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-
- ---------------------
- THEMEPARK by Bullfrog
- ---------------------
-
- FREQUENTLY ASKED QUESTIONS LIST v0.3
-
- Last Update: 1 February 1995
-
- Maintained by:
- David Leadbetter <davidl@cs.uq.oz.au>
-
- Contributors:
- Peter Elfers <elfers.pad@sni.de>
- (author of the Transport Tycoon FAQ),
- Adam Williamson <adam@scss.demon.co.uk>,
- (maintainer of the Wolf3D FAQ),
- Howard Ship <hship@sinistar.cac.stratus.com>,
- Trevor Farrell <Trevor@farrell.demon.co.uk>,
- Ludvig Linton <mr_wise@algonet.se>,
- Carsten Poulsen <carp@kom.auc.dk>,
- plus many others
-
-
- NOTE: Changes since the last version are indicated by a '!' in the
- leftmost column.
-
-
- Introduction:
- ------------
-
- Welcome to a FAQ list for Themepark.
- This file _attempts_ to answer many frequently asked questions
- relating to Themepark, concerned with game installation and
- game play.
-
- If any of the following apply:
- - your question is not addressed here;
- - the information contained here does not answer your question;
- - you have extra information to add to that already contained here;
- - you have corrections to the information contained here
- then any comments can be sent to the maintainer at the above address.
-
- This is only an early version of the FAQ. Don't expect it to cover
- anywhere near all the questions people have on Theme Park.
- The contents of this FAQ are questions and answers that have been
- collected from the news over the last few months.
- If you want this FAQ to get better, please contribute!
-
-
- Contents:
- --------
-
- 0.0 Abbreviations
- 1.0 Installation FAQs
- 1.1 Versions
- 1.2 Hardware FAQs
- 1.3 Software FAQs
- 2.0 Gameplay FAQs
- 2.1 Game mechanics
- 2.2 Game simulation
- 3.0 Bugs
- 4.0 Play Reference
- 4.1 Renaming Attractions
- 4.2 Handymen Zoning
- 4.3 Signposts
- 5.0 Play strategies
- 6.0 Park Design
- 7.0 Utils
- 8.0 Tables
- ! 8.1 General Info
- ! 8.2 Price/Profit Ratios
-
-
- -----------------
- 0.0 Abbreviations
- -----------------
-
- This section explains and abbreviations used throughout this file.
-
- LMB - left mouse button
- RMB - right mouse button
-
- Each question in the FAQ sections is classified as follows:
- Q: Question/Problem
- A: Answer/Solution
- R: Related Point
-
-
- ---------------------
- 1.0 Installation FAQs
- ---------------------
-
- This section contains frequently asked questions related to installation
- and configuration of Themepark.
-
- 1.1 Versions
- ------------
-
- Versions of ThemePark exist for PCs, MAC, and Amigas (any others?).
- This FAQ is aimed at the PC version only. However most of the
- information it includes is applicable to the other versions. This
- section on installation is applicable to the PC version ONLY!
- Anyone wanting to write a version of the FAQ for the other platforms
- is free to use the info in this FAQ (I'd appreciate being contacted
- first though).
-
- 1.2 Hardware FAQs
- -----------------
-
- Q: My mouse doesn't work
- A: Themepark has some serious problems with many mouse drivers.
- (The general symptom is the mouse being resticted to the
- top half of the screen)
- The solution that seems to work for most people is to use
- the MOUSE.COM that comes with Windows.
-
- Q: Problems running intro.
- A: A lot of people with CD-ROMs and/or sound cards have trouble
- running the intro.
- Try using the '-o' switch, or not run the intro at all (edit
- the Themepark batch file).
-
- Q: No mouse on the "Enter Nickname" screen
- A: Some people with CD-ROMs and soundcards don't get the pointer
- on the nickname screen. Apparently this is a memory problem,
- and the only solution is to free up more memory (or buy some
- more), or turn off sounds.
-
- Q: I can't get sounds to work with my soundcard
- A: To run low quality sounds you need to have 4M RAM
- A: To run high quality sounds you need to have 8M RAM
- NOTE: These are the minimum requirements. Even if you satisfy
- these, you may note get sounds unless you are running a minimal
- configuration.
-
- Q: How do I get SVGA mode to work
- A: Themepark uses the VESA video standard to run in high-res mode.
- If your video card does't have VESA support built in, you need
- to run a VESA TSR (usually supplied with the video card, or
- a 3rd party util like UNIVBE).
-
- ! Q: How well does ThemePark run on a 386?
