recursal/Fanatic-Fandom huggingface dataset:
Entertainer

**Entertainers** entertain the guests to make them happy and boost their immersion. Their presence helps guests endure long queue lines and remain happy in long stretches of path without attractions. Even parks with zero decoration can have immersed guests if enough entertainers are employed!

Every few seconds, an entertainer will stop and do an action (e.g. raptors will wave to guests), causing an instant boost in happiness and immersion to all guests in a small radius. The amount of happiness and immersion boost from this action increases with staff level, and is measured by "charm" with up to +100% charm at level 10. A guest who passes an entertainer gets no benefit unless the entertainer does their action, and entertainers may perform their action even without any guests around to see it!

Make the most of your entertainers by zoning them to busy areas with lots of foot traffic, with staff rooms not too far away. You can also use them in queue lines or long walks between attractions to keep guests' happiness from dropping too much during the lull between rides. It is a good practice to place signs that restrict your entertainers from wandering into behind-the-scenes areas (i.e. depots behind shops), but make certain that they can still get to staff rooms easily!

There are 5 types of entertainers: raptor, shark, scarecrow, robot, and knight.

Guests say "What a cute raptor!" when they see a raptor.

Guests say "Oh no! A shark!" when they see a shark.

Guests say "Beep beep! The robots are taking over!" when they see a robot.

Guests say "Yikes! That scarecrow is scary!" when they see a scarecrow.
Info Kiosk

The Info Kiosk is an utility stall in Parkitect. Guests may purchase a park map for 0,50$ (by default) wich will greatly help them to locate where the main buildings, attractions, rides and stalls are located on your park. Some guests may purchase the map as a souvenir as well.

Several scenarios from the Campaign includes an Info Kiosk built near the entrance.

Guests with a map will have an increased situational awareness, being able to quickly think and make up their routes around your park. In particularly large maps, the park map can be helpful as it will allow the guests to discover the location of rides/stalls standing on the other side of the park. The kiosk has a relatively cheap $10 monthly fee, and it isn't necessary to build more than one Kiosk per map, as there are four entrances and the map will stay with the guest even after they leave the park.
Pivot Coaster

The **Pivot Coaster** is a Coaster that is added through the Parkitect: Booms & Blooms Downloadable Content of Parkitect. Riders sit in cars suspended below the track in a similar ski-lift style seating arrangement to the Inverted Coaster. However, these cars are capable of spinning side to side freely similarly to the Swinging Coaster. This allows the car to invert when the track does not or to remain upright while the track inverts around it.

Care must be taken when designing a Pivot Coaster in Parkitect as G-Forces are measured based on the track's rotation, not the rotation of the riders. Thus, it can be easy to create an element which would visually cause acceptable positive G-Forces on its rider but is measured by the game as excessive negative G-Forces due to the track's orientation.

## Available Special Track Pieces

* Lift
* Launch
* Station
* Brakes
* Block Brakes
* On Ride Camera
* S-Bend
* Corkscrew
* Half Loop
* Half Helix

## Vehicles

There are two available vehicle types for the Pivot Coaster

### Pivot Coaster Cars

These coaster cars feature large guard pieces on the sides of the seats and a guard above the riders' heads closer to the track. These trains are based on the design featured in S&S's promotional video for the Axis Coaster.

### Pivot Coaster Cars (Prototype)

These coaster cars function about the same as the standard Pivot Coaster Cars, but feature less bulky guard pieces on the sides of the cars and no guard piece above the riders' heads.. They are also a metallic silver color and cannot be recolored. These trains are based on the design featured on S&S's working prototype of the Axis Coaster.

## Gallery

* **Pivot Coaster** as seen in the announcement of Parkitect: Booms & Blooms.
1.6c

The **1.6c** update, is a minor update that was released on November 11, 2020.

### Changes

* changed effects deco objects to stay visible when hiding scenery
* fixed a case where tracked rides would occasionally randomly derail
* fixed background music could occasionally stop playing or play twice
* fixed trees not being rendered properly on old macOS systems
1.1a

The **1.1a** update, is a minor update that was released on December 5, 2018.

### Changes

* updated tutorial instructions/key names to say left/middle/right mouse button instead of Mouse 0/1/2
* made enabling decoration visualization in tutorial necessary before being able to continue with next step
* made more scenery items that have been used for the prebuilt structures in the campaign scenarios researched by default
* adjusted default entrance fees of some rides slightly
* fixed employees drowning on Adventure Island when not placing them manually after hiring them
* fixed scenario winning countdown remaining stuck on screen after winning in some cases
* fixed more achievement issues
* fixed some text not showing up in Simplified Chinese version
* fixed some scenarios using props/structures that were not already researched
* fixed flickering black lines on the terrain in certain camera positions/when playing at high resolutions
* fixed loan options not getting refreshed
* fixed an error that could appear when placing buoys
* fixed old sandbox parks from before the 1.0 update missing some deco pieces
Floorless Coaster

The **Floorless Coaster** is a Coaster in the game Parkitect. It is a sit-down steel looping coaster in which riders sit in trains without floors as the name implies. The floorless coaster is capable of a wide variety of elements including inversions, launches, and vertical track sections making it a very flexible ride type. The station is 3-tiles wide so extra space is required.

