management aspect more, and deff am into more efficiency. Like I'd say lots of smaller rides!? Nah it's all for the epic designs! Now...hell yeah get 5 coasters for the price of one
@@MaleyHatthew IDK if I just am spoiled when I visit LA and go to Sea World, Disneyland, Knotts, and Universal (though that was mostly screens last time I went..) but when I get back home and go Six Flags St. Louis, it is total, total s***. Poison Ivy growing all over the ride ques, scenery is broken, covered in graffiti and chewing gum wads; horribly overpriced, and they won't even let you bring in your own food! My little cousin had cancer and needed a specific diet and they wouldn't let her in with it! Also have driven out there with coupons only to be told they won't honor it because the coupon is for a specific day, despite that being nowhere on the coupon. Guess they know people have to put up with it or don't know any better, as your only other theme park choice is to drive to Branson or Chicago.
@@pickles3128 yeah, that's what I'm saying, six flags is shit. Six Flags st. Louis is, unfortunately, my home park. Compared to the amazingness that is Silver Dollar City, it's utter shit. They always go the cheapest and easiest way they can.
@@pickles3128 Your description of SFStL could also be construed as spot on for SF Darien Lake. I was hoping the latter was just behind the curve due to being recently acquired, but unfortunately it seems it's riding the curve quite closely then. How disappointing. I'll probably be spending more time at Canada's Wonderland next season anyway.
Christopher Sargeant Try Cedar Point in Sandusky Ohio! Canada’s wonderland is my home park but it’s like a kiddy park compared to cedar point and they’re only about 5-8 hours apart depending on where you live. Although as someone who has gone a lot i can assure you that a minimum of 3 days is needed to experience all of the awesomeness. and if you do go, (trust me on this) camp at camp Sandusky, it’s a really cute little camp ground not far from the park and it has indoor shower and toilets. it’s so much cheaper than hotels and heaven forbid the resort the park has
I've played it a lot, even half a year back, but I'm currently not playing. But Marcels voice is indeed really relaxing and I enjoy listening to it even if I sometimes zone out a little
I love Marcel, he's such a nice guy *suggests working your employees and never paying them, letting guests fall into a void, charging what up to like 40% of someone's daily money for an umbrella, and if you poorly designed a water slide just put tunnels on....they will break bones and etc but least they wont die!*
The handyman strat is like Wal-Mart keeping employees in part-time status, and laying them off before they reach a certain seniority that entitles them to certain protections, wage increases, and benefits.
You can actually build fences on water to surround your boat hires and jet ski rides! You can build an enclosure that the guests will not travel through on the water. This keeps them close by so they will return to the station at a reasonable time!
Pausing to squeeze more time out of the game is how I beat Fiasco Forest with a couple months to spare. For the first couple months I'd have the game paused almost constantly, only unpausing for seconds to build things and fix up the park. My park was fixed up and making money before april ended Another strategy that was helpful to me was building compact coasters of as many kinds as possible in the Coaster Designer, something to slap down on March 1st no matter the park. The Wooden Coaster I made in this manner saved me many times. I also like to build rides like the Observation Tower and Ferris Wheel a tiny bit off the ground, coating the underside in shrubbery.
#6 - Also, those rides can't crash so collisions on them won't matter. #8 - It's best to keep queue time under 5 minutes or guests will start becoming unhappy. This increases to an infinite amount if you use queue TVs. #18 - True, but it's possible to build a triple path with a garden bed in the middle for guest happiness and to place shops and stalls unobstructed to the path layout. #37 - Lamps are not completely useless. If enough are added to a path, it raises guest happiness as they walk. Ideally, every path tile that does not have a bench or bin on it can have a light post. #40 - Roto-Drops fall into the same category. The rest seem correct but there's still many more tips and tricks about the game to report. Second video maybe?
Besides TVs, entertainers also help with longer queue lines. If my queue line is between 6 and 10 mins long I may hire an entertainer and dedicate it to the queue line area. This is typically sufficient to make the guests not complain.
Another one: vandalism and vomit still adversely affect your park rating even if guests do not come in contact with them, or if they are located on isolated pathways away from the rest of your park.
Also, do not EVER build a food court on your park. It’s far efficient building spread out single food and drink stalls into central areas or crossing paths, so every square area - or length of paths - of the park is satisfied of their hunger or thirst needs.
The tip about how to determine the best value of park entry fee was great, definitely something I will work into my playstyle down the line. As for my tip: Always have the window to handyman 1's window open so you can relocate him if you see dirty path. Even if you aren't struggling with money and can afford many handymen, there's almost always some downtime while waiting for money to come in or research to finish. This will help keep your park clean and your rating high.
I learned that tip from, of all places, my mom haha. Back in the day when the only computer in the house was the parents' PC, she got into the game a bit, mostly into maintaining parks I had built
RCT2 has a soft place in my childhood. Came here to quickly master the game and have some nostalgia. Typed out all the tips in my cheatsheet. Thanks a bunch!
As a complete newb to this game (2 months playing now), I feel the best tip to pick up immediately is to often pause the game and think, especially at the beginning. On every single scenario so far it's helped me meet the deadlines with time to spare, or it left me with enough time to recover from some terrible mistake. The tip about guest money range is pretty neat too imo :) great video
My tip, and maybe this is common sense to a lot of people but it wasn't to me, is that if you start a park that is empty but has a lot of paths and no map station, delete a piece of the path so the guests can't access the rest of the park yet. I didn't realize this and started building rides, and soon enough most of my guests were lost in the park, not getting on rides, and were angry and wanted to go home. I was in the negative within like less than an hour of that run. (Also sorry if that was said in the video, I was crocheting something and spaced out a little LOL)
When you're creating buildings and setting wall and roof pieces, it can become more tedious and difficult to build at higher heights (such as a shelter at the top of a tall coaster hill). I found a very helpful keyboard tip: 1. Hover your cursor over an adjacent item's height that you want (also works on ride track) 2. Press *shift* then immediately let go and hold *ctrl* The item will stay at the desired height as long as your holding down the control key. I'm not sure if OpenRCT2 has a tool for this, but it works great for the regular game.
Thanks for all the videos you do! I dabbled in RCT2 when I was a kid, but your content brought me back into the game and just now helped this nearly complete noob pass a scenario that was frustrating me to no end. The smaller coasters and keeping the guests wallet in mind tips were extremely helpful.
6:27 you can also use the little tool with the icon of a tree at the bottom right to cover the park with a lot of small weeds to boost the stats of everything on the park very quickly and easily
I have one more tip about handymen. Take the time to pause the game and give the handymen designated areas where they have to work. This allows to drastically cut down on the amount of handymen. Pause the game while plotting the routes.
I grew up playing the original RCT with my older sister. We always made a bunch of shuttle loops and jokingly named them "El Loopo" - thus the name inspiration for my following strategy. We made and saved a copy of the shuttle loop but with a photo spot right after launch, and one additional station tile. So we had 6 carts with 4 people per cart, and could charge upward of $2 for the ride as well as $2 for the on-ride photo for an income of at most $96 for one launch of a very short ride. Make as many of these per scenario, and you've got the El Loopo strategy! It easily won us every scenario that allows the use of steel coasters.