- ! A: If you play all your other games on a 386, chances are you'll
- ! find ThemePark fine to play on a 386. The game _does_ slow
- ! down as you get more little people in the park. One tip though,
- ! if you've only got a 386, DO NOT play in SVGA mode -- this is
- ! _really_ slow!
-
-
- 1.3 Software FAQs
- -----------------
-
- ! Q: Are these any patches available for the game (PC version)?
- ! A: I am not aware of any patches currently available or being
- ! made :-( (But I could be wrong)
-
- Q: How much memory for sounds
- A: To run low quality sounds you need to have 4M RAM
- A: To run high quality sounds you need to have 8M RAM
- NOTE: These are the minimum requirements. Even if you satisfy
- these, you may not get sounds unless you are running a minimal
- configuration.
-
- Q: How do I get SVGA mode to work
- A: Themepark uses the VESA video standard to run in high-res mode.
- If your video card does't have VESA support built in, you need
- to run a VESA TSR (usually supplied with the video card, or
- a 3rd party util like UNIVBE).
-
- Q: It just won't work after installing!
- A: If you are running EMM386, try installing without EMM386 loaded.
-
- ! Q: What's the difference between the floppy and CD-ROM versions?
- ! A: Both version are the same, except that with the CD-ROM version
- ! you get some bonus "cut scenes" of first person views of the
- ! rides.
-
-
- -----------------
- 2.0 Gameplay FAQs
- -----------------
-
- This section contains frequently asked questions related to gameplay.
-
- 2.1 Game Mechanics FAQs
- -----------------------
-
- This sections deals with questions to do with building your park.
-
- Q: I am having trouble building loops.
- A: Loops can only be placed on a flat, straight section of
- horizontal track.
-
- Q: I am having trouble building cork-screws.
- A: Cork-screws can only be placed on a flat, straight section
- of vertical track.
-
- Q: I am having trouble getting loops to work.
- A: Someone has suggested that roller coasters must be longer than
- a certain length before loops work.
- A: The coaster car may not be going fast enough to reach the top
- of the loop -- modify the track to make the car faster.
-
- Q: I am unable to turn on the coaster.
- A: This may be caused by not leaving enough room on the track
- for the roller coaster to stop.
-
- Q: The coaster never stops to let passengers on and off.
- A: This may be caused by not leaving enough room on the track
- for the roller coaster to stop.
- R: The coaster will stop _twice_ if the track passes right next to
- the ride entrance on both sides.
-
- Q: Piece placement.
- A: The actual placement and apparent placement of some rides
- (especially the track ride entrances) can be very confusing.
- Often removing a few lengths of extra track at both ends
- will provide enough space to replace the object.
-
- Q: Rides not being used.
- A: Make sure you have queue lanes and the exit joined up to the
- path.
- A: Swap the queue path and exit around (for track rides).
- A: People can't seem to walk across bridges that are part of a path
- intersection -- add in a section of path between the bridge and
- the intersection.
-
- Q: How do you use direction signs.
- A: Click on the attraction you wish to point to point to with the
- sign tool, then place the sign where you want it.
- Rotate the sign (if necessary) by clicking the LMB on the sign with
- the sign tool. (see section 4.3 for further info)
-
- Q: I can't replace a ride.
- A: You have to demolish the old ride first. To do this click on
- the old ride with the RMB. However you have to click in a certain
- spot. Change into "tiny" mode to see where to click.
- Alternatively you can click on the ticket booth (for rides that
- have one).
- ! R: Demolishing the Roller Coaster or Big Dipper entry will also
- ! demolish all connected track, so it's a good idea to break
- ! the track manually first unless you like rebuilding the entire
- ! track.
-
- Q: Piece placement difficulties - trouble placing ride tracks,
- rides, shops, etc...
- A: Unfortunately this is one of the annoying bugs you will probably
- come across eventually.
- It may be linked to a bad game state (e.g. rides exist that need
- repair _really_ badly).
- A: Sometimes it just requires a few persistent clicks to place
- objects (sometimes a LOT of clicks!).
- A: Sometimes attempting to place objects on long grass will leave
- short grass that can cause placement difficulties.
- Demolishing the short grass (i.e. click with RMB) may fix the
- problem.
-
-
- 2.2 Game Simulation FAQs
- ------------------------
-
- This section deals with questions to do with running your park.
-
- Q: My game gets really slow.
- A: The game slows down as the number of people in the park increases.
- A: If you have a bad game state, the game might slow down
- (e.g. rides exist that need repair _really_ badly)
- A: Running in SVGA mode slows the game down.
