Enter one of America's most wondrous, fun and
entertaining adventure parks, SeaWorld!
But you're not a guest- you're in charge!
That's right, you're running the show,
and are you busy! As soon as the game
starts, guests are at your gates ready for a wonderful experience. Is the
roller coaster ready? Is Shamu prepared
to put on a show? Do you have enough people hired? You'll be so busy, you'll be lucky to find
the time to take in the dolphin show!
Succeeding in SeaWorld Tycoon involves balancing a number of important factors; the guests, your staff and of course the many different animals and exhibits in your park. Money is also important; you won’t make money unless you get the balance right, and you won’t be able to expand your park or respond to guest’s desires without some cash. So, how do you get it all balanced? These instructions are designed to help you understand the basics of managing a successful SeaWorld Adventure Park.
· Design the entire layout of the park.
· Build rides and attractions based on the real thing.
· Invite guests to Shamu Stadium and watch Shamu perform.
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Animal browser has information on animal
habitat, feeding habits, and more.
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Play sandbox (freeplay)
or scenarios.
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Build roller coasters like the Steel Eel and
Kraken.
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Build water rides such as Journey to Atlantis.
·
Monitor park attendance, guest happiness, and
employee satisfaction.
·
Learn about animals and hear animal sounds.
·
Three different park maps: California, Texas,
and Florida.
SeaWorld Adventure Park
Tycoon has 2 modes of gameplay: Sandbox and Scenario.
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Sandbox: In Sandbox
mode there are no objectives to fulfill, and you’re free to play at your own
pace. Each of the three parks are
empty, and ready for you to start designing and building your own park. |
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Scenarios: In scenario
mode, you can choose to play a game from any of three difficulty levels:
Beginner, Medium or Expert. There are four scenarios for each difficulty
level, making 12 scenarios in all. At the start of the game, only the first
of the four levels are available for each difficulty – if you can complete
any of these scenarios, you’ll unlock the next scenario in the series. |
Each scenario has a description of what you must do. There may be up to three different objectives for any given scenario. If you meet all objectives, then you ‘win’ the level and unlock another.
Most controls in SeaWorld
Adventure Park Tycoon are accomplished with mouse movements and clicks. Use the left mouse button to select menu
items or you can also left-click on objects throughout the park to open an information
window for that object. Here are some
other things to know:
Select Items: |
Left-Click people,
attractions, and other objects. |
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Scroll the Map: |
Move the mouse to the
edge of the screen, OR use the arrow keys on the keyboard, OR
hold down the right mouse button as you move the mouse, OR left-click
anywhere on the mini-map located in the upper left-hand corner of the
screen. (You can also click and hold
on the mini-map.) |
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Rotate Objects: |
During the construction
process, before you place an object, use the mouse scroll OR use the
spacebar to rotate an object. Not all
objects can be rotated. |

The following is a list of
in-game menu buttons:
Tip: While playing,
you can get a similar tool tip by placing your mouse cursor over the button for
a few moments.
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Options Menu: Allows
you to save, load, or restart a game.
This is also where you can change your resolution and adjust sounds. |
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Object Browser: This
is where you can find information on all of your guests, buildings, animals,
and staff. |
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Status: This menu
gives you information about your park, such as the number of buildings,
guests, scenery, and overall rating. |
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Objectives: This
will list your objectives that you need to complete to win the game. There will not be any objectives if you
choose to play sandbox mode. |
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Construction Menu: This is
where you build all of your rides, attractions, and other facilities. |
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Scenery Menu: Click
on this menu to build paths, flowers, fountains, benches, and other items to
make your park beautiful. |
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Finance Menu: See
information related to how much money your park is making. |
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Research Menu: Here the
player can choose to put money towards improving the park facilities or
rescuing animals. |
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Animal Browser: This menu
will give you loads of extra information about many of the different animals
at SeaWorld. Learn about their
habitats, diets, and even hear animal sounds. |
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Speed Indicator: Use this
option to increase or decrease gameplay speed. |
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Zoom: Use this
option to zoom in and out of a park. |
You can place building or
attractions by selecting the object in the construction or scenery menus and
then left clicking on the desired location for placement. Many attractions and facilities can be
rotated before placement by pressing the spacebar or using your mouse
scroll. Depending on where you place an
object, you may see a sign with feet and flashing red. This indicates that you will need to build a
path to the building before your guests will use it. If you do not have this sign, it means that
you are all ready connected to the main set of paths. There are two types of paths that you can
build. Understanding the differences
between them is important to building an efficient park and keeping guests
happy. Read the next section for more
details on the path tiles.
There are two types of path tiles that you will use to help your
guests find their way around the park.
Both of these path tiles are found under the scenery menu.
Regular Path: This path
is the primary path that all guest and most workers will use to get around your
park. Guest will not walk to any
attraction unless they can reach it by using this path. Note, if you see a black circle with a line
through it, it means you cannot build a path in that location. Usually, something like an attraction or
piece of scenery is occupying that space.
You can use the bulldozer located on the scenery menu to remove any
scenery items.
Waiting Line Path: This is a
special path (a red tile with yellow borders) that can only be used when
connecting to attractions. It is used to
control the length of the lines in your park.
Making the path ten tiles in length is usually long enough for most
attractions. Making the lines too short
will cause customers to line up, and fill the waiting line. If guests come to a full line, they will not
want to wait for the ride and will be disappointed. You do not want to make the waiting lines too
long either, because guests have certain expectations of how long a path should
be. If you find that guest like one
particular kind of attraction, you can build the same type of attraction
somewhere in the park to control line lengths.
