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echo: st_prog
to: All
from: Troy H. Cheek of 1:362/708.4
date: 1995-10-01 17:04:34
subject: Jaguar Theme Park

Jaguar64 Theme Park Bugs and Stuff v1.0 10-1-95

Compiled by Troy H. Cheek on 1:362/708.4@fidonet.org

_Synchronized Sweeping_

Multiple handymen on overlapping routes and/or free floaters tend to
cover the same piece of ground at the same time or one right behind
another, effectively doing the job of a single handyman.  Less
frequently, two mechanics will repair the same ride at the same time.
Less frequently still, entertainers will team up.

_Completely Stuck_

Computer reports that little people are completely stuck through bad
park design, even though the little people have a way out of their
corner and eventually find it on their own.  They also get stuck in
little loops in wide open spaces.  Crank up the caffeine in your
Coffee Shops to ungodly levels to see this more often.

_Stuck Queues_

The ride is turned on and in perfect working order.  The railings are
positioned properly.  A dozen respectable customers are queued up in
an orderly fashion.  What's the problem?  The ride is empty, and
nobody in the queue is moving forward to fill it.  Turn the ride off
for a few seconds, so that the little people give up and start moving
away from the ride, then back on, and the ride starts working again.

_Stuck Employees_

Handymen will walk through a ride's entrance booth, then get stuck
behind it.  Handymen and mechanics will jam themselves in the open
space between two stalls until you delete one of the stalls or put an
impassible barrier in their path.  A mechanic who's decided to picnic
in a tight spot might stay there, answering the phone over and over,
but never heading out to repair the ride.  While the mechanic is stuck
in any manner, the computer will not automatically send another
mechanic to the ride this one was on his way to repair.

_Wandering Employees_

Keep a lookout for any employees that may wander outside of the park
entirely and get stuck on the far right of the playfield.  Sometimes
they can't be grabbed to be brought back inside, only fired.  While
the mechanic is stuck outside, the ride the computer thinks he's
repairing is again blowing up.

_Reporting New Rides_

Every now and then, the computer re-lists some of the old rides and
stalls as if they were new additions, so keep track of what you've
already bought.

_Flaky Pause_

Click the A button while the cursor is on a ride entrance booth.
Popup box will ask you if you want to delete it.  Hit pause.  Hit
pause again.  Note that "Paused" is now in a different place and
flickering slightly.  Hit pause a third time to finally disable pause.

_Delete Crash_

Once in a blue moon when you click the A button while the cursor is on
a ride entrance booth, the popup box will ask you if you want to
delete it as usual, but you can't move the cursor to either confirm or
cancel.  Pause still works (as above).  Option 7 will restart the
game, but now the selector button won't work.  * and # will reset the
cartridge and let you start playing again.  Happens most often on Sim
level around the time you develop the roller coaster.  Crashed on me
once on the Sandbox level the year I got the pirate boat.  Haven't
managed to crash the Full level yet, but that's also the one I've
played the least...

_Global Tubing_

Create two tiny Tubing rides on either side of the park.  Break open
the loops and connect them with a single long tube.  If you connect
them right, your little people will get on at one end of the park and
get off at the other.  Consider this mass-transit for foot-weary
customers.  You can also do this with the Racecar ride, but it isn't
as handy as the Tubing river can go under paths.  Of course, you could
just create a huge loop with two entrances, but you'll pay out the @$$
for it.

End of File

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