Sure, you’ll need one of each towards the start of the game just to keep some guests happy but that’s all you need for a good while, even if guests are complaining about finding nowhere to drink. Until you’re turning over a healthy profit you shouldn’t worry too much about food and drink. Essentially, it’s a numbers game – the game itself doesn’t know if it looks good or not, it just wants to see X amount of scenery items around the queue. By placing one of these down you’re adding several items in one click, which is a lot quicker and they tend to look better too. For example, it might be a pirate set which includes a barrel, palm tree, crates, and a skull, all put together in a nice little display. The quickest way to increase the scenery score is by using the ‘Blueprints’ tab in the scenery section, these are essentially pre-built scenery templates which compromise of several individual items. Keep adding scenery until you hit 100% and this will tempt more visitors to queue and pay for the ride, and you will also be able to increase the ride cost without guests complaining. When you click on a ride in your park you’ll see the Ride Overview screen (you might have to click on the Overview tab if you’ve changed it previously), on this tab you’ll see a section for ‘Scenery’, this is essentially how interesting your queues are – nobody wants to queue for an hour looking at grass, so make sure you’re putting lots of scenery around the queue lines to increase the ‘Scenery’ score in the Ride Overview. And again, once you’re turning a profit move onto coasters – these should always be the last rides to go in. Once you’re turning a profit, save up for a track ride these will have many more guests queuing for them, so ensure that you build your queue long enough to accommodate everyone. At the start you’ll easily be able to afford a good few rides which should keep your guests entertained. Instead, you should focus on “normal” rides, such as the Cube or the Teacups.
These rides are just way too expensive and will leave you with a rubbish two-ride park that’s hemorrhaging money in no time.
The hardest part of Planet Coaster is at the start when I first began the game I must have had to start all over again at least five times before I got it into my stupid head that building track rides or coasters isn’t the way to go in the beginning.
These tips have been compiled by myself, I may have missed some tips that you know, so please do let me know in the comments and I will get them added.
#Planet coaster 2019 how to#
SEE ALSO: How to make money in Planet Coaster Anyway, I digress, this isn’t a review, this is a guide, so let me get on with the best tips and tricks that I know for Planet Coaster. There are more things to manage (if you want to), the graphics are awesome, and it’s definitely more “my sort of game” when compared to, say, Roller Coaster Tycoon, where I felt there was too much emphasis on building a roller coaster when all I wanted to do was run a theme park. Well, I guess that’s not too far from the truth, even all these years later I still return to it now and again thanks to my trusty friend GOG.Īnyway, Planet Coaster is like the original Theme Park, just better. Damn, that sounds like such a long time ago, it feels like just yesterday I was playing it daily. I look forward to providing more details about our fourth game franchise, as well as our existing franchises, in the coming months.Planet Coaster has to be the best theme park tycoon/strategy game since the original Theme Park all the way back in 1994. "We are very pleased with the success of Jurassic World Evolution, which has been our biggest launch to date," says CEO David Braben. "Elite Dangerous and Planet Coaster also continue to perform well, as our strategy of supporting, nurturing and enhancing each of our game franchises continues to deliver.
#Planet coaster 2019 full#
The business expects to generate between £75 million to £88 million for the full financial year. The results mean that Frontier hit revenues of £64 million for the first half of its financial year, up from £19 million the year before. Meanwhile the long-serving Elite Dangerous has now exceeded three million unit sales.Īll three have been Frontier's main releases since it moved away from work-for-hire in order to develop and publish its own projects. The latter game was released just seven months ago, making it the most successful game launch for Frontier to-date. Planet Coaster has hit two million sales, as has Jurassic World Evolution. Frontier Developments has hit new sales milestones with its three self-published titles.