Nine shops, eighteen things to sell, and a price and a recipe on every one of them. Guests do not buy because you built it - they buy because they are hungry, thirsty or tired.
Shopping is not a shopping list - it is the answer to whatever is bothering them at that moment.
Climbs on its own all day, and only food brings it down. A famished guest is a miserable guest, and a bowl of noodles fixes it where a coffee will not.
Climbs as they walk, and much faster after anything salty. That is the whole reason to put a drinks stand next to the snack bar.
Spent on walking and on every ride they board. A bench tops it up partway for free; coffee is the biggest lift in the park.
Fills slowly, and quickly from drinks - coffee worst of all. Sell a lot of cola and you had better have built some toilets.
Energy and hunger are not the same thing. A coffee is the biggest energy lift in the game and barely a mouthful; a plate of noodles is a meal. That is why the coffee shop and the snack bar are both worth having, and why neither one replaces the other.
Placing it is the easy part. Getting guests to the counter is the game.
Every shop has a counter on one particular face of it, and turning the shop with R turns the counter with it. Guests queue on that side and nowhere else.
If nothing walkable touches the counter, the shop sells nothing at all - and its window says so, rather than leaving you to wonder why the takings are zero.
The counter is booked before the walk, not on arrival, so a guest who cannot get a slot picks a different shop instead of forming a scrum outside this one.
The cook hands it over and the guest walks off eating, drinking or holding it up - and, some distance later, looking for a bin.
Prices below are what a shop opens with. They are yours to change, and the numbers beside each item are what it does to the guest who buys it.
Hot food to order, and the messiest shop you can build - everything here comes in a wrapper.
Cold, plain and cheap. Nothing to get wrong.
A proper coffee house. Lay a paved terrace of tables and chairs out front and guests will sit down, set their cup on the table and stay a while.
A proper meal, and the best energy in the park short of coffee.
A street kiosk that does one thing well, and fits into corners a proper shop will not.
The biggest pick-me-up there is. It goes straight through a guest, though - every cup fills a third of their bladder.
Cold and fizzy. What goes in must come out, so a busy drinks stand makes for busy toilets.
The sweeter one: more of a lift, quenches a little less well.
The best thirst quencher in the park.
Scoops in a cone, eaten on the spot - so no wrappers to clean up after.
Fairground snacks. Salty enough to sell drinks for the stand next door, and sweet enough to be pure mess.
The one shop that sells nothing a guest actually needs, and the one whose stock advertises itself.
Off sale unless it is raining - and then everybody wants one, over anything else in the park.
Handed over the counter and put straight in a pocket. A little something to take home, and it cheers them up.
Carried on a string for the rest of the day, cheering that guest up the whole time - and every guest who walks past one wants their own. The only purchase that survives boarding a ride.
Click any shop to open its window. Price and recipe are set per item, per shop - two snack bars on opposite sides of the park can run completely differently.
Most items carry one dial that runs from 0 to 100. It scales what the item does - between 60% and 140% of its headline effect - and it is always best left near the middle.
The satisfaction cost grows with the square of the distance from the middle, so a small adjustment is nearly free and either extreme makes the product horrible. Guests still buy it. They just do not enjoy it, and the park's reputation notices.
Every item has a fair price, and guests judge yours against it. You can charge whatever you like - but there is a cliff, not a slope.
| You charge | What happens |
|---|---|
| Under the fair price | A bargain, and they know it |
| Around the fair price | Everybody buys |
| A bit over | They pay, and grumble |
| 1.8x or more | They refuse - loudly |
A guest cannot see the price until they get to the counter. That is deliberate: they make the whole walk, refuse in front of everyone within earshot, and will not come back to that shop for a while. Overprice one stall and it empties out rather than merely annoying its customers one at a time.
Stock is not free. Every sale costs the park what the item cost to put on the counter, so the takings are not the profit. The shop's own window shows you both, per line and in total.
Demand is not fixed. Every item is either served cold, served hot, or neither - and the season and the sky decide which of those a guest fancies.
Ice cream, cola, lemonade. Wanted in the heat, ignored on a cold wet day.
Coffee, noodles, burgers, pizza. The colder and wetter it gets, the better they sell.
A guest caught in the rain wants an umbrella more than they want anything else in the park - including the ride they were queueing for.
Selling a guest something is the start of a chain, not the end of one.
Nothing is dropped at the counter - guests carry a wrapper well down the road before they think about it. If a bin is within reach they walk over, pause and use it. If not, it goes on the ground. Click any bin to see how much use it gets: one sitting on zero is standing somewhere nobody walks.
A toilet block has to be come across, like a bin, so one block in a far corner will not serve the whole park. Set a fee or leave it free - free costs you a little on every flush and buys real goodwill. Blocks get dirty with use, and a cleaner will pick a filthy toilet over a dropped wrapper every time.
Lay a paved terrace outside the café and dress it with tables, chairs and umbrellas. A tired guest carrying a coffee will sit down and set it on the table rather than holding it in mid-air - and benches along the paths do the same job for free.
Nineteen rides, four thrill bands and a dial on every one.
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