## Available Special Track Pieces

* Lift
* Launch
* Station
* Brakes
* Block Brakes
* Holding Brake
* On Ride Camera
* S-Bend
* Corkscrew
* Loop
* Half Loop
* Half Helix
Spinning Coaster

The **Spinning Coaster** is a Coaster in the game Parkitect. Riders sit in trains with cars that seat two riders facing forwards and two riders facing backwards that spin freely horizontally.

Builders can use the Toggle Spin special track piece to disable and enable the spinning feature. When the spin is toggled off, the ride vehicle will continue to spin until it returns to its starting orientation. If only one Toggle Spin track piece is used disabling the spin for the remainder of the ride, the spin will re-enable once the train leaves the station again.

If the Taste of Adventure DLC has been purchased, the Spinning Coaster also gains access to the Elevator special track piece. Builders can adjust both the height of the lift and the amount of time it takes to reach that height. Using a tall downward elevator with a short duration allows the builder to simulate a drop track element similar to real world rides like Thirteen at Alton Towers visually, but the in-game statistics will not reflect the drop in its statistics calculations.

## Available Special Track Pieces

* Lift
* Station
* Brakes
* Block Brakes
* On Ride Photo
* Toggle Spin
* S-Bend
* Half Helix
* Elevator (Requires Taste of Adventure DLC)

## Vehicles

The spinning coaster has two vehicle types.

### Spinning Coaster Cars

These cars seat riders facing towards each other and feature a maximum of one car per train. They are based on the real-life Gerstlauer Spinning Coaster.

### Spinning Coaster Cars (Round)

These cars seat riders facing outwards on each side of the car. They can feature multiple cars per train. They more closely resemble the real-world Maurer or MACK Rides Spinning Coasters.
Wing Coaster

The **Wing Coaster** is a Coaster in the game Parkitect. Riders sit at either side of the track with nothing below or above them. Due to being wider, the trains require a larger clearance area than the other roller coasters and thus the **Wing Coaster** cannot be built as close to the ground or scenery.

## In real life

Winged seats were introduced by Intamin, however the product saw little success. The **Wing Coaster** in Parkitect was subsequently introduced by Bolliger & Mabillard and is a lot more successful.

## Available Special Track Pieces

* Lift
* Launch
* Station
* Brakes
* Block Brakes
* On Ride Camera
* S-Bend
* Corkscrew
* Loop
* Half Loop
* Half Helix
1.4a

The **1.4a** update, is a minor update that was released on July 3, 2019.

### Changes

* fixed Hydraulically-Launched Coaster being able to use more trains than intended
* fixed paths sometimes accidentally getting deleted
* fixed mechanics walking into queues
* fixed transport system tubes not being a bad scenery rating source
* fixed Knight entertainer costume being replaced by Raptor costume when loading savegame
Highway Hijinks

* Complete all non-optional goals by the end of August, Year 3

*A few acres of flat land, perfect for an amusement park. The problem? A highway cuts right through the middle.*

**Highway Hijinks** is the fourteenth scenario of the Parkitect Campaign. It is made by Joshua Tjarks, with the help of Silvarret.
Pagoda Valley

* Complete all non-optional goals by the end of December, Year 3

*A secluded valley presents an ideal location for a thrilling coaster park. The nearby temple is fine with your use of land, as long as you respect the existing structures.*

**Pagoda Valley** is the twentieth scenario in the Parkitect Campaign. It is made by Silvarret.  The park starts with $4,000.00 worth of loans at an interest rate of 7.00%, totalling a monthly fee of $280.00.

## Strategy

It is highly recommended to pay back the initial loan immediately for two reasons. One is that it unlocks the Flying Coaster. The other that the interest rate of the loan is very high, costing the park a lot of money each month. If those $4,000.00 ends up being required, it is better to take a new loan to obtain the required funds.

Research in this scenario is very limited, which is a double-edged sword in that it'll limit the selection of rides available to build. However, it'll also allow for research to yield exactly what is required and/or desired. The initial research focus should be put towards expanding the park with more flat rides, as the duelling Inverted Coasters will allow for enough profit once more guests (attracted by your added flat rides) enter the park. Once enough guests have entered the park and enough cash has been obtained, consider building a third coaster. Do not be afraid to take out a small loan to finish said coaster, as the money it'll generate will allow for repaying said loan rather quickly.

Take note of the buildings on the top of the hill in this scenario, as they cannot be destroyed (See 2nd picture under the section "Images"). The top right building hides four queue paths. These could be removed in order to place a small food court inside of it, if so desired.

Consider opting to charge for rides and not for the entrance fee, as starting guest cash is wildly varying. This means that if a high entrance fee is set, guests may turn back at the entrance due to being unable to pay the entrance fee.

Once enough flat rides and the third coaster has been built, the park should be able to maintain 500 guests with no additional help, given the park has been managed well otherwise.
1.3a

The **1.3a** update, is a minor update that was released on April 2, 2019.

* fixed boats could get stuck forever when building multiple boat rides on the same body of water
* fixed boats sometimes returning to station much later than they should
* fixed visualization view legend blocking clicks
* fixed collision issue with steel support tower deco
* fixed a case where some parks could take much longer to load than they are supposed to, in extreme cases up to ~10 times as long
* fixed a case where transport rides could have wrong stats before completing a full test run
* fixed a case where setting a large amount of money in the scenario editor wouldn't get saved properly
* fixed a case where Monorail could be operated with only one car per train
* fixed a case where G-force calculation could be wrong
Taste of Adventure

**Patch Version:** | 1.5

**Parkitect: Taste of Adventure** is the first Downloadable Content to Parkitect. It was announced on 13 November 2019 and released on 20 November 2019, coinciding with version 1.5.

