recursal/Fanatic-Fandom huggingface dataset:
Power Surge

The **Power Surge** is a Thrill Ride in the game Parkitect. It consists of a large hinged arm with a six-armed, star-shaped, rotating contraption at the end, each arm carries a four-seat carriage on a pivot. The Power Surge has a capacity of 24 passengers; high Excitement, Intensity, and Nausea stats; and a ride cycle time of approximately two minutes. It is a very popular ride among guests with the default intensity preference settings, and may as such turn a very high profit. Just beware that the high Nausea stats will cause a lot of its passengers to throw up after exiting the ride, so it is recommended to place a lot of benches near its exists and have a dedicated Janitor in the area.

Also note when decorating the **Power Surge** that parts of the ride's seats will stick out beyond its footprint during operation, so it is not a good idea to build walls immediately next to it.

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Chanute Airfield

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

*A small airfield has been abandoned and now its land has become available to use. This looks like an ideal spot for an amusement park, if you can work with the limited space. The old airport structures are landmarks and need be preserved.*

**Chanute Airfield** is the second scenario of the Parkitect Campaign. The scenario is made by Joshua Tjarks. This particular scenario will introduce to the player indestructible structures, buildings that cannot be demolished, in this case, the structure around the park entrance (Air control tower) and the hangar on the left, housing the Deliveries unit.

## Strategy

A strategy similiar to Maple Meadows applies here, you are given a very wide land to build your park. While at first glance the area seems small, there is actually plenty of space for you to build your rides around. Generally, it's better to place the rides as close as possible to the entrance and connect them in a single pathway, a good variety of intensity rides to please most guest preferences and some food/drink shops later on to help keep their thrist and hunger stats in check. The terrain on the left side of the main runaway is available for purchase, but it isn't really necessary to buy extra land in this scenario.
1.5k

The **1.5k** update, is a minor update that was released on August 11, 2020.

* fixed very rare issue where certain objects could be in a wrong rotation when building blueprint
* fixed not being able to block stairs with walls/fences
* fixed a frame-perfect bug where a ride exit would not connect with the ride
* fixed paths on the lowest possible terrain level having automatic rain protection
* fixed river rapids sometimes getting stuck if standing still for a short time
Carousel

The **Carousel** is a Calm Ride in the game Parkitect. It was first revealed in Devlog Update 56, August 2, 2015.

## Construction

It is a standard merry-go-round type ride, simple yet iconic. Its low Intensity is not likely to draw many guests, and the low excitement means you cannot charge much per ride, so the Carousel should always be put in a high-traffic area to gain a steady flow of riders and make a small profit. It is possible to alter the amount of rounds for the **Carousel** between 1 and 5 rounds and alters the ratings of the statistics of the ride.

## Gallery

* **Carousel** as seen in Devlog Update 56 were it was revealed.

## References

1. ↑ https://themeparkitect.tumblr.com/post/125706658897/update-56
Water Rides

**Water Rides** are a type of Rides where the main feature is the use of water. There are currently 9 different water rides in the game.

## List of Water Rides

* Boat Dark Ride
* Bumper Boats
* Calm River Ride
* Log Flume
* Paddleboats
* River Rapids (Parkitect: Taste of Adventure)
* Rowboats (Parkitect: Booms & Blooms)
* Splash Battle
* Submarines
Deliveries

The **Deliveries** is a large building present in all parks. Janitors will dispose garbage bags in a specialized trash dump area while Haulers will pick crates from here. Depots may also be used, so long that there are deliveries tubes connected from the Deliveries building to them. This building is only available in Scenario Editor.
Calm River Ride

The **Calm River Ride** is a Water Ride in the game Parkitect. The water channel can be sunken 1/4 of a unit into the ground or water in order to blend into its surroundings better.

Unlike many water rides, the Calm River Ride's popularity does not receive a boost in warm weather since there is no real way to get wet on it.

## Gallery

* The Calm River Ride can be sunken 1/4th of a unit into the ground without creating a tunnel.
Powered Coaster

The **Powered Coaster** is a Coaster in the game Parkitect. Unlike other coasters in the game, the Powered Coaster is not reliant on gravity. Instead, builders can use the Target Velocity special track piece to adjust the speed of the coaster as it goes around the track. The train will only attempt to reach the target velocity while it transitions over the start of the piece with the target velocity feature enabled, so if a train is much shorter than the track section between target velocity points, it will be subject to gravity and can still stall.

The Powered Coaster can also be set to travel multiple laps around its circuit. If multiple circuits are set, only one train can be used on the coaster at a time.

## Available Special Track Pieces

* Target Velocity
* Station
* On Ride Photo
* S-Bend
* Half Helix
Car Ride

The **Car Ride** is a Calm Ride in the game Parkitect. It was first revealed in Devlog Update 124, Nov 23, 2016. It shares similarities with the Safari Ride, but is cheaper and has more choice in vehicle options. It however can not make use of the bumpy segments of the Safari Ride and is a little bit slower.

