Publisher: Frontier Developments
Game Rating: T (Teen)
[Fantasy Violence, Mild Lyrics, Mild Suggestive Themes]
Release Date: 11/21/2006
$$39.99 / $9.99 - Gamestop
Players: 1 - 4
In-game Dolby Digital
NOTES: Playable on Xbox 360
Thrillville teaches us one major lesson: being in charge of a theme park is way too freakin' cool. Oh sure, you will have to deal with idiotic customers, and constantly worry about profits, but at least you have got access to the coolest games and most nausea-inducing rides on the planet…for FREE! Dealing with the customers can be a little annoying, but hey, it is their money that allows us the freedom to sit back and game all day without worrying about things like, you know, work.
Plus, any game that actually makes vomit patrol fun has to be worth something!
As great as Thrillville is, some missions can be tough, and others may just wear on you. We are here to make sure the business end of Thrillville is taken care of as quickly as possible, enabling you and your friends to spend time topping each other's scores in the myriad of mini-games. And, naturally, we will help you out in that department too, in case you are looking for that extra edge against the competition.
Anytime you please, you can hit the Select or Back button to access the five-point menu. From these, you can get pretty much anything done at all.
First up is the Missions Menu. This lists all your missions for the current park, as well as what medal (if any) you have earned with it. You can get more detail with any mission, and for most missions, pressing X (on the PS2) or A (on the Xbox) will warp your character to wherever he needs to be to deal with it. That alone should save you a ton of time.
The second menu is the manage menu. This is further broken down to seven sections:
Overview gives you an idea of your general park status, including your average guests' needs, your park value, and your overall park reliability. you will want to keep tabs on this on certain missions.
Finance shows you a breakdown of where your money comes from and goes to every month. You can also take out and repay loans from this screen.
Demographics presents a breakdown of the guests in your park. To maximize income, you will want to use this graph and adjust your prices accordingly. For example, if your park is mostly populated by children, you will want to keep prices a little lower than normal as they will not be able to afford much.
Marketing lets you spend some cash to draw a large number of people. The age group of the people you draw depends on the publication in which you market, and this screen also shows you how all that will be broken down.
Research allows you to set your research budget, in increments of $100/month. You can also preview what attractions will be researched as time goes on. Once they're all researched, your research budget will clear itself.
Staff is where you head to view your current staff members, hire new ones, and fire or train those you have got.
Graphs shows graphs of your profits, and your trend for attracting guests. Neat to see, but not really that useful.
The third menu of the hub is the Build Menu, where you order the construction of any rides, games, stalls, or coasters. For the most of the options, you simply choose a category, then the specific attraction you want to build, and its location. The building tutorial (which you are forced to play) will show you the details of that. Note that you can have any given ride or game only once in your park (mini-golf is the only exception). You can place as many stalls as you want, although every spot dedicated to a stall is one that you do not get to place a ride on.
The fourth menu is the Inventory Menu, where you can see everything you have built in the park. From here, you can instantly set the price or sell any game, ride, or stall. Plus, you can play or ride anything you have built from here too, without having to run all over the park to get there. you will also see each area's power limit from this menu. To use a balloon stall or hat stall, you will still need to visit the attraction in person; everything else you can do from this menu.
The final menu isn't really a menu, but a rather a map of the current park. Every park is divided into three areas, as you can see from your map. that is a lot of ground to cover, but you can also instantly warp to any built attraction. With the Inventory Menu, you probably will not have to warp too often with the map, unless you need to see exactly where things are laid out.
Although the majority of the game places you above the customers (in a sense), things get far more personal with this game than any other theme park simulator. Your character, whom you choose before the story gets underway, is trolling along the park's paths just like everyone else.You can talk to literally anyone you want to, provided they're not in line for anything. When talking, anyone they were with will be standing nearby, which will be important, as you will see in a moment.
Several missions require you to interact with the guests, but there is a better reason to do so than just that. If you become social with enough guests, or romance a few too, you will start seeing the entire park start to become a little happier. Your friends will be more inclined to buy more as well. Even better, unlike The Sims, relationships never decay, so once you max out someone's friendship, you can wash your hands of them forever and still carry all their benefits!