## Downloadable Content features

Welcome to Parkitect: Taste of Adventure!

* **New Campaign:** There's a whole new campaign map for you to prove your theme park building skills in 10 challenging scenarios. Can you also beat them without pausing the game or using blueprints?
* **New Themes:** Adventure & Candyland
* **1 New Calm Ride:** Safari Ride
* **1 New Water Ride:** River Rapids
* **2 New Thrill Rides:** Clockwork & Experience
* **4 New Coasters:** Inverting Spinning Coaster, Inverting Wooden Coaster, Swinging Coaster & Vertical Spinning Coaster
* **4 New Shops:** Cookies, Corndogs, Shirts & Sub Sandwiches
* Animating Doors
* Lava
* 3D Text Signs

## Free features

The free update includes:

* Customizable water colors
* Custom image signs (with modding support)
* Ride photo sections for all tracked rides
* Modding support for creating custom coaster trains
* Improved staff zoning that allows overlapping zones
* All path styles can be used as queues now
* Improved track builder that preselects the settings of removed track segments, making track editing faster
* Free park entry/free food/free ride voucher marketing campaigns
* Savegames/blueprints can be updated after sharing them on Steam Workshop (also works for old items that have already been uploaded to the Workshop if you subscribe to them)

## References

1. ↑ https://steamcommunity.com/games/parkitect/announcements/detail/1673577176182359389
Launched Drop Tower

The **Launched Drop Tower** is a Thrill Ride in the game Parkitect. It consists of a tall steel tower, along which a 12-seat carriage is launched up and down using compressed air. After placing the attraction down, its tower can be extended vertically up to 50 units at no extra cost. The **Launched Drop Tower's** Excitement, Intensity and Nausea stats are determined by the height of the tower, as well as the number of ride cycles . The carriage's launch speed is tied directly to the height of the tower, and cannot be adjusted without changing the height. A low tower will have fairly low intensity, while a tower close to the maximum height limit will be too intense for guests to dare ride.

## References

1. ↑ https://www.reddit.com/r/ThemeParkitect/comments/5kvxuw/observation\_tower\_and\_launched\_drop\_tower/dbx07e1/
Transformer

The **Transformer** is a Thrill Ride in the game Parkitect. It consists of a large H frame mounted on a rotating platform. The central beam of the H frame can rotate around its axis. 40 seats are mounted on a rotating wheel suspended from the H frame, giving the ride three axes of rotation. The **Transformer** is a fairly large and intense, thrilling flat ride. During the ride cycle, no part of the ride will poke out beyond the boundaries of the ride fence, so it can be enclosed in a building without anything sticking out of the walls. Note, however, that the **Transformer's** collision box will be very tall.

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Western Roundup

*The old wild west town that's seen better days. If you can get past the heat there's lots of space for a huge amusement park.*

**Western Roundup** is the fourth scenario of the Parkitect Campaign. It is made by Joshua Tjerks. It is a scenario with similiarities to it's peer Victoria Lake, with plenty of land available and a tighter budget when compared to the early scenarios of the campaign mode. You will start up with three stalls already placed and a custom-built Carousel attraction near the entrance, along with two staff members.

### Initial Buildings

* 1x Carousel (Stables)
* 1x Soft Drinks
* 1x Hot Dogs
* 1x Toilets

## Strategy

In this scenario you are given a very large tract of terrain to build over, but also a tight budget of only 15,000$, of wich you must spend carefully. At the beginning, a Twister or Jumper can go along the carousel if placed near the entrance, providing guests with an alternative, higher-intensity ride. If you are daring enough, you may invest in a rollercoaster as well, if the design end up interesting it may net a stable profit over time. The area to build is immense, so let your creativity kick in later on to expand your rides and coaster over the lands around the park. Due to the high temperatures, investing in water rides such as Log Flume can be a great deal. Make sure to have enough rides and shops to keep up 500 guests in the park and complete the goals, advertisement campaigns can be run to help with the guests amount criteria.
Tutorial: Loopy Lagoon

Warm weather and an idyllic setting, this lagoon with its pre-existing rides is the perfect place to experiment and learn how a park operates. Relax and take your time this is only the beginning.

**Tutorial: Loopy Lagoon** is a park in which the initial tutorial of Parkitect takes place and is made by Silvarret.
1.5i

The **1.5i** update, is a minor update that was released on June 10, 2020.

* fixed penalties not getting triggered when a train crashes (guests are now unlikely to go on a coaster that had a crash recently, and the ride + park \* rating will take a hit)
* fixed derailed trains sometimes simply disappearing
* fixed maximum train count sometimes being too high if station is shorter than train
* fixed blueprints sometimes beeing incorrectly marked as unavailable because of missing research
* fixed rain not being displayed properly
Jungle Adventures

* Complete all non-optional goals by the end of June, Year 3

*Deep in the South American jungle you are tasked with building a thriving theme park. A state-of-the-art inverting wooden coaster provides a useful starting point, but due to the lands extremely remote location attracting guests will be very difficult.*
Vertical Drop Coaster

The **Vertical Drop Coaster** is a Coaster in the game Parkitect. It allows for both vertical and beyond vertical drops. It was introduced in Pre-Alpha 3. The roller coaster has an extra-wide station and can be built to a maximum height of 15. The trains are made up of two cars which seat riders in a single row of four. The Vertical Drop Coaster is also capable of having a vertical lift hill.

