Rollercoaster Tycoon Nausea

Walkthrough & Strategy Guide

How do I get people to stop throwing up/getting sick? I put benches and bathrooms outside of my rides (especially the ones that tend to make people., Roller Coaster Tycoon Questions and answers, PC.

Completing all 21 scenarios in Rollercoaster Tycoon requires serious amounts of practice. This strategy guide offers tips on how to build bowel-shaking rollercoasters, as well as more general hints on the day-to-day management of your would-be Alton Towers. Finally, there's a brief walkthrough of each scenario to put you firmly on the right track. Let's roll...

Building A Successful Rollercoaster

Building intense, exciting, non-nausea-inducing rollercoasters is the Holy Grail of theme park design. To achieve this golden aim you need to learn how to manage G-force.

Finding The G-Spot

While standing motionless, you are experiencing 1G. That means if you weigh 12 stone, you weigh... well, 12 stone. If you add speed and resistance to the equation, such as you dropping 100 feet at 70mph and shooting straight back up into an inverted loop, you are being subjected to a force greater than gravity. In fact you're probably pulling about four vertical Gs, which means you now weigh four times your usual weight. That's some force. And, as you'd expect, it hurts.

Generally speaking, in Rollercoaster Tycoon it's best not to exceed 4G too often -and especially negative Gs, which occur when cars come off a straight section of track and hit a bump at high speed, or plummet down a drop with too much initial velocity, which causes weightlessness. While it's extremely exciting for a brief moment, prolonged experience simply causes your guests to spew. If one of your coasters has a high negative G rating, sort it out immediately.

G-force also works laterally (side to side). (Are you sure about all this? - Science Ed.) If you design a ride that hits about 5G laterally, you're basically snapping necks. Overall, you want to keep your Gs to a level that's reasonably pleasant for people to experience. By all means give the punters a bit of a shock and a thrill, but excessive exposure to high Gs is the wrong way to do it.

Excitement

Exciting rides are not necessarily fast, nor do they have loads of twists, loops and turns. A high rating in the 'exciting' category usually comes from building a ride that goes over water, through tunnels, past themed scenery or close to another attraction. For example, a section that dives into a tunnel after a sharp drop, emerges into bright sunlight, performs a sharp 90-degree banked turn and darts back into the darkness rates highly on the excitement scale, but doesn't make the passengers vomit.

Also, build uphill sections of track so that cars have just enough momentum to get up and over. If passengers think they're not going to make it, and are going to plummet backwards down the track, they become even more excited. Indeed, later add-ons enable you to do just that, but to do it safely. But beware: going too fast backwards is likely to be messy.

To keep the interest factor high on slower sections of track (usually near the end), use banked helix turns. This type of curve maintains speed, and gives the rider the impression of speed.

Intensity

The trick is to study the graph when you first test a ride. Look at the places with high and sudden G-forces, then smooth them out. Inserting banked corners - or, God forbid, even brakes - can usually do this. Above all, make sure the car doesn't come into the station too fast. Coming out of the last turn at 50mph and then suddenly braking to Omph in less than a second is pretty intense; unfortunately it's also the equivalent force of a fatal car accident. Sure, the guests want some intensity in their lives, but giving it to them like that is a sure way to make them leave the park completely -possibly in a body bag.

Nausea

Beginners usually find that most of their rollercoasters have high nausea ratings simply through a lack of understanding of rollercoaster dynamics and physics. Follow the guidelines outlined in the Excitement and Intensity sections above to reduce the nausea rating.

The Price Is Right

Never charge more than Pound-2 for any food or drink item, and try not to go above Pound-1 for a map, and Pound-3 for an umbrella. When it comes to rides, 50p for a gentle ride, Pound-1 for a thrill ride and Pound-2 for rollercoasters, go-carts, and water rides is about right. Try not to charge for the toilets, or transportation rides like the monorail. That's just greedy.

The admission price should start at about Pound-10 and increase gradually from there. Let's say that each attraction (including stalls) is worth Pound-1.50 on the entrance fee. This means that a park with ten attractions should charge Pound-15 quid, Pound-30 for 20 attractions, and so on. Basically you'll know if the price is right anyway, because your punters will no doubt squeal about it if they're unhappy.