If a specific guest must be interacted with to fulfill a mission, you can warp to them immediately from the Missions Menu. Otherwise, you can start up a conversation with anyone by running up to them and hitting the appropriate button. Their entire group will look at you, and you can select any of them specifically to get to gabbing.
After the introduction, conversing is done entirely through what is essentially a dialogue tree. At the top of the screen is a series of word bubbles, and you can select a category to discuss. You can draw park opinions from anyone, as well as randomly chat with anyone. You can also "matchmake," which we'll get into in a second; challenge them to a game you have built; or flirt with them provided you are allowed to.
We'll cover chatting for now. Like with the categories, you can select an option from the top; each word balloon will have a little picture in it representing the subject. The target will react, either positively or negatively. Positive reactions lead to a boost on the relationship meter (shown at the bottom of the screen), whilst negative reactions lower it. Simple stuff, right?
The trick though is to pick subjects the target is interested in. For 99% of your conversations, you will have no idea what the target is interested in at first. The only way to find out is to pick an option and hope you are right, then learn from the result. For example, if you select an option with an ice cream cone, then the subject is food. If the target gets a boost, then generally they'll like ANY food topic. Just pick another food topic, and the boost should be higher.
Some universal subjects seem to stick. Girls seem to love any talk about dolphins and guys seem to like soccer, even if they do not otherwise like the animal or sports topics, respectively. Again, you will need to deal with experimentation for the general talk. For specific missions, we'll help you out in our main section.
Now, being social does not just net you missions. In addition to the happiness boost we already mentioned, friends will give you more-detailed information when you ask them about the park. They'll mention lack of facilities, or they'll suggest what rides to build. it is always up to you, of course, if you want to follow their advice or not.
Through the staff screen of the Manage Menu, you can hire entertainers for crowd control (boosting the guests' happiness), mechanics to repair and maintain rides, and groundskeepers to do vomit patrol. it is a stinky job, someone's gotta do it, and it sure as heck ain't gonna be you.
When hired, employees have zero training. This means they do their jobs, just not very well. This translates into three things, from our experience: speed of performing their job, intensity of doing their job, and reaction time to an emergency. For example, a mechanic with zero training will take awhile to respond to a broken ride, take way too long to fix it, and when he does fix it, it is more like a duct-tape-and-WD40 job (meaning the reliability rating after the fix isn't very good).
Luckily, training them up is a snap, even if it does mean you will have to do the work yourself. Select someone to train from the staff menu, and you will temporarily take control of them (possess them, perhaps?). Entertainers and groundskeepers can start their training games anywhere, but mechanics have to find a ride to maintain or repair.
Once the game starts, you will have a limited time to do something, as explained in the mini-games section. If you get a perfect score, your employee's training level will top off. If not, it will at least take a significant boost. You can even hit a button to just restart the mini-game, and play it a second time, which will just add to the training. You probably never have to train the same employee more than twice to top off their meter.
If you do not want to take such a hands-on approach, note that their training level automatically increases the longer they're in the park. However, it will take a long time (measured in hours rather than minutes) for an employee to top off at 100 training if you did nothing to help. Spend the 90 seconds to train 'em: it'll pay off.
[Fun Fact: While writing this guide, I giggled to myself for using the phrase "vomit patrol." How clever of me, putting the words "vomit" and "patrol" together in a sentence! Aren't I stitch?
And then, after typing the phrase, my cat threw up all over my living room. I'd really love to punch Irony in the face.]
The financial aspect of Thrillville is pretty thin and easy to get a hang of. In essence, the only expenses you have are stocking your stalls and paying your employees, both of which happen automatically. Meanwhile, you make money doing everything else, from having guests buy your tickets and souvenirs, to scoring high in games yourself.
You make so much money in the game that, really, it is all a moot point. If you ever find yourself running out (which should never happen, assuming you follow our guide), all you need to do is sit back and wait. Your money will come, and then you can go on to building.