- A: Running at higher game speeds can slow down the game.
- Choosing a slower game speed will increase the game response speed
- (though game time will be slower of course).
-
- Q: How to get the satisfaction levels up.
- A: Turn on the fireworks display.
- ! A: Have a few entertainers at the entrance to hand out umbrellas,
- ! so that the little people aren't effected by the weather.
- ! A: Put in more exciting rides.
- ! A: Lower the gate fee.
-
- Q: "Due to your bad park planning ... has gotten stuck".
- A: The places people usually get stuck are in queue lines,
- under attractions, and sometimes on the bus stop (!!)
- Identify stuck people that are walking but stay in the same
- place.
- People stuck in queue lines can get freed by emptying the line
- (e.g. turn the ride off)
- People stuck under rides (because you built the ride on them)
- can only be freed by destroying the ride.
- [Anyone know how to help people that get stuck on the bus stop?]
- A: If you can't find the stuck person (and it really bothers you),
- empty the park of people by closing the park for a short while.
-
- Q: "Your XXX ride has gotten so old you should replace it".
- A: Unless you want the ride to blow up (leaving unmovable debris),
- you need to locate the old ride and replace it.
-
- Q: Black arrows over handymen.
- A: This means that the handyman has a route assigned
-
- Q: My mechanics get stuck
- A: Sometimes mechanics like to have lunch in comfortable places
- they can't get out of. When they are called to repair a ride
- they get stuck continually answering their radio.
- Simply pick them up with your "tweezers" and put them somewhere
- else.
-
- Q: My handymen get stuck in "turbo mode".
- A: Picking them up with your "tweezers" should also fix up this
- problem.
-
- Q: Visitors get stuck in ride queues.
- A: They should get unstuck when the queue moves, or when the queue
- is emptied (do this by turning the ride off and on)
-
- Q: Visitors don't follow queues, paths, etc...
- A: Naughty aren't they ;-)
-
- Q: Bikers in the park.
- A: Bikers are attracted by two things: litter and fast rides.
-
- Q: Everyone left my park.
- A: Chances are you accidentally pressed 'O' and closed the park.
-
- ! Q: How do I make more money?
- ! A: You major income comes from two sources:
- ! - shops, and
- ! - the stockmarket (in simulation mode)
- ! So, make sure you're shops stay stocked, and it's worth spending
- ! some time getting the prices just right (see the table below for
- ! some indication of price/profit ratios).
- ! Learn to wheel'n'deal on the stockmarket to make a packet!
-
- ! Q: Why are so many little people wandering around hungry and thirsty
- ! when I have shops everywhere?
- ! A: The little people may not be able to find your shops. Use
- ! signposts to advertise their position.
- ! A: Your prices may be way to high for the average little person.
- ! A: Selling balloons, etc to the little people helps them forget
- ! how hungry and thirsty they are.
-
- ! Q: How do I know what prices to charge at my shops?
- ! A: The best way to set the prices is to "ask" the little people.
- ! Start by adjusting the prices in large steps, and watching what
- ! the little people say as they go by. If they are hungry but it's
- ! too expensive they'll say so, if not, they'll buy something.
- ! Once you have the price roughly right, you can spend a bit more
- ! time fine tuning the price if you really want too.
-
- ! Q: I have completed all the research, but I missed out on some of
- ! the objects.
- ! A: ??? bug?
-
- ! Q: I have completed all technology research before researching all
- ! the rides. Can you get updated versions of these rides?
- ! A: ??? Is some sort of research strategy required here?
-
- --------
- 3.0 Bugs
- --------
-
- This section is intended to include a list of the bugs in Theme Park.
- If you hit a problem, this is a useful place to check to see if you've
- become a bug victim.
-
- > Does anyone out there have a comprehensive list of bugs?
-
- ! - Stats for your employess do not always reflect reality.
- ! - The time working meter is often red (= 0% ?) for someone, even though
- ! they are actually working at the time.
- ! - Sometime the months employed field is not accurate.
- !
- ! - Demolishing some structures leaves the ground unusable (you have
- ! to re-demolish each effected square to use it)
- !
- ! - Monorail cars can sometimes try to go in opposite directions around
- ! the track (usually when the entrances have track on both sides).
- !
- ! - employees and little people can get stuck in silly places (employees
- ! can get moved manually, sometimes nothing can unstick a little person!)
- !
- ! - plenty of mouse related glitches
- ! - path tool selected if path is under cursor when picking shops, rides,
- ! scenery.