I found a really neat little trick with rides and guests, if you put no entry signs on the exit lines, and a balloon stall at the ride exit, only guests who rode that ride can buy a balloon. I color code the balloons with the color of the rides, so riders can show off they went on a certain ride, and it’s cool to see all the different colors of balloons around the park, and you can see who rode what, which is really cool. I have separate balloon stalls on walking paths but they are not any of the colors of the balloons you can only purchase after riding a ride. So if you want a green balloon, you gotta ride the green coaster. 😃🎈
So, I'll be honest. I'm 23, been a fan of the RCT series since I was a little kid. I had NEVER known until this late night that you could force guests to buy full price umbrellas because they instantly go to a kiosk when it rains. I've played RCT since easily back in 2007, and I'm only just now finding out about this. Lol, you really do learn something new every day
Nice work Marcel. Loving these videos ! Here is 2 extra tips : 1) Add photo section on every rides ! Especially usefull in pay at entry scenario to make rides profitables and drain them guests pockets faster. 2) Don't place roller coaster entrance on the absolute first station tile, slow guests have to walk longer and they retard ride launch. Place the entrance in the middle of the train length (usually 2nd or 3rd tile) instead. It cuts the walking distance in half and so loading time is shortened, giving you free extra troughput !
You've already been a help! Your 1 tile station to get sync bonus, scenery and path bonuses, discounted advertising, and knowledge of soft caps has helped me a ton. The handyman tip is brilliant. You cruel capitalist lol
I found that using a "Main Road" in the park design gives a nice high population area to put shops. Building it of two paths, spaced two apart means you can have shops facing each way. This can let you fit one of each souvenir shop, plus enough selection of food and drink so you can max out sales on those for the region.
19:05 - one idea to encourage ride variety would be the test making a hexadecimal 'map' of each ride, and when the player makes a new coaster, the test is used to map the new coaster. If that test is similar to an existing coaster, an alert would pop up saying that guests might not appreciate the difference, and won't pay as much. The player can tell the system to test again, and the game performs a more detailed analysis of both rides. If the more detailed version is different, the game can do a pop-up saying "sorry boss, we were wrong, looks good". This detailed scan is not saved. This reduces the exploit you just showed, where there are multiple copies of the same optimized coaster Of course Ferris wheels and similar fixed rides would not have this applied to them
Along the exit paths of your most exciting rides, put down balloons, sunglasses, souvenirs, etc. Guests seem more likely to buy fromthese when they are happy, and it’s usually maxed out upon exit of a ride. You will effectively break the game with the amount of money you’ll rake in.
Your scenery tip is why Crazy Castles was my favorite park as a kid. Wide open space to build, no trees to delete and when I ran out of money I’d delete all the castle scenery and the paths that border the park.
Man, I haven't played RTC2 in ages but it's one of my favorite games of all time, you've inspired me to pick it back up with all this new knowledge! Thank you!
A refinement to the info kiosk: make sure it is directly ahead on the path to the park entrance. Guests are more likely to walk straight at a junction, and if you turn encircle the kiosk you get three more chances for a guest to buy the map. Also, put stalls on the corners of this roundabout, when guests are leaving, they any who have not fulfilled all their needs may give you a few extra bucks to use the bathroom or buy a snack for the ride home.
I always try to build coasters where they start at high elevations (high launch platforms, with the queue line being stairs up to it), and immediately go down. With the entire coaster essentially being below that starting height. You'll still need a few pull chains at the end, to get the coaster back up to the starting platform height. But because the coaster carries most of it's speed from the previous drops, the climb back up will significantly faster than starting from "ground level." This ultimately eliminates the need for the long and slow climbs at the start of every ride, which significantly decreases the ride time / increasing total throughput (read: makes more money). This also creates plenty of dead space below the ride for shops and food vendors, etc. So with just a little bit of planning ahead, you can really maximize the 3D space (stop limiting the park to just a 2D layout).
I just found this out: To built straight path fast, bind the "Construction - build current" key, then you can build them really fast by placing an arrow (the one you normally use for building path upwards and downwards) and holding that key down. :)
Tip #32 is not just a tip for the game, but also a general tip when working on any major project, especially those involving computers. *Always* have backups (verbatim copies or older versions regardless); you'll need them when you least expect it.
Whenever I play a saved games created by someone else, I use the Cheats menu to rebalance the available attractions selection; when I find that the originating creator of a saved game has hired way too many of a certain kind of staff member (entertainers), I then sack off (terminate) the surplus entertainers to rehire handyworkers/mechanics/security guards.
Do queue line TVs actually do anything? I place them when guests complain about long wait times, but there are enough things in this game that do nothing/almost nothing that I have to ask.
Yes, they do work, but only on long queue lines. If a guest is waiting for more than five minutes, every 120 ticks of the game they have a chance to lose happiness. If there is a queue TV on the current tile, they instead have a chance to get happier up to a maximum of 65% happiness.
This video was a great place to start improving my gameplay! I’d like to know, what does and doesn’t affect the park capacity? Or I guess it’s the number of guests that spawn. Obviously building more rides increases capacity, but do longer queue lines fit more people as well? What about more pathways? Do any kind of stalls have an effect? Why rides have the biggest and smallest effect on the number of peeps that fit in your park, and why?
@@gargaduk more total chain lifts, though fewer pieces. This is realistic in a way - to have two short chain lifts requires two whole mechanisms with their own motors, lubrication systems, tensioners, etc. Gotta be more expensive to operate than one long one.
@@nthgth Yes, but I mean in the game. Wouldn't it be cheaper in the game to use fewer chainlifts? EDIT: I think I get it now. The game just counts the amount of connected chainlifts? So one continuous chainlift counts as only 1 and is cheap, but having them scattered would be expensive. I thought the game would only count all individual pieces of chainlift and calculate the costs from that.
@@gargaduk nah it makes sense, two chainlift tiles together is just one longer chainlift. One motor, one longer chain. Two separate ones means two separate motors, two separate chains. Apparently there's an operating cost per motor, but as previously stated the operating costs are only a concern if you're super-optimizing or are doing something extremely wrong.
This channel made me go find my old RCT2 disc and install it on my Windows 10 machine and _immediately_ get OpenRCT2. Runs better than any Windows 98 game has a right to lol. No need for the disc or Steam either, it's just fully on the computer
Something I noticed while playing openRCT is that, if you keep the price to enter a park at something low, like say $25, when you get later on into a parks life, you end up making more money than if you charge at like $60. I don't really know how it works, I just know that for all my custom parks it's what I do now, and I end up getting tens of thousands of dollars after leaving it on 4x speed for maybe a full minute max. ok, that might be a bit of an exaggeration time wise, but really it feels like that, and once you get into the real late stages it just keeps bringing that stuff in. My theory is that, because of the low price and high amount of rides, it brings in a ton more guests than if you keep it at a reasonable price, which not only picks up the slack but also leads to you getting a big profit.
Guests have caps on the amount of cash they spawn with so it's better to keep it under $60 or so anyways, but I always increase my entrance fee by $5-$10 increments if guests keep commenting that my entrance fee is very cheap just to have a higher turnover. I don't mind guests leaving a bit earlier from paying a higher entrance fee as long as they are happy and were able to ride 4 or so rides. It helps counteract guests who leave the park that get fatigued and just want to go home.