You can, of course, take out loans through the Finance portion of the Manage Menu. Loans come out in $1000 increments, and carry interest. This could help you out if you need to build something right now and are a bit short, although you will have to repay it. Still, we took out a single loan for the final park, and we were able to pay it back within about 90 seconds (which basically proves it wasn't necessary in the first place).
The general idea here is that you have to spend money to make money, as the saying goes. Just build every ride you can, make an exciting coaster, fill up any empty spots with stalls, and the money will come rolling in.
Coasters and race tracks are your big-ticket items. You could actually gain plenty of profits without them, and you can't pass missions if you only have them. However, considering you can ride them yourself in Thrillville, it pays to make a good one!
The best place to practice building coasters in the Blueprint mode, accessed from the main menu. Here, you can build a coaster or race track in a large desert area, free from guests and other rides. In Story Mode, because you are working with a pre-determined park, it can be difficult to make a good coaster or track and leave room for other things. If you occupy too much of the "Build Zones" with track, you will just eat up room that could be going to carnival rides, games, or stalls.
Ideally, you will have no coaster at all when you are setting up your park initially. Check your missions, then build your carnival rides and games that you need to complete those missions. You can then build your new coaster and be able to see what amount of land you actually have available.
When you build your tracks, note that you have height limits. Track cannot be too low to the ground (and in the guests' way), nor can it be too high. The game will tell you if you hit any limits. Just back up if you do and look for an alternate idea.
Guests in Thrillville do not seem too bothered by repetition. You could have a rollercoaster with just a few drops, or one that has a pattern of drop-loop-up, drop-loop-up. The only thing that seems to matter is whether you have a decent number of both drops and thrill track pieces. The exact type of thrill track piece does not seem to matter either.
Also, unlike the RollerCoaster Tycoon series, it is impossible to get a car stuck. For example, if the train is coming to a loop, and it does not have enough speed to get through the loop, magical forces (in the form of an omnipresent pull chain) will carry it through. This means we will not be seeing any corpses from malfunctioning rides. Darn it.
All this taken together means that it does not take much effort to create something that will be ridden. The higher the thrill rating (which goes up based on speed, number of drops, and thrill track pieces), the more guests are willing to pay to ride it. Generally, high thrills also mean high nausea, but if you have plenty of groundskeepers and bathrooms, you will never have a problem.
As far as what makes a good track for you to ride, we can't answer that. Play around with the Blueprint mode for awhile: we're sure you will find something you like. Just remember that different types of coasters contain different types of thrill track, so what's available for stand up coasters may not be in wooden coaster, etc.
A top down racer, Auto Sprint features no distractions like powerups, weapons, speed zones, or insane shortcuts. Some would argue that means no fun, but trust me, you get three other guys who know what they're doing, and this little racer will keep occupied for awhile.
Six tracks exist in Auto Sprint, and you can play them with four players total (human and AI), or you can play Battle Mode, which is 1-on-1. A few tracks do have shortcuts, and they're guarded with disappearing barriers. For example, you will need to dart across an electric barrier; mis-time your acceleration, and your car will explode as it hits the electricity! That can't be good for lap times.
The only problem with Auto Sprint is that it takes a bit of time to get a feel for your car. They handle like they are on ice, and turn faster than they accelerate, so you will have to be very light on the stick to get around turns.
These bumper cars act like real bumper cars: you can't blow each other up or anything. This game is fairly bland, as all you do is drive around and tap other cars. There is a button to put more bodyweight into your bump (called a Shunt), giving you more points on impact, but that is it.
Entertainer & Entertainer Turbo
The training game for the Entertainer, this is Thrillville's attempt at a Dance Dance Revolution clone; by and large, it is a good one. A circle in the center of the screen holds your cursor, and button marks fly from all eight directions. Point your cursor in the direction of the mark, and when it lines up with the circle, hit the indicated button.
The system is fairly lenient: no matter what direction you are actually pointed in, the game will count it if the cursor is in a zone adjacent to the mark. For example, if the mark is coming from the top, you can be pointing at the top-left or top-right zone and still score, provided you timed the tap right. Of course, you will have more points for greater accuracy.
