After popular request, here is the download the 4-station Twister Coaster near the end: drive.google.com/drive/u/0/folders/18TMVio5BnPocmXSLO-BdoyRc8n7NvyfZ For those of you curious: An art-deco food stall in a maze trap with 9600 guests (the vanilla guest limit) can make about €135k per hour if you charge €4.10 for the noodles and €4.40 for the lemonade. Not a ride so it doesn't count and it also won't allow for any other rides in the park to make any money, but it's still very high and outperforms the the single-station vertical drop coaster.
Hercule poirot: madi monsieur,, but is seems that his "" oh yea on more thing "" is i think based on his very long lasting rtc2 obsession and thus he couldnt be the serial theme park murderer.... 🤣
I sat down, all excited and ready to go for a ride on the monorail. All of a sudden, time stopped around me. After a brief moment of complete tranquility in time and space, I found myself outside of the exit again. Despite the crowded queueline with no personal space and sweaty entertainers forcing me to smile, 10/10 experience. Worth the €20. - Park Review of Guest 437. Probably.
Hey Marcel. Something you didn't consider about the Maze. It gets increased stats for every single tile of maze in the ride (up to 100), so you can optimise the maze even further by having an inaccessible 99tile garden adjacent to your 1 tile maze.
I like that while most ride designs of this sort naturally end up looking like grotesque abominations of nature designed purely for profit in a dystopian way, the coaster design at 14:53 actually looks both very elegant and practical at the same time. Nicely done!
It does look like something you would see at 6 flags or something. I think, realistically, the trains would do a full circuit and would be launched synchronously.
I always run a free carousel at the entryway of every park I run. Not because it does anything all that useful, but I feel like everyone should be able to go on a carousel once in a while. I also like the music.
I know you did a guide on the effect that a guests mood parameters have, but I'd like to see a guide on how guest actions affect their mood: how do rides affect their happiness/nausea? What increases and lowers tiredness and what have you.
After the eternity coaster I'm not sure why I'm still surprised that Marcel goes above and beyond using mechanics I'd never think of to answer RCT questions, but I'm still impressed
It's not at all bad for casual play either. It can achieve pretty high speeds if designed for it, and hence decent stats, and the Disney-style cars have totally insane throughput. It's by far the best of the transport rides provided you don't have a massive height diff between stations.
For the purposes of maximizing photo profit, maybe you could set up a mechanism that allows guests to ride a roller coaster at most twice. A ride with two stations, one of which can only be reached by riding the ride via the other.
You can only generate about 4400 guests per hour, so you cannot sustain a 12000 (6000 per station) per hour throughput if the guests die after riding twice.
>20jr geleden voor het laatst gespeeld. Dankzij RUclips algoritme bij een van je filmpjes terecht gekomen. Afgelopen dagen bijna al je filmpjes bekeken, vandaag op de iPad de hele middag met mijn zoons pretparken gebouwd. Tijdloos spel, zit echt heel goed in elkaar.
i think it would be interesting to know what ride is the fastest to pay itself off. I feel that might balance the tracked rides out a little, until you get into the micro coasters
Good point, I know in RCT3 monster $$$ coasters seem to never recover their build costs until a decade in the future. In RCT2 though the guests actually ride them instead of "waiting for group".
The one tile death maze pays itself off with just 10 guests in OpenRCT2 and 4 in vanilla (this does assume scenery around it). The beheaded roto drop will pay itself off in 9 guests if you have no stats and charge 20.
I'm deep enough in the game to where little surprises me anymore, but you usually manage to blow my mind once at least per video. In this one, it was "guests dont buy a photo the first time they ride a ride."
Never knew that the flowerpower bumperride would have that ridiculous high bonuses. But i think the answer lays in the 2nd last word of my first sentence.
Recently I came across a weird situation in RCT2. I was trying to build a park causualy, but in away that it looks like it rests on top of a hill, like a high ground. So from the edge of the map, it takes one slope to reach the park gate, and from the gate, it take another slope to reach the playable area / owned area. When I start playing, I realised that the park was making profits, but not a single guest is able to reach the playable area, nor able to play on any ride. In stead, as soon as a guest pay the $60 entrance fee, the guest will drop into hell, just like the one tile maze that kills thousands. Dose this ever happened to anyone before?
