Rollercoaster Tycoon 3 Queue Lines

Rollercoaster tycoon 1 download. Jan 01, 2016  This is the merry go round music from RollerCoaster Tycoon all compiled into one video. This is the merry go round music from RollerCoaster Tycoon all compiled into one video. Dec 04, 2008  I have recently discovered that the title screen music of Rollercoaster Tycoon 2 can be overwritten with any music of your choice (if you don't like it that much). 81 rows  The music of the RollerCoaster Tycoon series was written by Allister Brimble (RollerCoaster Tycoon and RollerCoaster Tycoon 2) and Alistair Lindsay (RollerCoaster Tycoon 3). As many credits as can be given are listed here, but information on which game or expansion pack a song originated in may.

May 02, 2015  RollerCoaster Tycoon 3 Platinum. To ensure the queue lines aren't too long, and your peeps are generally well taken care of an happy. I really believe this game is more for those who played it when the rollercoaster games were first released. It's fun to think back on when you first played. It's not very intuitive, but neither were the.

Proper Queue Design
by Steve Franks

Now that happy peeps have queued up for one of your rides, the very last thing you will want is to have that happiness level drop while they are waiting in line. Bearing this in mind, your first consideration when building a ride and positioning the station platform is how long should a queue be? Basically, this will be determined by the type of ride to be placed.

Flat Rides

Most Flat Rides (known as 'spin and pukes' in Carnival lingo) work well with a queue of 5 or more tiles. The two strategy guides suggest 5 to 10 tiles, but 7 tiles feels just right for most ride/station arrangements. With this in mind, proper placement of a Flat Ride is important as you will need to consider where to place the ride's entrance/exit booths. It is recommended to place a Flat Ride at least 1 tile away from the park pathway, and to locate the entrance on the back corner of the ride. The exit booth should be placed at the front of the ride and adjacent to the entrance queue. Having adjacent entrance/exit paths encourages repeat ridership, allowing them to immediately re-enter a ride for a second go round. This is very profitable planning!

Illustration #1 shows the Carousel with both booths on the same side. This is a good average queue.


Illustration #1

Illustration #2 is an example of a long queue. The Dodge 'em car's entrance and exit booths are not on the same side, but the exit is still placed adjacent to the entrance queue. Peeps won't have to worry about finding the entrance if they want a second go round.

Rollercoaster


Illustration #2

The Ferris Wheel

The one notable exception to this 5 to 10 rule is the Ferris Wheel. This Flat Ride is peculiar in the way it loads and unloads passengers. Two peeps will enter and sit in the first gondola. The Wheel will then spin twice (the default ride length) and stop to load the next gondola. It will continue this cycle until all the gondolas are full. The unloading procedure has the same 2 turns/1 gondola cycle. This creates very long waiting times in even the shortest of queues. Try to position the Ferris Wheel so as to keep queues limited to just 4 or 5 tiles. A long queue will quickly kill off your Ferris Wheel's popularity and profitability.

Illustration #3 shows one method of setting the entrance booth and forming the queue.


Illustration #3

Illustration #4 shows an alternative method. Keep the Ferris Wheel queue very short.


Illustration #4

Thrill Rides

This same entrance/exit booth placement can be employed with most Thrill Rides as well. Again, it is best to build the ride at least 1 blank tile away from the park pathway. The recommended queue length is between 5 to 15 tiles. Personally, I find 7 to 10 tiles works best in an average park. Occasionally monitoring a queue's waiting time will help you in determining the optimum length. You can do this by selecting the 'people' tab on the ride window. A good rule of thumb is to never allow more than a 9 minute wait in the queue, otherwise peep happiness levels will begin to suffer.

Illustration #5 shows an example of a short queue.


Illustration #5

Illustration #6 shows an example of a long queue. The efficient handling of queues will allow you to really pack in a lot of rides in a small area.


Illustration #6

High Capacity Rides

High capacity rides, like Transport Rides, can swallow up a lot of peeps per train load, so 10 to 20 tiles is best depending upon the type of transport. For example, a long monorail can accept up to 60 peeps at a crack! On the other hand, the Chair Lift handles only 24 passengers, so a queue closer to 10 rather than 20 may be advisable. It will also depend upon the length of the ride and speed of the chairs. Periodically monitoring each ride's queue time will allow you to optimize the queue's length. Always design your Transport Ride station placement so that you can extend or trim your queue as the ride demand changes over time.

Illustration #7 shows one method of handling long queues for high capacity transport rides like the steam train and monorail.


Illustration #7

Illustration #8 shows an alternative method. Notice that the entrance booths are midway between the passenger cars of both trains for quick, efficient loading.


