It turns out that the underground penalty is a bit different and it depends on the number of laps how much of the track needs to be underground. Tomorrow I can do some tests and after that I can give the exact numbers.
Marcel Vos Always found guests complaining about the price for Go Karts within a month, even if I charge just $1. And I agree with you, many people argue a full queue line is a sign of good value and popularity. They tend to forget guests in the queue line haven't paid for the ride yet and taking up queue space.
Marcel Vos when you do the side by side comparisons (like at 2:32) could you throw up a spreadsheet, or magnified view of the 4 rides sizes. I sometimes watch your videos on my mobile phone, the text was a little hard to read. But still solid work 👍 you cleared up one my RTC2 misconceptions.
@Hyper Kin Hyper Kin Mainly vocal pronunciation of certain syllables. Marcel is Dutch, however. As is apparent by his manner of expressing his opinion. See also his Heartline Twister video, it's the most Dutch an overview can get.
Chris Sawyer came up with these complex rules for 100+ rides all by himself, an he managed it without having them breaking the game's balance, that's crazy.
Anyone who's been on go-karts knows that the underground penalty is because of the reverberated noise that happens when a go-kart goes through a tunnel.
I remember making a track go around the perimeter of my entire park, setting it to max laps, and naming 1 rider Damon hill and watching him just be alone 99% of his entire race, slowly get depressed, and just want to go home.
Great video, but you missed two important points: 1) You can have fun watching the races, which isn't something any other ride offers. 2) You can name a rider Damon Hill or Michael Schumacher to make them go faster.
You have to remember these ride-overviews are to showcase their efficiency for the park. It may be fun to look at, but the throughput is terrible. Especially with long tracks, short stations and many laps. Like the Carousel, you can increase the amount of rotations to increase excitement (150 rotations for 9.5 Exc, 7.8 Int, 7.4 Nau) the longer the circuit, the lower the throughput. The art is to find equilibruim between stats and throughput. And Go Karts isn't all that good on either.
@@SimpleBanana From what I remember, you can't give two guests the same name, unfortunately. There are a bunch of "cheat names", like ones that make a guest perpetually happy, but since you can only give it to one guest it's nothing more than an easter egg.
Sorry, I know your comment is old, but wanted to respond. I set my roller coasters to 3 dollars. Bigger roller coasters (over $12,000) was set at 4-4.50. Flat thrill rides at a 1.50. Flat gentle rides were set at a 1.30. Bigger thrill rides were set at 2 dollars. Bigger gental rides were set at 1.80. Water rides ranged from 2-3 dollars depending on how big or expensive it was. The boat hire was set at a 1.30. Shops and stalls were set at their base price. Bathrooms were raised to 30 cents.
-Spends the whole video complaining about the Go Karts being overrated and not all it's hyped up to be -concludes by saying it's by far the best of all transport, gentle and thrill rides in the game. Thanks, great stuff again Marcel!
@@manmanman5371 Well, that doesn't make it an overpowered ride, as it's far below most rollercoasters. If the go karts was overpowered, most rollercoaster types would be too.
I mean, I don't think you should compare Go Karts to Rollercoaster in this case. They're way cheaper than any other rollercoaster, and they're super compact. In size, they're more comparable to flat rides than they are to rollercoasters. So that's a little unfair to Go Karts.
In recent OpenRCT2 releases, if you hack in wide turns, s-bends, and similar in a Go-Karts ride, the Go-Karts will still follow and maintain the lanes (in past versions they would go to the center of the track).
I play OpenRCT2 but I meant the original game should have had these pieces to begin with. I've never seen a real go cart track that changes elevation with a straight ramp, it's almost always a tight helix.
As a kid I once made a go kart that took 2 hrs to do a lap. I was so proud of it that I printed a screenshot of it. I was always attracted to go karts in general and always put them in my parks. Good memories.
I was playing RCT1, and on the Vertigo Views scenario, I built a go-kart track that went around the entire park, and it got an excitement rating of 23 ultra-extreme.