- ! - placing signposts near rides often changes what the sign points
- ! to rather than placing the sign
- ! - etc
-
-
- ------------------
- 4.0 Play Reference
- ------------------
-
- This section is meant to supplement the manual.
- Any poorly described sections of the manual should be enhanced here.
-
-
- 4.1 Renaming Rides
- ------------------
-
- Park Attractions can be renamed by the player.
- This can be done as follows:
- 1. Select the attraction you want to rename and open it's info
- screen;
- 2. Bring up the name editing box by LMB clicking on the attraction
- name at the top of the info screen;
- 3. Edit the attractions name;
- 4. LMB Click the "tick" button to finish.
-
- NOTE: The "cross" button in the editing box doesn't seem to work.
- So to leave an attractions name unchanged simply change it to
- what it was originally.
-
- Nice as it is to be able to do this, this can make it harder
- when it comes to finding your rides that need replacing:
- - the Advisors warning uses the default name anyway;
- - all rides of the same type are renamed, not just one ride.
-
-
- 4.2 Zoning Handymen
- -------------------
-
- Once you get a few things set up in your park and some little people
- wandering around, you'll quickly find rubbish (and other things)
- on the ground spoiling your park. You use handymen to clean the
- mess up. However, handymen left on their own, will quickly disappear
- to happily mow the lawns forever, while your park turns into a waste
- refuge!
- To keep each handyman on track, you can use the zoning functions to
- assign them cleaning routes.
-
- A couple things to keep in mind with handymen zoning are:
- - the route is a loop that passes through all control points
- (reachable from the handyman's current position);
- - the route can only follow the park paths and ride queues;
- - any route that covers disjoint sections of path will only be
- patrolled in the sections that the handyman can reach without
- leaving the park paths (in fact when you are in the zone editing
- mode, only those sections of the route "reachable" by the handyman
- will be shown);
-
- Handyman zones are assigned as follows:
- 1. Select the handyman whose zone you want to work on (place the
- handyman on a path with the "tweezers" if necessay);
- 2. LMB click the zoning button.
- This will toggle the handyman zoning mode. In this mode two
- extra buttons are available:
- - the "erase zone" button;
- - the "add control point" button.
- 3. Select the "add control point" button;
- 4. LMB click on the path in the places you want the zone to pass
- through. As new control points are added, the zone route (shown
- with black shading) is extended to include the new control points.
- Note: you can only have up to 8 control points in a zone.
- 5. LMB click on the zoning button when you have finished
- assigning the zone to exit the handyman zoning mode.
-
- Your handyman will now obediently partol his zoned route picking up
- the litter as he passes by.
-
-
- 4.3 Signposts
- -------------
-
- Signposts are useful things for guiding the little people around your
- park. When the little people pass a signpost and see something they
- like, they will walk in the direction the signpost points.
-
- Each signposts can point to:
- - 1 ride (white sign);
- - 1 shop (red sign);
- - the exit (blue sign).
-
- Placing Signs:
- 1. Select the signpost tool;
- 2. Select the object to point to:
- With the signpost tool:
- - LMB click on a ride selects white sign pointing to that ride
- - LMB click on a shop selects red sign pointing to that shop
- - LMB click on the exit selects blue sign pointing to the exit
- 3. LMB click on the path to place the sign. When placing a new sign,
- the sign will be placed so that it points "towards" the selected
- object.
- 4. Adjust the sign (if necessary) by LMB clicking on the sign with
- the signpost tool to rotate the sign.
- Note: clicking on an existing signpost only rotates the sign whose
- colour matches the current colour of the signpost tool.
-
- Caution: Close signposts should generally point away from each other.
- Close signposts that point towards each other might trap little people
- between them who are interested in the objects of both signposts.
- i.e. Rather than using signposts like:
-
- --------------
- o=> <=o
- -\\-------\\--
-
- You should use the signposts like:
-
- --------------
- <=o o=>
- ---\\---\\----
-
-
- > What other bits do people think need explaining?
-
-
- -------------------
- 5.0 Play Strategies
- -------------------
-
- This section contains a few game strategies.
- If you are having trouble doing well in the game following one of these
- strategies may prove beneficial.
-
- NOTE: Some of these strategies are included WITHOUT permission of the
- person who posted the strategy. Credit has been given wherever possible.
-
-
- Strategy 1: Beginners Tips
- -----------
-
- This strategy was described by:
- Mike Wallis <mike.wallis@3do.com>
-
- 1. Make sure you listen to your advisor -- especially when he talks
- about the admission prices.
- 2. When just starting out, don't open your park until you've laid out a
- few rides, bathrooms, food and drink stands, and merchandise shops.