## Construction

This ride has a track that makes use of a central guide rail. The cars are powered, and follow the guide rail along the track to a speed of 6.06 km/h or 3.76 m/ph. During the ride, guests will look for fun things to look at. Most of the excitement rating of the **Car Ride** comes out of the decoration rating because of that. Covering the track with scenery makes the ride an indoor ride., which makes sure that even during the rain guests will ride it. The vehicle choice should be made depending on either if you want your ride to be automatically protected from rain or not. Where the Antique Car is a covered vehicle, the Antique Car (open) and the Race Car are not. Choosing the Race Car as your vehicle has the benefit though that it is smaller than both Antique Car variants and you can fit more vehicles on the track, but every car can only hold 2 guests.

## Vehicles

The Car Ride has three vehicle options.

* Antique Car (**Car Ride**)
* Antique Car (Open) (**Car Ride**)
* Race Car (**Car Ride**)

## Prebuilt Designs

Blueprints in-game

* Astro's Taxi Company by *AstroTron*
* Fourth Rock Botanical Gardens by *apdepue*
* JungleVille by *LosBallos*
* Jurassic Park Jeep Tour by *cheesus queso*
* West Villa by *JT Games*

## Gallery

* **Car Ride** as seen in Devlog Update 124 where it was revealed.
* Race Car for the **Car Ride** as seen in Devlog Update 124 where it was revealed.

## References

1. ↑ https://themeparkitect.tumblr.com/post/153573755857/devlog-update-124
Flying Coaster

The **Flying Coaster** is a Coaster in the game Parkitect. Riders are flipped into a flying position facing straight down before leaving the station. The station is 3 tiles wide so extra space is required compared to other coaster types.

## Available Special Track Pieces

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

The **1.4b** update, is a minor update that was released on July 31, 2019.

### Changes

* added guests can be unhappy or demand park entrance fee back if they didn't have a lot of time to spend due to park closing
* improved performance in parks with many balloon shops
* improved performance when placing huge blueprints
* improved walls so they can be built on the park border in either rotation
* improved look of crowds slightly if many people are heading into the same direction
* uncursed the sadness factory (updated ferris wheel loading procedure for shorter cycle duration)
* changed experiences and price satisfaction ratings to update a bit more frequently
* changed it so that there is always a research team hired by default when starting a new park
* changed Janitors to only walk into queues if they have the task to clean paths
* fixed path tunnels not getting completely removed when removing water above an underwater path
* fixed an error that could occur when multiple guests where buying a product from a shop that was running out of resources at the exact same time
* fixed guests could leave and re-enter the park when heading somewhere under very specific circumstances
* fixed changing colors of balloons in balloon shop affecting all balloons
Campaign

# Scenarios

The campaign mode is one of the original game modes available in Parkitect. Each scenario has objectives, a limited budget and some buildings must be researched first before being able to be constructed. Currently there are 37 scenarios available, 10 which are restricted to the Taste of Adventure DLC.

## Original

The 27 Original scenarios included in the base game.

## Taste of Adventure

When a player purchases the Parkitect: Taste of Adventure Downloadable Content, it unlocks a new map full of scenarios. Only the first one, Yucatán Ridge, is unlocked at the start. With each completed scenario, the next one is unlocked.
Steeplechase

The **Steeplechase** is a Coaster that is added through the Parkitect: Booms & Blooms Downloadable Content of Parkitect. Riders sit on two-seater trains which mimic the feeling of riding on a horse. The Steeplechase has a very limited range of special track pieces and the lowest max support height limit of any coaster.

## Available Special Track Pieces

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

## Gallery

* **Steeplechase** as seen in the announcement of Parkitect: Booms & Blooms.
Alpha 2

**Alpha 2** is the second Alpha version of Parkitect. It was released on May 29, 2016.

## Alpha 2

### Additions

* added Inverted Dark Ride
* added “Overview” window that gives an overview of rides/shops/staff/guests and allows searching for them
* added marking staff/guests as favorites to more easily find them again
* added graphs for park population, park ratings
* added synchronized product prices across shops
* added brakes for gentle slopes
* added lift ends acting like block brakes
* added UI scale option
* added option for snapping camera to isometric angles (45°)
* added guests remember their favorite ride
* added rebinding for more keys
* added volume setting for people voices
* added spinner buttons to number input fields + changing values using scrollwheel
* added Dutch and Danish translations

### Changes

* adjusted how much guests are willing to pay for park entrance depending on prices of rides in the park
* improved track builder usability
* improved attraction safety stat (didn’t really work as intended previously)
* improved interaction of block segments with stations
* improved handling of shopkeepers
* improved handling of errors during game startup
* improved initial game loading screen to be responsive while loading and added a loading animation so it’s clear that it didn’t crash
* improved savegame and blueprint load/save times by up to ~20%
* overall performance improvements

### Fixes

* fixed finance graphs and improved them
* fixed guests would never throw away their trash except on paths with trash bins
* fixed guests releasing balloons while on rides
* fixed guests staying stuck in queue if queue is deleted below them
* fixed a case where guests could step onto employee paths
* fixed a rare case where people could get stuck
* fixed a rare case where a guest would never leave the park until the savegame is reloaded
* fixed being able to place Star Shape, Spiral Slide in invalid positions
* fixed being able to build tracks below 0
* fixed a case where employees would stop working
* fixed balloons still having color in visualization views
* fixed background music
Steel Coaster

The **Steel Coaster** is a Coaster in the game Parkitect. It makes use of trains on a steel three-tube track. Each car holds four guests. It is the first coaster that was added to the game. It can be seen as the 'default' coaster.