@@martijn9568 I think the guests only bring around $60 to the park, and this was RCT1, cash machines didn't come about until RCT2. Another thing would be that the park was quite large by the time I built it so if I charged to much for it, the guests would automatically leave the park, since they can't afford to go on anything else.
Wombat ~800 times $100 or ~3700 times $100. I wouldn't bother. I do use Rollercoaster as transport rides though. More popular, faster, higher throughput and ratings than any cablelift, monorail or midi trains. And you can charge more for it.
The constantly full queue line is a curse in disguise. Much like the 3d cinema, it might look like its helping your park, but eventually you'll get a lot of "I've been waiting in line for X for ages" thoughts. This left me curious as to what you consider the worst rides to be out of all of them. I vote mini golf due to its horrendous throughput and high running cost.
Ivrats Dargy Just make the queue shorter, I used to make them so that it can fill up one or two cycles at maximum. The less guest in queues the more they can spend money at other rides
@@Tomwesstein I always make the lines 1 block long. I just find working around that to be very limiting making them not as fun to build. The one bright side to them is they can easily be built underground for cheap in rainy scenarios.
Queue line TV's and Entertainers are just for that, to keep guests entertained while they wait. It is recommended to build a queue path that hold as many people as can fit on the ride at one time. Too long and you keep guests waiting, too short and the ride may go on without full capacity.
I’m glad I found this channel. I’ve been playing RCT since it was brand new, have probably put thousands and thousands of hours into it. Sometimes I’ll go a few months or a year without playing, but without fail I always come right back to it. Friends don’t quite understand what I see in a 20 year old iso theme park game, but it’s kind of perfect for me. It’s predictable and manageable and a great way to just check out from the real world and get creative, without being absolutely overwhelmed by options like in Planet Coaster. Thanks for making these videos for people like me. Doesn’t seem to be a lot of people covering this game so it’s great to be able to watch someone who breaks things down this way. I have been learning more about the game I thought I already knew everything about.
There's one really useful thing about this ride type in RCT1/D that isnt true in RCT2/C and somewhat hurt how effective it was. As the guests wear helmets in the original its actually an INDOOR RIDE for some reason, meaning that you can have a fully above-ground track that isnt hurt by rain, all the while saving underground space for rides that need to be (partially) underground to not be hurt by rain. This is kind of a big deal if you think about for more rain-heavy parks in the original (Millennium Mines, Mystic/Mothball Mountian, Katie's Dreamoand/World, Thunderstorm Park, etc.). Plus these can be built much smaller than most enclosed flat rides in the original to boot.
Hi Marcel, we are really enjoying your videos! We are some students from the TU delft who always watch them during our coffee breaks. I hope you continue making them!
Put the exit closer to the entrance, this makes the guest leave the ride faster thus having a higher throughput! Works for all rides, but on this ‘efficient design examples’ it can be a hugh improvement! Could you do a vid where you compare this? Love the vids!
Thanks for another nostalgic video! I wanted to add one interesting factor about Go Karts. Since the ride needs to be tested for a rating and the karts can't drive autonomously, the guests will volunteer themselves to do this for you. In fact, they will test the ride even at it's maximum of $20 per ticket. You can actually double close and reopen the ride before the rating is finalized to have more guests pay the steep fee, which they seem to be happy to do for you regardless of their preferences.
6:35 hold on there chief. You forgot another very important facet of Go-karts. The individual sections of track are very short, making it easy to fit go kart tracks, large or small, into the nooks and crannies of a parks where nothing else will fit. This is probably a problem for me more so then for you. Since I like to make longer, windier coasters. I'm more of a flavor player myself. I don't charge 10 bucks because that's obscene. But I think even you could find some decent use out of a go kart from a space saving perspective.
Great video as always. I find putting the entrance building further down the station helps marginally with throughput as it reduces average guest walking distance when loading. Given the first car back in the station takes front position and starts loading whilst the rest finish their lap it makes sense to try and make that guest walk the furthest. Useful on long stations and especially when they decide to park their cars in one long line.