In the top-left corner of the entire screen is a yellow bar (the "Success" bar) that is constantly going down. Every time you correctly tap, that bar fills a bit. If it should ever run out, your dance gets terminated, and your friends will mock you. It should be quite easy to keep that nice and high unless you are playing the Turbo version for the very first time.
Speaking of which: the Turbo version unlocks after you get a gold medal on all 108 missions in Story Mode. If you think you are good, try out Turbo: the button taps are insane, and you will be really testing your thumbs and eyes on it.
On the easier difficulty of the standard version, if you are having trouble with timing, you can get away with pointing at the approaching button and just mashing it like mad. Such a trick will not work when they start coming rapidly, however, and the tactic does not lead to very high scores either. Still, it may save you if you are struggling on the training in the story mode.
You know the drill. You have a spaceship with nifty weapons, they have a ton of other spaceships that come at you constantly. What's a pilot to do but blow up everything you see?
Four ships are at your disposal. Each has a specific gimmick to its weaponry, which we'll go over in a second. Your ship can change weapons on the fly, from a forward shot to twin shots that go up and down, with a press of the R1 button. No matter which fire mode you are in, the game is designed for you to hold down X, rather than tap it.
Killing enemies will leave little things that look like colored grains of rice; touching these charges up your gun meter. As this meter climbs, your shot becomes more powerful and can even change form. However, you can also burn through your gun meter with a powerful beam by holding L1 and pressing X. This shot will go through every enemy and basically cause general havoc for your benefit.
The first ship, Solar Dominion, has rapid-fire shots. Its twin shots also come out in bursts, but not as many. As it levels up, its gun actually becomes slower. However, its shots will actually explode on impact, and any enemy getting within that plume of fire will be cooked as well.
The second ship, Storm Conductor, fires lightning from its front cannon. If you switch to the twin shots, you can constantly hold down the fire button to send a spew of electricity out of the front. Then, as you get near an enemy (even if it is behind you), the beam will seek out a target and hit it automatically. This ship is great, but it has very little range, so it is a bit dangerous.
The third ship, Emerald Spirit, is my personal favorite. It fires a constant beam of green laser across the whole screen, which means it is extremely difficult to miss a target. However, it is not as powerful as the other ships, so you have to keep the laser on stronger enemies for several seconds to destroy them. Its twin shots are actually more powerful than the main laser, and can bounce off walls at higher levels. When you are in a tight area, that is the way to go. The final level of the twin laser stops bouncing, but it hits literally the entire screen as it sweeps from the ship.
The final ship, Midnight Eclipse, has mixed weaponry. No matter what level you are at, its rounds penetrate targets, so shots are not stopped on a hit. (This means a single shot could wipe out a whole row of enemies.) At the highest gun level, the twin shots seek out targets like the Storm Conductor ship, although it has the range of the whole screen! However, it is tough to level this one up quickly, and all its shots are fairly weak starting with about the middle of the second level. Definitely an expert ship.
This is the only game on this list that isn't selectable in Party Mode. The flirting mini-game only opens up when you are flirting with a guest (whether personally or because you are possessing the flirter). You control cupid, who spins in a circle and fires arrows at targets.
The targets are hearts, and each is of three colors, with one of several pictures on them indicating subjects. Above the head of the guest you are trying to flirt with are other hearts. Your goal is to shoot a target that matches the color or subject of what your guest is thinking. For example, if a green heart with a phone appears over the head of your guest, you are to shoot a green heart OR a heart with a phone. Doing so will earn one love point (for lack of a better term). If you manage to shoot an identical heart (a green one with a phone in this case), you will earn two love points. When you hit 10 love points, you are done.
The groundskeeper training game is the most annoying of the three employees' games. it is essentially a third-person shooter, where you run around and try to clean up puke or suck in litter. Your triggers on your controller correspond to which mode you want to fire: hold down the left side for water to wash up the nasty orange splats, and hold down the right side to vacuum up paper and cups.
Luftwaffe 109 & Luftwaffe 109 Turbo
Luftwaffe 109 sends you back to World War II. Or perhaps more accurately, it sends you back to 1942... the game, anyway. You control a plane in a vertical scroller, and it is just you against hundreds of enemies and crazy bosses.