## Available Special Track Pieces

* Lift
* Station
* Brakes
* Block Brakes
* Holding Brake
* On Ride Camera
* S-Bend
* Corkscrew
* Loop
* Half Loop
* Half Helix
* Beyond Vertical Drop

## Real Life

The **Vertical Drop Coaster** in Parkitect is based on the Gerstlauer Euro-Fighter. Unlike some iterations of its real life inspiration, the in-game model is incapable of launches.

## References

1. ↑ Update 65: Pre-Alpha 3 available - Parkitect

## Gallery

* An example of the Vertical Drop Coaster
Batavia Cay

* Complete all non-optional goals by the end of July, Year 3

*A lonely island steeped in legends. The previous owner built a dueling coaster here, but not much else. Finish what they started and turn this mysterious island into a tourist attraction.*

**Batavia Cay** is the tenth scenario in the Parkitect Campaign. The scenario is made by Joshua Tjarks.

## References

1. ↑ File:Screenshot 2020-12-12 at 13.47.21.png
Thrill Rides

**Thrill Rides** are a type of Rides which are made to be thrilling and intense. There are currently 26 different thrill rides in the game.

## List of Thrill Rides

* Clockwork (Parkitect: Taste of Adventure)
* Enterprise
* Experience (Parkitect: Taste of Adventure)
* G-Lock
* Go-Karts
* Gravitron
* Gyro Drop Tower
* Heart Breaker (Parkitect: Booms & Blooms)
* Inverted Dark Ride
* Inverted Double Swing
* Jumper
* Launched Drop Tower
* Orbiter
* Power Surge
* Skyfall
* Star Flyer (Parkitect: Booms & Blooms)
* Star Shape
* Swinging Ship
* Top Scan
* Top Spin
* Topple Tower
* Tourbillon
* Transformer
* Turbine
* Twister
* WipeOut
First Aid Room

The First Aid room is an utility stall that treat guests suffering from high nausea ratings.

Seldom spotted in the campaign mode, this stall will help nauseated guests to recover quickly, and prevent them from throwing up on main paths. It is much more effective than trash bins and benches, and generally the treatment is also faster. There is a limit about how many guests it can treat at a time.

It is more effective when placed around rides with high nausea ratings and inside food courts or near other food/drink stalls, since sometimes guests will get sick after eating or drinking from stalls. Overall, it is a highly situational stall due to the high $500 price tag and the $35 upkeep costs, the most expensive among the Shops buildings.

This stall is also rarely seen in the campaign mode as not every campaign map have it available for research. Also, like the Toilets, it's considered a source of bad decoration rating, so covering this building up is recommended to keep a high immersion rating among your guests.
1.5b

The **1.5b** update, is a minor update that was released on November 25, 2019.

* fixed a case where queue lines could be misconnected when built in a certain order
* fixed queue signs on queue tiles that use only one custom color having wrong custom colors
* fixed graphical glitch when building an elevator
* fixed "My Images" folder having to be created manually
* fixed a case where blueprint preview images would be tiny
* fixed not being able to put some Candy/Adventure theme objects into blueprints
* fixed category list in deco builder window cutting off long category names in wrong places
* fixed ghost train previews not running during thunderstorms
* fixed not being able to build depots/trash chutes in scenarios where building underground is disabled
* fixed being able to build through downward elevator segments
* fixed weirdness when trying to place a flat ride on a lake/lava near terrain edge
* fixed a case where doors would visually clip through walls when they shouldn't
* balance adjustments for "Taste of Adventure" campaign
* added command line argument -savedatafolder=Your/Path to allow using any savegame folder location you want (e.g. for installing and running the game from a USB drive)
Staff Paths

**Staff paths** are paths that are specifically for staff. They can increase efficiency and also prevent decreasing immersion.

Staff prefer to use these paths over normal paths, even if the route is longer. Staff paths do decrease immersion, so make sure to cover them up. They're important because if a hauler is seen carrying boxes on normal paths where guests can see, then the guests complain and their immersion rating is lowered.

Keep in mind that shops can be restocked from the back when building staff paths.
Monorail Coaster

The **Monorail Coaster** is a Coaster in the game Parkitect. Riders sit in trains with single seats per car. It's uniquely capable of inversions, vertical ascents and descents, launches, and single square tile tight turns making it heavily equipped for compact but intense and exciting layouts.

## Available Special Track Pieces

* Lift
* Launch
* Station
* Brakes
* Block Brakes
* Holding Brake
* S-Bend
* Corkscrew
* Loop
* Half Loop
* Half Helix
4D Cinema

The **4D Cinema** is a Calm Ride in the game Parkitect. It consists of a large, white, twelve-sided building, showing films in 3D alongside various effects to your park guests. Guests may enter and exit the building through any of the four doors, and will all choose the ones closest to the entrance or exit. The 4D cinema counts as an indoor attraction, and will therefore attract more guests when it rains. There are four different movies to pick from, of various duration. When changing the colour pallette of the 4D Cinema, only the flags on the building's roof will be affected. The building itself will always remain white.

## Movies

The movies shown in the **4D Cinema** determine the excitement rating of the ride, but also the duration of the ride.