I always charge $4 for every coaster, leave flat ride prices alone, and charge $6-8 for go karts. I end up with more money than I can spend within a year or 18 months of starting a scenario.
An extra tip. Installing balloon, hat, T-shirt and sunglasses stores at the exits of roller coasters makes the stores much more profitable, especially if placed before a curve, favoring the opposite direction of the guests. Because at that moment, you capture the direction from which the guests come with the addition of their maximum happiness.
This has to be one of the most useful videos I've ever seen! It literally just made me download the game again, after years of not playing it XD Thanks for your content!!
This video was worth the watch just for the trick of using fencing to build a double-wide path. I don't know why I never knew that, but I like the look of it.
After watching some RCT2 content from another RUclipsr (Real Civil Engineer), I rediscovered my love of this game. I'm VERY glad to have found your channel, Marcel, and I appreciate the time and energy you've put into your content. You just got a new subscriber! :)
I keep coming back to this video. Partly because I like this content and it's nice to keep my brain happy. Mostly because it's great to reference and think about things while I'm playing the game. I don't speed run, nor do I Optimize Everything, but like it's nice to reminded of good gameplay advice
Haven't gotten to the hard parks yet, and have just been playing vanilla RCT1, but trying to build ascetically pleasing parks hasn't failed me yet. I think backup saves, and no more than 1 wide paths, are the main tips I use. Though there might be a few others I use but forgot about, you listed a lot!
I came up with an idea for a better micro corkscrew coaster: Use 4 Station tiles, then put a fotosection and voila, you can use 4 wagons instead of just 2 and get extra money because of the fotosection :) How about making a video on comparing those two versions?
Another tip I found is that if you charge a lot for coasters, charge much less for flat rides. Especially if you don't have access to ATMs. Keeps guests in the park longer and ensures that flat rides will still be popular even into late life. I usually charge $1 for flat rides like the slide or twist, $.50 for merry go round and mazes, and $5-10 for coasters. Food and drink are around $2 each.
Very helpful video. Thanks! Bonus tip: install the Price Management plugin so you don't need to do it yourself all the time. It's really helpful and it allows you to set your attention on the actually important things.
I did not know number 20 Also a good tip is to map pause to spacebar. I always did that even as a kid, space bar is a big key that's really easy for you to hit in a hurry, I've actually prevented coasters from crashing this way. It also allows you to get the most time out of time sensitive scenarios
You can raise land to create a barrier or use the large fountains to make a perimeter that the boat riders can’t pass through. It makes their boating area smaller and they’re more likely to return the boat and exit the ride in a timely manner :)
Timestamps for the tips:
1. 1:05 Use your Hotkeys
2. 1:41 Number of mechanics you need
3. 2:05 Saving money on handymen
4. 2:44 Queue line buffer for rain
5. 2:58 20 euro umbrellas
6. 3:16 Low minimum waiting time
7. 3:33 High intensity rating is good
8. 3:47 Queue length =/= popularity
9. 4:20 Determining the max park entry fee
10. 5:05 You can charge more for the entrance than you think
11. 5:33 Build small coasters instead of big ones
12. 6:12 Use cheap scenery to boost excitement
13. 6:50 Underground ride exits to get rid of guests
14. 7:25 Delete the scenery you start with
15. 7:40 Always take out a loan if you can
16. 8:22 Don't build dead ends in your path layout
17. 8:50 Block off long exit paths
18. 9:11 Never build double or wider paths
19. 9:39 Don't box yourself in
20. 10:11 How to easily spot litter and vandalism
21. 10:35 How to prevent vandalism
22. 10:58 How to make shuttle coasters crash-proof
23. 11:18 How to make steeper chain lifts
24. 11:49 How to build interlocking loops
25. 12:44 Ultra intense ride = easy park value
26. 13:10 Unopened rides don't age
27. 13:32 Check your ride profit list
28. 13:51 Boat hires are terrible
29. 14:14 Tunnels make dinghy slides crash-proof
30. 14:30 Take hills on bobsleighs slow
31. 14:55 Ghost trains can crash in turns
32. 15:12 Make regular backups
33. 15:33 Have a quick way to price your rides
34. 16:03 Don't overcharge in pay-per-ride scenarios with guest goals
35. 16:23 Use the pause function to plan ahead
36. 16:40 Ultra high intensity ratings are often caused by excessive lateral G's
37. 17:30 Place benches and bins everywhere
38. 17:43 Customize your research
39. 18:18 Hire a lot of staff in moneyless scenarios
40. 18:42 Launched freefalls are great moneymakers
41. 18:54 Micro corkscrew and looping coaster are super efficient
42. 19:17 Build multiple of the same ride
43. 19:37 Drown at least one guest every week (joke tip)
ALL HAIL THE RCT GODS!!!!!!!!!!
Loan cost is closer to 35k, it’s not free money
Do you have a video or recommend a video from somebody specifically discussing how to maintain a high Park value?
How can I instant spawn the Handyman? Because in my Game I have to set every singe one on the map 🤔
@@Mr.Buddyguard That's a functionality of OpenRCT2, which you can find a link to in the description.
10:49 "The vandalism here is really bad!" - Delores K., Vandal
"K."
next time you wanna go to an amusement park, try Marcel's! It costs 45 euros to enter, 20 for an umbrella, he hires and fires 100 handymen a week, and the exit leads to the empty space of nothingness
Don't forget the weekly drownings to satisfy the RCT gods!
I want to get off Mr Bone's Wild Ride
@@digitaldeathsquid3448 *THE RIDE NEVER ENDS*
Hedge maze 1 looks too intense for me
Make sure you have an umbrella so you can safely coast through the endless void instead of hitting terminal velocity too quickly. Watch out for impatient damned souls from above, though!
I've got two more:
1. Place an information stall directly at your park entrance. Guests are much less likely to get lost if they buy a park map right away. If you want to be on the safe side, you can even make the maps free. They're really cheap, so you don't lose much cash.
2. Always place benches near the exits of rollercoasters and thrill rides. If nauseous guests have the chance to sit down, they won't vomit all over your paths
I always have a section of path with benches and a no entry sign after each coaster/ride. That way only guests leaving the coaster use it, so no one else complains about the vomit and destroys the benches, and the ones that do use it are too happy to vandalise.
I must say, the Benches on the Exits are incredibly usefull, especially for those Rides with higher Nautia Stats. A few Benches reserved for those exiting a Coaster really help reduicing Vomit.
@@stormwarning6219 genuinely brilliant, totally stealing this
weird to see tips that are actually humane and not meant to exploit guests/staff
I also put a bathroom in the exit path. Takes 1 square
RCT5 - Handymen can unionize now
40 dollars a month is not a living wage!
k lol
Are you sure you want to sack Mechanic 32?
Staff wanted for Marcel Vos Theme Parks Inc. Fixed term contracts, zero hours pay.
...please leave the park via the underground exit
“Fire the handymen before payday so you don’t have to pay them”
I’m calling the union.
funny robot has drowned!
"I'd rather not kill guests. It hurts my park rating. Better to just send them into THE VOID."
Ive never noticed my rating to take much of a hit when killing guests. I killed whole que lines of people and my rating didnt go down at all.