Illustration #8

Roller Coasters

Rollercoaster

Roller coasters are another ride that is high capacity in that the trains are long or many, and the ride time is rather short. A queue of 12 to 20 tiles is recommended. It is especially important to place the exit path as near to the entrance queue as possible. Roller coasters are your park's biggest and best money makers. Repeat ridership should be encouraged with proper entrance queue and exit path placement. Personally, nothing makes me happier than to see a peep get off my latest and greatest coaster, jump for joy, and then immediately queue up for a second and third go round.

Illustration #9 of a Roller Coaster shows a 20 tile queue. One must became very creative to pack in a such a long queue. Try to keep the queues compact but 'airy'. Notice the different levels of the parallel sections. Empty spaces in between also allow for trees to bump up happiness levels. It is especially important with Roller Coasters to try to keep the exit and entrance queue adjacent.


Illustration #9

Waiting Time for a Queue

Now that happy peeps have queued up for one of your rides, the very last thing you will want is to have that happiness level drop while they are waiting in line. Bearing this in mind, your first consideration when building a ride and positioning the station platform is how long should a queue be? Basically, this will be determined by the type of ride to be placed.

One thing you need to do is determine (with the ride's pop up window) what the average waiting time is for a peep in the queue. If a queue is over 50 peeps long, or the waiting time is over 9 minutes, you should perhaps consider shortening the queue, adding more cars to your trains, adjusting the waiting times and spacing of the trains to increase their efficiency, or assigning an Entertainer to Patrol the queue. Remember, the longer peeps wait in line, the greater the likelihood of their happiness levels dropping. You DO NOT want unhappy peeps. They inspire vandalism and lose you revenues.

Flush Loading

A real world concept that works well in RollerCoaster Tycoon is the principle of Flush Loading. This term is well known in the mass transit biz. It is a concept whereby station platforms are efficiently designed so that passengers can board trains from the left and detrain to the right, or vice versa. This means placing the entrance and exit booths on opposite sides of the platform. The second principle of Flush Loading is placing the entrance as close to the middle of the waiting train as possible. In RollerCoaster Tycoon, best placement for the entrance booth is generally on the 2nd or 3rd platform tile for roller coasters, and the 3rd to 5th platform tile for mass transit from the front of the ride. This allows peeps entering the platform to approach the waiting train mid train. The distance for a peep to walk to the lead car or rear car will then be the same. This simple principle can drastically shorten the loading times for waiting trains by 4 minutes. For this reason, never place the entrance booth at the far end of the platform! That looooong walk to the front will cut into your per hour profits by delaying the trains while they load. The exit booth, on the other hand, can be placed anywhere along the length of the platform (and preferably on the opposite side) since the distance detrained peeps must walk will not affect the waiting time of the trains.

Illustration #10 shows the high capacity loading method called Flush Loading. It is important to place the entrance booth mid-train. This minimizes the train's waiting time in the station.


Illustration #10

Illustration #11 shows an alternative method of placing the exit booth. Placement of the exit booth along the opposite side of the platform is not critical as detrained peeps do not delay the trains.


Illustration #11

What if the Queue is Full?

A constantly full queue can be a real temptation for tinkering. But, even if you do see a full line, don't overdo it and make it longer. Peeps will wait in line a long time as their happiness drops, and if the ride is not so great (I am thinking Log Flume here), they will have been worse off for going on the ride. Keep wait times under 9 minutes if you can. Even less for long rides like Chair Lifts and Excursion Trains (5 minutes and more). If waits get above 15 minutes peeps will become fed up and leave the line. These peeps are ripe for committing vandalism, or leaving your park in a huff.

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Rollercoaster

Boring Queues

One thing to avoid is a boring queue. Don't just wrap the queue around itself. Try to create open spaces for placing trees, fountains, themed objects, etc. This will help to maintain, or even bump up happiness levels. Another way of creating interesting queues is to have them passing over or through the ride itself. (Refer back to illustrations #7 and #8). This is a double bonus as it not only maintains the happiness level of waiting peeps, but the ride in question also gets a bump up in its Excitement numbers as peeps ride under the queue. This is especially valuable with roller coasters.

Illustration 12 shows an example of a boring queue.


Illustration #12

Illustration 13 is the same queue but with a more 'airy' design, and all spruced up. Which queue would you want to stand in?


Illustration #13

No Queues At All

There are times when you don't even to need to build a queue. Simply place the entrance right on the main path. This is only permissible with certain types of rides (never do it with a roller coaster, for example). The best candidates for non-queues are Space Rings, Maze, Car Ride, Boat Hire, and the Slide. If you build these on a crowded enough path, then they will always be full with a queue. Peeps are never actually waiting for the ride, and therefore, never becoming unhappy with a long wait.

It should be noted that a ride with no queue still has a queue of 1 peep, except that now the peep is waiting on the main path. Personally, I prefer to always maintain a queue of at least a few tiles so that I can visually monitor the ride demand.

