MrSum1_55
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Everything posted by MrSum1_55
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^The report does say that the park has the highest profit in the chain as well. That being said, I will applaud them for reducing their down time, even if the removal of Deja Vu helped significantly. In fact, this is another reason I strongly dislike FT. To me, it would be a perfectly acceptable addition if it were at a smaller park with a very limited budget, and, this proves that SFMM is not a small or low profit park.
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So, SFMM has the highest revenue of any Six Flags park, but they cannot afford extra trains, large enough maintenance crews, a sufficient number of staff, or high capacity rides? Maybe that's exactly why they are the top grossing Six Flags park. Sadly, it proves that their business tactic is working. MrSum1"Seaworld can get more people through in an hour on Manta than two or three SFMM coasters combined"_55
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No! We should instead volunteer to reliant the lines. They did a good job theming Scream to a parking lot, but the lines need to be reprinted to maintain the theme. On another note, dies anyone else find it moderately odd that, when Log Jammer's removal was announced in favor of a new coaster, few people cared that much about Log Jammer, and now, once that new coaster has been announced, everyone wants Log Jammer back?
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As much as I love having something to hate in my life: I do not think the park is as bad as it is made out to be. Sometimes, crews do have bad days, but there are (rare) times when I have seen crews haul a$$. On the other hand, I do still think there is a lot of room for improvement. I think operations are overall the weakest for a park of its size, at least from the ones I have visited. Also, on the topic of FT, I think it is like Batman. It's the coaster Magic Mountain deserves, but not the one that it needs. It will be a fun ride, but, right now, it is just not what the park needs. I could reexplain what the park really needs, but that dead horse has been beaten. Do note, that I have a huge bias against the coaster, being that I am a multi-launcher fanboy. I love length, airtime, and "extreme family coasters", and this will not only be the first multi-launcher not to serve all those three, but it will also be the first not to serve any of those three.* But, this is more of a fanboy concern than a ride experience one. *I am not counting Volcano and S:UF as full multi-launchers.
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80% of the reason CTR's were used in RCT3 were because the existing coaster types were too cartoony and not very realistic. Therefore, if the ride types are polished enough to begin with, there will be much need for CTR's. The other 20% was because the designs were not covered in the game, so that might give a better reason. Still, if they get the content right the first time, there will be no need for people to have to figure out how to fix it. Another necessity for me would be block brakes. Block brakes are important to coaster operations. It would be even more nice of they could give the option to keep a block open, or not have it slow down as much when not needed.
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Also, will there be a sandbox mode or scnario editer? Those do seem like nice major additions to me. On the topic of jumps, it sounds like it could be a fun idea, so long as it is not that major a part of the game. (With the trailers so far, it does not sound like being overly cartoony will be a problem) So far, this is looking great! It is as if this game takes the freedom of No Limits, the simplicity of RCT3, and the extra features of Thrillville. Normally, I am against making a game more like Thrillville, but I actually like it, in this case. Thrillville excelled in extra features, but the problem was that the extra features pretty much made almost the entire game, resulting on limited focus on the theme park environment. However, I see few problems with the cartoony aspect of this game.
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Were there also additional plans to add dividers and individual lap bars to the trains? Usually, I am not too much of a fan of adding more restraints, but this might actually be better for the overall experience when not riding alone, as I would no longer have to worry about slamming into the person next to me.
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Of course, most of what I said was more wishful thinking than something that I hope would actually come true. Writing code for something like the ride ops would be a real pain had it not already been started in the development phase (and is probably unlikely to happen at this point) but you never know if some crazy idea someone has can end up becoming a reality. Also, if this does well, it might give some nice thoughts for sequels. Also, I have heard quite a few people complain about the graphics. Honestly, I do not really see anything wrong with them, as they seem to be a step up from RCT3. If they were any stronger, I feel the game would just lag too much with large parks, (like RCT3 already does). The bottom line is, this could be one of the worst looking games in years (which it is not), and lack most of the requests on this forum, and it would still be one of the best things to happen to this gaming market in the past half-decade.