For Alpha 15, the track and cars were updated.

## Available Special Track Pieces

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

## Vehicles

The Steel Coaster has two different vehicle types.

### Steel Coaster Cars

The Steel Coaster Cars are fairly typical coaster cars featuring simple over-the-shoulder restraints and a generic roller coaster train design. They seat 4 passengers per car.

### Dragon Cars

The Dragon Cars are a heavily themed roller coaster train. The first car is always the head of a dragon and the last car is always a tail and neither are capable of seating any riders. The second car and second to last car in the train feature only 2 seats while all cars in between seat 4 passengers. This makes them extremely inefficient compared to the steel coaster car and should solely be used for aesthetic purposes.

## Real life

Originally, the track strongly resembled Arrow Dynamics' and Vekoma's coasters. The trains were also based off Arrow Dynamics' default trains. Since Alpha 15, the track and cars closely resemble a Schwarzkopf looping roller coaster. Unlike the real life Schwarzkopf coaster, however, the Parkitect Steel Coaster is capable of a wider variety of elements including corkscrews and multiple LSM Launches.
Archipelago Adventures

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

*A small archipelago is up for sale and would be ideal for a tropical park. Create a tropical paradise for your guests.*

**Archipelago Adventures** is the eighth scenario of the Parkitect Campaign. It is made by Joshua Tjarks.

$8000 is awarded for completing the 250 guests optional goal.

## References

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

The **Balloons** is a Shop in the game Parkitect. There, guests will be able to purchase differently shaped balloons purely as a souvenir, but will increase the guest's happiness rating.

There are three different shapes, the default (circular/elliptic standard balloon design), diamond or square shaped balloons. The difference between them is purely aesthetical, all of them will increase the happiness by the same value, however due to them being considered different products, you may charge different prices for each balloon type.

The Balloons Stand will store all of their balloons in a large inflatable net atop the building. As the amount of available products are reduced, the amount of balloons in the net will be smaller as well. As an easter egg, you may click several times in the balloons to pop them out or force them to float away from their restraints, but doing this will deduct from the total amount of products available. It is one of the cheapest shops in the game, with a cost of $200 and a monthly upkeep of $10.
1.7h

The **1.7h** update, is a minor update that was released on December 21, 2020.

* multiplayer: fixed a desync that could happen when placing floating deco objects on water
* multiplayer: fixed a desync that could happen when building the Chocolate Fence
* multiplayer: fixed a possible desync when a guest wants to leave the park and a new player is joining
* multiplayer: fixed a desync when joining while a guest sits on vandalized bench
* multiplayer: fixed a possible desync when joining while a guest is entering a queue
Bubble Tea

**Bubble Tea** is a Shop in the game Parkitect.

 **Maintenance:** | $10.00 per month

It offers teas that reduces the thrist levels and tiredness of your guests. You can adjust the variations of teas available and the amount of ice each cup of tea will have, these changes will affect the overall profit but you may need to adjust the pricing later if you turn them down since some guests will complain about the tea not being worth the money.
Souvenirs

Souvenirs is a Shop in the game Parkitect. Guests can purchase several hats, increasing their overall hapiness.

Guests may purchase a wide array of headgears at this store, with 15 different products available for sale, it is the shop with the highest amount of products available for sale, which gives the player the opportunity to set their pricing different from each other and net a substantial profit while doing so. The hats will appear on the guest model and increase their overall happiness rating.

The store has a $260 price tag and a $10 monthly upkeep cost.
1.7a

The **1.7a** update, is a minor update that was released on December 8, 2020.

### Changes

* multiplayer: added player count display to player list button
* multiplayer: fixed a desync that could happen when building fences
* multiplayer: fixed a desync that could be caused by shopkeepers
* multiplayer: fixed an error message in the multiplayer lobby
Suspended Monorail

The **Suspended Monorail** is a Transport Ride in the game Parkitect. The train hangs below the track. The track consists of a single beam. It has large single cars instead of trains, each car holds 12 guests. It can be used to transport guests around the park.

## Characteristics

The **Suspended Monorail** is much faster than the Miniature Railway, with a constant speed of 30km/h, even when going downhill. When going uphill, the speed drops to 8km/h. The maximum height is 6 and the maximum slope is 1/4.
It has a hinged connection to the rail, similar to that of the Suspended Coaster, allowing it to swing to the sides when making turns.

## Real life

The Suspended Monorail resembles the Wuppertal Suspension Railway in Wupppertal, Germany, but with a modernized look. It is the oldest electric elevated railway with hanging cars in the world and is a unique system. The first track opened in 1901. The main difference with the Parkitect version is that it has articulated cars with multiple sections instead of single cars.
1.7

The **1.7** update, is a major update that was released on December 8, 2020. The release occurred on *Parkitect's* 2 year anniversary of the release of version 1.0.