If your rating didn’t take a hit, you must not be committing a large enough genocide.
I trapped 100s of guest on a platform over water (they couldn’t get off it because of a “do not enter” sign on the path) then quickly wiped the paths from under them. Into the drink, and dead! Yes, my rating went WAY down, but quickly rebounded because my park was awesome otherwise. I did this because the park was overcrowded and I couldn’t get any guests to leave. (Closing the park wasn’t an option in the scenario.)
@@markdaniels7174 Ive had to drown the majority of my guests before my rating went down. I deleted all my paths on a park entirely built over a lake after Id won the game and that one did make my rating go down to zero.
I'm going to put that in my park and call it the suicide booth
Update: I did i't and I thought it would look better if I encased in a shed but as soon as I completed that 1 word popped in my head. Hitler. I immediately got rid of it. I had accidentally built a gas chamber and I had it immediately destroyed
I feel like RCT could be competitive somehow. Imagine a caster like, “Marcel Vos getting started on an early looping coaster here, meanwhile we can see that Stu has already decided on a triple top spin opening.”
It is. RC&F hosts several competitions, although all of these typically take place over the span of a week or two. The closest competition that fits your comment is "Multiplayer Squares", where contestants are usually given around 2 weeks to build a small park (~20x20 tiles) that fits a theme set by the administrator.
Deurklink does them sometimes.
@@HeliosExeunt Those competitions are all scenery based though, not management or stats based. I used to run a stats related minigame on RC&F where you had the guess the stats of a coaster or build a coaster with certain stats, but that was only on a very small scale, never entire parks.
@@MarcelVos Competitive park running competitions based on raw ingame stats (guests, finances, park value, income, etc) could be wild even if it would probably devolve into spamming microcoasters.
Later competitions could set highlander-style rules where each ride could only be used once, or have the competition take place in a park with wild terrain, or use the different guest spawning rules.
@@MarcelVos I'd suggest you could run in the style of cooking shows. By this I mean, have your foundation rules, such as 30 min time limit to build a coaster with X stats. The twist though, is each competition is a different theme. Such as "This competition we will be using X coaster, and your coaster must include X loops or X corkscrews and cannot exceed X amount of G's." And there's always the 'surprise ingredient' in those shows, so you could throw a curveball in at the 15 minute mark like "And now your coaster also must include a drop of at least 70 meters." Something to mess with the stats to make them readjust. That would be really fun to watch.
Ah yes. Price gouging and labor extortion. My favorite gaming strategies.
My favorite strategy was charging $20 to use the bathroom.
my favourite is tricking people to exit the park by going through a maze that exits into the "void' so that more guests are encouraged to enter the park.
I’ve charged for bathrooms before. Not a lot, but something. With a 10-cent fee, I still expected guests to think “I’m not paying that much for Restroom 6,” but no, they don’t think that.
capitalism baybee
Hey, it works for Disney
1) Place bins on all paths that are on an incline. Do this regardless of where they are in relation to stalls, other bins and no entry signs. No other 'useful' scenery can go on them and no stalls or entrances can attach to their sides so might as well make them useful.
2) If you have a single free square right next to the path on an exit, fence it off and place benches. Then 'reserve' this area using a no-entry sign for guests that have just left the ride. this way any ill guest has an increased chance of getting to a bench before they vomit. Plus you get three benches instead of two.
2.5) If you have any dedicated exit path on a ride with high nausia use a no entry sign to reserve the whole thing and spam benches no matter how long or short that path is. Same purpose as above.
3) If your ride has a single 'car' place the entrance right at the front of the station if it has multiple cars in a train place it about halfway through the train. this will increace throughput a tiny little. This is because slow guests wont have to walk as far to get in the car.
This!
your # 3 here is spot on, but what i like to do is put trash bins at every ride exit as well as inclines and declines of paths
fixzy115 #3 is one of the best!
@Marcel Vos, can you make a video on 3? I aways do this but wonder how much it really helps, as I’m already sure it benifits quite some!
@@Tomwesstein i just tested but i have no video, i built 2 demon drop water slides from rct 1, extended the station just enough to get 12 boats on both slides: on 1 i put the entrance at the front and the other one i put the entrance at the back most platform. the slide with the entrance at the front sat around 1300-1400 guests per hour and the one with the entrance at the back sat around 600 guests per hour.
take this how you will cause i cant prove it but this is my personal experience, i do hope this helps. on a side note maybe flat rides could benefit from this in some small way as well like putting the entrance close to where opening is to say haunted house or crooked house for example.
A couple others:
1. Color all your tracked rides either Bright Orange, Bright Pink, Brght Purple, or Bright Green. If you have a lot of tracked rides with those colors, you can get the most Dazzling Colors award.
2. Upon the event a coaster crashes, you can skip the "It isn't safe!" complaints by saving the ride, deleting it, then rebuilding it. Also consider fixing what caused it to crash in the first place to prevent it from happening agan.
3. For Wooden Wild Mice, Mini Suspended Coasters, and Steeplechase, always set "Wait for Full Load" with no maximum waiting time, especially if you have a lot of cars waiting at the station. The weight gain from having riders on these rides is so major loaded trains might catch up to unloaded ones and cause a stall, or worse, a crash. It's also good for guest loading as these leave either full or empty, and not allowing empties to leave minimizes potential waiting times.
4. A way to get the throughput of two small coasters while still getting the high ticket prices of only having a single coaster in the park is to build a Mobius design. You can also Synchronize the two stations to get an even greater Excitement boost, further increasing the stats and potential ticket prices.
5. Expanding on the Launched Freefall - 74 mph is the fastest a tower can be launched at to get under 10 Intensity, and you can charge $20 for the first 5 months if it's your only one, or $15.70 if there are multiple. Not bad for a ride which costs not much more than $600 to build.
6. While this is true for all coasters, "Don't build big" is especially true for the Go-Karts and Air Powered Vertical Coasters. APVs have such insane stats that even a basic design can charge $20 for the first 5 months, even if isn't the only APV in the park, while long Go-Karts can get an absolutely painful throughput if the track is too long.
7. Don't place really strong brakes immediately after a drop (like grinding a 50+ km/hr coaster to 6 km/hr). This can cause stalling or crashes.
Thanks for #3
#3 "consider fixing what caused it to crash" or don't and kill em again LOL!
#2 No need for deletion, you can just start editing the ride and delete a single piece, at least that's how it used to work in original RCT.
Having been at several real world parks when it starts to rain I think they know the one about umbrellas too
They also know the one about sacrificing guests to the RCT2 gods
do people really buy umbrellas when it rains? if the rain bothers you or is heavy go inside somewhere or under shade?
I grew up in Florida and it ALWAYS rains in the summer around three or four in the afternoon and everyone spends tons of money on the Mickey Mouse rain ponchos for it to stop raining maybe an hour later. If you ever go to Disney World, just eat dinner really early at 4pm--you save more money on not eating a big lunch; you have an easier time making a reservation; and usually you're inside during the afternoon rainstorm.
@@ReyBeltane My uncle once went to disneyland California on a rainy day. Well for someone from Denmark its not really raining if its a drizzle that takes hours for you to get a sweatshirt soaked.
Apparently People from California dont see it the same way. My uncles group and a big group of 20-30 japanese tourists were the only visitors while he was there.