 101 Dinosaurs
 Claws
 Raiders of the Lost Park
Motion Simulator

The **Motion Simulator** is a Calm Ride in the game Parkitect. It consists of a single spaceship-shaped cabin mounted on a series of hydraulic jacks, which simulate the rocking and rolling movements of a space ship in flight. It has a capacity of 9 guests. The Motion Simulator has four different modes of operation (movies), which affect its ride duration. With a footprint of 2x2 tiles, it is the smallest flat ride in the game. Because of the small size, and since the cabin never pokes outside the boundary of the ride's base, it is a very easy ride to conceal inside a building. The ride is fairly popular with guests, but because of its low capacity it will not quickly turn a substantial profit. Since the Motion Simulator is an enclosed ride, it will receive a higher number of passengers when it rains.

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Water Coaster

The **Water Coaster** is a Coaster in the game Parkitect. Riders sit in 8 passenger boat-shaped cars that travel along both coaster tracks and water channels.

## Unique Design Mechanics

The splashdown/water channel special track piece comes with its own set of unique mechanics. In order to transition in or out of a water channel, the builder must use a 1/2 or greater angle slope down or slope up piece. The water channel can be sunken 1/4 of a unit into the ground or water in order to blend into its surroundings better.

Although the water coaster does have block sections, they will behave differently depending on whether the next block section ahead contains a water channel. If a block section is made up entirely of coaster track, it will behave like any other coaster and the ride will stop at the end of the previous section until the next section is completely clear. If the next section contains a water channel, a train will not wait until the next section is completely clear before continuing. Instead, it will freely continue until the base of the next lift hill leaving the water. At this point, it will treat the lift hill as a block section and will stop at the base of the lift hill until the train ahead has left the lift hill completely.

The water coaster also has access to the turntable piece. The turntable will stop the boat and turn it left or right depending on the piece selected. You can check the "Reversing" option to choose whether to rotate the boat so it travels through the next section backwards or forwards.

## Available Special Track Pieces

* Lift
* Station
* Brakes
* Block Brakes
* On Ride Camera
* S-Bend
* Half Helix
* Splashdown
* Turntable

## Gallery

* From left to right: A water coaster track at 3 height, a water coaster track at 2 and 3/4ths height, a water coaster water channel at 3 height, and a water coaster water channel at 2 and 3/4ths height. Note how the Water Channel does not have a tunnel when sunken 1/4th of a unit into the ground.
Miniature Railway

The **Miniature Railway** is a Transport Ride in the game Parkitect. It resembles a small steam locomotive. It can be used as a means of transporting guests, or providing them with a pleasant ride around the park.

## Characteristics

The ride is significantly slower than the Suspended Monorail, but holds more passengers. Each car holds 12 guests. It has a constant speed of 18km/h on a flat surface. Going uphill it will slow down to 3km/h and going downhill it can accelerate up to 30km/h.

## Real life

The **Miniature Railway** exists in many shapes and sizes, but the Parkitect version is based off the C.P. Huntington Train built by Chance Rides. It is a very popular ride in theme parks, having hundreds of exact copies around the world. It rides on a 2ft narrow-gauge.
Bobsled Coaster

The **Bobsled Coaster** is a Coaster in the game Parkitect. It uses a half pipe instead of rails. It was introduced with Pre-Alpha 5. Care must be taken to ensure cars don't fly off at turns.

## Available Special Track Pieces

* Lift
* Station
* S-Bend
* Brakes
* Block Brakes
* On-Ride Camera
* Half Helix

## Vehicles

The Bobsled Coaster features two options for trains.

### Bobsled Coaster Cars

The Bobsled Coaster Cars feature a train of up to 7 cars which each sit an individual rider. These trains are based on the MACK Rides Bobsled Coaster.

### Bobsled Coaster Cars (6 Seats)

This variant contains trains made up of a single 6 passenger car. This makes each individual train a lower capacity alternative to the traditional Bobsled Coaster Cars, but requires a much shorter station to reach the same capacity as a train of single seat cars. These trains are based on the Intamin Bobsled Coaster.
Spiral Slide

The **Spiral Slide** is a Calm Ride in the game Parkitect. It has a footprint of 3x3 tiles, and very low Intensity, Excitement and Nausea stats. It has the advantage of lacking any mechanical parts, meaning it cannot break down. However, it has a very low potential for profit, in part due to its low stats and in part due to its abysmal capacity. Only one guest may be inside the entrance and exit gates at any time, letting it serve only a handful of riders per minute. It is recommended to place its entrance as close as possible to the door to the slide tower, and the exit as close as possible to the end of the slide. Otherwise, guests may take so long walking up to and away from the ride that the Spiral Slide will lose money, even with a constant flow of guests paying the highest tolerable ride fare.

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Maple Meadows

*A large clearing on the frontiers of a maple forest, the perfect place to build your first park from the ground up. Easygoing guests, relaxed weather - what more could you ask for?*

The Maple Meadows is the first campaign scenario in Parkitect. The scenario is made by Sebastian Mayer. It has an easy goal to accomplish along with a rather large flat terrain, this scenario will introduce the player to the campaign mode, with things such as staff management, research and how to keep a stable profit.