Thanks for all your videos, I have played RCT2 for years and never realized how much I could charge and was able to beat scenarios so much faster with your tips. 🎉
@10:10 it has plenty trains... even 1 too much.... Sorry i'm also a Factorio fan! :-) i'd like to design my rides that with a full queue 1 train is boarding and 1 train is off boarding or in some cases, just arriving at the station. The puzzel in this for me is timing the block breaks of your ride to also keep the trains rolling down the track and only break in an emergency (to keep the realism a bit). This is why i love the new block break design (you can now set the speed).... setting the speed to the maximum make's it a "Track sensor" Queuing the next train to the next section (keeping in mind that when braked at that track piece it can still make it back to the station or.... just brake entirely. you can overshoot them when you go to fast....)
I remember I had an issue when I was a kid playing where people were constantly paying a ton for some monorail I made and wouldn't go on any other rides I made (probably cause the stats sucked) and I had to get rid of it cause I wanted the guests to stop getting stuck on a loop of getting off the monorail and immediately wanting to get back on
There's no way that "guests won't buy a photo the first time they ride" I'm guessing that your dropping guests through the map glitch skips the check for photo purchase since they aren't transitioning onto footpath as they exit
@@MarcelVos The actual reason is because guests have to have gone on a ride at least 3 times before buying an on-ride photo (line 1529 of entity/Guest.cpp in OpenRCT2), on-ride photos count as "souvenirs" here
Me while watching Marcel's videos: Neat! I can't wait to use this info while I play the game myself Me while playing: Uuhhhh, I guess I build a merrygoround
Guests: I'm scared of the G forces! Also guests: -has no issues going into rides with extreme G forces that would turn them into nothing but a splatter of blood-
I mean as a kid I used to place down the kart track, make a massive mega race track, and just watch NPC's race. I don't have any use for this information, so here take it.
Wonderful video as always. But the real question is...what if we throw the price manager plugin into the mix? That actually lets prices go over $20 if the stats are high enough. I've always wondered how high you could make the price with it and how high profits could be with designs made to take advantage of that plugin.
@@weatherby2378 No, but that is what custom scenarios are for. You can create a custom scenario where guests spawn with 1000 bucks. I have one myself where they spawn with 151 dollars. From the rides I’ve seen so far, the highest price I think I’ve seen is 26-27 dollars, so I don’t think it would be as limiting as you would think, considering scenarios have them spawning with 50-80 bucks usually.
Hey, love your videos! Id love to see you tackle something like "most profitable ride per tile/area" to see what is in theory the most profitable ride to tile your park with!
Maybe try the monorail trick with Splash boats, and a multi-minute ride time after the 4th station. You'll *start* with all your boats at station 1, sure, but while you run every boat through station 1, you'll also be able to run them through 2-3. Reset after the last boat leaves station 1 (or maybe after station 3, as that's when you drop back down to operating on a single station again). Not having trains at all 4 stations right after a reset just means you have ramp-up time, it doesn't completely kill increased profits. Or will you have stats calc'd after entering station 2? If train 1 needs to get back to station 1 for stats to calc...
According to the openrct2 code, there is no check for having ridden the ride before when buying a photo. I think it is some quirk related to the code for doing the check never running in the first place because of the instant transition to falling. My best interpretation is that "some part" of the low level guest position updating code is clearing out the set ride id just before the ride photo code fires, but I can't pinpoint it.
After having another look, it is as simple as guest not buying "souvenirs" until they've ridden at least three rides. Unless they have a voucher, but there is no voucher for ride photos.
@@henke37 This comment of yours needs more visibility. I haven't double checked your work but it at least makes more sense than it just magically being so.
Most profitable ride is the endless fall into the abyss after paying the entrance fee. Saves tons on not needing to hire works or to have actual rides in the park.
Is it actually more efficient to do separate load and unload stations on the splash boats so it can go up the main hill empty? It seems like it would be because it's so much faster empty but maybe I'm an idiot...
"After having another look, it is as simple as guest not buying "souvenirs" until they've ridden at least three rides. Unless they have a voucher, but there is no voucher for ride photos." from henke37 @@MarcelVos
just wanted to say thanks for your videos marcel, i don't even play rct but your voice is so soothing i watch your videos to help fall asleep quite frequently!❤
9:58 It appears that guests can only buy a on-ride photo if they can stand on solid path for one frame after going out the exit. So I believe here it's not that guests cannot buy a photo the first time they ride a ride, but that they cannot buy a photo if they are dropped into oblivion after the ride is over.