Disneyland without queues. Imagine that!
I learned #18 the hard way (double-wide walkways cause customers to be “lost”). I doubled my walkways, thinking I was cleverly relieving a crowding problem, but alas, that crowd problem was replaced by lost guests and a plummeting park rating. I agree with the solution in the video, but will take it a step further: using a couple of “do not enter” signs, you can direct the foot traffic in one direction to one path, and the traffic in the other direction to the other path. Works like a charm; you get one-way walkways and all complaints of “it’s too crowded” will vanish.
Make sure to add “on-ride photo sections” to prebuilt rides as they usually do not come standard.
Also Block Brakes on like Dynamite Blaster
@@sfisher923 Is this to increase the amount of trains allowed?
@@isaacfrohlich4575 It's a crash prevention method (since Station Brakes Failure tends to happen by year 3 on that scenario). Can't recall the exact design atm so I couldn't say if it would allow more trains.
+1! Its a good way to make profit out of your rides in pay at entry scenarios !
A good tactic for making money is to bunch up several nearby ride exits, especially from high throughput rides like roller coasters and splash boats. Congregate them all together to form a single path. And then across from where that path joins the main path, put some kind of stall. Food, drink, or a souvenir. It funnels a bunch of guests into one spot to buy something. Guests are more likely to buy something (and for a higher price) when happy, and the ride they just got off of probably made them happy. In general, placing a stall across from the exit of a high throughput ride is a good tactic, as is putting them on corners near a ride exit. Don't know if anyone else does this, I came up with it by myself.
edited comment: fixed some slightly inaccurate info.
Holy crap that makes so much sense, I didn't really think of doing it like that. I usually just have an area in the park where all my stalls are, or if it is a big park, a few areas. Thanks for that tip.
The popcorn, fries and pretzel stalls are the best food stalls for turning a profit because they increase thirst and guests will be willing to pay for higher drink stall prices when desperately thirsty. Inversely, pizza stalls are the worst because they satisfy guests' thirst levels on top of hunger.
Make drink stalls a very low price and the restrooms a high price.
@@johnfoltz8183 I'm not paying that much to pee...oh look, a tree.
@@BrownWolverine I'm sure the cost of removing all trees will be offset by the cost to get in the restrooms
Guests are complaining that there are no restrooms in your park! Guests are hungry and can't find ant food!
I know when i get thirsty, i reach out for a nice slice of pizza instead of water
"use the micro corkscrew coaster from my profile picture"
...if you say so
*Builds lots of statues of bearded men everywhere *
1) Most of these also apply to RCT1, though guests become lost even more easily.
I've found that as long as the path only forms a simple loop shape (like an O from above), or for very large parks, a loop with a line through it (like an 8) they won't get lost. Another important tip is to put a do not enter sign from the main path towards any ride exit paths.
For the >2500 guest scenarios, I only have one uninterrupted loop with ride queue lines and exit lines with do not enter signs on them feeding onto the loop. I also have information kiosks spread evenly around the park. 2 for smaller parks, 4 or more for large parks.
2) Re: leaving space for coasters/paths. In most of my scenarios, I plan ahead where the rides will go. As mentioned before, I like to build in a big loop for high guest scenarios. I'll build the path so that the ends of it leave enough space to put large roller coasters. Building the path 15-20 tiles from the park edge should be enough to put most coasters in that space and build paths leading to them. If there isn't enough space to put them in that way, I rotate them and leave around 8-9 tiles for the width of the coaster and the path. This way you can stack many coasters right next to each other, without creating winding paths that will confuse guests. For the smaller areas between coasters I jam in gentle or other pre-built rides.
3) Related to 2), Where there isn't space for a coaster, I put in Thrill or Gentle rides. Where there isn't space for a thrill or gentle ride, I put in stalls. If I already have enough stalls, I put in scenery.
4) When you can't build a pre-designed coaster over a path or another ride, raise the land where you want the lowest points of the track to go. For paths and most objects, you only need to raise it 2 tiles above. This works especially well for coasters with high height restrictions. It can make pathing and staff management confusing, but allows you to use multiples layers for a given section of the park. This works well for small parks large elevation changes, but can also get expensive.
5) Jumping fountains are a great addition to a path to keep guests happy. I usually put in benches, then trash bins, then fountains. They can go onto path tiles that have 4 connections to them, which benches and trash bins can't.
6) Placing 4mph brakes on a coaster before it enters the station is a good way to prevent crashes even when station brakes fail. I forget if it can be placed just before, or if it needs to be separated by another element or 2.
7) At the beginning of a scenario, I like to build lots of low-cost, high through-put coasters near the entrance of the park. If they're not available, I select only coasters for research until they become available. This provides ample money to build whatever you want for the rest of the scenario. My scenario play usually goes: Stalls (information, drinks, food) > Powered launch coasters > Benches/Bins/Path fixing > fill up park as normal.
Good tips. As for #6, I seem to remember that requiring another element between the brakes and the station. I often build coasters with the final turn going directly to the station, so the brakes right before that works for me
The first thing I do when starting a park is start small. I close off paths to places I'm not building at yet. Kinda like a park within a park. This way guests won't go all the way to back of your park while you're still building in the front. And this way they won't get super tired from walking and want to leave without spending money.
Another thing I do is place a bathroom next to every exit of a ride. Over time with a lot of rides, this can get you the golden toilet award.
I also don't make double paths. The guests really can get lost that way. And for me when they walk down those paths it just seems unorganized. (I know, I'm weird)
I also like making food courts with plenty of seating and trash cans and flowers. I'm not sure if it works. But i try to keep the coaster rides away from food vendors. I feel like if they eat and then get on the rides they will throw up more...again I haven't proven this theory...but cant hurt.
One more, once in a while if you check on the thoughts of all the guests and you have a lot of people who are mad and want to go home I click on them and take them to the exit. This way it stops lowering you rating.
"The exit" as in the lake, right?
@@Extramrdo well, I mean, I guess you could do that...lol 😆
@@Extramrdo "Here you go guest, you can leave the park.....IN A BODY BAG!! HAHAHAHAHA *maniacal tone*."
Or just make a void and drop them there. They don’t get to go home.
The fact that i'm watching this for the third time in a couple of weeks certainly says something about your RUclips video making skills
"Looping Coaster Scary"
This was definitely me when I was younger. Yelling at the screen like "I WOULD RIDE IT, WHY WONT YOU??" Meanwhile the Intensity is like ridiculously over 18+ and guests are calling me out like psychos.
Yeah, this was accurate, I wondered why no one was going in my roller coaster, when it had a Lat. G that could probably throw people off
Meanwhile I built a Wild Mouse yesterday with 3.8 excitement and like 8 intensity, with one of the G stats in red. "Eh, whatever, I won anyway, might as well open it, even if barely anyone will want to ride it."
It ended up being super popular. RCT guests have strange tastes.
Here's another tip that may be time consuming but saves money: Building ride entrances/exits over trees does not spend money when using it to remove trees.