There are four planes, but they do not have the variety of the planes in Event Horizon. The first plane, the Firefly, has wide shots to cover more ground. The second, Spider Crab, goes for power rather than size. Whistling Death, the third plane, is basically the opposite of the first: rather than the shots emanating from a single point and spreading out, the shots start out spread, then converge. The final plane, Storm Cloud, basically does a little of everything, which is great because when fully upgraded, it fires a spray of shots with the middle shot being very powerful.
Rather than one-hit kills, your planes can take several rounds before exploding. Also, you have got a smart bomb that hits everything near you, sending little planes to their graves and doing massive damage to everything else. You can only hold three bombs at once, and they're indicated under your score.
The enemies produce powerups that chance your shot power and range, as well as medals that you can pick up for points only. You can also restore your bombs if the right powerup comes along as well.
I know I've seen this game before in the annals of gaming, but I can't recall its origin. Anyway, in this employee training game, you basically have to get from point A to point B with a variety of pieces. These are wires, I suppose, joining two components of a computer circuit. The faster you place the pieces, the better the score (and training boost).
For the first couple parks, the pieces will come to you in order. Soon though, they will not, and you will have to draw the path in your mind before actually placing the pieces down. If you make a mistake, a red stop sign will appear and prevent you from placing any more pieces. Press Triangle to pull up the previous piece, and try again.
Mini-Golf & Mini-Golf Timed
Mini-Golf is fairly fun, even if it is no Tiger Woods. Change the camera angle with the left stick (up or down), set your direction with the left stick as well (left or right), then press X (on the PS2) or A (on the Xbox) to get your power meter going up. Press the button again to lock it, and your alter-ego will make his putt.
There are several kart-like racers in different themes. They basically all operate the same way: drive like crazy! No powerups or other distractions here, and you can't fall off the track no matter how much you try. You can design your own course to race on as well.
Although you have a brake, ignore it. There is a handbrake which is useful for powersliding, but otherwise, just slam the accelerator and go! You have three modes: a race against three others, a race against one other, or a time trial. Vehicle themes include the Anti-Grav Racer (like a miniature spaceship), Dune Buggies, Formula cars, Go Karts, and Monster Trucks. Despite the different names and appearances, all varieties drive the exact same way.
Your opponents seem to have a bit of catch-up AI in their favor. That is, if you are in first, they tend to speed up a hair to keep up with you and make things exciting. it is not enough for them to outright cheat and, say, overtake you at the last second; but it is enough that you shouldn't rest on your hands.
Who does not love radio controlled cars? You go into a little arena with at least one other car, and your goal is to slam it until the enemy explodes. On a collision, whichever car is moving faster gives the majority of the damage. If you can trap a car against a wall, you can tap it several times for a combo.
In Saucer Soccer, you hop into a hovercraft and are placed in a large arena with three other players in teams of two. Using the D-pad to move, you drive around and try to grab a soccer ball. The opponents have two goals: one high and one low. The low goal is worth one point, and it can be driven into when you have the ball. The high goal is worth two points, but requires some accurate shooting.
You can pass and call for passes from your teammate, but Saucer Soccer is a very individual game where, if you can outrun your opponents, you will probably win. Your teammate is better used to run interference, bumping away your chasing opponents, rather than to set up teamwork shots.
Saucer Sumo puts you in control of a little flying saucer on a small platform. You can steer the saucer around with the D-pad or left stick, and you can hit a turbo button to get a little burst of speed. The purpose is to knock your opponents off the platform, whilst trying to stay on it as long as possible.
There are three modes, and all of them can be played with one, two, or three other players (AI or human). The first is a limited-life mode, where each player has seven lives. The second goes by knockouts, with the winner being the one who scores the most. The third is a team-based two-on-two affair. Either way, there are a variety of powerups and obstacles that can pop up to mess with your head and your saucer.
The shooting galleries are timed first-person shooters. Simply aim at the targets and pull the trigger to score. The only point here is to outscore your opponent, although all the shooting galleries have timers that go way too long.