### Changes

* added co-op multiplayer mode! Now you can build parks with up to 7 other people together
* added a new background music track
* improved decoration score calculation speed
* fixed fences not sticking to terrain when terraforming
* fixed a case where decoration could be seen through the terrain
* fixed a bug where guest money setting would not be stored properly when editing a scenario
Brimstone Peak

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

*"This steampunk themed amusement park straddling an active stratovolcano struggles to attract visitors due to its dangerous environment. Turn the situation around by expanding this unique theme park into a hot spot for thrill seekers - but let's hope that the volcano doesn't erupt."*

**Brimstone Peak** is the second park in the Taste of Adventure Campaign in the game Parkitect. It is made by Silvarret, as are all Taste of Adventure Campaign scenarios. It is the first scenario in Parkitect which introduces the optional goal to build without the game being paused. There are already several pre-built rides, including an Inverting Spinning Coaster, which was introduced in the Taste of Adventure DLC.

### Pre-Built Rides:

* Caligula's Wrath (Inverting Spinning Coaster)

Excitement Rating: 65,5 (Very high)

Intensity Rating: 53,8 (Medium)

Nausea Rating: 36,6 (Medium)

Initial Pricing: $11.00

Decoration: Medium

*(Note: Caligula was the nickname of the third Roman Emperor, caligula means little soldier's boot)*

* The Blast (Launched Drop Tower)

Excitement Rating: 38,1 (Medium)

Intensity Rating: 50,5 (Medium)

Nausea Rating: 14,0 (Very low)

Initial Pricing: $4.00

Decoration: Low

* Convector (Top Spin)

Excitement Rating: 33,2 (Medium)

Intensity Rating: 42,0 (Medium)

Nausea Rating: 48,0 (High)

Initial Pricing: $3.00

Decoration: Medium

## Rides

### Calm Rides

#### Available

* Gentle Monorail Ride
* Haunted House
* Safari Ride

#### Research

* Carousel
* Double Ferris Wheel
* Ghost Mansion Ride
* Magic Carpet
* Motion Simulator
* Teacups

### Thrill Rides

#### Available

* Clockwork
* G-Lock
* Inverted Dark Ride
* Launched Drop Tower
* Star Shape
* Top Spin

#### Research

* Enterprise
* Skyfall
* Tourbillon
* Transformer
* Turbine

### Coasters

#### Available

* Inverting Spinning Coaster
* Inverting Wooden Coaster
* Suspended Coaster

#### Research

* Floorless Coaster
* Flying Coaster
* Hydraulically-Launched Coaster
* Hyper Coaster
* Inverted Coaster
* Monorail Coaster
* Stand-up Coaster
* Swinging Coaster
* Vertical Spinning Coaster
* Wild Mouse

### Transport Rides

#### Available

* Miniature Railway
* Suspended Monorail

### Water Rides

#### Available

* Log Flume
* Paddleboats

#### Research

* Boat Dark Ride
* Calm River Ride
* River Rapids

## Shops

#### Available

* Customizable Shop
* Fruit Juices
* Info Kiosk
* Sub Sandwiches
* Toilets
* Turkey Legs

#### Research

* Balloons
* Chinese Food
* First Aid Room
* Funnel Cakes
* Hot Drinks
* Pretzels
* Shirts
* Soft Drinks
* Umbrellas
* Vending Machine

## References

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

**Patch Version:** | 1.0

**Parkitect** is a theme park management game created and published by Texel Raptor. It was released for the PC on Windows, OS X, and SteamOS + Linux on 29 November 2018. It is a business simulation game that charges you with the construction and management of theme parks! Bringing back the best of classic theme park games with many new features and content on top.

## Game features

* **Build:** Create the perfect park for your guests! Deform the terrain, place water, build structures! With a huge selection of deco objects from various themes you can design your park however you want. And for more you can get custom scenery from the **Steam Workshop** or mod in your own!
* **Manage:** Building is only half of the challenge! You'll need to keep an eye on the finances and guest satisfaction to stay on top, and for the first time in a theme park game the "behind the scenes" parts of your park have a meaning too! Route resources to your various shops without annoying your guests and keep the staff areas out of the public eye for the perfect immersive experience.
* **Play:** Build your way through a challenging campaign! 26 scenarios with unique settings will put your theme park management and coaster designing skills to the test. And there's always more - download scenarios created by the community from Steam Workshop or design your own with the scenario editor. With the landscape generator you'll create your own unique setting in no time. And if you're more of a creative player there's the sandbox mode!

## References

1. ↑ https://store.steampowered.com/app/453090/Parkitect/
Booms & Blooms

**Patch Version:** | 1.6

**Parkitect: Booms & Blooms** is the second Downloadable Content to Parkitect. It was announced on 28 August 2020 and released on 2 September 2020, coinciding with version 1.6.

## Downloadable Content features

Welcome to Parkitect: Booms & Blooms!

* **Effect Sequencer:** With the new Effect Controller you can create your own firework shows or synchronize effects with your rides! There's also new speakers that allow you to play your own music, or you can use the Effect Controller to trigger your own sound effects.
* **1 New Water Ride:** Rowboats
* **2 New Thrill Rides:** Heart Breaker & Star Flyer
* **3 New Coasters:** Pivot Coaster, Steeplechase & Tilt Coaster
* **Switch Segments**: With the new switch segments your Mine Train Coasters and Junior Coasters can ride backwards!
* **New Trees**
* **Custom Flags**

## Free features

The free update includes:

* Adjustable direction for spinning rides
* New basic shape variations
* Updated old plants to be recolorable
* Updated many old trees to be resizable
* Rework how the game gets rendered
* Changes to light animations of flat rides

## References

1. ↑ https://store.steampowered.com/newshub/app/453090/view/2853548182838984724
Umbrellas

The Umbrellas is a Shop in the game Parkitect. Guests can purchase umbrellas.

