Rollercoaster Tycoon Price

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  2. Roller Coaster Tycoon Cheats

Lord Gonchar

Wednesday, March 3, 2004 2:28 PM
You'll find a hundred different theories on this, all of them probably valid and useful in some way.

My approach:

RollerCoaster Tycoon World™ is the newest installment in the legendary RCT franchise. This next-generation theme park simulation and building game includes fan-favorite features as well as incredible new advancements! RollerCoaster Tycoon Classic is a construction and management simulation video game developed by Origin8 Technologies and published by Atari.The game combines features that were first seen in RollerCoaster Tycoon and RollerCoaster Tycoon 2, which were both amusement park management simulators created by Chris Sawyer for the PC.

Bump all food/souvenir stalls up roughly 50 cents per item. For food this will usually land you in the profit range of $1.00 to $1.50 per item. This has always worked for me. It's just a general rule and there are exceptions - but for the most part, you'll find my stalls in that range.

Info kiosks - I just bump maps up a dime (two if I'm feeling greedy) 70 or 80 cents each. I set Umbrellas at $4 and when it rains bump them to $7.

Don't foregt to charge for restrooms. 20 cents is a prce everyone will easily pay. Go a little higher when you need cash.

I know in general, you can price higher - much higher. But this works for me.

On scenarios where entrance is free and guests pay per ride - the money should be coming from rides, not stalls. Coasters have a base price of $2 to ride. I add a dollar to that for every excitment point a ride has to start with.

So if my latest coaster has an 8.75 excitement rating - I'm going to start by charging $10 a ride. Then advertise the ride. From there slowly bump the price up until people refuse to pay - then back off a hair. That's you're price. You'll have to lower it as rides age.

Price

Flats are the other half of the equation in pay per ride scenarios. Charge out the ass for them. Better ones like the freefall and roto drop can easily command 7 or 8 dollars a ride.

Mid-level thrill rides (magic carpet, inverting ship, enterprise, etc) can get $4 a ride.

Work your way down the ride pricing them agressively - the lowest priced ride in any of my pay per ride scenarios is $1.50 and that's things like the carousel, ferris wheel and slide.

I'm guessing you're just not agressive enough on ride pricing.

Roller Coaster Tycoon Free Download

On pay to enter scenarios (much more challenging to me) just charge the absolute highest amount that the poorest guests enter with.

Build enough to start attracting guests, then take a moment to click on them and see how much cash they have before entering the park. It's ALWAYS a $10 or so range. You'll soon see the minimum that the guests are carrying with them upon entering the park - charge that amount! This means everyone enters and you get the maximum amount of money from each guest.

Your mileage may vary.

Roller Coaster Tycoon Cheats

RollerCoaster Tycoon Classic
Developer(s)Origin8 Technologies
Publisher(s)Atari
Producer(s)Laurence McDonald
Designer(s)Chris Sawyer
Programmer(s)Steve Clark
Jason Austin
Chris Sawyer
Artist(s)Simon Foster
Laurence McDonald
Composer(s)Allister Brimble
SeriesRollerCoaster Tycoon
Platform(s)iOS, Android, Microsoft Windows, macOS
ReleaseiOS, AndroidMicrosoft Windows, macOS
  • WW: September 28, 2017
Genre(s)Construction and management simulation
Mode(s)Single-player

RollerCoaster Tycoon Classic is a construction and management simulation video game developed by Origin8 Technologies and published by Atari. The game combines features that were first seen in RollerCoaster Tycoon and RollerCoaster Tycoon 2, which were both amusement park management simulators created by Chris Sawyer for the PC. The game was released worldwide for iOS and Android in December 2016, while a version for Microsoft Windows and macOS was released in September 2017.

Gameplay[edit]

Classic implements the same gameplay as the first two games in the RollerCoaster Tycoon series. Played from an isometric view, players are tasked with building or revitalizing an amusement park by adding rides, attractions, facilities, paths, landscaping, and staff to manage the park. In particular, the game allows players to plan out a wide array of custom roller coasters and other rides using tracks, such as log flumes and go-karts. The player also must manage the park's finances to make sure they bring in sufficient revenues from guests to cover the cost of running the park and installing new features.