Shootzones are first-person shooters. Move forward, back, and strafe with one stick, while turning and looking with the other. Each of the four Shootzone stages have five special items which add to your score, but do nothing else. There is a variety of weapons, and though the specific appearance may change depending on the theme, they operate the same way. You have pistols, a shotgun, and a machine gun at your disposal.
The shotgun is by far the best weapon no matter what stage you are on. It scores tons of points, and normally one-hit kills the enemy robots.
The game is over if you die, if you kill 50 enemies, or if time runs out. The enemies never cause much damage, so you would probably have to make an effort to die.
Sparkle Island resembles the old classic Bubble Bobble. You play as a little cat who can jump and shoot. Your purpose is to shoot all the enemies in a level, then head out the exit. Each fallen enemy will leave a little chick-looking animal called a Feeyo. Touching a Feeyo will cause it to follow you. You get bonus points for having Feeyos following you when you touch the door.
The catch is that, once all the enemies go down, a giant white creature will appear and chase you around. It goes through walls, and is invincible. This means if you mess around too long in a level, trying to get Feeyos or whatever, you will be killed before you know it. If you have to sacrifice a Feeyo to get out of a level safely, do it.
Bouncing on trampolines, you score points by doing tricks in the air. There are three buttons to do tricks with, but the secret does not lie in pressing the buttons alone. Pressing the three in any order will trigger a special trick. you will need massive air to do one of these safely.
Just doing the trick will not get you anywhere. While you are flying, you need to be holding down a direction or two on the D-pad to spin. Rotating, back flipping, and pulling off a trick all at once leads to massive points. As you come back to Earth, remember to hit the jump button with proper timing to get back high into the air.
Tricks do not lose value, so if you find one you are comfortable with, keep doing it. All that matters is your spin while you were doing the trick, and whether you landed it clean. The secret to high scoring is to adjust your fall to make sure you jump back up cleanly. Stopping—because you fell on your head, for instance—is the lead cause of low scores.
Trojan Quest & Trojan Quest Survival
Trojan Quest resembles Gauntlet. You have one of four characters to choose from, and you go through several dungeons of baddies. This is definitely more fun with another player, and luckily you can have several playing at once.
Each character has a ranged attack, and you can fire while moving in a different direction. You can use the right stick or the face buttons to use your ranged attacks; using the right stick allows you to attack in 360 degrees, while using the button only gives you eight options. All characters can also melee by walking into the enemy, although for most of them, this isn't as good an option as just staying back.
Survival Mode uses the Trojan Quest format to send wave after wave after wave of enemies after you. You have one tank of health and no recovery items, so you will die. it is only a matter of how many enemies you can take out with you before you fall.
Story Mode Missions
he story mode is comprised of 108 missions spread across five parks. Most of the missions can be cleared to bronze, silver, or gold standard. Getting gold in all the missions unlocks basically the entire game for you in party mode, allowing you to throw down with your friends to relive a time when scores actually mattered!
Now, you can't just pick any of the five to begin working with. The parks come to you in a predetermined order; naturally, as you move up, the missions become more complex. To move onto the next park, you have to clear a certain number of missions, although you can clear them just to bronze standard to have them count.
We'll go over each park, and each mission, giving you advice on how best to complete it. Even though bronze is nice, never be satisfied with anything less than gold!
When you start the game, you will be asked to create a character. you will be able to select two ages (child or teen) and either gender. Although the gender does not really matter, the age DOES, as a couple missions become significantly easier if you are a teen. it is your choice, though.
All five parks are divided into three sub-areas, each themed a different way. The themes seem to have no impact other than the d?cor.
Each sub-area has three Build Zones, which is where you place carnival rides, stalls, and games. Sub-areas have at least one (sometimes two) coaster zones. Some coaster zones allow you to build race tracks as well, although others allow only coasters.
All sub-areas have a "power limit," which limits what you can build. Each ride and stall takes power, as does each section of track of coasters and race tracks. The power limit is really quite generous, and if you are pushing it, you are probably making your coasters too large (bigger is not always better).
Power limits are not shared, so you could be pushing the power limit of one area whilst another is completely fresh. By spreading out your games, rides, and stalls, you will be keeping the power pretty even across the entire park.
