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Arcade

Lay a carpet, fill it with coin-ops, and take a little money a great many times. An arcade earns in bad weather, after dark, and from the guests who are too small for your best rides.

The floor comes first

A machine is not a stall - it will not stand on grass. Lay a carpet, then put the machines on it.

Three carpets

Three patterns, € 100 for a 4 x 4 slab, available from the start. Paint as much floor as you like and the machines snap onto it.

It earns in the rain

When the weather closes your thrill rides and empties your paths, an arcade is where the park keeps taking money.

Nobody is too small

No thrill rating, no nerve to lose. The guests who will not go near your coaster will happily feed a cabinet all afternoon.

Eight machines

Every one is priced per go, and you set that price. Two of them give something back.

Arcade cabinet in Amusement Factory

Arcade cabinet

Five liveries

The backbone of a floor. Five different cabinets so a row of them does not read as one machine repeated, and the cheapest go in the building.

1 player 22s a go € 2 a play
€ 200 Cost to build Research tier 2
Racing cabinet in Amusement Factory

Racing cabinet

Sit-down

A seat, a wheel and a longer go. Guests sit down to play it, so it holds them longer and earns more per square metre than a stand-up.

1 player 30s a go € 3 a play
€ 300 Cost to build Research tier 2
Claw machine in Amusement Factory

Claw machine

Pays prizes

The only machine that hands anything over. You set the odds and the quality of what is in the bin, and a winning go really fishes a teddy out of the pile.

1 player 18s a go € 2 a play
€ 250 Cost to build Research tier 2
Slot machine in Amusement Factory

Slot machine

Pays tokens

Reels, lights and noise. Pays an arcade token every go and a jackpot of six to twelve when the reels come in - the only source of tokens in the park.

1 player 14s a go € 2 a play
€ 250 Cost to build Research tier 2
Aquarium slots in Amusement Factory

Aquarium slots

Pays tokens

The same bet in a different cabinet, lit like a fish tank. Pays a token a go like its neighbour, so a pair of them fills a prize shop twice as fast.

1 player 14s a go € 2 a play
€ 250 Cost to build Research tier 2
Air hockey in Amusement Factory

Air hockey

Two players

Two guests, one table, and they arrive together. A machine that seats a pair pulls families off the path in a way a row of cabinets does not.

2 players 28s a go € 3 a play
€ 350 Cost to build Research tier 3
Foosball table in Amusement Factory

Foosball table

Four players

The busiest thing you can put on a carpet: four guests at once, and the longest go in the arcade.

4 players 34s a go € 3 a play
€ 200 Cost to build Research tier 3
Dance machine in Amusement Factory

Dance machine

Two players

A pair of pads, and the guests stand on them rather than sit. The most expensive machine to build and the one people watch.

2 players 30s a go € 3 a play
€ 450 Cost to build Research tier 3

Tokens, and the one thing money cannot buy

The slot machines pay arcade tokens. The prize shop is the only counter in the park that takes them - and it takes nothing else.

Prize shop in Amusement Factory

Prize shop

Tokens only

Six toys on the shelf and no till. A guest saves up across a whole visit and walks out with the best one they can afford - so what it is worth to you is exactly as much as the slot machines standing near it.

Wooden dog3 tokens
Wooden lorry5 tokens
Wooden biplane7 tokens
Plush sheep10 tokens
Plush rhino14 tokens
Plush lion20 tokens

The big one, with the mane. A lucky afternoon.

€ 400 Cost to build Research tier 3

One token a go, and a jackpot

Every spin on a slot machine pays a token whether it wins or not, and the reels coming in pay six to twelve more. That is deliberate: a guest gets a handful of arcade goes in a whole visit, so a jackpot-only payout would send everybody home empty-handed and leave the prize shop selling nothing.

The park still takes the money

A token is a claim on a toy, not cash - nobody leaves your arcade richer than they arrived. You paid for the prize when you stocked the shelf; they paid for it a coin at a time at the machine.

A toy is carried all day

Like a balloon or a teddy off the claw, a prize is a keepsake: it survives the next ride, and it keeps lifting its owner's mood for as long as they have it.

Claw machine in Amusement Factory

You set the odds

The claw machine is the one place in the game where you decide how often a guest wins - and both extremes cost you.

Tight odds earn more per go and less overall. A guest who watches three people lose in a row walks off, and word gets round. A generous machine costs you a teddy every few plays and keeps a queue on it.

Prize quality is a separate dial. Bigger teddies cost you more to stock and are worth more to the guest carrying one - and a large one is nearly half the height of the child holding it, which is exactly what winning should look like from across the park.

Self-serve, and where a stall will not fit

Two more things out of the arcade pack. Both are one tile, both need no staff, and both go on the Shops tab in game.

Vending machine in Amusement Factory

Vending machines

Five drinks

Pixel Cola, Neon Lemon, Cosmic Cherry, Turbo Orange and Arctic Berry - each machine sells the one drink painted on its front. Dearer than a stall and it fits in a corridor a stall could never stand in.

€ 200 each, to build Research tier 3
Cash machine in Amusement Factory

Cash machine

20c a use

A guest who is running low and enjoying themselves draws more out and carries on spending. One who is having a bad day walks past it and goes home - so it rewards a park people like rather than rescuing one they do not.

€ 250 Cost to build Research tier 4