In scenarios with a rather rainy weather the Umbrellas can help the guests out by selling umbrellas for them. Some guests may even endure the queue of outdoor attractions during rainfall if they are using an umbrella, though during thunderstorm most mechanically-operated rides will close down for safety reasons. Guests may also purchase the umbrellas purely as a souvenir as well.

This building has a $200 cost and a upkeep cost of $10 monthly.
1.6b

The **1.6b** update, is a minor update that was released on October 7, 2020.

* added object outline when picking objects in bulldozer tool, blueprint creation and scenario editor tools
* Booms & Blooms: added new fireworks effects: Ring, Sparkler
* improved effect editor performance
* changed fireworks launcher to be visible when scenery is hidden
* fixed water remaining outside map when shrinking map in scenario editor
* fixed bad collision detection on scaled trees
* fixed custom color slots for bobsled track
* fixed track segment triggers when train is driving reversed
Robopark

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

*Build a state-of-the-art amusement park featuring expensive, high-tect rides and rollercoasters on an empty peninsula that has previously been used as a research facility.*

**Robopark** is the twenty-fourth scenario of the Parkitect Campaign. It is made by Silvarret.
Experience

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

## Construction

It consists of a rotating pole where three arms are attached to. These arms can be raised up and down. Every arm has two gondolas at the end of it, which can rotate upside down. It is possible to alter the amount of rounds for the **Experience**. The amount of rounds can be set between 4 and 12 and alters the ratings of the statistics of the ride.

## In Real Life

The ride is modeld after the KMG Experience, a fairground ride which was first seen in 2016. In real life, it is not often seen in amusement parks, but mostly on fairgrounds.

## Gallery

* **Experience** as seen in the Steam store page of Parkitect: Taste of Adventure

## References

1. ↑ https://www.newrideseurope.com/newkmgride/experience/
Coral Caldera

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

*A wealthy entrepeneur has purchased this idyllic caldera in the middle of the ocean and wishes to turn it into a bustling attraction. Park entrances needs to remain free.*

**Coral Caldera** is the fifth scenario in the Parkitect Campaign. It is made by Silvarret. It introduces the "Free park entrance" modifier, which means that the park entrance fee cannot be changed and must remain at 0,00$(free).
This means that you must rely entirely on your rides tickets and shop stalls to keep up and maintain a stable profit, until eventually completing the objective by reaching 400 tickets sold. The terrain of this campaign is shorter than the earlier campaigns, but there are still enough space for a compact park, given that most of the available terrain is flat and do not need terraforming.

## Strategy

This scenario will catch up players who prefer to rely entirely into park entrance admissions for profit by surprise, since the entrance fee can't be changed. In order to keep up a stable balance the player must rely on ride admissions and shop/stalls products, that can be easily settled down due to the relatively large initial cash. Balance out the ride price based on their Excitement rating, for example, a roller coaster with a excitement of 58.7 can be charged up to a maximum of 5,87$ before guests start to complain about their poor cost-to-excitement ratio. Bear in mind that some rides may get the stats changed over time, based on ride lenght, duration and guests opinion. That said, you can build up some flat rides but keep in mind the limited space, so draft those towards the entrance while leaving the back end of the map for a rollercoaster or two. Organize down several stalls arranged in a food court setting near the middle or in a strategic point, and do not forget to wall in the structures to improve immersion and get things a little more organized on the long run. Provided that your park remains popular, the objective can be achieved within two years.
Candyland

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

*This candy-themed amusement park operates on an all-inclusive basis - guests pay for entry, but all food and rides are free. Use the income from admissions to further develop the park.*

**Candyland** is the third scenario in the Taste of Adventure Campaign in the game Parkitect.

## Overview

### Pre-built Rides:

* Ganache Voyage (Inverted Coaster)
* Marzipan Mix (Tourbillon)
* Fondant Flair (Hyper Coaster)
* Taffy Turbine (Motion Simulator)

## Rides

### Calm Rides

#### Available

* Bumper Cars
* Magic Carpet
* Motion Simulator
* Teacups

#### Research

* Car Ride
* Carousel
* Gentle Monorail Ride
* Safari Ride
* Spiral Slide

### Thrill Rides

#### Available

* Experience
* Inverted Dark Ride
* Top Scan
* Topple Tower
* Tourbillon

#### Research

* Clockwork
* Gyro Drop Tower
* Heart Breaker (Parkitect: Booms & Blooms only)
* Jumper
* Orbiter
* Power Surge
* Turbine
* Twister

### Coasters

#### Available

* Bobsled Coaster
* Hyper Coaster
* Inverted Coaster
* Inverting Wooden Coaster
* Stand-up Coaster
* Water Coaster

#### Research

* Floorless Coaster
* Hydraulically-Launched Coaster
* Inverting Spinning Coaster
* Junior Coaster
* Steeplechase (Parkitect: Booms & Blooms only)
* Swinging Coaster
* Vertical Drop Coaster