- You don't want your first guests to enter a park that has been poorly
- laid out, because they'll be dissatisfied and word of mouth will hurt
- future attendance levels.
- 3. Research the following first:
- 1) ride upgrades;
- 2) ride technology;
- 3) shops/attractions/games.
-
- 1) The ride upgrades will allow higher guest capacities, as well as
- more reliability.
- 2) The ride technology will, obviously, give you access to better and
- more exciting rides.
- 3) The shops/games will give you a wider selection of food/drink,
- merchandise, and game units to place. These will generate profits
- for you.
- 4. Don't pump too much money into research, as the research expenses are
- incurred PER MONTH.
-
- One important thing to note is that admission prices alone will not
- provide enough revenue for your park to operate. That's where
- food/merchandise/game units come into the picture. Combined with front
- gate admission prices, the revenue that food/merchandise/game units
- generate should bring your park into the black...
-
-
- Strategy 2: General Method
- -----------
-
- This general strategy was desribed by:
- Edward Kenworthy <ekenworthy@cix.compulink.co.uk>
-
- I've had no problems - I've never had to take out a loan even.
- (This is playing in full sim, medium hard).
-
- My strategy:
-
- 1) Build all the rides that are available asap.
- (build good rides two times and really good rides three times if you
- can afford it)
- 2) Build shops, but not too many if it's not a rich country.
- 3) ALWAYS increase the price of the things your shops sell by 20-50% of
- the default.
- 4) Research the maximum possible, spread between all areas, but
- particularly the new rides and better rides.
- 5) When you have enough money, buy all your own shares - and then as
- many of the others as you can afford.
- 6) Hire a mechanic when you find rides breaking down - and no sooner -
- and hire an extra one each time you find rides breaking down and all
- the mechanics are busy.
- 7) Hire cleaners as soon as rubbish appears (and assign them cleaning
- routes).
- 8) When you build toilets hire a cleaner just to clean them - nothing
- clears the park quicker than chain vomiting ! (By the way the number
- of people in the park bears little relation to the number of little
- people running around it ! - you have to look at the graphs for the
- true picture!)
- 9) Hire a *few* entertainers.
-
- The general rule is, don't buy anything or hire anyone unless you need
- them. Anddon't forget to keep the wharehouse stocked.
-
- Additions described by:
- Brad Bishop <bbishop@austin.ibm.com>
-
- I have also found that if your workers strike (and, I don't particulary
- care for unions, myself) you can click on the worker and then (for lack
- of a better term) user the 'pinchers' to pick them up off the picket
- like and set them back to work. Seems to work, they seem to happily go
- about their chores. I don't know how this affects the rest of the game,
- though.
-
- One thing I would change from the recommendations above... Don't just
- buy as much stock as you possibly can. You can build up quite a bit of
- cash by buying low and selling high rather than just buying everything.
- I have found that sometimes other parks stock will slip below 100/share
- so that it costs you virutally nothing to buy all of their stock.
- Usually, the next year that same stock is worth over 10,000/share so
- that you make quite a nice little profit.
- One other thing, make sure that your concessions are constantly stocked,
- the majority of the cash you will make will not be from tickets but from
- Ice Cream, Soda, Fries, Toys, Balloons, etc... This is where the cash
- flow is for your park.
- Once you have everything stablized (at least for me) your park will make
- you a little money but most of your cash will come from the stock market
- (relatively speaking - what I mean is that your park will do fine on its
- own once you really have it going, and will supply you with a nice income,
- but there is a lot of money to be made with stocks).
-
-
- ! Strategy 3: Satisfying The Masses
- ! -----------
- !
- ! This strategy was described by:
- ! Adam Williamson <adam@scss.demon.co.uk>
- !
- ! 1. First of all, hire mechanics.
- ! When a ride breaks down, don't wait for a mechanic, TELL him to fix
- ! it (you do this by questioning him, clicking the spanner, and clicking
- ! on the ride you want him to fix).
- ! 2. Build LOADS of shops, and KEEP THEM STOCKED.
- ! 3. Put trees down next to every bit of path.
- ! 4. Have firework displays (press F).
- ! 5. Hire lots of entertainers.
- ! 6. Every time you build a ride, put your ticket prices up, because people
- ! don't PAY to get on rides -- their only function is to make people pay
- ! more to come in.
- ! 7. Buy yourself out on the stock market straight away - you don't want to
- ! be taken over.
