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RCT 3 Gameplay

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Post November 2nd, 2005, 5:36 pm

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I've played through most of the scenarios and enjoyed them. But I still don't really understand the game mechanics behind it all. It seems like no matter what I build that the rides arn't really that popular at all. I've been playing RCT since 1 with all the expansion packs and I got RCT2 when it came out. In both those games if I were to build say, a log flume, it would be tremedously popular. The line would be filled pretty much no matter what, even at extreme line lengths. So why does it seem that in RCT 3 that majority of the people just walk around and not really ride anything at all. In RCT1 you would make the station as long as you could so you could have the most trains possible becuase most of the time you used them. THen in RCT2 they interduced the block system where you could in theory have as many trains as you want to, but you had to design the coaster with the blocks in mind now and the trains were still full. In RCT3 a line is almost inexistant and only found on rides that have a limited number of seats per cycle. Pretty much the only ride I have had that happen to me is on the Space RIngs becuase it has only 4 riders.

I'm building good rides. So is there anything in paticular that when used will really make my rides popular?

Post November 2nd, 2005, 8:59 pm

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umm, I think the main focus on the RCT Series is to simulate a real theme park. and with a real theme park comes tons of GP and it, in itself, is made by GP, so think like one and your rides will be popular. that is, think in terms of WOW THAT THING HAS SO MANY LOOPDY LOOPS AND THAT CORKSCREW...DAG GON THATS FUN!

Post November 2nd, 2005, 9:28 pm
coolbeans326 User avatar
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^ or you can think like an enthusiest and build a hyper coaster thats smooth, and has lot of air time, and that one works, too.
Also the reason why the lines in RCT 3 don't fill up is because they all cram up in at the front. In RCT 1 & 2 its like 1 or 2 people per line segment, where as in RCT3 its like 20.[xx(]


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