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themeprk.txt
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1996-05-13
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~Theme Park
~A complete selection of hints and tip - By Simon Burrows
(Also check out the hints given for the CD version of the game)
Well I've done it again folks! After the successes with Populous
2, UFO: Enemy Unknown, Simcity 2000 and many more, here's my huge
collection of tips covering all you need to know in the latest
craze: Bullfrog's Theme Park.
~ * * *
~PART ONE - RIGHT AT THE BEGINNING
A newcomer to any game like this will often find it difficult to
get into it at the start, so Bullfrog's inclusion of a tutorial
really helps things. I recommend the first destination for such
a beginner should be this tutorial, as it gives you information
about the basic elements of the game such as rides and paths,
followed by showing you all about a fully working theme park as
well. These two put together should really put you in the know,
and, what's more, the fully working park can be studied and used
as a base for your first park!
~PART TWO - YOUR FIRST PARK
After viewing the tutorial you will obviously be ready to make
your first park. The main thing to remember at this early stage
is that you musn't try to build anything too big otherwise you're
in for quick financial ruin. Instead, start small and very
basic. Perhaps only a circle of path, a couple of rides, a shop
and a stall. This may seem crap, but at least you will get some
punters and you can't lose too much in one go.
As soon as you get to the main park-designing screen, you should
reduce the game speed to a minimum, allowing you to build up a
few things without losing too much time. This gives you the
chance to get a few rides in place straight away, and throughout
the time you're park's open it allows you to deal with incidents
without them getting too out-of-hand.
Another thing to remember is that mistakes are far better put
right than left and prayed for. The main example of this would
be the incorrect positioning of a ride. It's far better to re-
position these than to leave them because, especially when
talking about major rides, being incorrectly placed can lead to
less attention by the mechanics which leads to things blowing up
in your face.
One thing that you must do, of course, is to open your park as
soon as you have something there because even if the outcome is
very small, you are still likely to get some profit from the gate
which will help future developments.
During the whole game you must remember that the happiness of
your visitors is the most important thing of all. Unfortunately,
these people are really hard to please, so, to keep them happy,
you must really listen to what they say and act upon it. For
example, if you find many people complaining about the cost of a
particular stall, then lowering the cost is important.
In terms of research, I recommend you split your time between all
of the options (rides, staff training, larger warehouses, etc.)
You may think that researching rides all the time would be
better, but actually, this can be very expensive. Besides, you
need the other things as well to keep a successful park.
~PART THREE - RIDES
Of course, in this game money is very important. Unfortunately,
getting money is not the easiest thing to do. Obviously,
improving your park with cool rides is the best way of attracting
punters which will, in turn, produce more capital. The first
thing to remember is that all new rides should be bought because
keeping ahead of the competition and improving things to keep the
punters coming in is the best way to success.
Remember that you must get a variety of rides in your park to
make it more successful. Try to get at least one from each type
of ride, and, if you want more than one of each type, make sure
they are put at opposite ends of the park to avoid overkill. One
really big, star ride is good, but beware of the long queues that
this will produce.
You must also be aware of ride's condition. As soon as rides
begin to get old they will begin to break down more and more
often and soon they will be less than cost effective, shall we
say. Instead, I suggest that these older rides should be sold-on
as soon as they begin to deteriorate. This will also have the
plus-point of piling less work onto your mechanics, which, as
well as making them happier, will give them more time to keep all
your newer rides up to scratch.
To make sure you have a steady supply of new rides you need to
make sure that you research at every possible moment. Later on
this will give you the 'Most Advanced Park' award because all
this research is guaranteed to put you ahead of the competition.
Research is good when you've got a good park on your hands
because you will need variety of rides to keep the punters happy;
but be careful as this can be expensive - if you seem to be
getting low on funds, reduce your reasearch level straight away.
~PART FOUR - BUILDING YOUR OWN ROLLER COASTER
This must be one of the most fun things to do in a park but also
one of the most difficult. At first there are the general rules.
Firstly, trains travel clockwise - remember that. Secondly, it
is easy for punters to be thrown from the trains as soon as you
have dangerous corners of whatever. The main danger areas are
unflattened summits to hills and corners on, or just after a
slope or hill.
When you decide to make a roller coaster, follow these simple
rules: First of all, start your track off with an oval. Make
the track that goes left-right on your screen longer than the
top-bottom parts because these top-bottom bits can't really be
raised otherwise you won't be able to see what's being going on
behind.
After you've got this done, start making some hills, with
flattened tops, but make sure you don't make the 'up' bits too
steep otherwise the trains will really struggle up them. You may
also make loops or leave room for loops to be added later on.
Now make sure the hills aren't too near the bends, or dangerous
in any other way, before allowing the punters on it to try the
new design out!
~PART FIVE - SHOPS
As well as having plenty of rides to haul in the punters in order
to gain capital, shops can also be a major source of cash. They
have both advantages and drawbacks and are a must in an aspiring
designer's park.
The advantages are obvious. Firstly, as I've said, they can make
a lot of money if positioned well. In addition, they will serve
to keep your punters happy by piling them full of cakes, ice-
creams and burgers and making them generally happy-spenders!
