What do you think is the best way to price the stalls? Anything from hamburgers and soda to t-shirts and souveniers.
I'm having trouble making a lot of money in the scenarios where the ride price is fixed at "free" and you have to charge a gate admission. Hey, while were at it, any rule of thumb for entrance price would help too.
My approach:
Bump all food/souvenir stalls up roughly 50 cents per item. For food this will usually land you in the profit range of $1.00 to $1.50 per item. This has always worked for me. It's just a general rule and there are exceptions - but for the most part, you'll find my stalls in that range.
Info kiosks - I just bump maps up a dime (two if I'm feeling greedy) 70 or 80 cents each. I set Umbrellas at $4 and when it rains bump them to $7.
Don't foregt to charge for restrooms. 20 cents is a prce everyone will easily pay. Go a little higher when you need cash.
I know in general, you can price higher - much higher. But this works for me.
On scenarios where entrance is free and guests pay per ride - the money should be coming from rides, not stalls. Coasters have a base price of $2 to ride. I add a dollar to that for every excitment point a ride has to start with.
So if my latest coaster has an 8.75 excitement rating - I'm going to start by charging $10 a ride. Then advertise the ride. From there slowly bump the price up until people refuse to pay - then back off a hair. That's you're price. You'll have to lower it as rides age.
Flats are the other half of the equation in pay per ride scenarios. Charge out the ass for them. Better ones like the freefall and roto drop can easily command 7 or 8 dollars a ride.
Mid-level thrill rides (magic carpet, inverting ship, enterprise, etc) can get $4 a ride.
Work your way down the ride pricing them agressively - the lowest priced ride in any of my pay per ride scenarios is $1.50 and that's things like the carousel, ferris wheel and slide.
I'm guessing you're just not agressive enough on ride pricing.
On pay to enter scenarios (much more challenging to me) just charge the absolute highest amount that the poorest guests enter with.
Build enough to start attracting guests, then take a moment to click on them and see how much cash they have before entering the park. It's ALWAYS a $10 or so range. You'll soon see the minimum that the guests are carrying with them upon entering the park - charge that amount! This means everyone enters and you get the maximum amount of money from each guest.
Your mileage may vary.
Fate is the path of least resistance.
Moneywise I can rake it in quickly with those. It's the free ride/entrance fee only that gives me fits.
On the Umbrella topic: I've seen you can charge up to $9.90 per umbrella when it is raining, and nobody seems to care. That seems to be the threshhold price.
Anyway, thanks for the stall pricing. Amnity Airfield specifically I'm having a hard time with. I get to about year two and realize there's no way I can get 3,000 guests in the park by Year 4! Thing is, most of the "expert" scenarios don't seem too tough (build 10 coasters, excitement over 7.00, ride length 3,937 feet). For some reason Amnity gives me trouble more than anything.
It seems that deleting the airstrip puts some money in the bank as well.
1. In 'pay to enter' parks ALWAYS have park advertising running. From the moment you open until the second the scenario ends, be advetising the park. On top of that advertise each coaster as you add it. You shouldn't be adding coasters quicker than the advertising runs out - not even close. Slow steady building is the key to "number of peeps" scenarios.
2. Deleting the existing theme items and paths is how I start EVERY scenario. It really is the first thing I do. In the case of Amnity Airfield - you can pay off your loan and have something stupid like $14,000 left. That's an excellent start to any scenario.
Amnity is weird in that it's a huge map with few rides (available or to research). You have to rely on coasters which is something my style of scenario play doesn't do. My style revolves around the Thrill Rides - they're the real bread and butter and the key to success in most scenarios. Coasters as the main draw is tough because they cost so much to build and you have to build so many (In the case of Amnity) - add to that the 'pay to enter' thing and you have one of the tougher (in my opinion) scenarios to complete.
*** Edited 3/3/2004 11:46:04 PM UTC by Lord Gonchar***
Hobbes: "What's the point of attaching a number to everything you do?"
Calvin: "If your numbers go up, it means you're having more fun."
I have found cash machines to be especially valuable as well. If you put one by the entrance and charge as much as the poorest people have, sometimes they will walk right up to the ATM first thing and get out more money for stalls, T-shirts, etc.
They are even more useful in pay-per-ride scenarios. When I add a big coaster to a scenario, I charge out the wazoo for it and stick a cash machine and t-shirt stall right outside the exit. Because of the incredible flow of peeps through a new coaster, these stalls quickly pay for themselves and start racking up a profit, and the cash machine allows broke peeps to get money and pay another $14 dollars to ride the coaster again! :P
Reminds me of a poem..."Here I sit, broken hearted. Paid a nickle and only farted." :)
I seem to remember having to put a dime in public restroom stalls (and my dad *****ing and crawling under just to 'prove a point') at certain places.
For some reason I want to say one of those places was Conneaut Lake Park. Which if I'm correct puts us around 1982.
Just me or does anyone else remember that?
You charge more than $.20 for the restroom? Dang, they scream if I charge even the $.20. I guess they'll still use it even if they say "I'm not paying that much for Restroom __" huh?
I've charged up to $50 per entrance into a park, but will usually also toss out 1/2 off coupons a couple weeks per month.
Wow, I've been way too cheap though in my prices!
--Catherine
"You had a rollback? Is that a good thing or a bad thing?"
Coasting for Kids - "Team Erik!":
http://www.firstgiving.com/process/teamarea/default.asp?did=1785&teamid=147947
Does anyone have a suggestion for "# Peeps at the end of October, year __ with a rating of 600" parks? *** Edited 3/15/2004 1:07:51 AM UTC by Coasterjosh***
One of the girls had a cute little kitten named kitty-kitty, the other girl had a cute little puppy named Chris, and the third girl was a republican.
What I do for those "X number of peeps" scenarios: As mentioned before, clear out all unecessary footpaths and scnerty. Then, I take a pretty hefty loan. This way, I can continue building rides without much financial constraint. At this point, do some park advertising and watch the peeps roll in. At this point, I usually spend a few months, or even up to a year, not building, just doing a little mantinence, and keeping the park rating high. Since I have plenty of rides, the peeps really won't get bored for awhile, all the while building up funds once again. If the interest rate is high, I'll pay off some of the loan, and build a some more, to keep the guests happy and entertained, and to attract some new guests. This usually works pretty well for me, except in scenarios with a short time limit.
And that is interesting where you have the ride ticket price match the excitement rating. I'll have to try that. :)
--Catherine
"You had a rollback? Is that a good thing or a bad thing?"
Coasting for Kids - "Team Erik!":
http://www.firstgiving.com/process/teamarea/default.asp?did=1785&teamid=147947
One of the girls had a cute little kitten named kitty-kitty, the other girl had a cute little puppy named Chris, and the third girl was a republican.
You must be logged in to post