RollerCoaster Tycoon Codexery

Guest

They don't work for you — but your entire park lives or dies by their mood.

The Guest is the beating heart of every RollerCoaster Tycoon park — the small, colorful visitor who strolls the pathways, queues for rides, and decides whether your empire thrives or crumbles. Unlike staff, guests are not employees; they are customers with their own desires, moods, and budgets, and their collective satisfaction is the single most important metric in the game.

Every guest carries a suite of internal stats — happiness, energy, nausea, hunger, thirst, and money — that drive their AI decisions. A guest who is happy, well-fed, and not too nauseous will happily ride your coasters and spend their money. One who is sick, hungry, or bored will leave, drag down your park value, and potentially spread negative word-of-mouth through the in-game news.

Quick Facts

Role
Park visitor; customer (primary revenue source)
Affiliation
The park (non-employee entity)
First appears
RollerCoaster Tycoon (1999)
Key stats tracked
  • Happiness
  • Energy
  • Nausea
  • Hunger
  • Thirst
  • Money
Influences
  • Park value
  • ride popularity
  • guest count
  • news headlines

Lore & Background

In the RollerCoaster Tycoon world, guests are the lifeblood of the amusement park industry. They arrive at the park entrance with a certain amount of money, a baseline energy level, and a set of preferences for the types of rides they enjoy. As they wander the park, their internal meters shift: a thrilling coaster might spike their happiness but also their nausea; a long queue might drain their energy; a scorching afternoon might make them desperately thirsty.

Guests are not a monolith. They have individual budgets, and their spending habits reflect how much they have on hand. A guest with a full wallet will happily buy a large meal and a premium drink, while a guest with a few coins left will settle for a small snack. Their happiness is a composite of many small experiences — the quality of the rides, the cleanliness of the park, the availability of restrooms, and whether they've been stuck in a queue for too long.

The most dramatic guest behavior is the 'sick' state. After riding several intense coasters in quick succession, a guest's nausea meter can max out, causing them to vomit on the pathway. This is not merely a visual gag; it lowers their happiness, can make other nearby guests uncomfortable, and generates a negative news headline that deters future visitors. Managing nausea through pacing, rest areas, and gentle rides between thrill coasters is a core strategic concern.

Reader's Guide

Guests are the core economic engine of your park. Every ride ticket, every snack, every drink sold is a guest transaction, and your park value is heavily weighted by guest count and average happiness. Keep an eye on the guest statistics panel to see how many visitors are in the park and what their overall mood is.

The most common guest complaints revolve around three things: long queues, nausea from intense rides, and lack of amenities (toilets, food, drinks). If your guests are spending more time in queues than on rides, their happiness will plummet. If your thrill coasters are too close together with no gentle rides in between, nausea will build and you'll start seeing splatters on your pathways.

Practical tips: Space your thrill rides with milder attractions to let nausea reset. Place food, drink, and toilet facilities near high-traffic areas. Keep pathways clean — a sick guest vomiting nearby will lower the mood of everyone in the area. Monitor your guest count after major news events; a negative headline can cause a sudden drop in visitors. And remember: guests with more money spend more, so keeping their overall experience positive encourages them to stay longer and spend more per visit.

Did You Know?

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