What I love about RCT classic is the fact that it says "(guest name here) has won the race!" which I thought was a nice little touch for the game to have.
In RCT1 the coaster was called the Mini Rollercoaster and had access to the flat to 60 degrees drop (like the Vertical coaster) but the turns couldn't get banked until Loopy Landscapes and the Spinning Cars couldn't be used on banked turns. Shame they removed it from RCT2.
Nope, the Junior Rollercoaster can only make gentle slopes and not steep slopes. That's the difference between the two games. The Mini Roller-coaster with Single Cars differs from the RCT1 Mini Rollercoaster as it can't have spiral lift hills.
have you guys ever been to a legit go kart place? it's comes out to be more than 10€ irl (and its worth it) where I live there's a place called K1 let's say you get a membership, that's $7USD a year with membership it's like $20USD a race and you get a free race on birthday, but no one races ONCE per visit so realistically, let's say you go twice in that year, and race twice each time, but one of those races is your free birthday race so that comes out to be like $22.33USD which is 19.70€ per race after all the nonsense of membership and free birthday race but to be fair, these are like little tiny formula car looking go karts that go like 72 km/h lmao
I've always been fond of the go-karts because you can charge so much for those little "out and back" tracks like you showed. Keep track of when the popularity dips, tear it down, rebuild, and repeat until rich. Great video sir! Rock on!
It might seem obvious or boring but I’d love to know more about stations on all the rides. Where to place them, the entrance and exit, how long to make them, the relationship to car length. All of those details affect your paths and throughput and each ride has its own unique challenges.
Best use for Go-Karts: raising the guest cap to put more people on your big coasters. This means a short queue is optimal, so that most of the guests the go-karts bring in aren't sucked up into said go-karts.
I recently got back into RCT (Classic), I bought it back when it first came out in 99.. and i remember beating the game with some strong effort put in, but your videos really really make the game play much smoother and far easier to cash in!! especially since the new Roller Coaster Tycoon Classic sets all park fees to FREE, So you have to work twice as hard now to make money
I feel robbed. This video doesn’t have the doomsday fantasy music accompanying it. Jokes aside, it’s incredible the amount of detail and dedication you’ve put into these videos. Thanks!
you're content is 10/10. please do a video expanding on the excitement rating, similar to your paths video, but for scenery/synchronized launch/everything else. I like your content that helps with beating scenario
I always went for go-karts but since I never had the ride price equation, my evaluation was based on excitement rating for cost and footprint. If you build a very short track of perhaps 14 tiles, but use the maximum 10 laps, a 6 or 7 excitement is trivial to achieve with some pathing and scenery, and relative throughput will improve over a long track with fewer laps because the winner's extra lap will be a short one. The ride times will go over 1 minute, but all guests will be satisfied equivalent to a large coaster at a fraction of the cost and space. I just took a little while to test out different track lengths in-game and there are a lot of variables to take into account to find the sweet spot for a given excitement level. If the track is too short or too congested with traffic, average speeds will go down, and adding many cars limits the speed to the slowest guest, so running slightly fewer cars and laps on a slightly larger track may improve both excitement and ride times.
I think your closing statement stands in that, while it is not as good as most roller coasters, it is still the best of the Gentle and Thrill ride categories. As a plus, it is also very useful in scenarios (e.g., Rainbow Summit) in which there are height restrictions and you need to construct multiple, inexpensive rides that attract large number of guests quickly. That being said however, in the aforementioned scenario, it's much easier to build small roller coasters within the mountain which, as you had also mentioned, is not a good idea for Go Karts given the excitement penalties. It would seem that the designers of the original RCT and RCT2 did a lot of trial and error in keeping gameplay incredibly balanced.
One thing i noticed about the gokart is that the excitement rating scales with length. It does it so much that i believe it may have the record for the highest excitement rating if you build a 3d hamiltonian path design.
Personally I find the long, full queue lines useful for scenarios with high guest requirements because they function as "guest storage." They can't leave the park if they're stuck in a queue for 15+ minutes and don't hurt the park rating like blocking the exit does.