The draw-backs are plentiful but don't necessarily outweigh the
advantages if you plan properly. Firstly, all this fast-food and
ices can cause a real litter problem. As this litter builds up,
popularity will decline and you'll soon see cash-flow disappear.
Instead, hire plenty of handy-men to clear up the problem. The
alternative, of course, would be to only have shops like the
coffee bars which control their own litter by providing their own
bins, however, this source of refreshment is much less popular
than the cola so isn't the best option.
The other main drawback with shops is making sure that they are
always well stocked-up; though, of course, not if you're playing
in 'sand-box' mode! If you don't manage to keep the shops
stocked, you'll soon notice the losses in sales and this is a
real waste of resources. Instead, keep a tab on all your shops
and re-order 'merchandise' as soon as they begin to run low.
This is a lot better than waiting for an adviser to tell you of
the problem because, by then, it will be too late and by the time
new goods have arrived, the shop will have been empty and losing
custom for some time.
If this arises, make sure you immediately re-order to minimise
damage. After a while, the more conscientious players among you
will begin to learn the patterns of time taken for each shop to
run its stock down, so allowing you to re-order at predictable
intervals and save undue worry. In fact, it's often best to have
new stock on order all the time - you can always re-order to
delay unwanted goods.
If you get bored with all this stock-taking business then the
simple answer is to research larger warehouses which reduce the
number of times you need to re-stock. Beware, though, as
research costs a lot, and it may not be worth it unless you're
doing really well.
When positioning the food shops, take into consideration the fact
that if they're put near to the entrances of fast or scary rides,
customers are likely to throw-up when they get off. This will
make more mess for your handymen to clear up. This, in turn,
means either recruiting more of them, or suffering from more
as they get over-worked.
The positioning of shops is important and so is what you put in
them. Little tricks like increasing the amount of sugar in ice-
cream to make kids want more, adding caffeine to coffee to make
the drinkers speed up a little, and adding salt to chips then
putting a coke stall next door will all help, and make you feel
more devious too!!
You can also be quite devious with the locating of gift shops.
If they are to make a good profit then you need really happy
punters passing them and to get this you need to put them where
the happiest punters are. This is simply a matter of putting
them at the exits to your really cool rides like the roller-
coaster and the rubber tubing. You may also consider selling
balloons by the entrance 'cos you'll catch the happy ones there
as well.
~PART SIX - STALLS
Stalls are another way of generating some pennies although they
aren't usually quite as good as shops. However, if you weigh up
their advantages, you can see how good they can be.
Their first advantage has to be that they will produce no litter
'cos they're not actually selling products - this helps cut down
on annoying handyman costs. Also, they take up little space
allowing you to slot them in between the rides to make use of
every space. Further advantages include keeping the punters
happy and making the park look better on your screen (if you
like the odd coconut shy, that is!!!)
The main disadvantage is that they will often make punters
unhappy as well. Your visitors will soon get cheesed off with
you if they think they're being fiddled with the cost compared to
prize value. I recommend you make each stall cost little to play,
have a small(ish) prize-value, and a modest chance of winning -
that's usually the best formula for success.
~PART SEVEN - GENERAL FINANCE RULES
Dealing with money can be the most boring part of running a theme
park and it certainly makes sure you're pressed for time for
spending on making good rides. The first thing to remember is
that because you're in control of your park, buying your own
shares is a good idea. Doing this means that as your park grows
and becomes more successful the share prices will increase and if
money gets tight you will have them to fall back on.
Another factor of money is your entrance fee. Because all rides
are free once your punters have gone in, you can afford to make
this quite high although you should only put it at a price
comparable to the amount and quality of rides you have. As a
general rule, keep the price low at the start to drag the punters
in, then increase it a little each time you get a new ride. You
should also look out for advide from your advisor as he will tell
you if he thinks the entrance price is too high or too low.
~PART EIGHT - 'FILL-INS'
The importance of these can be underestimated dramatically on
many parks, where the cost of planting trees, building lakes, or
constructing fences is not budgeted for. However, these features
will greatly enhance the appeal of your park and, as well as
helping you to win awards, they will make punters more likely to
come to your park, and keep them happy while they're there. For
fun, why not try combining trees and lakes with the 'track' rides
(roller-coasters, rubber-tubing etc.,) to make things look nicer
as they go round, and scare your punters silly as they flash past
within inches of a tree!!
~PART NINE - STAFF
Employing staff is obviously very important, and so is employing
the right amount of labour to cover each job that needs doing in
your park. There are four different types of staff available to
take on and here is a brief guide to each one :-
~Handymen
These are vitally important in keeping down litter. In fact,
because of the negative effect litter has, as soon as it starts
appearing it should be dealt with by employing some of these
handymen. Just remember to look after the newer handymen
because, stupid as it may seem, they can get really lost if
you've got a more complicated layout and miss important areas of
the park. If this begins to happen, use the waypoint navigation
system on the icon bar to control their movements. If you find
any spare handymen at any time, make sure you post these outside
shops because, of course, this is where you'll find the most
litter appearing. Hendymen are also needed to clear up the mess
that sick punters make after going on a really terrifying ride.