## Strategy

This scenario is easy, just build up some flat rides around the entrance and an eventual roller coaster or two to please guests who are particularly fond of intense rides. Settle down some food/drink stalls and place some decoration around to increase the immersion value of your guests. The large amount of initial cash shall let you place down several rides pretty early in the game. For a faster guest output, you can run an Advertisement campaign to quickly reach the 200 guest goal under a year, completing both the standard and optional goals in one playthrough.
Suspended Coaster

The **Suspended Coaster** is a Coaster in the game Parkitect. It has cars suspended below the track. The cars hang by a pivoting bar attached to the wheel carriage, allowing them to swing sideways. It is often confused with the Inverted Coaster, which has seats attached directly to the wheel carriage.

## Characteristics

Because of the swinging motion, suspended coasters cannot have inversions. The maximum height is 10 and the maximum bank angle is 45°.

## Available Special Track Pieces

* Lift
* Station
* Brakes
* Block Brakes
* On Ride Camera
* S-Bend

## Real life

The suspended coaster in Parkitect resembles the version developed by Arrow Dynamics, with its closed car design. The first modern suspended coaster was also built by Arrow Dynamics. Real life Suspended coasters can also have floorless trains, like those seen on inverted coasters.
Coaster Canyon

* Complete all non-optional goals by the end of August, Year 2

*A barren desert canyon with ample land available for construction provides a perfect spot for a new tourist attraction. A giant cliffside hypercoaster is the first step for this soon-to-be rollercoaster paradise.*

**Coaster Canyon** is the seventeenth scenario in the Parkitect Campaign. It is also the first scenario in the campaign where the coaster count goal is featured. It is made by Silvarret.

## Strategy

Coaster Canyon's coaster count goal has a very low excitement rating requirement, to the point that even the Mini Coaster, which has the lowest excitement rating in the game, can be utilised to achieve the goal. For more information, see the Coaster Stat Calculation Guide. Therefore, consider the scenario goals as merely requiring a park with six coasters that is capable of attracting 550 guests. Should the park manage to attract 700 guests before having six coasters in the park, the player will unlock the Monorail Coaster. This means that, assuming the player is comfortable with the starting coaster selection, there is no need to delegate research efforts towards new coasters, instead being allowed to focus on researching other rides to attract more guests. However, if one finds it hard to attract 700 guests before the optional deadline to get the 6th coaster type, do consider delegating research towards new coaster types.

Ultimately, the bottleneck in this scenario is amassing enough money to build these six coasters. Since the excitement requirement is so low and to save on space, try to build the coasters as small as possible. The guests enter the park with a lot of money, so it is entirely possible, in order to achieve the goals quickly, to run a pay-per-entry park, build a bunch of coasters, then charge a lot for the entry to the park in order to gain the money back to build more coasters. If one decides on pay-per-ride, utilize loans in order to obtain enough money to build the required coasters. Their ride tickets will pay for the loan's interest and there is no need to repay the loan to achieve the scenario goals.

Once the six coasters have been built, it shouldn't be hard to obtain the required guests without advertisement. Should the guest goal still not be reached, consider adding additional flat rides, or spend some money on advertisement.

## Trivia

The *Roller Coaster Tycoon* expansion pack *Added Attractions (Corkscrew Follies)* also features a scenario called Coaster Canyon.
River Rapids

The **River Rapids** is a Water Ride that is added through the Parkitect: Taste of Adventure Downloadable Content in version 1.5 in the game Parkitect.

## Construction

It makes use of concrete water channels, where the boats are free to take their own course. The channel can be widened or slimmed down through the use of a slider in the Track Builder. The **River Rapids** also can make use of special elements, like Bumpers, Rapids, and Waterfalls. Covering the track with scenery makes the ride an indoor ride, which makes sure that even during the rain guests will ride it, even though the ride itself is a Water Ride.

The water channel can be sunken 1/4 of a unit into the ground or water in order to blend into its surroundings better.

## Vehicles

The **River Rapids** currently has only one vehicle option.

* Rapid River Boat (**Rapid River**)

## Prebuilt Designs

Blueprints in-game

* Bilge-Rat Barges by *tr!star\**
* Black Beard's Hideout by *PierroJano*
* Indoor Rafting Club by *Kay*
* Nile River Rapids by *mooman82*
* Western River Rapids by *Inari*

## Gallery

* **River Rapids** as seen in the Steam store page of Parkitect: Taste of Adventure
* The water channel can be sunken 1/4 of a unit into the ground or water in order to blend into its surroundings better.
1.5f

The **1.5f** update, is a minor update that was released on March 11, 2020.

* fixed "disallow underground building" toggle in scenario editor settings not working
* fixed a very rare case where a park wouldn't load when starting it with goals disabled
* fixed macOS Gatekeeper blocking the game from running on macOS Catalina
1.5c

The **1.5c** update, is a minor update that was released on December 4, 2019.

* fixed not being able to build river rapids blueprints if the ride has any bumpers
* fixed no tracked ride blueprints goal sometimes not getting completed
* fixed not being able to select 3D text for blueprints/with the bulldozer tool
* fixed wrong train spawn orientation when spawning on a turntable
* fixed an error in some custom train mods that made it impossible to select objects
* fixed doors not working when placed on an attraction exit
* fixed tall diagonal helixes could go off-grid
* fixed guests being able to see through flat ride platforms
Tilt Coaster

The **Tilt Coaster** is a Coaster that is added through the Parkitect: Booms & Blooms Downloadable Content of Parkitect. The Tilt Coaster features many of the same capabilities as the Steel Coaster, but also includes the unique seasaw track element in which the train comes to a complete stop and the entire track tilts forward before releasing the train down a vertical drop.