Watch the animations of your guests. If they wander up to an attraction and leap backward in surprise with their eyes popping out of their head, something is wrong. Check out the price of your ride and put it right. On the other hand, if people come off a ride and jump with joy, then you know a ride's popular, so maybe jack up the price a little to maximise revenue.

Workforce And Patrol Zones

Always give your workers relatively small patrol zones, otherwise the good-for-nothing slackers just wander about aimlessly, reducing park efficiency. When you employ a handyman, order him not to water the gardens or mow the grass -it's a waste of time. Instead assign him to areas near ride exits, food and drink stalls and litter bins, and get him to sweep the pavement and empty the bins.

Mechanics should be given zones that cover maybe five or six rides. Inspections of the rollercoasters should take place every 20 minutes, and everything else every 30 minutes.

Not all parks need security patrols, but if you do require their services, position them around vandalism hot-spots such as benches and litter bins.

The Scenic Route

Try not to destroy ready-made scenery and themes; guests are absolute suckers for something that looks pretty. Try to add fountains, statues, lamps and other gadgets, which all go towards making a more scenic environment that people are less likely to leave. Most useful of all are themed rollercoasters and other rides. Not only do they look cool, they also actually increase the excitement factor of the ride.

Right On Queue

When you site an attraction, remember to leave enough room for a queuing area. Rollercoasters, go-carts and water-based rides tend to be among the most popular, and so need the longest queuing areas (7-10+ blocks), then it's thrill rides (4-6 blocks), and finally the gentle rides (2-3 blocks).

Even though it's fairly common practice at most real-life theme parks, in Rollercoaster Tycoon you don't actually need to queue at any of the refreshment stalls, so don't bother building queuing areas by them.Another thing: if a ride takes about two minutes, people are going to be queuing for longer than a ride that takes only ten seconds. Think about this and plan appropriately.

Occasionally guests complain about long queues. If this happens you can do one of two things: either extend the station platform (rollercoasters etc), or raise the price of the ride to scare a few people away. On the flip side, if a ride has no queues at all, reduce the price to attract people to it. It's usually the gentler rides that guests start to lose interest in, and if this happens just swallow your pride and keep reducing the price. Don't worry about making a loss, there are

The Path To Success

Pathways obviously enable guests to get from one part of the park to another, but they also serve as viewing platforms. Position your paths so that they meander tantalisingly near rollercoasters and other interesting-looking rides. Put a few benches down as well so that people can gaze at the ride while they eat their pizza or whatever. Dig some tunnels. Do anything humanly possible to make the pathway an attraction in itself.

Marketing Talk

If all else fails you can always spend a bit of extra cash on marketing campaigns, although generally speaking they are most effective at the start and end of a scenario. One cunning tactic you can use if you're short of guests with about six weeks to go is to have a massive blanket advertising campaign and entice revellers that way.

Scenarios In Brief

Because the tactics for the completion of each scenario are essentially the same, here's a quick walkthrough outlining the main points.

Forest Frontiers

Set the park entrance fee at around Pound-15. Go for the 'woodchip' rollercoaster and spread a selection of gentle and thrill rides around it. Employ a mechanic and two handymen to keep things ticking over. Only research ride improvements.

Dynamite Dunes

Increase entrance fee to Pound-20. Build a selection of rides around the initial rollercoaster. Employ four handymen and two mechanics to keep the park in shape. Finally, reduce the ride prices towards the end of the second year, and start some marketing campaigns to attract punters.

Leafy Lake

Build a pre-made rollercoaster near the entrance, and another on the other side of the lake. Pad out the rest of the park with a varied selection of gentle and thrill rides. Security is needed, as well as some handymen and mechanics.

Diamond Heights

Hire three mechanics, two security guards and about five handymen. Build an information kiosk, food and drink stalls and some toilets near the entrance. Introduce some gentler rides and a few thrill ones. Start a marketing campaign for the new attractions, then sit back.

Evergreen Gardens

Rollercoaster

Research stalls early so you can get the information kiosk, otherwise your guests will become lost. There's loads of room available, so spread your rides around the park; position them between scenic areas so guests have exciting walks. Build a steam train or monorail to help guests get around the park. Flatten the land, and add minor rides along the existing pathways. When you can, build a wooden rollercoaster somewhere in the middle of the islands. Advertise it and the punters should start flooding in. Raise the admission fee to Pound-20. Create more land. Add new rides.