Park 1: Thrillville
Your uncle Mortimer owns and operates a series of theme parks with the collective name of Thrillville. He's busy working on stuff to improve them, so he wants you to run the parks while he does some inventing. He sends you to plain old Thrillville to see how you do in a relaxed environment.
Thrillville is a good tutorial park, divided into Lunarville (space themes), Ogreville (pretty ugly creatures, even for ogres), and Superville (comics meets theme parks). Though you will be tempted to jump ship as soon as you can, stick around here to get a feel for the game. Golding all missions is pretty easy here, and you may finish that even before your research department finishes all its projects!
Build Missions (6)
- Coaster Boaster
For this one, all you have to do is build a complete rollercoaster. It can be so boring that it never changes altitudes, so long as it makes the complete circle around back to the station. You may want to check out some of the other missions though, because you might be able to do a couple at once by building an actual good one. Although there is already a coaster in Superville, the coaster zones in Ogreville and Lunarville are vacant, and perfect for this mission.
- Hat Tricks
Build a Hat Stall anywhere.
- No Space Wasted
Build any Carnival Ride anywhere.
- Speeding Bullet
Here, you need to build a pre-built coaster with a top speed faster than 20 mph. When you opt to build a pre-built one, you are given some of its stats, including its top speed. Just find one that meets the requirements, and you are good.
- Target Practice
Build a Shootzone: Robot Invasion game anywhere.
- Thirst Quencher
Build a Drink Stall anywhere.
Game Missions (8)
Auto Sprint Challenge
This is the first challenge mission on the list. To challenge a person, simply speak to them, and you can select "Challenge" from the top tier of conversation subjects. If a person has a medal above their heads, they have a challenge mission, such as Dan Gould having this one.
Alternately, you can just press X (for the PS2) or A (for the Xbox) on the Mission Menu, and you will warp to the person instantly. Then, you can issue your challenge and will not have to scour the whole park for your target.
For the Auto Sprint Challenge, Dan Gould is going to play with you in the Auto Sprint game. You will medal depending on your overall place after three tracks. You will get a bronze medal for placing 3rd, silver for placing 2nd, and gold for placing 1st. Check our Mini-Game section for advice on this and other mini games.
- Event Horizon Challenge
Billy Burgess is challenging you to beat his high score in Event Horizon. you will earn a bronze at 5000 points, silver at 10,000, and gold at 20,000.
- Mini Golf Challenge
Playing at the Putt Palace, you will earn bronze if you finish the round in 40 shots or fewer, silver in 30 shots or fewer, and gold in 20 shots or fewer.
Ride a Coaster
you will never have one this easy for the rest of the game. Simply hop onto any rollercoaster in the park, whether you have built it from scratch or it is a pre-built. To ride a coaster, you can select it from the Inventory Menu, or just walk up to its station in the park itself.
- Saucer Sumo Challenge
you are being challenged here by Eugene Eggwell. Simply accepting this challenge will net you a medal, as losing to him will get you a bronze. Winning at all earns you a silver, and beating him with at least 3 lives remaining will get you a gold.
- Space-Age Shoot Out
Tina Zapowski thinks she is top dog when it comes to the Shootzone scene, and you need to prove her wrong. you will get a bronze for breaking her score of 5000 points, a silver for achieving 20,000 points, and a gold for a getting a whopping 50,000 points.
Although 50,000 points seems a little high, there is a sure-fire way of getting it. All Shootzone games give you a score of 1000 points if you get a headshot. The Robot Invasion Shootzone is very easy to play, as the enemies do almost no damage. Just run up to them at point-blank range, aim at their noggins, and pull the trigger. Once you pick up the shotgun, it gets even easier, as a headshot will typically score more than 1000 (as it is more than their head that takes the hit). As long as you can quickly move to the next group of enemies that appears when you take a group out, you will be able to score a headshot on everything and earn 50,000 with ease.
- Space-Age Speedway
Not a challenge per se, Mortimer finished some rocket fuel for the Super Sci-Fi Raceway and wants you to test it out. Start a race, and just do your best. you will get a bronze simply for finishing, a silver if you finish in no more than 60 seconds, and a gold in no more than 55 seconds. Use the handbrake, and you should be set.