I admit, when younger was all for the creativity. Now I love the management aspect more, and deff am into more efficiency. Like I'd say lots of smaller rides!? Nah it's all for the epic designs! Now...hell yeah get 5 coasters for the price of one
You have effectively gone from Sea World management to Six Flags management 😂
@@MaleyHatthew IDK if I just am spoiled when I visit LA and go to Sea World, Disneyland, Knotts, and Universal (though that was mostly screens last time I went..) but when I get back home and go Six Flags St. Louis, it is total, total s***. Poison Ivy growing all over the ride ques, scenery is broken, covered in graffiti and chewing gum wads; horribly overpriced, and they won't even let you bring in your own food! My little cousin had cancer and needed a specific diet and they wouldn't let her in with it! Also have driven out there with coupons only to be told they won't honor it because the coupon is for a specific day, despite that being nowhere on the coupon. Guess they know people have to put up with it or don't know any better, as your only other theme park choice is to drive to Branson or Chicago.
@@pickles3128 yeah, that's what I'm saying, six flags is shit. Six Flags st. Louis is, unfortunately, my home park. Compared to the amazingness that is Silver Dollar City, it's utter shit. They always go the cheapest and easiest way they can.
@@pickles3128 Your description of SFStL could also be construed as spot on for SF Darien Lake. I was hoping the latter was just behind the curve due to being recently acquired, but unfortunately it seems it's riding the curve quite closely then. How disappointing. I'll probably be spending more time at Canada's Wonderland next season anyway.
Christopher Sargeant Try Cedar Point in Sandusky Ohio! Canada’s wonderland is my home park but it’s like a kiddy park compared to cedar point and they’re only about 5-8 hours apart depending on where you live. Although as someone who has gone a lot i can assure you that a minimum of 3 days is needed to experience all of the awesomeness. and if you do go, (trust me on this) camp at camp Sandusky, it’s a really cute little camp ground not far from the park and it has indoor shower and toilets. it’s so much cheaper than hotels and heaven forbid the resort the park has
am i the only one that just finds these videos really relaxing and doesn't even play rct
I've played it a lot, even half a year back, but I'm currently not playing. But Marcels voice is indeed really relaxing and I enjoy listening to it even if I sometimes zone out a little
I just downloaded it yesterday, because of marcel
I love Marcel, he's such a nice guy
*suggests working your employees and never paying them, letting guests fall into a void, charging what up to like 40% of someone's daily money for an umbrella, and if you poorly designed a water slide just put tunnels on....they will break bones and etc but least they wont die!*
The handyman strat is like Wal-Mart keeping employees in part-time status, and laying them off before they reach a certain seniority that entitles them to certain protections, wage increases, and benefits.
First thing I thought of was Walmart and the accusations of Wage Theft at some of its stores.
You can actually build fences on water to surround your boat hires and jet ski rides! You can build an enclosure that the guests will not travel through on the water. This keeps them close by so they will return to the station at a reasonable time!
Thanks for the tip! This looks way better than the "tracked" boat rides :)
That may not be perfect. If you want something ugly, lock it off with land or those fountain things.
Pausing to squeeze more time out of the game is how I beat Fiasco Forest with a couple months to spare. For the first couple months I'd have the game paused almost constantly, only unpausing for seconds to build things and fix up the park. My park was fixed up and making money before april ended
Another strategy that was helpful to me was building compact coasters of as many kinds as possible in the Coaster Designer, something to slap down on March 1st no matter the park. The Wooden Coaster I made in this manner saved me many times.
I also like to build rides like the Observation Tower and Ferris Wheel a tiny bit off the ground, coating the underside in shrubbery.
20:00 those chicken stalls XD
Not to mention dat river ride.
Makes you wonder what food in rct2 is the best~
"Look at all those chickens" - Girl from that vine
@@GreenBird1515 That's easy: Tentacles.
I like to call it the “chicken coop”
#6 - Also, those rides can't crash so collisions on them won't matter.
#8 - It's best to keep queue time under 5 minutes or guests will start becoming unhappy. This increases to an infinite amount if you use queue TVs.
#18 - True, but it's possible to build a triple path with a garden bed in the middle for guest happiness and to place shops and stalls unobstructed to the path layout.
#37 - Lamps are not completely useless. If enough are added to a path, it raises guest happiness as they walk. Ideally, every path tile that does not have a bench or bin on it can have a light post.
#40 - Roto-Drops fall into the same category.
The rest seem correct but there's still many more tips and tricks about the game to report. Second video maybe?
SO THAT'S WHAT QUEUE TVs DO REALLY!!
Besides TVs, entertainers also help with longer queue lines. If my queue line is between 6 and 10 mins long I may hire an entertainer and dedicate it to the queue line area. This is typically sufficient to make the guests not complain.
Another one: vandalism and vomit still adversely affect your park rating even if guests do not come in contact with them, or if they are located on isolated pathways away from the rest of your park.
11:18 That was one of my biggest "holy shit" moments when I first saw you do that. Now I do that for ANY coaster with trains long enough
Also, do not EVER build a food court on your park.
It’s far efficient building spread out single food and drink stalls into central areas or crossing paths, so every square area - or length of paths - of the park is satisfied of their hunger or thirst needs.
I try to keep food stalls away from thrill rides and coasters though, to reduce vomit
The tip about how to determine the best value of park entry fee was great, definitely something I will work into my playstyle down the line.
As for my tip: Always have the window to handyman 1's window open so you can relocate him if you see dirty path. Even if you aren't struggling with money and can afford many handymen, there's almost always some downtime while waiting for money to come in or research to finish. This will help keep your park clean and your rating high.
I learned that tip from, of all places, my mom haha. Back in the day when the only computer in the house was the parents' PC, she got into the game a bit, mostly into maintaining parks I had built
Underground paths cannot have vomit and litter on them
Woah, I didn't know that. That would be incredibly useful is scenarios with unlimited money but a minimum park rating you have to maintain.
What
😮
This is incorrect. Underground paths are exactly the same as above ground paths.
FerrybigGaming what? I still get it underground, what version are you playing?
RCT2 has a soft place in my childhood. Came here to quickly master the game and have some nostalgia. Typed out all the tips in my cheatsheet. Thanks a bunch!
As a complete newb to this game (2 months playing now), I feel the best tip to pick up immediately is to often pause the game and think, especially at the beginning. On every single scenario so far it's helped me meet the deadlines with time to spare, or it left me with enough time to recover from some terrible mistake. The tip about guest money range is pretty neat too imo :) great video
My tip, and maybe this is common sense to a lot of people but it wasn't to me, is that if you start a park that is empty but has a lot of paths and no map station, delete a piece of the path so the guests can't access the rest of the park yet. I didn't realize this and started building rides, and soon enough most of my guests were lost in the park, not getting on rides, and were angry and wanted to go home. I was in the negative within like less than an hour of that run. (Also sorry if that was said in the video, I was crocheting something and spaced out a little LOL)
Have you ever considered making a video on crowded parks, how it affects guest happiness and how to avoid it best?
When you're creating buildings and setting wall and roof pieces, it can become more tedious and difficult to build at higher heights (such as a shelter at the top of a tall coaster hill). I found a very helpful keyboard tip:
1. Hover your cursor over an adjacent item's height that you want (also works on ride track)
2. Press *shift* then immediately let go and hold *ctrl*
The item will stay at the desired height as long as your holding down the control key. I'm not sure if OpenRCT2 has a tool for this, but it works great for the regular game.