Katie's Dreamland

Set the admission price at Pound-20 for some quick cash. Get your guests eating food, and hire more mechanics. Raise the price of Runaway Plumber to Pound-3. Research thrill rides and place them in the area just outside the rollercoaster.

Pokey Park

Demolish the Twister in the corner and replace it with a wooden rollercoaster. Raise the admission price Pound-10. Gradually replace all the rides with more exciting ones, and aim for another rollercoaster to finish off.

White Water Park

Research nothing but thrill rides, and add them to the vast array of water-based outings. There's loads of room for expansion, so try to get in a coaster or two. Add two clusters of refreshment stalls - one near the entrance and one near the log flumes.

Millennium Mines

At first the only thing in this massive mine area is the train. Add another station towards the far side of the mines, then start adding a selection of rides around the two stations. Aim for about 30 attractions, and make use of the underground.

Karts & Coasters

One mechanic in this place? That's a joke. Hire another one, and assign them to two rides each for now. Clear away some trees and add some thrill rides -keep this park for the hard-core adrenalin addicts only.

Mel's World

Touch

There's nothing really too abnormal about this scenario apart from the vast number of people you have to entice in. Basically, work faster than usual and add a few gentler rides to appeal to families.

Mystic Mountain

Rollercoaster Tycoon Touch Nausea

Ultimately you want to set up a meaty mine car rollercoaster around the original scenery on the mountain. There's loads of room for park expansion, and this should enable you to create some hugely enjoyable rides.

Pacific Pyramids

Another one to build from scratch, but yet again there's acres of room for expansion. Wrap some tracks around the sphinx for added effect, and also expand upon the existing underground tunnel system.

Crumbly Woods

Not long after you begin, Double Trouble crashes, and soon other rides meet the same fate. Hire an army of mechanics to keep the old attractions going while you build new ones. Add themes wherever possible to attract the 1200 visitors you need.

Paradise Pier

Don't worry about the lack of land, you can build wherever you want. There's loads of space for everything, so go for some huge rollercoasters. Be careful with your money though - building on water is more expensive than building on land.

Lightning Peaks

There's scope for some giant drops and intense underground rides here. Concentrate your attractions around the top of the three peaks and include refreshment stalls and other vital amenities. The main problem here is rain, so build plenty of information kiosks where your visitors can buy umbrellas.

Rainbow Valley

The local authorities won't allow you to demolish trees or change the landscape, so tread carefully. Go underground or high above ground. Alternatively, build in the water - there's enough of it.

ThunderRock

A great place for a mixture of open-air and underground rides. Stick all the thrill and gentle rides around the base and on top of the rock. Build the rollercoasters inside, and clinging to the outside walls.

Dear Tycoons,

It’s Update Day! – Today, we’ve got a number of items that are now at the point where we can push them live to you. Many different parts of the game have gotten an update including Paths, AI, Audio, New Content, Graphics, and even Performance!

PATHS

While this is by no means our final update to our path system (in fact work is continuing during this sprint) we did make a number of improvements and bug fixes that should improve the path-building experience. It should now be much smoother and easier to place some of your paths – this is only the start; a lot more improvements are still to come! Additionally, we are launching a new feature with our path system – the ability to change the texture after it’s placed! It’s a small but heavily requested feature that we think will make the whole system much more flexible. Let us know what you think and remember that this is only our “First Pass” on Paths – we have a ton more ideas, features, and updates we still plan on implementing!

Rollercoaster Tycoon 2 Nausea

NEW CENTERPIECE

Today we are also launching a brand new Scenery Centerpiece! Check out the awesome futuristic Sci-Fi Centerpiece, now available for under the centerpieces menu in your game.

AI

The work we did on AI in our Previous Update has been continued and further refined. You will notice great improvements to the Peep and Staff AI in this update, including improvements in Food/Drinks/Souvenir behavior, Nausea/Bathroom Behavior, Trash Can Use, Injuries/Sickness, and Ride-seeking and pathfinding. All of these updates come together to create a much more responsive and immersive experience. Full details on what was done can be found below. Note – there is still more we are working on as we now shift our focus to expansion of behaviors and further balancing of the different systems.