I like how you just casually drop the knowledge that guests won't buy a photo on their first ride. I think you're the first person to ever notice that.
I think it's more how he was disposing of the guests: because they weren't traveling to another tile (they were traveling to the void), the game wasn't calculating the chance of them buying the photo.
Infinite? Or perhaps a limit like 25.50 (1-byte). It's a good question. I suggested adding the option to remove the limit on the OpenRCT2 Github a while back, met with little interest.
Thank you for the video. Now I'm curious, what the most profitable setup for a fixed size of tiles, like 16*16, is, since you looked only at single rides and didn't use the size of the rides in comparison. Because you usual make more money by building multiple smaller than one big attraction in my experiences.
A channel dedicated to complete analysis and breakdown charts of RC1/2 making profit and how to min/max. Meanwhile I'm just playing thinking: I like this whatever I'm buying thing, it'll look nice in my park.
Oh I used to play this game so much! I can still hear that women that says "dun-ken-dun" sometimes! (or at least this is what it sounds like to me lol)
"...This is because for very new rides the ride ticket prices are calculated a little bit different. How it exactly works is not important right now..." -> Proceeds to immediately explain in a extremely detailed manner how it exactly works anyway. LOL
i dont that guest dont buy a ticket on their first ride. i think it behaves like the "its too crowded" thought, in that it only triggers the customer buying a photo after they have moved to the next tile (or path). but they cant because they immediately fall into the void and thus are not moving to the next tile (or path), not triggering the buy photo function.
What if you make the entrance in the middle of the train length. So 50% will have to walk left and 50% have to walk to the right. Wouldnt this (slightly) increase the throughput? The peeps dont have to walk all the way towards the end of the train to enter.
God,Marcel,that's just EVIL...lol. Shafting people out of money on the Monorail,and they get kicked before the ride starts!!!!.lol. And this coming from someone who even charges to use the bathrooms!!!!....lol :P
Isn't there that in-game error about calculating an hour differently than in real time? That might be what you ran into with the mono-rail, and would likely invalidate all the other hourly values if you calculate the monorail differently, or vice versa.
All the "per hour" I've used in this video is as the game sees an hour, not as a real hour, so that the numbers are accurate with the "profit per hour" numbers the game gives you. The conversion formula is: "guests per year" * (3600/3278) * 0.8. The *3600/3278 is to convert a year to an hour, and the *0.8 is to convert to RCT2 hours.
Could you use the multi station monorail method by first testing a ride that gets stuck somewhere and never completes the track to stop the stats of other rides being calculated, and then open the monorail?
Maximum throughput vs sustained throughput. Personally I think the latter is more important for these discussions since that's what's going to matter when you're playing the game.
they were talking about sustained throughput in the video. they even explicitly mention how the refresh trick doesnt work for coasters because they cant get any sustainable throughout due to the G force calculations, even though in theory the maximum throughput would be absurdly high.
15:28 what if you made a vertical drop coaster that starts with a drop and has the lift at the end, that way you dont waste excess speed and the coaster spends way less time on a chainlift.
There is a problem with your tests, several have the entrance at the very front instead of the center of the first train. The monorail entrance is also not at the center. This will affect throughout.
It doesn't matter when using the reset method. You reset immediately after the final guest has walked through the entrance, not after they have boarded the train.
"Guest 1: I'm not paying that much for Monorail 1" Marcel: O 3:08 oh no not this again😅" Guest 1: I'm not paying 99.99$ For Monorail 1. "Marcel: REEEEEEEEEEEEEEEEEEEEE3EEEEEEEEEEE! HULK SMASH. *Marcel: karate chops 89 benches in half and mangles 69 lamposts. Guest 1: "The vandalism here is bad. Marcel: "This path is disgusting. Guest 1: REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE! HULK MEGA SMASH! Karate chops 100 benches and mangles. 100 lamposts* Marcel: The vandalism here is bad.
10:00 i like the testing method i assume you did the thing where they disappear through the bottom of the map. You buried thousands of people in the void to sell photographs.
