Rollercoaster Tycoon Food Stalls

RollerCoaster Tycoon: Corkscrew Follies Prima Fast Track Guide. Shops and Stalls. Even in the super-duper special park that you labored thirty-seven hours to perfect, rides can't do everything. RollerCoaster Tycoon® Classic™ is a new RCT experience, combining the best features from two of the most successful and beloved RCT games in the series’ history – RollerCoaster Tycoon® and RollerCoaster Tycoon® 2. Create and run amazing parks complete with the. RollerCoaster Tycoon 2 is a construction and management simulation computer game that simulates amusement park management. Developed by Chris Sawyer Productions and published by Infogrames, the game was released in October 2002 as the sequel to RollerCoaster Tycoon and the second game in the RollerCoaster Tycoon series.

Many members have brought up ideas of restaurants/shops/stalls (that resemble realistically from the previous titles) and one post brought up the idea of individual carts. So, I'm suggesting why not have a combined 'tiered' system for carts, stalls, and restaurants?
Definition
Carts: Small carts with single vendors typically placed in plazas (on or next to paths)
Stalls: Small service buildings with 1-3 vendors with service and order windows, placed next to paths
Shops/Restaurants: Full buildings compete with 2-12 vendors, a full service restaurant or a shop floor.
Details
Cart: Low cost and low budget 'snack-food' and toys/souvenirs option. May not interest as many peeps that are craving more food or more shopping options. Genetically themed.
Stall: Mid cost and mid budget 'fast-food' and higher quality toys/souvenirs. Will interest more peeps but, some still may want to sit and eat. Some themed but, mostly generic.
Shop/Restaurant: High cost and high budget 'full-service' and true clothes/souvenirs. Will interest the most peeps but, cost more to operate. Themed exterior for each theme.
Some Examples
Carts
-Popcorn cart
-hotdog cart
-bottled drinks cart
-Ballon cart
-Umbrella cart
Stalls
-Burger/fast-food Stall
-Full Drink stand/Icee Stall
-Ice Cream Stall
-Stuffed Animal Stall
Restaurants/Shops
-BBQ Joes (Random restaurant's name)
-Souvenirs (Everything from shirts to cups)
This same idea could apply to restrooms as well:
Cart: 'Porta Potty' Stall: 'Small Restroom' Building: 'Large Restroom'
If this base idea is incorporated new types (items, food or themes) under each category could easily be added. This kind of dynamic gives a more realistic representation of theme parks and how food and memorabilia are distributed. Plus, in modes where money is a concern this would allow more options to save or spend excess to effect guests happiness.
What do you guys think Restaurants/Shops category should be called?
Food

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:

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.

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.

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.

Comments are closed.