AUDIO

This update contains a number of audio SFX improvements! This new audio is in an “Alpha Phase” as it’s very much still in-progress, but you will notice some awesome new coaster sounds as well as new environmental ambiance SFX. Our audio team is doing a top–to-bottom review and scrub of every single sound in the game. We have a renewed focus on the audio in the game and you should stay tuned for further improvements as we go through the SFX.

UGC

Another area of the game that was improved is our UGC Hub. You will notice a refreshed layout that should let you see all of your content much easier.

GRAPHICS

Graphics are much improved in this update as well. We had two key areas of focus: The first was to finish rolling out our Screen Space Reflections feature to all objects in game. We think it looks beautiful and hope you agree too! Here’s a a peak at what it looks like and how its improved water and other objects in the scene:

Additionally, our team took a look at all of our Terrain Shaders and improved the system to support much higher quality terrain and better mixing of different terrains. This improvement should further add depth and immersion as you play.

On top of this we added a nifty Depth-of-Field effect to the main park view. Objects further away will be blurry and those closer will be crystal clear. This effect is DISABLED by default. To turn it on simply go to Options > Graphics and disable the Depth–of-Field effect.

Work was also done on a number of flatrides to optimize them and also to up-res their textures (In Progress Work). We won’t be highlighting them in this update blog as they’re not fully rolled out, but the results are already showing an increase in overall performance while at the same time allowing us to have gorgeous hi-res textures and smoother animations! This is available today on some of your rides and will be rolled out to the remaining rides in future updates.

PERFORMANCE

Last, but certainly not least, in general you should notice that your game will run a bit smoother due to the above optimizations but also due a number of other “under-the-hood” changes. More work is of course continuing on performance and we have some longer term tasks we hope to wrap up in the coming weeks to continue making the game perform better.

It’s been an insanely busy few weeks here at Team RCTW as we work to improve the game, launch new content and features, and fix bugs. Your feedback is driving all of our decisions and we hope you like the direction the game is taking. Be sure to continue to share your thoughts, bug reports, and more with us on our forums.

From our Community Team, here’s a sneak peek at this week’s Community Spotlight – a park called “Timeless Isle” by user “Maulite”:

For more screenshots from his park check out our Facebook Album.

Thank you again for all the support, incredible feedback, and most importantly – the amazing and inspiring creations and parks you all are making!

Until the next post, see you on the forums! In the meantime, see below for the full list of what’s contained in this update and to get a preview at what we are working on next!

Team RCTW

Here is the full list of today’s updates, and a preview of what we are working on next:

NEW FEATURES AND CONTENT

  • CONTENT:New Sci-Fi Centerpiece added to scenery Centerpieces. This new scenery item is a giant moon rock floating in space, with room to run your coasters through it!
  • GRAPHICS:New Terrain Shaders to improve terrain quality! Check out the new terrain shaders in our Forest and other maps! Different textures blend better and the terrain looks smoother when zooming in and out.
  • GRAPHICS:Screen Space Reflections Added to All Objects in Game! This vastly improves the look and feel of all the objects in the game. Everything has a reflection of its environment now and looks more realistic and tangible.
  • GRAPHICS:Depth-of-Field Effect Added to Park Cam. We added a new Depth-of-Field Effect to the park cam. Now things further away will look blurrier than those close up, giving you a better sense of depth. It is Disabled by default BUT You can ENABLE this feature at any time by going into Options > Graphics > Disable Depth of Field. The choice is yours!