Although the Tilt Coaster's Tilt drop is a vertical drop, the coaster doesn't have access to the vertical drop piece so the seesaw track piece must always be followed by a transition out of a vertical descent into another acceptable angle. The seesaw track piece also counts as a block brake. The track piece will tilt forward even if the next block has yet to be cleared, but it will not release the train until the section ahead is clear.

## Available Special Track Pieces

* Lift
* Launch
* Station
* Brakes
* Block Brakes
* Holding Brake
* On Ride Camera
* S-Bend
* Corkscrew
* Loop
* Half Loop
* Half Helix
* Seesaw

## Gallery

* **Tilt Coaster** as seen in the announcement of Parkitect: Booms & Blooms.
Topple Tower

The **Topple Tower** is a Thrill Ride in the game Parkitect. It is a large ride consisting of a tower with 41 seats mounted on a ring which traverses up and down a central column, which tilts to the sides while the ring is spinning. With a footprint of 6x6 tiles, a cost of $2,000 and a height rivalled only by the Turbine and the Star Shape, it is among the largest flat rides in the game. However, it is fairly popular with guests and can pull a steady revenue, justifying the large required investment of money and space.

The **Topple Tower's** base is several metres above the ground, because of the space needed for the massive counterweight at the bottom of the tower. The base is accessed from the ground via a spiralling ramp. It is recommended to put both the entrance and the exit to the ride as close as possible to the entrance of the ramp, in order to minimise time spent embarking and disembarking.

Note that the tower will "topple" past the boundaries of its footprint, meaning that it will collide with scenery placed around it above a certain height. While this has no impact on gameplay, it does not look very pretty, and should be kept in mind by players trying to make a scenic park.

'
Vending Machine

## Gameplay

**Vending Machines** are a 1x1 shop which contains 2 products, chips and pop cans.

Vending Machines cannot be accessed from the back, which decreases the immersion rating. The benefit of the Vending Machine is that it is very cheap to maintain.

The vending machine costs $150 to place and $10 per month to maintain.

## Products

The vending machine sells: chips and pop cans

Chips - reduces hunger but increases thirst. Requires 2 boxes from haulers

Pop Can - reduces thirst. Requires 1 box from haulers.
Swinging Coaster

The **Swinging Coaster** is a Coaster in the game Parkitect. It is added through the Parkitect: Taste of Adventure Downloadable Content in version 1.5. Riders sit on train with two seats facing forwards and two seats facing backwards. The seats are capable of swinging freely from side to side. Unlike the Pivot Coaster, however, the Swinging Coaster seats and track are incapable of inverting. Even if a train traverses an unbanked tight turn at high speed, the seats will only swing up to a maximum of 90 degrees. Much like the Wild Mouse, the Swinging Coaster is capable of one square tile wide tight turns and limited banking.

The swinging coaster also has access to the elevator track piece introduced to several rides in the Taste of Adventure DLC. Builders can adjust both the height of the elevator and the amount of time it takes to reach that height. Using a tall downward elevator with a short duration allows the builder to simulate a drop track element similar to real world rides like Thirteen at Alton Towers visually, but the in-game statistics will not reflect the drop in its statistics calculations.

## Available Special Track Pieces

* Lift
* Station
* Brakes
* Block Brakes
* On Ride Photo
* S-Bend
* Elevator
Yucatán Ridge

* Complete all non-optional goals by the end of August, Year 2

*"You've somehow managed to purchase some historical Mayan temple grounds to construct a crowd pleasing theme park. The local government remains adamant that the temple ruins may not be destroyed or terraformed in any way - but they didn't say anything about building rides all over them."*

**Yucatán Ridge** is the first scenario in the Taste of Adventure Campaign in the game Parkitect. It is made by Silvarret, as are all Taste of Adventure Campaign scenarios. The scenario exists of plateaus and other flat areas, which can be used to build upon, but not removed.

## Rides

### Calm Rides

#### Available

* Double Ferris Wheel
* Plane Carousel
* Safari Ride
* Spiral Slide

#### Research

* Bumper Cars
* Carousel
* Gentle Monorail Ride
* Magic Carpet
* Wave Swinger

### Thrill Rides

#### Available

* Enterprise
* Topple Tower
* Twister
* WipeOut

#### Research

* Go-Karts
* Gyro Drop Tower
* Inverted Double Swing
* Jumper
* Orbiter
* Power Surge
* Star Shape
* Transformer

### Coasters

#### Available

* Hyper Coaster
* Mine Train Coaster
* Stand-up Coaster

#### Research

* Flying Coaster
* Inverted Coaster
* Inverting Spinning Coaster
* Inverting Wooden Coaster
* Junior Coaster
* Suspended Coaster
* Wing Coaster

### Transport Rides

#### Available

* Miniature Railway
* Monorail

#### Research

* Mini Monorail
* Suspended Monorail

### Water Rides

#### Available

* Boat Dark Ride
* Calm River Ride
* Log Flume
* Splash Battle

## Shops

#### Available

* Fruit Juices
* Info Kiosk
* Popcorn
* Sub Sandwiches
* Toilets
* Umbrellas

#### Research

* Chinese Food
* Corndogs
* Shirts
* Souvenirs
* Vending Machine

## References

1. ↑ File:Screenshot 2020-12-12 at 13.47.21.png
Inverted Coaster

The **Inverted Coaster** is a Coaster in the game Parkitect introduced in pre-alpha 6. Riders sit below the track in a ski-lift style seating arrangement. Despite the fact that this ride seats four riders per row, unlike most other coasters with this seating arrangement it does not feature a 3 tile wide station and instead uses the more compact 1 tile wide station.