-
-
- Strategy 4: The Tech Advantage
- -----------
-
- This strategy was described by:
- Howard Ship <hship@sinistar.cac.stratus.com>
-
- Build a park and develop it to death. Optimize for profit. Crowd
- the rides in. Don't care about aethetics. Eventually, you will be
- rolling in money (example: 500 people in park, gate fee of *zero*,
- income around 90K a month). Build up 5 or 6 million this way, then
- sell the park. By this time, you will be number 1 in 4 or 5 areas.
-
- When you sell the park, it resets you and your competition. Use that
- increadible cash to maximize your research. You will be able to
- crank out and setup an amazing park well before the competition. On
- your second park, layout things more carefully.
-
-
- Strategy 5: Something different
- -----------
-
- This short strategy was described by:
- Peter Elfers <elfers.pad@sni.de>
-
- As an alternative to developing your park year after year, a different
- approach is to develop a park just to sell it (if you can) at the end
- of the year. There is an auction where you can wait until the price
- is very high, then use that money to build a new park (even in the
- same country).
-
-
- ---------------
- 6.0 Park Design
- ---------------
-
- This section is intended to provide some opinions on useful park designs.
- Your themepark can be designed with a number of factors in mind.
- Things you may want to consider in designing the park layout:
- - park asthetics (i.e. making it nice to look at - both for the
- player and the little people)
- - clutter control (i.e. keeping the rides nicely spaced out)
- - crowd control (i.e. getting the little people distributed around the
- park)
- - facility layout (i.e. what facilities work best grouped together)
- - host climate (i.e. the conditions: climatic and financial, of the
- country your park is in
-
-
- 6.1 Park Asthetics
- ------------------
-
- In the PC version you can use the nickname "DEMO" when starting Theme Park
- to check out a demo park.
-
-
- 6.2 Clutter Control
- -------------------
-
-
- 6.3 Crowd Control
- -----------------
-
- Here are a few idea of spreading out the crowd in the park:
- - use arrows on the path to lead the crowd to the inner park
- (where the better rides are -- right?)
- - use a wide entrance area to avoid conjestion at the park entrance
-
-
- 6.4 Facility Layout
- -------------------
-
-
- 6.5 Host Climate
- ----------------
-
-
- 6.6 Interesting Things To Try
- -----------------------------
-
- Here's some interesting ideas to try that you may not have considered
- before:
-
- RIDE CHAINS:
- - build a roller coaster "chain":
- i.e. an entrance ... some track ... another entrance ... more track ...
- ... more track ... the first entrance.
- - do the same with the bumper cars, or the tube ride (the mono rail's
- not the only way to get around the park ;-) ).
-
- ! STREET FAIR:
- ! - Use the grassy area out the front of your ThemePark to create a
- ! street fair! Sure, it's only 3 squares wides, but you have a decent
- ! selection of shops and scenery that will fit in that, and if you're
- ! tricky, you can even manage to fit in some of the track rides!
- ! (see the table on space requirements for clues on what things you
- ! can use in your "street fair").
-
-
- ---------
- 7.0 Utils
- ---------
-
- This section covers any utils for use with Themepark.
- (Any cheats etc)
-
- Theme Park Cheats:
- ------------------
-
- ! BuiltIn Cheats:
- !
- ! ThemePark has a built in cheat player that you can use to try out
- ! all the ride, shops, and scenery. To access this cheat player,
- ! choose to start a new Themepark, and use the nickname "HORZA".
- ! (Make sure you have "First game" set to "NO".)
- ! While you are making your park, you can press CTRL-C to activate
- ! the cheat mode. After which you can use the following extra keys:
- !
- ! ALT-Z - gives you ALL rides
- ! CTRL-Z - gives you ALL shops
- ! LSHIFT-Z - gives you ALL scenery
-
- Third Party Cheats:
-
- At least one money cheat utility exists for Theme Park.
- > Anyone know a reliable place to get it?
-
-
- Theme Park Demo:
- ----------------
-
- A demo version of Theme Park does exist.
- > Anyone know a reliable place to get it?
-
-
- VESA TSRs:
- ----------
-
- If you don't have a VESA TSR for your video card there are plenty available
- by ftp. One fairly general VESA TSR program is UNIVBE, available at any
- SimTel mirror: e.g. OAK.Oakland.Edu : SimTel/msdos/graphics/univbe50.zip
-
-
- ----------
- 8.0 Tables
- ----------
-
- This section includes some tables with various useful bits of info.
- > Any suggestions on the contents of this sections are welcomed.
-
- ! 8.1 General Info
- ! ----------------
-
- ! These tables list some basic (but useful) info on Rides, Shops, and
- ! Scenery.