Rollercoaster Tycoon Free Online

IMPROVEMENTS

Rollercoaster Tycoon Pc

  • GRAPHICS: All Sci-Fi Coaster Loading Stations have new textures
  • GRAPHICS: Improved the seats of all coaster cars to better fit peeps
  • GRPAHICS: Improved Depth-of-Field and Field of View effects when in Ride/Coaster cam
  • PATHS: Path nodes are deleted when a path is cleared
  • PATHS: Paths now have more realistic incline slopes
  • PEEPS: AI IMPROVEMNTS LIST BY SYSTEM
    • Food, Drinks, & Souvenirs
      • Peeps now have a higher chance to address their nausea, bathroom, hunger, or thirst when these stats are high.
      • Peeps should no longer buy drinks, hoping to soothe their hunger. We have informed them that food will be much more effective for this purpose.
      • Peeps will no longer randomize between the top five food / drink / souvenir stands, instead giving higher priority to those they like more. As a consequence, peeps should generally be happier when buying food, drinks, and souvenirs.
    • Injury
      • Injured peeps should once again engage in their proper behaviors of sitting on benches to be addressed by Medics, or (in rare cases) leaving the park.
    • Trash
      • Peeps should now properly throw their trash out in trashcans. Trashcans have a capacity- peeps will not throw trash into full trashcans. Peeps will throw trash on the path only if they’re unable to find a nearby trashcan.
    • Rides
      • Fixed an issue that was preventing rides from increasing riders’ Energy and decreasing riders’ Boredom
      • Peeps should now more reliably ride low intensity rides. As a consequence, peeps should now distribute themselves among your park attractions more evenly.
    • Nausea and Bathroom
      • Peeps’ minimum possible Nausea Tolerance is now 1 – no Peeps will have a 0 nausea tolerance.
      • Peeps’ Nausea Tolerance will be increased if they like riding more intense rides.
      • Peeps should now more reliably choose a nearby bathroom if they need to either vomit or pee.
      • Peeps should now think the thought “The paths here are disgusting” an appropriate amount.
      • Peeps will no longer select a random bathroom.
      • Peeps with moderately high nausea will now prefer to sit on benches to reduce it.
      • Peeps with very high nausea will now prefer to sit on benches to reduce it, if a bathroom is far away. Some of them might try to hold it, though…
  • PEEPS: Improved Emotes and Peep Thoughts to be more descriptive and trigger more often
  • PEEPS: Improved Transition of Janitor animation from Cleaning and Walking
  • PEEPS: Peeps now have an “ill” animation when their nausea, bathroom, thirst, or hunger get too high for too long
  • PERFORMANCE: Improved Performance when using the path tool
  • PERFORMANCE: Screen Space Reflections now disabled when zoomed out for performance
  • UGC: UGC content manager now displays many more items and has a new table layout allowing easier management of UGC for players
  • UI/UX: General notification improvements to better inform player of what is going on in their park
  • UI/UX: Improved cameras while in coaster editing tool
  • UI/UX: Terrain brush size tweaked

BUG FIXES
The Bugs below have all been addressed in this latest update. Note that this is not a complete list but does give you an idea of most of the fixes that were made.

  • BUILDINGS: The gap appears between the base of park services building and its supports after elevating it.
  • BUILDINGS: The sci-fi recycling bin is missing material when full
  • COASTERS: Ride cam does not follow the flying coaster car’s animation
  • COASTERS: Crash when using the Coaster Builder when deleting and adding a segment in a specific order
  • COASTERS: The grid size during the Coaster Builder is not displaying the proper size
  • COASTERS: The intensity level of some of the premade coasters is incorrect
  • GRAPHICS: Janitor Peeps and Brooms LODs are not consistent
  • GRPAHICS: Some of the “flower beds” have LOD issues with respect to camera position
  • PATHS: Path connection snaps to the grid when grid is turned off
  • PEEPS: Fixed a Peep AI crash in the Campaign mode
  • PEEPS: Injured peeps aren’t always playing their injured animation
  • PEEPS: Peep Boredom isn’t decreasing properly when riding rides
  • PEEPS: Peep Happiness always decreases after making a purchase.
  • PEEPS: Peep thought on broken coaster “Drat! [RideName] has stopped!” does not trigger.
  • PEEPS: Peep thoughts not generating for Clean/Dirty paths.
  • PEEPS: Peeps are peeing on the path far too much
  • PEEPS: Peeps have the jiggles when they sit in the Wild Tycoon Wings
  • PEEPS: Peeps score all stands/stores when scoring for food AND drink
  • PEEPS: Scenery messiness is not updated in context
  • PEEPS: The peep clips with the asset ‘Galactic Plaza’.
  • SCENARIOS: All scenario boot with unrealistic Finances numbers and months
  • UI/UX: Debug text is displayed in the name of the third specialty track piece for the “Spinning Coaster”
  • UI/UX: Font size is inconsistent in the info window of “Circus” ride
  • UI/UX: Key to delete a node is not mentioned in the fourth objective of the ‘The basics of building a new Coaster’ tutorial
  • UI/UX: Name of all pre-made coaster in Basic Ride Options tab
  • UI/UX: Starting a new game starts at the fastest speed but UI shows that it is normal speed
  • UI/UX: The theme icon on the Sci-Fi Trash can is represented with the Adventure theme symbol.
  • UI/UX: The theme icon the sci-fi trash can is represented with the adventure theme symbol
  • UI/UX: When viewing the description for the arch art asset for Exit Signs these display Adventure Theme