## Available Special Track Pieces

* Lift
* Station
* Brakes
* Block Brakes
* On Ride Camera
* S Bend
* Corkscrew
* Loop
* Half Loop
* Half Helix
1.2

The **1.2** update, is a major update that was released on December 12, 2018.

### Changes

* added automatically snapping track ends to each other if they are close enough
* added three new ride music options: Street Organ, Winter Funderland, Barollerquoster
* added research and goals to the default sandbox parks (you can still disable them if you want)
* added research menu button reflects the current research progress
* added hats for the winter season
* added park rating tab to Park Info window
* added attractions visited + products bought stats to guest info windows
* added tooltips explaining guest stats/park ratings a bit
* added option for bigger UI scale
* added support for GOG Galaxy Achievements
* opening a guest/ride/shop info window automatically closes all other unpinned guest/ride/shop info windows now
* made sure ESC key can still be used for cancelling actions, even if a different alternate key has been defined in the control settings
* improved loan payment UI to be less confusing
* improved pipette tool for picking an attraction to advertise to also work on queue paths
* updated graphics settings to offer FPS rates depending on refresh rates supported by screen
* updated French/Russian/Simplified Chinese/German translations
* fixed Trash Chute sometimes not connecting to paths
* fixed a case where queue sign could appear in an odd orientation
* fixed a case where scenario descriptions on campaign map could be cut off
* fixed a case where guests could float through the air when using an Elevator
* fixed a case where guest thoughts would not show up in ride/shop/park thought overview lists
* fixed Spiral Slide not working anymore when picking up a sliding guest
* fixed Fruit Juice being less popular than intended
Calm Rides

**Calm Rides** are a type of Rides which are less intense to the guests. There are currently 17 different calm rides in the game.

## List of calm rides

* 4D Cinema
* Bumper Cars
* Carousel
* Car Ride
* Double Ferris Wheel
* Ferris Wheel
* Gentle Monorail Ride
* Ghost Mansion Ride
* Haunted House
* Magic Carpet
* Motion Simulator
* Observation Tower
* Plane Carousel
* Safari Ride (Parkitect: Taste of Adventure)
* Spiral Slide
* Teacups
* Wave Swinger
Star Shape

The **Star Shape** is a Thrill Ride in the game Parkitect. It consists of a large, pendulum-like arm with seats mounted to six individually pivoting arms attached to a rotating central mount. With a footprint of 6x8 tiles and a height at standstill of 8 units, it is currently the largest flat ride in Parkitect, which is also reflected in its $2,500 price tag. However, it is a guest favourite and will pull a large amount of riders, and it will gobble up lines thanks to its excellent capacity of 24 riders per cycle. This makes the Star Shape one of the most profitable flat rides in Parkitect, and its iconic appearance lets it serve as a centrepiece attraction for an area in most parks. However, its high Nausea stat and high capacity means there will be a lot of guests throwing up outside its exit, warranting a dedicated janitor to keep the path clean.

When placing the **Star Shape's** entrance and exit, it is important to note the staircases leading up to the base of the ride. In order to minimise time spent embarking and disembarking, the entrance and exit should be placed as close as possible to those stairs. Note that not all guests will use the same staircases to find their seats, nor will they walk on the walkways on the short ends of the base. The ride has no parts poking outside its footprint during operation, meaning it is possible to enclose the **Star Shape** in a building as wide and deep as its base.

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1.5e

The **1.5e** update, is a minor update that was released on February 11, 2020.

### Changes

* fixed being unable to control the camera when clicking through the tutorial quickly
* fixed guests ignoring path signs on queues that don't lead to an attraction
* fixed grasses not getting removed when painting terrain type
1.7c

The **1.7c** update, is a minor update that was released on December 10, 2020.

### Changes

* fixed after resizing a deco object that has been picked with the pipette tool it would snap to the ground and reset its rotation
* multiplayer: added options for filtering room list by public/private/full rooms
* multiplayer: fixed weird behaviour when scrolling in the multiplayer room list
* multiplayer: fixed a desync that could happen when closing a ride
* multiplayer: fixed a desync that could happen when joining a running game while certain flat rides are broken
* multiplayer: fixed a desync that could happen when deleting a zone
* multiplayer: fixed a desync when completing scenario goals after joining a running game
* multiplayer: fixed a desync when changing the 4D Cinema movie
* multiplayer: fixed a desync when trains derail while joining a game
Mini Coaster

The **Mini Coaster** is a Coaster in the game Parkitect. It is designed to provide a less intense ride for those not confident or too small to ride bigger roller coasters. It has a maximum height of 5 units and can only have quarter-height slopes.

The station for the Mini Coaster features a unique design which is one tile wide, but features steps that hang partially over adjacent tiles.

## Real life

The track and trains resemble those on an E&F Miler Industries roller coaster.

## Available Special Track Pieces

* Lift
* Station
* On Ride Photo
* S-Bend
* Half Helix