Entertainers

Entertainers really earn their bread and butter when they are put on Patrol Routes with the specific purpose of 'working the line'. It is always a good idea to hire an Entertainer for each roller coaster and limit his Patrol Route only to the ride's queue. Keeping peeps amused while waiting in line will give their happiness levels a slight boost.

Plan Ahead Before You Build

Good and thoughtful planning of ride placement, and the placement of your entrances/exits can dramatically increase the efficiency of ride operations, thereby increasing the number of riders per hour. More riders per hour = more profits per hour. Finally, thoughtful design of your queues and exit paths will go a long way in maintaining the happiness levels of peeps from one ride to the next. And, when all is said and done, raising and maintaining peep's happiness levels goes to the very heart of the engine that drives the game of RollerCoaster Tycoon. Unhappy peeps go home!

Just The Numbers

Here is a quick break down:

Transport Rides - 5 to 15 tiles (depending upon the type of transport)
Gentle Rides - 5 to 10 tiles
Roller Coasters - 10 to 20 tiles
Thrill Rides - 5 to 15 tiles
Ferris Wheel - 3 to 4 tiles
Boat Hire - 3 to 5 tiles
Log Flume - 6 to 9 tiles

Beverley P is stuck in a maze. She's spent the last 50 years toiling away near its entrance. Starving, thirsty and exhausted, Beverley ekes out a desperate, endless existence, alone and without hope. If she were able to talk, she might whisper: 'kill me'.

Regina F. managed to make it past Checkpoint 1, and is currently circling Checkpoint 2. 47 years after she began her journey through the maze, there is a sliver of hope that she may find the exit. But she still has a long way to go; there are five checkpoints in total. Miserable, exhausted and desperate for a drink, Regina soldiers on. Maybe, in another 50 years, she'll have reached the half-way point.

Is this the most evil RollerCoaster Tycoon creation ever? Probably.

It is the brainchild of a particularly mischievous fan who created a park that's home to just one attraction: a massive maze - and let 16 AI guests inside to see if they could find their way to the exit.

Over the course of 50 in-game years, none of the guests have managed to make it out the maze. In fact, some seem stuck in endless loops, destined to toil away forever in a virtual purgatory.

Just A Walk In The Park is the work of 'RogueLeader23', a 28-year-old from the east coast of America who recently got stuck into the excellent mobile game RollerCoaster Tycoon Classic. He tells me he used to draw mazes to pass the time as a child, and the name of his park was inspired by Jurassic Park 'and how it relates by going through hell to escape'.

A couple of years ago, after downloading RollerCoaster Tycoon 2 from Steam, RogueLeader23 had the idea to construct a maze to see how long it would take for a basic, 15-year-old AI to successfully navigate. 'There was no cruelty involved, as every guest who entered the queue (maybe?) knew what they were up against,' he says.

But the devilish plan was shelved as real-life took over. It only became a reality after RollerCoaster Tycoon Classic came out in December 2016. Classic is a mix of RollerCoaster Tycoon 1 and 2 - the brilliant originals designed by Chris Sawyer - ported to iOS platforms. 'The idea again immediately surfaced and I began making plans to construct a maze that fit just about the entire park.'

What resulted was 'an abusive, 14 hour project', RogueLeader23 says.

The maze was created with the ultimate goal of directing one unlucky maze-goer through the entire park. Checkpoints were incorporated just as a way to keep track of the progress of the guests. It took 20 in-game years of cutting through a massive hedge to build Just A Walk In The Park. It is as enormous as it is complex. To give you an idea of just how enormous and complex, 36 pathways become available at Checkpoint 1 alone.

'The only design challenge when creating a maze is to always remember to keep a route open,' RogueLeader23 explains. 'If you close off every route, your maze cannot be completed. And, when near completion (especially with RCT), keep track of where you're building. One slip up could mean that your long and windy route to the finish is countered with an unexpected 'shortcut' you were unaware of.'

The experiment began with the injection into the maze of just one AI guest, to see how long they'd take to fully navigate it. The first guest to walk through the entrance to Just A Walk In The Park was Beverley P. RogueLeader23 observed her behaviour, using the mobile version of the game's accelerate time option to speed up proceedings.

'At first, my findings were that the AI chose a completely random direction to take at every intersection,' he explains. 'Bev had 'decided' to wander close to the entrance after two in-game years, so I decided to open the flood gates and let an additional 15 guests in.

These additional guests seemed to behave according to RogueLeader23's 'random direction' theory until, about 15 in-game years later, a couple of guests made it to the first checkpoint. This sparked a thought:

'Now, it could definitely be a correct number of random choices that brought them there, but once the guest Regina F. made it all the way to checkpoint two, leaving most of the other guests in the dust, I either thought it was a huge random guess that was made correctly, or something else was up.'