Thanks for all the videos you do! I dabbled in RCT2 when I was a kid, but your content brought me back into the game and just now helped this nearly complete noob pass a scenario that was frustrating me to no end. The smaller coasters and keeping the guests wallet in mind tips were extremely helpful.
6:27 you can also use the little tool with the icon of a tree at the bottom right to cover the park with a lot of small weeds to boost the stats of everything on the park very quickly and easily
I have one more tip about handymen.
Take the time to pause the game and give the handymen designated areas where they have to work.
This allows to drastically cut down on the amount of handymen.
Pause the game while plotting the routes.
I grew up playing the original RCT with my older sister. We always made a bunch of shuttle loops and jokingly named them "El Loopo" - thus the name inspiration for my following strategy. We made and saved a copy of the shuttle loop but with a photo spot right after launch, and one additional station tile. So we had 6 carts with 4 people per cart, and could charge upward of $2 for the ride as well as $2 for the on-ride photo for an income of at most $96 for one launch of a very short ride. Make as many of these per scenario, and you've got the El Loopo strategy! It easily won us every scenario that allows the use of steel coasters.
"Never leave dead ants in your park"
What the fu-.
"Always loop your paths so you don't have any dead ants"
... Ooohh...
I found a really neat little trick with rides and guests, if you put no entry signs on the exit lines, and a balloon stall at the ride exit, only guests who rode that ride can buy a balloon. I color code the balloons with the color of the rides, so riders can show off they went on a certain ride, and it’s cool to see all the different colors of balloons around the park, and you can see who rode what, which is really cool. I have separate balloon stalls on walking paths but they are not any of the colors of the balloons you can only purchase after riding a ride. So if you want a green balloon, you gotta ride the green coaster. 😃🎈
That’s such a fun idea!
Why sacrifice guests via drowning when you can send them directly to hell?
It pleases RCT gods so much that you don't even get a penalty.
So, I'll be honest. I'm 23, been a fan of the RCT series since I was a little kid. I had NEVER known until this late night that you could force guests to buy full price umbrellas because they instantly go to a kiosk when it rains. I've played RCT since easily back in 2007, and I'm only just now finding out about this. Lol, you really do learn something new every day
6:50
"See you on the other side."
"Oh, Bojack, no. There is no other side. This is it."
Nice work Marcel. Loving these videos ! Here is 2 extra tips :
1) Add photo section on every rides ! Especially usefull in pay at entry scenario to make rides profitables and drain them guests pockets faster.
2) Don't place roller coaster entrance on the absolute first station tile, slow guests have to walk longer and they retard ride launch. Place the entrance in the middle of the train length (usually 2nd or 3rd tile) instead. It cuts the walking distance in half and so loading time is shortened, giving you free extra troughput !
You've already been a help! Your 1 tile station to get sync bonus, scenery and path bonuses, discounted advertising, and knowledge of soft caps has helped me a ton. The handyman tip is brilliant. You cruel capitalist lol
I found that using a "Main Road" in the park design gives a nice high population area to put shops. Building it of two paths, spaced two apart means you can have shops facing each way. This can let you fit one of each souvenir shop, plus enough selection of food and drink so you can max out sales on those for the region.
6:50 PrO tIp! If there are too many guests in your park, send them to THE VOID!
Thanks. This is really helping out.
hey its the mashup guy!
19:05 - one idea to encourage ride variety would be the test making a hexadecimal 'map' of each ride, and when the player makes a new coaster, the test is used to map the new coaster. If that test is similar to an existing coaster, an alert would pop up saying that guests might not appreciate the difference, and won't pay as much. The player can tell the system to test again, and the game performs a more detailed analysis of both rides. If the more detailed version is different, the game can do a pop-up saying "sorry boss, we were wrong, looks good". This detailed scan is not saved.
This reduces the exploit you just showed, where there are multiple copies of the same optimized coaster
Of course Ferris wheels and similar fixed rides would not have this applied to them
Careful, as if a creator wants to build racing/dueling coasters, this check would likely give a false positive.
14:26 somebody died in real life because of this a couple of years ago on the dinghy slide Verrückt in Kansas
Yeah, ironically, he hit his head - exactly what would happen in the "safe" version of the slide in this video
My dad and I always called it the Suislide. How prophetic our nickname proved to be...
Along the exit paths of your most exciting rides, put down balloons, sunglasses, souvenirs, etc. Guests seem more likely to buy fromthese when they are happy, and it’s usually maxed out upon exit of a ride.
You will effectively break the game with the amount of money you’ll rake in.
Your scenery tip is why Crazy Castles was my favorite park as a kid. Wide open space to build, no trees to delete and when I ran out of money I’d delete all the castle scenery and the paths that border the park.
your videos helped me rediscover my love for simulation and management games.
Man, I haven't played RTC2 in ages but it's one of my favorite games of all time, you've inspired me to pick it back up with all this new knowledge! Thank you!
This makes me want to do scenario play again. Great video!
Hi you have good skills
A refinement to the info kiosk: make sure it is directly ahead on the path to the park entrance. Guests are more likely to walk straight at a junction, and if you turn encircle the kiosk you get three more chances for a guest to buy the map.
Also, put stalls on the corners of this roundabout, when guests are leaving, they any who have not fulfilled all their needs may give you a few extra bucks to use the bathroom or buy a snack for the ride home.
I really liked tip 43, "to satisfy the rctgods!" Sometimes it do be like that.
I always try to build coasters where they start at high elevations (high launch platforms, with the queue line being stairs up to it), and immediately go down. With the entire coaster essentially being below that starting height.
You'll still need a few pull chains at the end, to get the coaster back up to the starting platform height. But because the coaster carries most of it's speed from the previous drops, the climb back up will significantly faster than starting from "ground level." This ultimately eliminates the need for the long and slow climbs at the start of every ride, which significantly decreases the ride time / increasing total throughput (read: makes more money).
This also creates plenty of dead space below the ride for shops and food vendors, etc. So with just a little bit of planning ahead, you can really maximize the 3D space (stop limiting the park to just a 2D layout).
I have no idea why, but this video was recommended to me, and i´m now sitting at work, looking this vid, and I´m kinda laughing my ass off
I just found this out: To built straight path fast, bind the "Construction - build current" key, then you can build them really fast by placing an arrow (the one you normally use for building path upwards and downwards) and holding that key down. :)
Dear Marcel, this video is almost 2 years old now, so I was wondering if you could make a part two? =D
Tip #32 is not just a tip for the game, but also a general tip when working on any major project, especially those involving computers. *Always* have backups (verbatim copies or older versions regardless); you'll need them when you least expect it.
Whenever I play a saved games created by someone else, I use the Cheats menu to rebalance the available attractions selection; when I find that the originating creator of a saved game has hired way too many of a certain kind of staff member (entertainers), I then sack off (terminate) the surplus entertainers to rehire handyworkers/mechanics/security guards.
14:27 "must be painful for the guests though" you got a chuckle from me sir
Do queue line TVs actually do anything?
I place them when guests complain about long wait times, but there are enough things in this game that do nothing/almost nothing that I have to ask.
Yes, they do work, but only on long queue lines.