16:06 Stations ARE block brakes, so what about having 4 stations, but using the 4th one as an exit-only station? That would still give you 3 stations that spawn trains. 3 stations with 100% chance of guests entering the queue should be better than 4 stations with 10% chance to enter the queue.
I have a feeling the reason nobody was buying photos had something to do with them spawning in the void. If you put one tile at the exit, id bet you would sell some.
I've spent a lot of time programing, thinking of programing structure, making things that should not work just to have them work. The programing for this baffles me... I got this game out of a freaking cereal box.
I wonder how this would change if it was per tile (e.g. scenery, ride tiles, entrance and exit) so you can figure out the max profit per tile. (aka €20 per hour on a 4 tile setup means €5 per hour per tile is on par with €50 per hour but 10 tiles so €5 per tile, and if a tile contributes to 2 rides that each do €5 per hour per tile, that tile is worth the same as one tile with €10 per hour per tile)
After popular request, here is the download the 4-station Twister Coaster near the end: drive.google.com/drive/u/0/folders/18TMVio5BnPocmXSLO-BdoyRc8n7NvyfZ
For those of you curious: An art-deco food stall in a maze trap with 9600 guests (the vanilla guest limit) can make about €135k per hour if you charge €4.10 for the noodles and €4.40 for the lemonade. Not a ride so it doesn't count and it also won't allow for any other rides in the park to make any money, but it's still very high and outperforms the the single-station vertical drop coaster.
Good information to have.
I would like you to review other Rollercoaster games like Parkitect
Got any grapes?
This 4-station Twister Coaster is perfect. Not only very profitable, but also beautiful, iconic and realistic.
Maybe the vertical drop coaster would perform better if you did build it so that the trains go downhill instead of uphill for the loops.
Marcel has more "Oh yeah, one more thing" moments than Columbo
''But wait, there's more.''
This is such a good reference.
I dont mean to be a pest
Or uncle from Jackie Chan adventures.
"One more thing."
Hercule poirot: madi monsieur,, but is seems that his "" oh yea on more thing "" is i think based on his very long lasting rtc2 obsession and thus he couldnt be the serial theme park murderer....
🤣
I like how we've resorted to simply scamming the guests by charging them $20 a pop and immediately kicking them off the ride. They love it.
This is dark but, on brand: The secret sauce is making them wish they were dead.
That's just capitalism in a nutshell.
Considering how fast a year goes in the game, 20seconds is actually an incredibly long ride
Most intelligent Disneyland guest
Yeah, that, but also, he is murdering all the guests after riding the coaster at 10:00, which puts that evil a bit into perspective.
I sat down, all excited and ready to go for a ride on the monorail. All of a sudden, time stopped around me. After a brief moment of complete tranquility in time and space, I found myself outside of the exit again.
Despite the crowded queueline with no personal space and sweaty entertainers forcing me to smile, 10/10 experience. Worth the €20.
- Park Review of Guest 437. Probably.
As for me… this is where I get off.
King Crimson has erased your ride experience
Sorry, but the exit leads right into some water.
That moment of complete tranquility is worth that 20.
@@dominicjannazo7144 That or Za Warudo moved you out of the ride during stopped time.
Hey Marcel. Something you didn't consider about the Maze. It gets increased stats for every single tile of maze in the ride (up to 100), so you can optimise the maze even further by having an inaccessible 99tile garden adjacent to your 1 tile maze.
Oh of course, you're right. I completely forgot I could just make the rest inaccessible.
The hedge fund is always greener on the other side.
what's the profit of that? don't really care whether it's secretly the most profitable ride just curious generally lol
Like another mentioned, what are the stats on that. xD
will we ever know the stats?
A constantly-moving queue is one of my most basic principles when I design a coaster. That coaster at 15:00 is pure art to me.
Yeah! I really hoped Marcel would include a download of it in the description!
I like that while most ride designs of this sort naturally end up looking like grotesque abominations of nature designed purely for profit in a dystopian way, the coaster design at 14:53 actually looks both very elegant and practical at the same time. Nicely done!
It does look like something you would see at 6 flags or something. I think, realistically, the trains would do a full circuit and would be launched synchronously.
It really does! I wanna download that design!