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This seems like exactly the game RCT fans on the Atari forums have asked for. Meanwhile, Atari went ahead and made the exact opposite. *One more suggestion. It states in the trailer that mini games will be a part of the game. I would strongly suggest not making mini games too big a part of the game. It would be better if they just behaved more like an additional feature, and not a major point of the game (i.e., not too much like that other coaster game that frustrated many RCT fans)
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How well do you handle hangtime?
MrSum1_55 replied to Vid_w's topic in Theme Parks, Roller Coasters, & Donkeys!
I like hangtime, but I like surprise moments of hangtime most of all, acting almost like upside-down airtime. For example, the front three rows on Tatsu give a nice sensation of being dropped into the restraints as it enters the pretzel loop. The thing that bothers me most about the sensation is not my life, but my loose articles. Although I really like the hangtime toward the front on Tatsu, I rarely ride up there, and choose the back instead, simply because I always fear I will loose something. -
I think my dream game has just come true. Only a few requests: 1. Transfer and switch tracks. (As in, double stations) 2. Realistic stations, (like where people queue for rows and scramble for the front), with air gates 3. Actual simulated ride ops that check restraints 4. (Of course) plenty of coaster types to work with
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My park is unfinished, but I decided to upload it, anyway. I ran out of time, so many of the great infrastructure projects of this park never got to see the light of day. Maybe later I could upload this as an independent file, separate from the contest? SCR17.BMPSCR18.BMPSCR16.BMPSCR19.BMPSCR20.BMPSCR21.BMPSCR22.BMPSCR23.BMP
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I think people need to understand the difference between hating a ride experience and hating the investment. Full Throttle could be better than Xcelerator no doubt, but Knott's was not as large of a coaster park at the time Xcelerator was built. (The largest steel coaster at that time was Monte) I think it was perfectly acceptable for them to build a launch coaster that is a bit of a gimmick then. Present day-Magic Mountain, by comparison, is a very large park. For the past ten years, they have been wavering in and out of the record of the park with the most coasters. If, say, Worlds of Fun announced something like this, it should be a very exciting announcement. However, I would hate to imagine what would happen if Cedar Point announced this, regardless of if they have Dragster. (Which, considering the cost, May be an acceptable gimmick)
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Yes, that post was stretching it quite a bit. That is not to say these are all "good" additions, but I think they are slightly than the one at hand. And, about the single launcher, I was thinking more along the lines of Xcelerator. Also, I am a bit of a multi launcher fanboy myself, and I do find this to be a sort of blasphemy to the genre. I will no longer sugar coat it. I will flat out admit it. I am an FT hater. There actually are a lot of things I like about the rest of the park (probably more than I should) but this is not one of them. And, I hoped to convey why I am.
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-A family/kiddie coaster would be a better addition because it would bring a family ride to a park that dominates in thrills -A coaster with large amounts of airtime would be a better addition because it would bring airtime to an airtime devoid park -A single launch coaster would be a better addition because the coaster would at least feel less gimmicky that way, as opposed to just using the launches as another gimmick -A wood coaster would be a better addition because, even though the park already has two of them, it would at least add something a little different to the usual SFMM experience (or just about anything with no inversions) -A coaster with multiple inversions would be a better addition because another multi-loop experience, though repetitive, would at least be an honest marketing experience, as opposed to a gimmicky one. -A longer multi-launcher would be better (obviously) -An RMC wood coaster with inversions would be better because, for reasons stated above, it would be a more honest experience. So, basically, almost everything is better than Full Throttle.
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SFMM has the most coasters in the world, so the park is well-known enough to have a large thread. However, it is often considered to have the poorest operations when compared to other parks of similar size, which is why there are plenty of posts here. I think it is a safe bet to say that SFMM probably has the weakest operations of any park in the US/Canada with more than ten coasters, except maybe Hersheypark. (Even HP's flaws usually have to do with poor staff, as opposed to not running enough trains)