Thanks for your videos, Marcel! I absolutely love watching them on my lunch breaks. I always wondered how the game determines which guests will win the go-karts, and how the guests' happiness rating is affected by winning, if at all? Do guests that win the go-karts enjoy the ride more? Thanks again! :)
I am interested in hearing about the speed of the Go Karts. In the video you can see the speed of the Go-Karts varies, is this due to the difference in guest weight?
Every Park that can have the Go-Karts in it, always has one I named "Cheap Thrills" I had put in the saved designs. It's just 4 station pieces, 2 turns, up a level and immediately back down a level, 2 turns, and we're back at the station. I set it to ten laps, $5, and just plop it next to a straight bit of path with the entrance and the exit directly touching the path. The holes between the entrance and exit make for a great spot to put concessions or just a couple extra trees. I don't even bother with a queue because of the wait-time, but if I HAVE to put one because of sloping or something, I don't make it any longer than 3, or 4 if I'm pushing it; then I'll put TVs and an entertainer in the line. Funny thing is... I also recently built the smallest figure 8 track you make, and still cross over your own track (not worth fully describing the steps this time), with a bit of a fenced garden look to the scenery. I left it open, because I knew you didn't want to cover your go-karts, but it still got halved excitement. I spent a good hour or two in "RCT Classic" trying to figure out what was going on. Turns out that the small flat steel grid structure-piece I put UNDER the two hills that are in that build, counted as the Karts being "more than 50% covered" after ten laps, and that's why I got the tanked excitement. Removed those 4 pieces, and the whole ride went back to normal. It was a weird one. PS: I'll probably also paste part of this in your video covering stat penalties, because it's an important bit of information to know for people in that video as well.
It’s actually pretty crazy how happy they make guests. I several times legit did a simple oval and it had like a 5.0+ rating. It wasn’t even long or anything it was about 4 or 5 square feet
Shouldn't it be in the middle of the cars, since the shortest average walking distance is with the exit in the middle. The same should be true for the entrance since you have to fill up all the vehicles to launch.
Hoi Marcel! Ik heb helemaal geen RTC2, maar deze videos zijn desalniettemin erg vermakelijk. Zal voornamelijk nostalgie zijn, denk ik. Groeten van een naamgenoot: Marcel
Can you do a ride overview on the car/monster truck ride? The prebuilds I've used for it thus far have been somewhat pricey with shockingly low stats, I'm curious if the prebuilds are at fault or if the ride itself just has abysmal stats for its' cost.
I discovered these video just a couple of days ago and I love them. Keep up the great work, mate. My only question is... do we get a ride overview for my beloved Mine Train Coaster at some point ?
Would there not be a breakpoint for continuous circuit mode where it eventually has higher throughput for long tracks (like the ones in karts and coasters)?
5 лет назад
Is source code for the ride price calculator available?
How do path bonuses and scenery bonuses work for the go-karts? Does covering the station do anything? Does making it go up and down add any excitement?
I really like this video series. Another idea for a video: how long can a queue be before guests start to complain / leave? How quickly does it drop their happiness? What is the effect of queue line TVs and entertainers?
Nice video. I played as a kid this game. Awesome. Now I start to play this game again since 2 years. For me the rest theme park game. Greetings from Switzerland
Was that last design your highest excitement track? Also, when you were talking about the throughput of the track I felt like it's more fair to compare the throughput of three or four kart tracks to a single coaster as that's a more equal price/space in most cases.
It is more equal in cost but doesn't have to be more equal in space, as coasters can be very small. You certainly have a point, but it's a bit of a difficult comparison. If you have multiple Go karts it is possible that guests are only queueing for a single one, leaving no guests for the other go karts. You could make shorter queue lines, but that has the downside that if it rains the queue will be empty quicker. That last design was not the highest I've ever gotten on the go karts. It was just a random big one I built because I wanted to have a big one at the end.