### Transport Rides

#### Available

* Miniature Railway
* Monorail

#### Research

* Boat Transport
* Suspended Monorail

### Water Rides

#### Available

* Bumper Boats
* Log Flume
* Paddleboats

#### Research

* Boat Dark Ride
* Calm River Ride
* River Rapids
* Rowboats (Parkitect: Booms & Blooms only)
* Splash Battle
* Submarines

## Shops

#### Available

* Balloons
* Bubble Tea
* Candy
* Cookies
* Cotton Candy
* Info Kiosk
* Shirts
* Toilets
* Umbrellas
* Vending Machine

#### Research

* Funnel Cakes
* Ice Cream
* Mini Donuts
* Snowcones
* Soft Drinks
* Souvenirs
Enterprise

The **Enterprise** is a Thrill Ride in the game Parkitect. It consists of a large, horizontal, spinning wheel with 16 single-rider carriages mounted on pivots along the rim of the wheel. During the ride cycle, centrifugal force from the spin of the wheel will cause the carriages to swing out on a near-horizontal angle. Once the wheel is spun up, it will be slowly tilted once from a horizontal to a vertical position, then back to horizontal. With a footprint of 6x7 tiles, the Enterprise is the second-largest flat ride in the game, after the Star Shape. No part of the ride will poke out beyond the boundaries of its footprint during operations.

Guests embark the carriages by climbing a platform, accessed from ground level by two short flights of stairs near the hinge of the wheel. It is recommended to place the ride's entrance and exit close to these stairs to minimize embarking/disembarking time and keep the ride's capacity to a maximum.

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Ferris Wheel

The **Ferris Wheel** is a Calm Ride in the game Parkitect. A classic theme park ride, it consists of a large vertical wheel with 16 two-seat carriages mounted on pivots. When taking on passengers, the wheel will stop, and the passengers board the carriage closest to the ground. The wheel will then make 1+1/16th of a revolution, taking on passengers in the carriage behind the one boarded the last time. After 16 cycles (totalling 17 revolutions), the passengers will disembark. This gives the Ferris Wheel a very long ride time, but a decent passenger capacity. Costing $400 to build, it ties for being the second-cheapest ride in the game, after the Spiral Slide. With a footprint of 1x5 tiles, it also has the second-smallest footprint, after the Motion Simulator.

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Coasters

**Coasters** are a type of Rides which have trains or cars making use of gravity to travel a track. There are currently 29 different coasters in the game.

## List of Coasters

* Alpine Coaster
* Bobsled Coaster
* Floorless Coaster
* Flying Coaster
* Giga Coaster
* Hydraulically-Launched Coaster
* Hyper Coaster
* Inverted Coaster
* Inverting Spinning Coaster (Parkitect: Taste of Adventure)
* Inverting Wooden Coaster (Parkitect: Taste of Adventure)
* Junior Coaster
* Mine Train Coaster
* Mini Coaster
* Monorail Coaster
* Pivot Coaster (Parkitect: Booms & Blooms)
* Powered Coaster
* Spinning Coaster
* Stand-up Coaster
* Steel Coaster
* Steeplechase (Parkitect: Booms & Blooms)
* Suspended Coaster
* Swinging Coaster (Parkitect: Taste of Adventure)
* Tilt Coaster (Parkitect: Booms & Blooms)
* Vertical Drop Coaster
* Vertical Spinning Coaster (Parkitect: Taste of Adventure)
* Water Coaster
* Wild Mouse
* Wing Coaster
* Wooden Coaster
Ice-Shelf Islands

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

*A small amount of land has become available in the frigid north, and presents an opportunity for an amusement park. Brave the challenging weather and help your guests forget the cold.*

**Ice-Shelf Islands** is the eleventh scenario in the Parkitect Campaign. The scenario is made by Joshua Tjarks.

## References

1. ↑ File:Screenshot 2020-12-12 at 13.47.21.png
Haunted House

The **Haunted House** is a Calm Ride in the game Parkitect. It consists of a large, Victorian mansion-style building which guests enter and walk through. The building's windows will occasionally flicker yellow during the ride cycle. The Haunted House is the only ride in the game that has a fixed colour scheme, meaning that none of the ride's colours can be changed, anywhere. Since this is an indoor ride, it will draw a higher number of riders when it rains.

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Technopolis

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

*In the middle of the bustling metropolis of Tokyo, you've acquired a shopping mall encompassing a full city block. You are to develop it into a thriving all-round entertainment complex with the addition of theme park attractions - but with nowhere else to go, you'll have to build it on the roofs of the existing buildings.*
1.5d

The **1.5d** update, is a minor update that was released on January 13, 2020.