If a guest is waiting for more than five minutes, every 120 ticks of the game they have a chance to lose happiness. If there is a queue TV on the current tile, they instead have a chance to get happier up to a maximum of 65% happiness.
This video was a great place to start improving my gameplay! I’d like to know, what does and doesn’t affect the park capacity? Or I guess it’s the number of guests that spawn. Obviously building more rides increases capacity, but do longer queue lines fit more people as well? What about more pathways? Do any kind of stalls have an effect? Why rides have the biggest and smallest effect on the number of peeps that fit in your park, and why?
11:43 Wait, having more chainlifts has an effect on operation cost for coasters?? :O
Yes, but is really negligible.
And wouldn't this kind of design make you have LESS chainlifts? And not more, as he said?
@@gargaduk more total chain lifts, though fewer pieces. This is realistic in a way - to have two short chain lifts requires two whole mechanisms with their own motors, lubrication systems, tensioners, etc. Gotta be more expensive to operate than one long one.
@@nthgth Yes, but I mean in the game. Wouldn't it be cheaper in the game to use fewer chainlifts?
EDIT: I think I get it now. The game just counts the amount of connected chainlifts? So one continuous chainlift counts as only 1 and is cheap, but having them scattered would be expensive.
I thought the game would only count all individual pieces of chainlift and calculate the costs from that.
@@gargaduk nah it makes sense, two chainlift tiles together is just one longer chainlift. One motor, one longer chain. Two separate ones means two separate motors, two separate chains. Apparently there's an operating cost per motor, but as previously stated the operating costs are only a concern if you're super-optimizing or are doing something extremely wrong.
I haven’t played this game in like 10 years, but I love watching your videos anyway
I've been thinking of playing this game again, purely for the nostalgia. This video might just convince me to start playing it again xD
Its not Parcitect though....
i never played RCT2, but I own it on steam. Always played RCT Deluxe, since that was the game i grew up on.
might give rct2 a try
@@jvccr7533 very similar gameplay, now coaster choices and some QoL changes. Go for it!
I got it for this reason just this week!
This channel made me go find my old RCT2 disc and install it on my Windows 10 machine and _immediately_ get OpenRCT2. Runs better than any Windows 98 game has a right to lol. No need for the disc or Steam either, it's just fully on the computer
The void strategy made me laugh so hard, its just so bizarre. Would never have thought of that.
Something I noticed while playing openRCT is that, if you keep the price to enter a park at something low, like say $25, when you get later on into a parks life, you end up making more money than if you charge at like $60. I don't really know how it works, I just know that for all my custom parks it's what I do now, and I end up getting tens of thousands of dollars after leaving it on 4x speed for maybe a full minute max. ok, that might be a bit of an exaggeration time wise, but really it feels like that, and once you get into the real late stages it just keeps bringing that stuff in. My theory is that, because of the low price and high amount of rides, it brings in a ton more guests than if you keep it at a reasonable price, which not only picks up the slack but also leads to you getting a big profit.
Best Value Park Award
Guests have caps on the amount of cash they spawn with so it's better to keep it under $60 or so anyways, but I always increase my entrance fee by $5-$10 increments if guests keep commenting that my entrance fee is very cheap just to have a higher turnover. I don't mind guests leaving a bit earlier from paying a higher entrance fee as long as they are happy and were able to ride 4 or so rides. It helps counteract guests who leave the park that get fatigued and just want to go home.
I always charge $4 for every coaster, leave flat ride prices alone, and charge $6-8 for go karts. I end up with more money than I can spend within a year or 18 months of starting a scenario.
An extra tip. Installing balloon, hat, T-shirt and sunglasses stores at the exits of roller coasters makes the stores much more profitable, especially if placed before a curve, favoring the opposite direction of the guests.
Because at that moment, you capture the direction from which the guests come with the addition of their maximum happiness.
I don't even play RCT anymore and I found this helpful
And me is starting to wonder what plans you have, for this video to be useful...
I'm scared
This has to be one of the most useful videos I've ever seen! It literally just made me download the game again, after years of not playing it XD Thanks for your content!!
One minute he's telling me to use cheap scenery. The next he's telling me to sacrifice innocents to - T H E - V O I D -
This video was worth the watch just for the trick of using fencing to build a double-wide path. I don't know why I never knew that, but I like the look of it.
Does anyone know why the mango muncher is such a barf machine?
After watching some RCT2 content from another RUclipsr (Real Civil Engineer), I rediscovered my love of this game. I'm VERY glad to have found your channel, Marcel, and I appreciate the time and energy you've put into your content. You just got a new subscriber! :)
Between you and Stu, Roller Coaster Tycoon became really easy lol. Still lots of fun though
3:29 on low guest count rides, place the entrance near the front of the station for increased throughput
Those extra steep lift hills is something I used as a kid wich I totally forgot about!
Groetjes uit België trouwens ;)
I keep coming back to this video. Partly because I like this content and it's nice to keep my brain happy. Mostly because it's great to reference and think about things while I'm playing the game. I don't speed run, nor do I Optimize Everything, but like it's nice to reminded of good gameplay advice
Most RUclipsrs: top 10 video!
Marcel: hold my beer
I think he added the last one just to end on an even number.
Haven't gotten to the hard parks yet, and have just been playing vanilla RCT1, but trying to build ascetically pleasing parks hasn't failed me yet. I think backup saves, and no more than 1 wide paths, are the main tips I use. Though there might be a few others I use but forgot about, you listed a lot!
I came up with an idea for a better micro corkscrew coaster:
Use 4 Station tiles, then put a fotosection and voila, you can use 4 wagons instead of just 2 and get extra money because of the fotosection :)
How about making a video on comparing those two versions?
Another tip I found is that if you charge a lot for coasters, charge much less for flat rides. Especially if you don't have access to ATMs. Keeps guests in the park longer and ensures that flat rides will still be popular even into late life.
I usually charge $1 for flat rides like the slide or twist, $.50 for merry go round and mazes, and $5-10 for coasters. Food and drink are around $2 each.
I use do not enter signs like crazy I have one map with over 500
i never knew about it! i feel so stupid
@@GiuliaLoSurdo tu é br? Aff teu sorriso é lindo dms 🙈❤
Very helpful video. Thanks!
Bonus tip: install the Price Management plugin so you don't need to do it yourself all the time. It's really helpful and it allows you to set your attention on the actually important things.
I did not know number 20
Also a good tip is to map pause to spacebar. I always did that even as a kid, space bar is a big key that's really easy for you to hit in a hurry, I've actually prevented coasters from crashing this way. It also allows you to get the most time out of time sensitive scenarios
How do you do that? Is there an option for remapping keys?
@@CST1992 yeah its in the top bar during scenarios. i think its shortcuts?
You can raise land to create a barrier or use the large fountains to make a perimeter that the boat riders can’t pass through. It makes their boating area smaller and they’re more likely to return the boat and exit the ride in a timely manner :)
Ah yes, as a tycoon you get to exploit your handymen to rise to the top
I found out about RCT classic because of your videos. I'm really excited to experience one of my old favorites again.
Get the toolbox addon as well so you can download custom parks and coasters
So worth it
19:43 all hail the RCT Goth!
I love your RCT content, I hadn’t played since the game came on CD. Your vods made me get Open RCT. Thank you