Hi. I'm having an issue with my go karts in RCT1. I've built a long track with two stations at each end of the park. I set the options to Continuous Circuit mode but the game will NOT let me open the ride because it says "unable to operate with two stations in this mode." The only two options I have are race mode and continuous circuit mode. And I get the same warning message for each one. Have any ideas? Thank you. Also, since you are the RCT legend, does having mechanics simply inspect rides before they break down have any real affect in the game? Does it postpone the breakdown or improve the reliability? Thank you again. Cheers
I tend to go for rollercoasters myself but I found an issue in one of my parks that I made a go kart track in. I set it for the old school cars and sometimes they come to a complete stop in turns, jamming up the entire ride until you close and reopen. I'm not sure if the normal cars do this too or not because I didnt have them available.
The reason I think some people consider it overpowered is because in RCT classic, you can set it to 1 lap with 21 cars, using a basic design that contains atleast 1 raise and 1 drop, you can get a ride time of 30-40 seconds with an excitement rating of 4.24, track length of mine is 237m I only have 1, it can handle roughly 1000 customers a go but that’s because mine is a much bigger design than what you can use. The smallest I can do with 21 cars on classic is 27 second ride time, 119m length, 1450 customers per hour. Excitement rating is 3.63. It also takes up 2x14 amount of space. Not only did it cost next to nothing to build, but it truely doesn’t take up much space, you can even shorten this to 2x6 design with 7 cars with 1 lap, and still get 900 guests per hour as it’s throughput.
- they are always the bigger cash cows in my park - they are extremely easy to build. - you can make a line short enough, so people will never complain. I mean, if 12 people can be in a race, the line doesn't have to be longer than 3x that. Depending on the length of the track. - they also seem to be very popular and doesn't make people puke.
With how much space the roller coaster takes up you could build 2 or 3 small go-kart tracks, so even if the coaster itself does double what one of the go-kart tracks does, if you have 2 of them wouldn't it pretty much make that a moot point?
And pathing under, over and alongside it. Got my 186m high, 220km/h upward launched double decked observation tower the following ratings: Excitement: 8.03 Intensity: 0.00 Nausea: 1.49 With 19s ride time and a throughput of over 6000 guests an hour, it's by far my most popular ride. Albeit unconventional but it is hilarious. Jokes and cheats (upward launch mode) aside, Underground, Alongside water, Scenery and pathing up, under and along your ride (directly adjacent to the ride, not two tiles away) can make even the most boring rides pretty popular.
Back when I was a kid playing I sucked at making Rollercoasters (didn't quite understand physics were a thing and I made elaborate suicide machines). On the other hand, I had some great Go-kart courses.
Hey! What great timing. I just saw a video of a dude spamming go-karts in the first RCT to win a tiny park scenario. They must have nerfed them in-between.
Ah yes. Go-Karts. Easily the best thrill ride to build that's also very affordable and profitable. Go-Karts and Roller Coasters are definitely my bread and butter for most RCT1 scenarios. :D
A little late to this but you didn't mention what determines the speed of the karts. Not every kart goes the same speed, whether it's completely randomized, depending on the guests happiness? their weight? Anyone know?
I like putting the exit in the middle of the station, guests don't have to walk as far to get out, since all the previous guests have to leave before new ones can enter it help speed it up a small bit. It only applies to go karts though, I guess it might apply to single train rides also?
I think you can use the cointinuos mode for like a transport ride, taking peeps in a kart full speed from one point of the park to another can be very cool
I was wondering if there is a stat somewhere that tells you how old the ride currently is. I've been searching all over but can't find the right answer so just dropping it here.
I know this video is quite old, but I keep running into an issue with the Go Karts that wasn't addressed here. When I select the 1920 cars, they almost always get stuck on the track after a while (presumably because they're much longer than the other karts) and the game doesn't consider this a breakdown, so there's no way of knowing when it even happened. The guests are just stuck on the cars forever until I either force a breakdown or close/delete the ride. I am using quite an old version of OpenRCT2, so maybe this has already been fixed, but I haven't seen anyone talk about this so I thought I'd mention it.