### Changes

* added a tooltip that displays the ride stats whenever a test run is completed while building a track
* fixed balloons being invisible after loading a savegame
* fixed issues with disappearing text on Mac/Linux
* fixed guests not entering rides without queues
* fixed not being able to lower/raise licorice/chocolate fences
* fixed error when changing prices in zone window attraction list
* fixed balloons getting sometimes stuck when bulldozing balloon shop
* fixed being able to build Spinning Coaster elevator sections through other rides
* fixed guests having trouble getting to the park entrance in the Jungle Adventure scenario
* fixed bad performance when changing terrain type under water
* fixed nothing left to research when converting campaign savegame to sandbox mode
* fixed a case where it was possible to remove objects in pause mode when it is not allowed
* fixed a case where coasters could temporarily have an extreme intensity rating for no apparent reason
* fixed ride entrance/exit tiles missing tunnel frames when burried below terrain
* changed ride stats to not count station wait times anymore
Bumper Cars

The **Bumper Cars** is one of the rides in the game Parkitect. It consists of a glass-roofed pavillon with 12 single-rider bumper cars driving randomly around an enclosed area, for an adjustable duration of 30 to 90 seconds. A combination of low stats and low passenger capacity means that the Bumper Cars usually won't be making money quickly, but it has low maintenance costs and needs only a few riders per month to break even. Note that the Bumper Cars need 12 riders on board for the ride cycle to start. When it rains, the Bumper Cars will draw more riders, because it is an enclosed attraction.

The footprint of the ride is 5x4 tiles, and it is a fairly low building, making it easy to conceal behind Deco objects if desired (for instance, to simulate an arcade or show attraction).

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Victoria Lake

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

*With flat, empty land and ample space for expansion, the surrounding area of Victoria Lake lends itself perfectly for a recreational destination. It is your task to this beautiful nature setting into a lakeside amusement park*

Victoria Lake is the third scenario in the Parkitect Campaign. It is made by Silvarret. With a great deal of space and available land, you will have plenty of options where to start to build the rides. The lake on the middle offer a good opportunity to try out Water Rides.

## Strategy

The main problem of Victoria Lake is the large pathway that extends all across the lake. On the long run, guests will start to get tired often from walking a large portion of your park on foot, but the space on the other side of the lake is very valuable for you to destroy the pathway outright. Building a transport ride that connects both extremities is one of the best way to circumvent the problem, allowing your guests to cross to the other side without growing tired, and the ride itself will turn out a profit on the long run. A tighter budget of 18,000$ will mean that the player will need to calculate their costs, so before venturing into expensive projects, build down simple flat rides near the entrance. A Ferris Wheel will do the trick greatly at the beginning, helping you to fund more elaborated rides later. Focus first on the area near your entrance, or the ground at the left side of the lake. Only start expanding to the outbacks of the lake after you ran out of space near the entrance and after you manage to turn a positive monthly profit.
1.2a

The **1.2a** update, is a minor update that was released on December 21, 2018.

* added stripe pattern to sources of bad decoration rating to make them easier to distinguish from undecorated areas
* small campaign adjustments
* made info pips (no resources, no path connection etc) click-through while building something
* improved ghost train visibility when a visualization view is enabled
* fixed a case where water could disappear in unexpected places when terraforming
* fixed very short rides being more exciting than they should be and 1-2 other small exploits
* fixed a memory leak
Ghost Mansion Ride

The **Ghost Mansion Ride** is a Calm Ride in the game Parkitect.

## Construction

The **Ghost Mansion Ride** is used to create themed darkrides. It has self-powered cars riding on a flat surface. The cars are guided by a small rail. The name **Ghost Mansion Ride** suggests that it has a spooky theme, but the design of the cars is generic, so it can be used for all kinds of themed darkrides. The cars move very slowly, giving riders enough time to look at the theming. While building the track, you can change the direction the cars are facing on certain track pieces. This feature is unique to this ride. The cars can be used as trains, with a maximum of seven connected cars, or as single vehicles.

The ride has a constant speed of 3 km/h, even when going downhill. The smallest corners are very tight, fitting within one grid square, allowing for a very compact lay-out, which is useful for creating indoor darkrides.

## Vehicles

The **Ghost Mansion Ride** currently only has one vehicle option.

* Ghost Mansion Ride Car (**Ghost Mansion Ride**)

## Prebuilt Designs

Blueprints in-game

* Clockwork Cuckoo by *Macadoo*
* Cursed Hall by *JT Games*
* Manor of the Wilds by *AstroTron*
* Minispook by *kaylnaris*
* MYSTERY MANSION by *Wuerdi*
* Rum Barrel Ride by *Rum Barrel Ride*
* Skull Manor by *LukeWeller*
* Small World by *enzo.mutmut*
* The Enigmatic Estate Of Professor Edwin Earlsby by *Lord Gonchar*
* The Terror of Babel by *Ibazuun*

## Real life

The **Ghost Mansion Ride** in Parkitect is based on the Omnimover developed by Roger Broggie and Bert Brundage for Walt Disney Imagineering. Outside of Disney, the transport system is know as an Endless Transit System. The ride system was originally developed for Adventure Thru Inner Space, a Disneyland attraction that opened in 1967. It was then used in Disneyland's Haunted Mansion attraction, which probably why it is called **Ghost Mansion Ride.**

The advantage of being able to rotate the cars is that the rider's field of view can be manipulated. This way technical elements, such as cables and lights can be placed behind the vehicles, without breaking the immersion of the rider.
1.4c

The **1.4c** update, is a minor update that was released on September 2, 2019.

* fixed Hydraulic Launch Coaster ghost train not getting launched when building while the game is paused
* fixed an issue where it was not possible to open a boat ride if there was already another boat ride nearby
* fixed guests not complaining about extremely short rides as they were supposed to
* fixed balloon bought from customizable product shop being invisible
* fixed a very rare case where an attraction entrance would not properly connect with the queue
* fixed a rare case where a guest could be displayed with two different animations at once
* fixed modded flat rides could get stuck
* should fix issue where achievements might not get awarded on Steam
Achievements

**Achievements** are a way to give players challenges to complete.

## List of achievements

The "DLC" column denotes achievements which can't be completed without the purchase of specific Downloadable Content.