I always run a free carousel at the entryway of every park I run. Not because it does anything all that useful, but I feel like everyone should be able to go on a carousel once in a while. I also like the music.
Imagine being a guest in that monorail queue and wondering why the line never seems to stop moving despite the train never going anywhere
I know you did a guide on the effect that a guests mood parameters have, but I'd like to see a guide on how guest actions affect their mood: how do rides affect their happiness/nausea? What increases and lowers tiredness and what have you.
good idea
Taking a moment to appriciate Marcel called his Enterprise flatride after the Federation Galaxy class ship from Star Trek TNG
And shortly after, gets beaten by some Flying Saucers :'-(
After the eternity coaster I'm not sure why I'm still surprised that Marcel goes above and beyond using mechanics I'd never think of to answer RCT questions, but I'm still impressed
There's something arcane about learning that the monorail somehow has the biggest profit potential in the game
It's not at all bad for casual play either. It can achieve pretty high speeds if designed for it, and hence decent stats, and the Disney-style cars have totally insane throughput. It's by far the best of the transport rides provided you don't have a massive height diff between stations.
a bona fide electrified monorail! now with extra profit
For the purposes of maximizing photo profit, maybe you could set up a mechanism that allows guests to ride a roller coaster at most twice. A ride with two stations, one of which can only be reached by riding the ride via the other.
You can only generate about 4400 guests per hour, so you cannot sustain a 12000 (6000 per station) per hour throughput if the guests die after riding twice.
>20jr geleden voor het laatst gespeeld. Dankzij RUclips algoritme bij een van je filmpjes terecht gekomen. Afgelopen dagen bijna al je filmpjes bekeken, vandaag op de iPad de hele middag met mijn zoons pretparken gebouwd. Tijdloos spel, zit echt heel goed in elkaar.
Idd tijdloos. Ik speel het nog vaak, ook theme park world.
Every time Marcel says "Or is it?", take a drink.
🥴🥴🥴
Bye liver it was nice knowing ya
i think it would be interesting to know what ride is the fastest to pay itself off. I feel that might balance the tracked rides out a little, until you get into the micro coasters
Good point, I know in RCT3 monster $$$ coasters seem to never recover their build costs until a decade in the future. In RCT2 though the guests actually ride them instead of "waiting for group".
Also rides that are optimal earlier on before you have massive numbers of visitors.
The one tile death maze pays itself off with just 10 guests in OpenRCT2 and 4 in vanilla (this does assume scenery around it). The beheaded roto drop will pay itself off in 9 guests if you have no stats and charge 20.
9:51 Guests won't buy a photo because they know they're going to die.
I'm deep enough in the game to where little surprises me anymore, but you usually manage to blow my mind once at least per video.
In this one, it was "guests dont buy a photo the first time they ride a ride."
I think they didn't buy it because there is no path in the exit
@@mats8985Nope, they still don't buy if there is a path.
Never knew that the flowerpower bumperride would have that ridiculous high bonuses. But i think the answer lays in the 2nd last word of my first sentence.
So one of the best ways to make a profit is to trick the guests into riding a boring ride for 20 euros because it hasn't been tested yet
Seems conceptually similar to pre-ordering games
That name of the Enterprise ride... good details Marcel, well played.
Seeing the wonderfully colorful and vibrant parks you make is why you are one of my favorite channels. You're basically the king of RCT content.
6:04 I knew that Joel was onto something with the DON'T GET LOST design
Recently I came across a weird situation in RCT2. I was trying to build a park causualy, but in away that it looks like it rests on top of a hill, like a high ground. So from the edge of the map, it takes one slope to reach the park gate, and from the gate, it take another slope to reach the playable area / owned area. When I start playing, I realised that the park was making profits, but not a single guest is able to reach the playable area, nor able to play on any ride. In stead, as soon as a guest pay the $60 entrance fee, the guest will drop into hell, just like the one tile maze that kills thousands. Dose this ever happened to anyone before?
Yup, that's a glitch in the game and I've made a video about it: ruclips.net/video/XwPhu1J-tAE/видео.html
Thanks for all your videos, I have played RCT2 for years and never realized how much I could charge and was able to beat scenarios so much faster with your tips. 🎉
That launch free fall made me nervous just watching. Heavy cart and off the top XD
imagine the abject horror if someone gave him a real theme park.
