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Let's roll 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. While standing motionless, you are experiencing 1G. That means if you weigh 12 stone, you weigh If you add speed and resistance to the equation, such as you dropping 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? 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. 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 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.

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. 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.

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 and increase gradually from there. Let's say that each attraction including stalls is worth Pound This means that a park with ten attractions should charge Pound quid, Pound 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. 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. 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. When you site an attraction, remember to leave enough room for a queuing area.

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. I searched the games folder and i did NOT see roll. I searched the file's folder and i did not see it but just to be safe i ran a Virtual Machine so i was assured that roll.

Probably something from his Computer from a previous application they had installed. Reports say that this application is a trojan virus that lowers the security of your pc, allowing other viruses to enter.

It seems that the roll. But other than that, this game is great! Reviewer: voltagex - - June 15, Subject: Seems to be fine Doesn't contain a " roll.

While it's not unheard of for commercial discs to contain malware, anything from when this disc was pressed is going to have a hard time running on modern machines. Please don't download this. I believe it is a trojan. It contains a program roll.

Similarly, less-skilled players or those new to the series can start with easier parks. There are also several tutorials provided to introduce players to the game and the basics of building a successful park.

While the tutorials are quite useful and a requirement to anyone new to the game, they also only deal with the basics. To figure out the more advanced or difficult elements you'll need to experiment with your parks. The controls in RollerCoaster Tycoon 2 are fairly simple. Objects are selected and placed with the mouse, while you can move your view around the park with the arrow keys.

All of the buttons you use in building your park are labeled as well. It might be a bit difficult to learn these on your own or through experimentation, but the tutorials do a good job of covering what the buttons do such as rotating the camera or building a ride.

The biggest issue with the controls is the limited camera angles. While RollerCoaster Tycoon 2's graphics are somewhat old, they are also very detailed. You can see individual people as they traverse your park, a roller coaster on its track, or even litter on the walkways and paths of your park.

These small details add a great touch to the game and improve on the simulation. The sounds also play into the simulation nature of the game, as you can select the music played for each ride that adds to that ride's theme. You'll be able to hear the music you pick for a ride every time you click on it.

They won't blow you away, but the graphics and sounds work very well with the game. The variety of scenarios as well as the ability to custom build your parks and rides means that this game will last a long time, but also gives you a reason to replay scenarios multiple times. Each park provides unique challenges and locations to tackle. Even if you do the same scenario several times, you can create a completely different theme park each time. The biggest issue with playing through the scenarios is the time investment required.

It takes a long time to get through one scenario, and there is no way to speed up the game if you meet your objectives early or want to fast-forward to the point when you've earned enough money for more rides.

Additionally, you're limited to the twenty-six scenarios when it comes to creating parks. It would have been great it there was an option to create a park with unlimited money and no restrictions or objectives. Overall, RollerCoaster Tycoon 2 is an excellent and detailed simulation game. Fans of the RollerCoaster Tycoon series and simulation games will not be disappointed.

The game is also a great choice for players who may not be as familiar with the series or genre. You control every aspect of your park in one of twenty-six unique and interesting scenarios. Work with real-life parks and rides or build custom parks and rides from scratch. A few minor issues pale in comparison to all that this game has to offer.



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