The "DI" column is for difficulty as assessed by wiki editors. VE = Very Easy, E = Easy, M = Medium, H = Hard, VH = Very Hard, I = Insane, UC = Uncategorized.
Mine Train Coaster

The **Mine Train Coaster** is a Coaster in the game Parkitect. Riders ride in roller coaster cars themed to a mine train. All cars on the Mine Train coaster seat 4 passengers per car except the front car which only seats two.

If the Booms & Blooms DLC is purchased, the Mine Train Coaster also gains the Switch Track element which causes the train to come to a stop before leaving in reverse down a different path than it entered. If only one Switch Track element is placed on a Mine Train Coaster and the full circuit of the coaster is completed, the ride will enter the station backwards and will traverse its circuit with the train facing opposite directions every other circuit.

## Real Life

Despite the in-game description listing the Parkitect Mine Train Coaster as a wooden coaster, an overwhelming majority of these coasters in real life are actually steel coasters. Many feature support structures made of wood, but the actual tracks are typically tubular steel.

## Available Special Track Pieces

* Lift
* Station
* Brakes
* Block Brakes
* On Ride Photo
* S-Bend
* Half Helix
* Switch Track (Requires Booms & Blooms DLC)
Staff

**Staff** are a park's employees in the game Parkitect. They keep everything running smoothly.

## **Utility Buildings**

Those buildings may only be used by your Staff members, they are considered a source of bad decoration rating, so they are best placed away from the sight of your guests, or else there will be an immersion rating penalty.
Junior Coaster

The **Junior Coaster** is a Coaster in the game Parkitect. It's intended to be less intense than many other coaster types so it's limited to less steep drops, lower height limits, less angled banked turns, and it's incapable of inversions. Its unique tire-powered lift makes it capable of having lift hills with turns.

If the Booms & Blooms DLC is purchased, the Junior Coaster also gains the Switch Track element which causes the train to come to a stop before leaving in reverse down a different path than it entered. If only one Switch Track element is placed on a Junior Coaster and the full circuit of the coaster is completed, the ride will enter the station backwards and will traverse its circuit with the train facing opposite directions every other circuit.

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

## Available Special Track Pieces

* Lift
* Station
* Brakes
* Block Brakes
* On Ride Photo
* S-Bend
* Half Helix
* Switch Track (Requires Booms & Blooms DLC)

## Vehicles

The **Junior Coaster** currently has only one vehicle option.

* Junior Coaster Car (**Junior Coaster**)

## Prebuilt Designs

Prebuilt rides in scenarios

* Coral Express (Tutorial: Loopy Lagoon) by *Silvarret*

Blueprints in-game

* Bamboo Boa by *HappyCo*
* Excitement Inc. by *Enterprofilenamehere*
* Fantasy Forest by *ThorpeTowers9213*
* Green Gardens by *Enterprofilenamehere*
* Impulse by *HappyCo*
* The Kraken by *instanteggrolls*
* Thunder Roll by *HappyCo*
* ToyLand by *AstroTron*
Silica Slopes

* Complete all non-optional goals by the end of July, Year 4

*You acquire a small plot of land in a desolate forested valley. Use what little space you have at your disposal to build a charming amusement park. You can buy more land to expand the park - but you cannot get any loans!*

**Silica Slopes** is the twenty-second scenario in the Parkitect Campaign. It is made by Silvarret.

## Strategy

This scenario is the first one in the campaign where space appears rather limited. In conjunction with a very hilly landscape, a strategy to build compact is required. If need be, do not be afraid to alter the terrain to fit rides. As well, land is rather cheap to purchase, at a $8 price/tile. However, if the park is built compact enough, it is entirely possible to finish the scenario without buying any land at all. While there are no loans available, it is possible to collect a total of $7,500.00 in reward money for completing goals.

The scenario's weather is set to rainy. However, no umbrellas are available at the start. It may be worthwhile spending some time researching shops at an attempt to obtain them, but should they not show up within the first few researches, it is better to refocus research on more rides, which will ultimately allow for the scenario to finish quicker. Because of the rainy weather, it is also recommended to cover flat rides so that guests are still willing to ride them during bad weather.

The guests' pocket money in this park varies wildly, leaving a pay-for-entry park undesirable as a maximum of roughly $40-50 is all that can be charged before some guests are forced to turn away at the entrance. Rather, focus on building a park where guests pay per ride. Also, ensure that food courts are never far away from guests and that food & drink is varied, since satisfying these needs are slightly harder in this park. Especially if it strains the park rating, which counts double in this scenario as it helps attract more guests, while also being a requirement for completion.

For research, it is recommended to focus on additional thrill rides & coasters. Several high-performing coaster types are available through research, so spending some money on researching them may prove worthwhile if there's enough money to build them. Ensure that at least two, potentially three, coasters are built in the park accompanied by several flat rides in order to attract the 450 guests required to finish the scenario. If the park rating is kept high, this scenario will be completed long before the optional deadline of July Year 4.