@10:10 it has plenty trains... even 1 too much.... Sorry i'm also a Factorio fan! :-) i'd like to design my rides that with a full queue 1 train is boarding and 1 train is off boarding or in some cases, just arriving at the station. The puzzel in this for me is timing the block breaks of your ride to also keep the trains rolling down the track and only break in an emergency (to keep the realism a bit). This is why i love the new block break design (you can now set the speed).... setting the speed to the maximum make's it a "Track sensor" Queuing the next train to the next section (keeping in mind that when braked at that track piece it can still make it back to the station or.... just brake entirely. you can overshoot them when you go to fast....)
20 dollars for a freaking umbrella in maps where it rains frequently is also a good money maker. Lol
I like how the Valve playtester maze can make so much money despite being a hallway people still get lost in.
I remember I had an issue when I was a kid playing where people were constantly paying a ton for some monorail I made and wouldn't go on any other rides I made (probably cause the stats sucked) and I had to get rid of it cause I wanted the guests to stop getting stuck on a loop of getting off the monorail and immediately wanting to get back on
I'll never get tired of seeing the Death Maze.
What would be your strategy to build the most profitable park possible?
@15:18 this design is simply brilliant
I didn't expect a monorail scam to be the answer
Still hoping you'll make a list of 10+ excitement rollercoasters that are actual practical builds we can use in game.
There's no way that "guests won't buy a photo the first time they ride"
I'm guessing that your dropping guests through the map glitch skips the check for photo purchase since they aren't transitioning onto footpath as they exit
Nope, adding footpath still sold zero photos.
@@MarcelVos The actual reason is because guests have to have gone on a ride at least 3 times before buying an on-ride photo (line 1529 of entity/Guest.cpp in OpenRCT2), on-ride photos count as "souvenirs" here
Me while watching Marcel's videos: Neat! I can't wait to use this info while I play the game myself
Me while playing: Uuhhhh, I guess I build a merrygoround
Oohh! You're rolling the on-ride photo dice with Advantage!
Guests: I'm scared of the G forces!
Also guests: -has no issues going into rides with extreme G forces that would turn them into nothing but a splatter of blood-
I mean as a kid I used to place down the kart track, make a massive mega race track, and just watch NPC's race. I don't have any use for this information, so here take it.
0:20 Don't think I missed the lesbian colored row of ferris wheels 🤎🧡🤍🩷❤️
If you wonder why guests are content with £20 and instant exit, remember Mr. Bones.
When I looked up most profitable rides I didn’t expect to find MOST profitable rides video😂
Throughput is king!
I'm more in awe of how many mascots you have working each queue lol
Wonderful video as always. But the real question is...what if we throw the price manager plugin into the mix? That actually lets prices go over $20 if the stats are high enough. I've always wondered how high you could make the price with it and how high profits could be with designs made to take advantage of that plugin.
Does this plugin increase the amount of money the guests spawn with? If not, that would be a limiting factor imho.
@@weatherby2378 No, but that is what custom scenarios are for. You can create a custom scenario where guests spawn with 1000 bucks. I have one myself where they spawn with 151 dollars.
From the rides I’ve seen so far, the highest price I think I’ve seen is 26-27 dollars, so I don’t think it would be as limiting as you would think, considering scenarios have them spawning with 50-80 bucks usually.
@@Spyrois2cool Ah, I forgot about those.
Hey, love your videos! Id love to see you tackle something like "most profitable ride per tile/area" to see what is in theory the most profitable ride to tile your park with!
Maybe try the monorail trick with Splash boats, and a multi-minute ride time after the 4th station. You'll *start* with all your boats at station 1, sure, but while you run every boat through station 1, you'll also be able to run them through 2-3. Reset after the last boat leaves station 1 (or maybe after station 3, as that's when you drop back down to operating on a single station again). Not having trains at all 4 stations right after a reset just means you have ramp-up time, it doesn't completely kill increased profits.
Or will you have stats calc'd after entering station 2? If train 1 needs to get back to station 1 for stats to calc...
The death maze is basically a toll gate
The maze is just a glorified path tile you charge money for lol.
According to the openrct2 code, there is no check for having ridden the ride before when buying a photo. I think it is some quirk related to the code for doing the check never running in the first place because of the instant transition to falling. My best interpretation is that "some part" of the low level guest position updating code is clearing out the set ride id just before the ride photo code fires, but I can't pinpoint it.