-
-
- ! RIDES
-
- ! Capa-
- ! Name Area Extra Full Type city Excitement Reliability
-
- ! Race Car Ride 2x1 Track Y GT 25 Very Good Quite Good
- ! Rubber Tubing 2x1 Track Y GT 25 Excellent Quite Good
- ! Big Dipper 5x1 Track N RT 4 Superb Okay
- ! Monorail 5x2 Track N RT 2 Bad Top Notch
- ! Roller Coaster 5x2 Track N RT 4 Top Notch Okay
- ! Loop The Loop 5x1 - Y TE 0 Top Notch Okay
- ! Water Splash 5x1 - Y TE 0 Superb Okay
- ! Cork Screw 1x6 - Y TE 0 Excellent Okay
- ! Big Wheel 4x4 Ent Y SR 6 Good Excellent
- ! Boucy Castle 4x4 Ent Y SR 4 Okay Very Bad
- ! Flight Sim 4x4 Ent Y SR 5 Superb Poor
- ! Ghost House 4x4 Ent Y SR 5 Okay Very Good
- ! Haunted House 4x4 Ent Y SR 14 Excellent Very Good
- ! Maze 4x4 Ent/Exit Y SR 16 Very Bad Very Good
- ! Merry-Go-Round 4x4 Ent Y SR 4 Bad Poor
- ! Observation Tower 4x4 Ent Y SR 20 Bad Okay
- ! Observatory 4x4 Ent Y SR 30 Okay Superb
- ! Parasol Chairs 4x4 Ent Y SR 6 Quite Good Poor
- ! Pirate Boat 4x4 Ent Y SR 8 Excellent Very Good
- ! Plane Flyer 4x4 Ent Y SR 4 Quite Good Very Good
- ! Planet Rocket 4x4 Ent Y SR 10 Bad Poor
- ! Snakes And Ladders 4x4 Ent Y SR 1 Poor Very Bad
- ! Space Shuttle 4x4 Ent Y SR 6 Very Good Very Good
- ! Super Spinner 4x4 Ent Y SR 20 Quite Good Very Good
- ! Tree House 4x4 Ent Y SR 1 Poor Very Good
- ! Clown Acts 6x5 - N LS 24 Okay Superb
- ! Cowboy Acts 6x5 - N LS 24 Good Superb
- ! Dolphin Acts 6x5 - N LS 24 Quite Good Superb
- ! Medieval Acts 6x5 - N LS 24 Very Good Superb
-
-
- ! SHOPS
-
- ! Name Area Full Type Addictiveness
-
- ! Balloon World 5x2 N Toy -
- ! Coffee Shop 3x3 Y Drink -
- ! Coconut Shy 3x2 Y Sideshow Very Good
- ! Duck Shoot 3x2 Y Sideshow Poor
- ! Gunshoot 3x2 Y Sideshow Quite Good
- ! Mr Whippy Ices 3x2 Y Sweet -
- ! Novelty Shop 3x2 Y Novelty -
- ! Saloon 3x2 Y Drink -
- ! Tincan Alley 3x2 Y Side show Good
- ! Arcade 3x1 Y Sideshow Top Notch
- ! Big Time Fries 3x1 Y Fast Food -
- ! Big Time Burger 3x1 Y Fast Food -
- ! Gift Shop 3x1 Y Gift -
- ! Pokey Cola 3x1 Y Drink -
- ! Race Track 3x1 Y Sideshow Very Good
- ! Steak Restaurant 3x1 Y Savoury -
- ! Toyland 3x1 Y Toy -
-
-
- ! SCENERY
-
- ! Name Area Type
-
- ! Lamp Post 1x1 O
- ! Tree Stump Fence 1x1 F
- ! Birch Tree 1x1 P
- ! White Fence 1x1 F
- ! Castle Wall 1x1 F
- ! Orange Tree 1x1 P
- ! Apple Tree 1x1 P
- ! Privet Hedge 1x1 F
- ! Rose Bush 1x1 P
- ! Tropical Bush 1x1 P
- ! Weeping Tree 1x1 P
- ! Palm Tree 1x1 P
- ! Oak Tree 1x1 P
- ! Spooky Tree 1x1 P
- ! Outhouse 1x1 T
- ! Boggy Crapper 1x1 T
- ! Lake 3x3 (1) W
- ! Super Toilet 1x1 T
- ! Centre Fountain 3x2 W
-
- ! Table Key:
- !