Development[edit]

Chris Sawyer had developed the original RollerCoaster Tycoon and its sequel RollerCoaster Tycoon 2, which released respectively in 1999 and 2002. The games had come out of his work developing a sequel to Transport Tycoon, which he released in 1994.[1] Sawyer allowed Frontier Developments to develop RollerCoaster Tycoon 3 while he worked on Locomotion, a 2004 spiritual successor to Transport Tycoon.[1] Following this release, Sawyer had appeared to disappear from the games industry; according to Sawyer in a 2016 interview, he took this absence in part over the legal difficulties he had over securing unpaid royalties from Atari, whom had acquired the rights to publish the RollerCoaster Tycoon series through Infogrames' purchase of Hasbro Interactive. He also stated that he was disappointed with the state of video games during this period which focused too much on violence.[1]

Sawyer re-emerged in 2010 with the opening of 31X Ltd. a holding company for his Transport Tycoonintellectual property. However, he saw there was interest in a mobile version of this game, and took 31X in a direction towards mobile development.[2] In 2013, he announced the mobile version of Transport Tycoon, developed with Origin8. With Origin8's help, Sawyer was able to convert the original Transport Tycoon code from a form that relied heavily on assembly code to transfer it into a more portable form.[1] The title was released in late 2013. He considered the mobile release of Transport Tycoon a success, and that Origin8 was willing to continue to help port RollerCoaster Tycoon into a similar mobile format. Sawyer also recognized that there was a demand for a game that used the more simple controls and graphics offered in the original Tycoon games, which worked well for mobile and touch-screen devices.[1]

In March 2016, Sawyer affirmed he had started work on RollerCoaster Tycoon Classic with Origin8, to be released for mobile devices.[1] As with the rework of Transport Tycoon, this required Sawyer and Origin8 to rework the assembly code from RollerCoaster Tycoon 2 into C. They were also able to add new elements to the game during this period.[3]

The game was released for both Android and iOS devices on December 22, 2016.[4][5] On that same day, Sawyer released a statement explaining his reason for developing the game: 'It was my long term ambition to bring the classic game to modern touch screen devices as its visual style and tactile nature are so well suited to smartphones and tablets.' Meanwhile, the CEO of Atari stated that the game should appeal to both long-time fans, as well as new players.[6]

A Microsoft Windows and macOS port of the game was released on September 28, 2017.[7][8]

Reception[edit]

Reception
Aggregate score
AggregatorScore
MetacriticiOS: 90/100[9]
Review score
PublicationScore
TouchArcadeiOS: [10]

Bob Fekete of iDigitalTimes praised the game for faithfully porting the original games on mobile devices for a low price tag, but criticized the game's 'cramped' feel and occasionally low framerates.[11]

References[edit]

  1. ^ abcdefYin-Poole, Wesley (March 3, 2016). 'A big interview with Chris Sawyer, the creator of RollerCoaster Tycoon'. Retrieved April 3, 2016.
  2. ^Rose, Mike (July 19, 2013). 'Chris Sawyer on his reentry back into video games'. Gamasutra. Retrieved September 28, 2017.
  3. ^Zarrouk, Alexander (July 15, 2016). 'Chris Sawyer Interview anlässlich der Eröffnung von Klugheim im Phanatasialand - TALK ABOUT GAMES' (in German). Retrieved July 24, 2016.
  4. ^Souppouris, Aaron (December 22, 2016). 'Classic 'RollerCoaster Tycoon' comes to iOS and Android'. Engadget. Retrieved December 22, 2016.
  5. ^Sarkar, Samit (December 22, 2016). 'First two RollerCoaster Tycoon games arrive on Android, iOS'. Polygon. Retrieved December 22, 2016.
  6. ^Moscaritolo, Angela (December 22, 2016). 'RollerCoaster Tycoon Classic Arrives on iOS, Android'. PCMAG. Retrieved December 23, 2016.
  7. ^Devore, Jordan (September 27, 2017). 'RollerCoaster Tycoon Classic is sliding onto Steam'. Destructoid. Retrieved September 27, 2017.
  8. ^Yin-Poole, Wesley (September 28, 2017). 'RollerCoaster Tycoon Classic launches on Steam'. Eurogamer. Retrieved September 28, 2017.
  9. ^'RollerCoaster Tycoon Classic for iPhone/iPad Reviews'. Metacritic. CBS Interactive. Retrieved February 22, 2017.
  10. ^Ford, Eric (January 3, 2017). ''RollerCoaster Tycoon Classic' Review – The Perfect Classic Ride'. TouchArcade. Retrieved October 5, 2018.
  11. ^Fekete, Bob (December 27, 2016). ''RollerCoaster Tycoon Classic' Review: Wonderful Nostalgia To Go'. iDigitalTimes.com. Retrieved December 31, 2016.

External links[edit]

Retrieved from 'https://en.wikipedia.org/w/index.php?title=RollerCoaster_Tycoon_Classic&oldid=880733927'