After having another look, it is as simple as guest not buying "souvenirs" until they've ridden at least three rides. Unless they have a voucher, but there is no voucher for ride photos.
@@henke37 This comment of yours needs more visibility. I haven't double checked your work but it at least makes more sense than it just magically being so.
Most profitable ride is the endless fall into the abyss after paying the entrance fee. Saves tons on not needing to hire works or to have actual rides in the park.
impressive how far someone can push extreme stats, and I'm amazed not one guest died!
Is it actually more efficient to do separate load and unload stations on the splash boats so it can go up the main hill empty? It seems like it would be because it's so much faster empty but maybe I'm an idiot...
As long as there is always a boat in the station for guests to board, the throughput will be maximized, and the one in this video did have that.
@@MarcelVos oh, duh. Thanks for pointing out what I was missing!
"After having another look, it is as simple as guest not buying "souvenirs" until they've ridden at least three rides. Unless they have a voucher, but there is no voucher for ride photos." from henke37 @@MarcelVos
just wanted to say thanks for your videos marcel, i don't even play rct but your voice is so soothing i watch your videos to help fall asleep quite frequently!❤
All of the guests leaping with joy after getting through the one tile maze is pretty funny. 😆
I wonder if Marcel has ever watched the Magnasanti Sim City video... It would certainly remind him of his parks!
7:56 Google says the ride name is "The Very Hungry Caterpillar" in Dutch, for the curious.
1:29 What do you mean "for some reason?" It's FLOWER POWER DUDE, LET'S GOOOOOOO
So, what you're saying, Marcel, is that there's nothing on Earth like a genuine bona-fide electrified six-(full sized)-car monorail?
9:58 It appears that guests can only buy a on-ride photo if they can stand on solid path for one frame after going out the exit. So I believe here it's not that guests cannot buy a photo the first time they ride a ride, but that they cannot buy a photo if they are dropped into oblivion after the ride is over.
I tested it with path too and they still didn't buy a photo.
it's because they won't buy a souvenir (incl. on-ride photos) unless they've gone on at least 3 rides
There should be an ongoing challenge to see the maximum you can make per hour on a scenario ( similar to a speedrun but more profit focused)
Got any grapes? Oh, the nostalgia Marcel, the nostalgia!
I like how you just casually drop the knowledge that guests won't buy a photo on their first ride. I think you're the first person to ever notice that.
I think it's more how he was disposing of the guests: because they weren't traveling to another tile (they were traveling to the void), the game wasn't calculating the chance of them buying the photo.
16:25 What if the hypercoaster had actual good stats before the opening and closing sequence: wouldn't more guests want to ride it?
What's the highest possible ticket price guests would be willing to pay for a ride if the limit of $20.00 didn't exist?
Infinite? Or perhaps a limit like 25.50 (1-byte). It's a good question. I suggested adding the option to remove the limit on the OpenRCT2 Github a while back, met with little interest.
Thank you for the video. Now I'm curious, what the most profitable setup for a fixed size of tiles, like 16*16, is, since you looked only at single rides and didn't use the size of the rides in comparison. Because you usual make more money by building multiple smaller than one big attraction in my experiences.
A channel dedicated to complete analysis and breakdown charts of RC1/2 making profit and how to min/max. Meanwhile I'm just playing thinking: I like this whatever I'm buying thing, it'll look nice in my park.
Great video. So many results that subvert expectations, and you set them up nicely.
When you think of anything RCT1 and RCT2 related, You think of Marcel.
Oh I used to play this game so much! I can still hear that women that says "dun-ken-dun" sometimes! (or at least this is what it sounds like to me lol)
I love the part about the photo section!
"...This is because for very new rides the ride ticket prices are calculated a little bit different. How it exactly works is not important right now..." -> Proceeds to immediately explain in a extremely detailed manner how it exactly works anyway. LOL
i dont that guest dont buy a ticket on their first ride. i think it behaves like the "its too crowded" thought, in that it only triggers the customer buying a photo after they have moved to the next tile (or path). but they cant because they immediately fall into the void and thus are not moving to the next tile (or path), not triggering the buy photo function.