If you've got food stalls near to these sorts of rides, make sure
the handymen are on patrol right outside the exit!!
~Mechanics
Mechanics are just as important as handymen, if not more so. You
MUST employ one as soon as your first ride shows signs of
breaking-down, and after this, as a general rule, one mechanic
can look after three rides, less if they're big or old. If you
have only one mechanic and more than one ride is breaking down,
send him along to the more important one straight away, and while
he's fixing it, either temporarily close the other down or hire
another mechanic to deal with the problem. Just remember that
rides exploding is a real disaster and it's well worth having
what you think is 'too many' mechanics to protect against this.
~Entertainers
These chaps are useful to have but not vital. They help cheer
people up if things aren't going right for you're little guys,
and can even hand out umbrellas if it starts to rain!! The best
place for them is by ride queues where punters can often get
exasperated at the long waits.
~Guards
These are also important but only in some situations. Their job
is to escort thugs out of the premises but they can only do this
if they see these thugs doing something wrong. To find out
whether you've got thug problems: look around the entrance of
your park to see if there are any nasty looking bikes or hard-
lookin' geezers; look out for beaten-up entertainers; or,
alternatively, you can look out for an increase in ride-damage.
As soon as you see these signs, hire plenty of guards and make
sure they follow the thugs, just waiting for any trouble so they
can get them out of the park. If you actually see a thug around
your park, use the claw icon to 'escort' your guard near to the
man. If you want to cut down on damage, make sure you keep
entertainers away from the trouble spots! Just remember, thugs
can ruin a good park so, although they aren't the most regular
occurrence, be on your toes.
~PART TEN - PARK LAYOUT
Park layout can be a problem once you start thinking big, so be
careful. A mass of paths, queues, rides and stalls can confuse
punters so make sure that you keep everything well signposted.
Signposts are also a good way of influencing the movements of
punters because if you signpost a popular ride it's likely that
nearly EVERYBODY will use it, not just the few that find it.
Another thing to signpost is the exit so that unhappy people can
leave without making mischief elsewhere. You may think that
keeping as many people in the park is a good thing, but
dissatisfied customers are very unlikely to spend any money and
more likely to worsen crowding problems in the area and make
others unhappy too.
At the start of your park you will only be able to get the basic
rides and these will probably be placed near the entrance.
However, later on, as the rides get better, you will still need
the best ones near the gate to make a good impression. Think
about placing the star attractions in place of the dated stuff
and moving this nearer the back of the park.
One thing to remember when laying out a park is that you may wish
to change the position of the entrances and exits at some time.
Because of this, the positioning of rides all around one area can
sometimes limit things later on.
One good layout I've found is the one where punters basically go
down one straight path with rides going off on both sides. The
entrances to the rides are round the back and accessed by small
queues going off the main path, and the exits join straight onto
the main path. Opposite these exits the punters will immediately
see the entrance queue for the next ride on the other side of the
path, which, in-turn, leads to another ride, and so on. This, in
basic terms, leaves every punter going down the path, zig-zagging
their way to every ride and staying happy the whole time.
Another thing you need to think about whilst laying down your
park is distances between rides. Punters won't be happy if they
have to walk a long way between any attractions so try to pack
things in whilst still making the place look good with the trees
and stuff. Try to get a good spread of both: fill-ins, and,
short distances. Of course, because they don't like walking,
they won't walk, and this means things at the back of your park
will invariably be unused. Because of this, stick the old stuff
there and don't put stalls and shops there at all unless you've
got good money to burn.
Another layout you may like to use is a one-way system where
punters are advised to travel around the park in a circle and
would find it difficult to do it in any other way. This allows
you to control where your visitors go (just about) which, in
turn, allows you to put things in the right order to keep them as
happy as possible. You will also be able to forego the need for
signposts because there will be few or no junctions. The two
main problems are: one, punters may get unhappy if the park gets
busy because this particular layout leads to blocked paths; and
two, they will find it difficult to go back to a ride because of
the system, so might get unhappy if they miss a star attraction.
One last thing you may think about is the possibility of a
monorail later on. This requires space just the same as
everything else, so even if you don't plan on having one in the
near future, it's always worth leaving a gap all the way around
your park for better days.
~PART ELEVEN - AWARDS
At the end of each year, as well as being shown an array of
statistics about the last twelve months, you will be up for a
variety of awards concentrating on differing aspects of a basic
theme park. Each of these awards is for an elite park so it's
nearly impossible to win more than one award each year. Because
of this, I suggest you concentrate on one award each year because
you can then use the prize money from that to help try and win
another award next year, and so on. The awards ARE worth going
for, of course, because they will improve your reputation and
bring in more punters, not forgetting their effect on your ego!!
That should take you from a dopey lamer to a high-class
entrepreneur in no time at all, hee hee.
I thank you.....
~ =============
~ SIMON BURROWS
~ =============