ALPHA FEATURES – IN PROGRESS – FEEDBACK NEEDED
This list contains features that are in progress, have had a first pass at improvements, or are at an Alpha stage. Occasionally, we will develop features or improve on things that we need more feedback on from you. These are items that we have just released but are still considered “work in progress”.

  • AUDIO:IN PROGRESS
    • For this update we focused on Ambient Environmental Sounds and also Coaster SFX as we continue our top to bottom review of all sound in the game.
        • IMPROVEMENT: Expanded and improved on-ride coaster sounds to be more realistic and detailed
        • IMPROVEMENT: Improved peep on-coaster ride sound effects
        • ALPHA FEATURE: Added new ambient sounds to all the environments
  • COASTERS:IN PROGRESS: The ride cam on all coasters has been raised to avoid clipping issues, except in the first row of the first car. We are still looking at how to further improve our coaster and seat cams so this is an “In Progress” feature.
  • GRAPHICS:IN PROGRESS: We are doing an optimization and hi-res texture pass on almost everything in the game. For this update we focused on a few of our flatrides. They should now have smoother animations, better performance, and hi-res textures! It’s only a small subset of all the rides but the work is in progress and we hope to roll it out to everything in the game in coming updates.
  • PATHS:ALPHA FEATURE: You can now recolor your paths after placing them! Simply click the new “Modify” button in the path system, select the paths you want to change, and choose a new texture. We are working on enabling this for path intersections next.
  • PATHS:IN PROGRESS: Work on our path system is in progress but we already have improved a number of the systems behind laying and placing paths, removing some of the biggest frustrations players were facing.
  • PEEPS:IN PROGRESS: We are testing out some new peep animations on our hypercoasters that are a bit more realistic and detailed. Let us know what you think!

KNOWN ISSUES
We are still working on a number of bugs, tweaks, and other fixes. With each update we address a number of bugs and make a ton of improvements, but sometimes this may cause new things to break in the process. Our focus during Early Access is on releasing updates faster to you so we can get feedback earlier in the process. If you see a bug please report it in our Bug Tracker. Feedback on what you see implemented should go in our Improvement Tracker.

For a general guide on fixes and troubleshooting steps for common issues (include the 57% bug) please visit THIS USER GENERATED GUIDE. Note that we have been seeing a number of users reporting issues with computers that are below the game’s minimum specs, so please check the main steam page before playing to ensure you meet the requirements. Additionally, we have seen a number of problems are solved when users update their graphics drivers.

Steam

Lastly, downloads via Steam may sometimes get corrupted or updates don’t fully install leading to odd behaviors in game and starting the game. Try these steps to Verify the game cache:

  1. Right click RollerCoaster Tycoon World in Steam
  2. Click Properties
  3. Then Open the Local Files tab
  4. Click Verify integrity of game cache

Roller Coaster Tycoon Name Cheats

NOTE: In general – it is a good idea to Verify the Integrity of the Game Cache after any update just to be sure.

WHAT’S NEXT
This was an important update, but that doesn’t mean we’re slowing down! For our next update we are looking at additional AI improvements (focused more on the marketing and rating systems), additional flatride optimizations, a variety of peep animation improvements, further path improvements, more performance improvements, and additional audio improvements. Of course a new update wouldn’t be complete without a few surprises as well but we want to do a little more on them before we announce them as part of an update to be sure they make it in – we are looking at you Drag Delete Functionality!

For discussion of this blog please visit our Forums.