Nice Easter egg with the Enterprise name at the beginning
What if you make the entrance in the middle of the train length. So 50% will have to walk left and 50% have to walk to the right. Wouldnt this (slightly) increase the throughput? The peeps dont have to walk all the way towards the end of the train to enter.
I don't play RTC2 any more. I haven't played it in years. Why do I keep watching these?! :D
Roller Toaster Cycoon?
God,Marcel,that's just EVIL...lol. Shafting people out of money on the Monorail,and they get kicked before the ride starts!!!!.lol. And this coming from someone who even charges to use the bathrooms!!!!....lol :P
Isn't there that in-game error about calculating an hour differently than in real time? That might be what you ran into with the mono-rail, and would likely invalidate all the other hourly values if you calculate the monorail differently, or vice versa.
All the "per hour" I've used in this video is as the game sees an hour, not as a real hour, so that the numbers are accurate with the "profit per hour" numbers the game gives you.
The conversion formula is: "guests per year" * (3600/3278) * 0.8.
The *3600/3278 is to convert a year to an hour, and the *0.8 is to convert to RCT2 hours.
Could you use the multi station monorail method by first testing a ride that gets stuck somewhere and never completes the track to stop the stats of other rides being calculated, and then open the monorail?
Maximum throughput vs sustained throughput. Personally I think the latter is more important for these discussions since that's what's going to matter when you're playing the game.
they were talking about sustained throughput in the video. they even explicitly mention how the refresh trick doesnt work for coasters because they cant get any sustainable throughout due to the G force calculations, even though in theory the maximum throughput would be absurdly high.
I see what you did there, Marcel
"Got any grapes?"
What about a maze that is hundreds of tiles big but with only one reachable tile due to the path layout?
golly marcel I just can't imagine why the guests would be afraid of g forces 😂
15:28 what if you made a vertical drop coaster that starts with a drop and has the lift at the end, that way you dont waste excess speed and the coaster spends way less time on a chainlift.
It would be interesting to see the most profitable ride based on revenue/ride cost, although I have a feeling it might end up the same.
Have I played this game before? Yes
Have I played it in the last few years? Maybe once
Do I still watch every Marcel Vos video? also yes
Why? No idea
There is a problem with your tests, several have the entrance at the very front instead of the center of the first train. The monorail entrance is also not at the center. This will affect throughout.
It doesn't matter when using the reset method. You reset immediately after the final guest has walked through the entrance, not after they have boarded the train.
"Guest 1: I'm not paying that much for Monorail 1" Marcel: O 3:08 oh no not this again😅" Guest 1: I'm not paying 99.99$ For Monorail 1. "Marcel: REEEEEEEEEEEEEEEEEEEEE3EEEEEEEEEEE! HULK SMASH. *Marcel: karate chops 89 benches in half and mangles 69 lamposts. Guest 1: "The vandalism here is bad. Marcel: "This path is disgusting. Guest 1: REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE!
HULK MEGA SMASH! Karate chops 100 benches and mangles. 100 lamposts* Marcel: The vandalism here is bad.
Always excited to hear how profitable 9593 Francis McGowens are
10:00 i like the testing method i assume you did the thing where they disappear through the bottom of the map. You buried thousands of people in the void to sell photographs.
16:06 Stations ARE block brakes, so what about having 4 stations, but using the 4th one as an exit-only station? That would still give you 3 stations that spawn trains. 3 stations with 100% chance of guests entering the queue should be better than 4 stations with 10% chance to enter the queue.
I have a feeling the reason nobody was buying photos had something to do with them spawning in the void. If you put one tile at the exit, id bet you would sell some.
I am once again here to call you a very mad lad.
Always a good day when a new MarcelVos video pops up !
I've spent a lot of time programing, thinking of programing structure, making things that should not work just to have them work. The programing for this baffles me... I got this game out of a freaking cereal box.
And it was all written in assembly language by one person.
launch rides that kill guests profit my happiness
I wonder how this would change if it was per tile (e.g. scenery, ride tiles, entrance and exit) so you can figure out the max profit per tile. (aka €20 per hour on a 4 tile setup means €5 per hour per tile is on par with €50 per hour but 10 tiles so €5 per tile, and if a tile contributes to 2 rides that each do €5 per hour per tile, that tile is worth the same as one tile with €10 per hour per tile)