Was something up? RogueLeader23 struck upon a theory.

'Anyone who's played the Rollercoaster Tycoon series is aware that every guest has a certain preferred ride intensity. In order to please every guest in your park, it's necessary to include both your 'merry-go-round' and your 'I think I might die' rides.

'Allow me to use our sweet Beverley P. and Regina F. as examples. Beverley has a tolerance and preference for more intense rides. She came looking for rollercoasters, but she all got was a lousy hedge maze. She continues to linger around the entrance, possibly hoping someone will let her back into reality.

'On the flip-side, Regina came looking for less-intense rides. Hedge mazes are clearly her specialty, as she's already navigated to the second checkpoint.'

But are hedge mazes really Regina's speciality?

The hedge maze in Rollercoaster Tycoon is the only ride a player can build that allows guests to navigate themselves. Would the developers have taken the time to code the AI with less-intense ride preferences just to navigate mazes easier? RogueLeader23 doubted this was the case, but remained curious.

He checked the preferences of the other 14 maze challengers, and, it turned out, those who had a preference for more intense rides were trapped closer to the start of the maze, and the guests with a less intense preference were able to work their way through it.

The question was, could this all be a coincidence? Could it be an unexpected byproduct of the AI's programming, something even the developers were unaware of?

Whatever the case, the guests cannot simply give up and disappear from the maze. Unable to die, they are trapped in a kind of virtual theme park purgatory until they reach the end. While their hunger and thirst levels can drop to minimal levels, and they do show signs of fatigue (although, curiously enough, the guests all have steel bladders), they must soldier on - theoretically forever.

It's not all doom and gloom. A total of 3857 umbrellas have been sold since the park opened, and the information kiosk at the entrance has seen a total of 20,039 guests come through (although only 16 guests were allowed in the maze itself, with over 200 crammed into the queue). In order to accommodate guests further, the park has added a delicious seafood stall, accompanied by a hot chocolate stand. 'A delightful combo for guests during those hazy summer days,' RogueLeader23 says.

RogueLeader23's Just A Walk In The Park experiment is now at year 70. Essentially, every guest is only able to crawl around, so exhausted are they by their unending plight. Their only chance to get out is if the player pulls the plug by closing and editing the ride. This would trigger a purge, forcing every guest to the exit.

Or, the guests could succeed by reaching the exit.

So, what will RogueLeader23 do? Will he put his guests out of their misery?

Rollercoaster Tycoon 3 Queue Lines 2

'I am a man of science,' he says, 'and I must see the experiment until the end. So reaching the exit is their only chance of hope.'

At the time of publication, Regina F. is closest to escape, but she's really not that close. She's been in the maze a total of 48 real world hours, or 47 years of in-game time. Currently, she has been circling around Checkpoint 2, possibly checking off every wrong route she follows. There are five checkpoints in total.

As for poor Beverley P, she's still wandering close to the start of the maze, some 50 years after she began her journey. 'We assume Beverley has lost all hope as she circles around the same familiar pathways,' RogueLeader23 says. But her effort has not gone unnoticed. A Walk In The Park has designated a month every year to sell yellow umbrellas as a tribute to Beverley being the first and most likely oldest guest in the hedge maze.

Rollercoaster Tycoon 3 Queue Lines Map

'I believe, with enough time, someone will successfully navigate the maze,' RogueLeader23 says.

'I honestly couldn't tell you how many routes there are to take throughout the maze or the chances of succeeding (a Reddit user said the chances were quite astronomical), but I will keep the internet updated every 25-ish in-game years on the progress of our maze challengers (about every week).'

While we wait for a year 100 update (previous updates can be found on Imgur here and here), I thought I'd check in with Chris Sawyer, creator of RollerCoaster Tycoon, to see what he thought of RogueLeader23's handywork. In short, he was impressed.

'Just when you think you've seen everything in RollerCoaster Tycoon something comes along like RogueLeader23's jaw-dropping maze spanning an entire park,' he told me, over email.

'I'm not sure what I admire most, the amount of patience and dedication needed to design and build this massive maze or the trudging determination of the poor little guests exhausted from years of desperatelyand hopelessly trying to find their way out.'

(I also asked Sawyer about the RollerCoaster Tycoon AI programming, in a bid to shed some light on how it operates in a maze, but he declined to comment.)

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As for RogueLeader23, once - if - a guest reaches the fifth and final checkpoint, he plans to stream RollerCoaster Tycoon Classic on Twitch. The problem is, he doesn't know when that will happen. It could be anything from a week to five years from now.

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'It's all up to Beverley P., Regina F. and the other 14 guests who thought they'd be taking Just a Walk in the Park..'