The rating ranges from 0-5 stars. A five-star park will be
extremely popular and well attended, and a one-star park will be very
unpopular, attracting only a handful of guests.
If you want to generate more cash, you’re going to find it difficult if you
only have a low Park Rating. Here’s how the rating is calculated:
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20% (One Star) - Research & Conservation Budget
80% (Four Stars) – Average Guest Opinions
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You can earn a star if your Research and Conservation budgets are set to
maximum (though this may take up to one game day to affect the rating).
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You can earn up to four stars if all of your guests’ opinions are at maximum.
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Understanding
the guests is the key to success; everything in the game responds to, or
affects the guests in some way. Each
guest has a set of opinions about how good your park is; the average of all of
these opinions is the basis for the ‘Park Rating’, so a high park rating means that
all of your guests think the park is great.
As we’ve said, the star rating is based on the guests’ opinions.
The guests have the following opinions, and the average in each category for
all of your guests is added together to determine how many of the four possible
Park Rating stars you have earned. All guest opinions are shown as a bar that
varies between empty or full; in most situations, the bar is drawn with
dividing lines so that the value can be thought of as ranging from 0 to 5 (just
like the resort rating). When guests enter the park, all of their opinions are
at the midpoint, 2.5, which is considered ‘neutral’. If they dislike something,
the bar for that category will reduce; if they like something the bar will rise.
All guests have a ‘tolerance’ for prices, so that you can adjust
prices up or down in your attractions by a small amount without any impact.
Push prices too high or low though, and you’ll soon see a shift in guest
opinions here. When prices are too high, opinions about price will fall and
vice versa.
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Tip: To boost Price Opinions, and hence your resort rating, knock $1.00
off the price for admission to Bathrooms in the park. Everyone uses the
bathrooms quite frequently, so this is a great way to affect a lot of people
rapidly.
Guests get frequent ‘impulses’ to go on different attractions or
to use different facilities. Every time they get a desire to do something, they
look round your park to see if they can find what it is they want to do. If
they find it, their Variety opinion rises a little; if they don’t, then it falls a little. In an empty park, the variety opinion will
fall very quickly, so it’s important that you provide at least one of
everything quickly – if you build loads of animal attractions and nothing else,
guests will still be unhappy.
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Tip: Desires fall into categories (the same categories as shown in the
Build Panel, like Amusement, or Food & Drink), so it’s important that your
park has at least one attraction in each category. If you manage this, then
variety opinions will quickly hit the top because guests can find everything
they need. Specifically, guests want for: Food, Drink, Animal Exhibits, Animal
Shows, Amusements, Rides, Gifts/Souvenirs, Restrooms and Rest (on benches).
Guests expect a certain amount of scenery in your park; if there’s
too little, their opinion will fall. Guests scan their immediate area for
scenery all the time; you can see the opinion rise and fall as they walk
around, if you have their info panel open.
Probably the most important items to build first are plenty of benches and
trashcans; your paths should be covered in them! Benches offer a place for
guests to take a rest, and trashcans are important to keep litter at bay; both
count towards the beauty score.
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Tip: When building a new section of path, immediately ‘decorate’ it with
plenty of benches, bins, flowers etc. This way, guest opinions will not fall as
they walk from existing (and hopefully beautiful) areas onto the new, empty
pathways.
Cleanliness works in a very similar way to Beauty, except that the
only thing guests look for here is an absence of trash on the floor! If they
see some, then their Cleanliness opinion will fall; if they see none, then
their opinion will rise.
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Tip: There are only three ways to combat litter: 1. Build lots of
trashcans to prevent litter being dropped straight on the floor. 2. Hire lots of Cleaners and build several Staff
Rooms to ensure they get adequate rest.
3. Don’t build too many handcarts (Cotton Candy, Nachos, Sodas etc.) as these generate lots of litter – it’s better
to build cafés and restaurants if you can afford it.
Nobody likes to wait too long for an attraction, so avoid building
very long waiting lines. Around 10 squares of waiting line is
adequate for most attractions.
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Tip: Use the Object Browser panel
to see which rides are developing long waiting lines (go
to the Buildings tab and select Waiting Line Time in the drop-down box). When
guests start to complain, there are only a few things you should do:
If animals are well cared for and healthy, then all guest opinions
should be high in this area. Obviously, when they’re ill or unhappy, guests
will get unhappy too. Adequate care for your animals is essential and there are
different types of staff to provide for their needs.
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Tip: Hire at least an Animal Care Specialist,
and a Vet if you are building animal-based attractions. Even better, hire a
few! There’s no ‘correct’ amount as such, but as a guide, you’ll need one Vet
for every five attractions, and one Animal Specialist for every four animals.
Q. How do I rotate buildings and scenery?
A. Rotate these objects using either a scroll of your mouse-wheel (if
you have a wheel) or by pressing the Spacebar.
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Q. Not all buildings seem to rotate, is this correct?
A. Yes, only smaller structures can be rotated as a rule. Big stuff like
roller coasters cannot be rotated and must be built using the single
orientation that’s available.
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Q. How do I rotate the game map to see it from different viewpoints?
A. You can’t. We know many people have commented on this, and we’re looking
into it. (When we do the sequel, you’ll definitely be able to rotate the map!)
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Q. Is there a limit to how many saved games I can create?
A. There’s no practical limit, just what you can fit on your hard disk.
(Saved games are pretty small though, around 800Kb each)