- ! Area - the minimum bounding area required to build the object
- ! Extra - (Rides only) Addition Space outside the minimum bounding area
- ! required for:
- ! Track - the rides track
- ! Ent - the rides entrance
- ! Exit - the rides exit
- ! Full - (Rides and Shops) indicates whether or not the minimum bounding
- ! area is filled by the object.
- ! Ride Type: (2)
- ! RT - raised track (i.e. Paths can be placed underneath)
- ! GT - ground track (i.e. Require dedicated space)
- ! TE - track extras (i.e. require flat, straight track to go on)
- ! LS - live show
- ! SR - standard ride
- ! Capacity - (Rides only) The ride capacity (or for raised track rides, the
- ! capacity per car on the ride).
- ! Excitement - (Rides only) The ride excitement level.
- ! Reliability - (Rides only) The rides reliability.
- ! Shop Type - (Shops only) (3)
- ! For Refreshment shops - the food type sold
- ! For Souvenir shops - the object sold
- ! For Sideshows, the addictiveness is additionally recorded.
- ! Addictiveness - (Sideshows only) How addictive the side show is.
- ! Scenery Type:
- ! P - plant/tree
- ! F - fence
- ! W - water feature
- ! T - toilet/latrine
- ! O - other
-
- ! Notes:
- ! (1) A Lake piece must be placed in a 3x3 area, but can be reduced
- ! to take up only a 2x2 area (and can of course be made much larger)
- ! (2) All track ride entrances can be oriented in four ways:
- ! facing down ("normal"),
- ! facing up,
- ! facing left, or
- ! facing right.
- ! The area required to place the ride entrace varies according to
- ! the orientation of the entrance (raised track ride entrances are
- ! manually oriented, ground track rides are automatically oriented).
- ! (3) For shops, it is possible to reclaim the area under the shop for
- ! other objects (except the square directly under the shop -- see
- ! this in tiny mode).
- ! You can reclaim this area by erasing the ground under the shop
- ! (i.e. RMB click on the square).
- ! This will change the grass from short "used" grass to normal
- ! "usable" grass. You can also do the same to the square directly
- ! under the shop (just click "No" when it prompts you to confirm the
- ! delete operation), but the only thing you can put down is a path.
- ! In this was you can pack MUCH more into your park if you really
- ! want to (you effectively reduce the space requirements for each
- ! shop to a single square!). It looks pretty messy however.
-
-
- ! 8.2 Price/Profit Ratios
- ! -----------------------
-
- ! These tables (provided by Trevor Farrell <Trevor@farrell.demon.co.uk>),
- ! are the results of an experiment that aim at determining the optimal
- ! sales margin for various shops.
- ! Tables are included only for "Big Time Fries" and "Balloon World".
- ! (Tables for other shops will gladly be accepted from anyone wanting
- ! to conduct their own experiments.)
-
- ! Trevor explains:
-
- ! The results were obtained by saving a setup, setting a price, running
- ! the sim for a predetermined time and noting sales, reverting to the
- ! saved setup, adjusting the prices, etc...
-
- ! It is clear from the limited data so far that the margins are very
- ! different for different products, but there was good correlation for
- ! the results presented. They seem repeatable and consistent.
-
- ! My conclusion is that the initial computer suggested mark ups are way
- ! too low for most products.
-
-
- ! Big Time Fries:
-
- ! Buying at: 35
- ! Computer suggested mark up: 45
-
- ! Price Contribution Margin Sales Profit
-
- ! 45 10 29% 36 360
- ! 50 15 43% 30 450
- ! 52 17 49% 25 425
- ! 54 19 54% 20 380
- ! 55 20 57% 28 560
- ! 56 21 60% 20 420
- ! 58 23 66% 19 437
- ! 60 25 71% 10 250
- ! 65 30 86% 10 300
- ! 75 40 114% 4 160
- ! 85 50 143% 0 0
-
-
- ! Balloon World
-
- ! Buying at: 10
- ! Computer suggested mark up: 12
-
- ! Price Contribution Margin Sales Profit
- ! 10 0 0% 29 0
- ! 12 2 20% 26 52
- ! 14 4 40% 27 108
- ! 16 6 60% 23 138
- ! 18 8 80% 24 192
- ! 20 10 100% 21 210
- ! 22 12 120% 21 252
- ! 30 20 200% 0 0
-
-
- ! Unfortunately, the economic environmental conditions that were
- ! used in this experiment are unknown, but may well be an influencing
- ! factor.
- ! Addition questions also remain:
- ! - Does the optimal margin change during the life of the game?
- ! - Is the optimal margin dependant on starting price?
-
-
- [THE END]
-