- Sparkle Island!
Tim Twinklefinger likes cutesy games, and challenges you to top his score. Check out our Mini-Game section for details about this one, as this game is pretty strange. Just know that there are potentially 30 Feeyos to save in the game, and you will get a bronze if you rescue 5, silver if you rescue 10, and gold if you get 20.
Guest Missions (3)
- Glum Gloria
Gloria Gray wants some company. To clear this mission, simply befriend her. This means all you need is to get her relationship meter with you up to at least the orange color.
- Talk It Up
Speak to any guest for any length of time.
- Tunnel of Love
Here, you need to induce love between Suzy Siren and any male teenager. If you are playing as a male teenager, you can just induce love with her and be done with it. Otherwise, you will need to befriend her, then control her, find a male teen, and induce love that way.
Upkeep Missions (4)
Collect the Canisters!
Six fuel canisters are spread around the park. There are two in each sub-area, and almost all of them are in a back corner of a Build Zone. To collect them, merely walk through them whilst running around the park. This mission will start automatically when you find the first one.
Every park (except the last one) has a similar mission. Our advice is that you do these missions first. You see, most Coaster Zones have blueprints that unlock rides, and a lot of Build Zones have free money in addition to the collectable item. You may as well run around the park and collect all the blueprints, all the free money, and all the collectable items in one pass as soon as you can.
- Head Hunter
Hire a groundskeeper, a mechanic, and an entertainer.
- Helping Hand
Play the training mini-game with one of your groundskeepers. Playing it at all will get you a bronze, while scoring 20,000 points nets you a silver, and 50,000 points gets you a gold. Getting those 50,000 points is easy if you manage to clean up the required 15 pieces of vomit and/or garbage. Just keep moving; pause only if you need to sustain fire on a specific target.
- Training Day
Play the training mini-game with one of your mechanics. You can play several times if you can't achieve the gold on the first try. you will get a bronze when your mechanic is at 20% of his ability, a silver when he is at 40%, and a gold when he is at 60%.
Business Missions (4)
- Park Value
Remember that Park Value is the total of your rides, games, coasters, stalls, and cash minus any outstanding loans. The fact that cash is factored in is important: if you need to clear it and have built everything you want to build, just sit back and wait, as enough money will eventually come in to clear the mission. you will earn a bronze when you have a park value of $11,000, silver at $13,000, and gold at $16,000.
Set the research budget to $100/month.
- Sumo Push
You need to attain 15 guests per month at the Saucer Sumo game. To do this, just lower its ticket price to free.
- Superpowered Sales
You need to get $50/month profit from stalls. To do this, build a food stall and a drink stall in each sub-area. Also throw in a couple Hat Stalls here and there, and the money will come.
Park 2: Thrillville Timewarp
With your success in Thrillville, a guy named Vernon Garrison is looking to get into the theme park business. He's naming his park Globo-Joy, and thinks he can run you out of business. Mortimer sends you to the next park, Thrillville Timewarp, in an effort to stymie the competition.
Thrillville Timewarp is divided into Frontierville (wild west), Prime-E-Ville (dinosaurs), and Futureville (post-apocalypse). Not as cool of choices as the first park, but here you will have more opportunities, and the missions start to get a bit more complex.
Build Missions (5)
With Thrillville Timewarp behind the times, you need to spruce it up by making some new attractions. Build two new rides to get a bronze, four to get a silver, and six for a gold.
- Make It Happen!
Mortimer is advertising a new coaster for Thrillville Timewarp that hasn't been built yet, so you are ordered to, you know, build it. The coaster must have a 70-foot drop and at least +4 Gs. The Gs will come from the drop anyway, so do not fret about that. Just have the track go up as high as possible, then have it drop as far as possible. The rest of the design is up to you, but you could have a simple up-and-down to pass this mission.
Simply build a Luftwaffe 109 game anywhere. This game is locked at first, and must be researched, so shove some money into your research department immediately.
- Monster Madness
Build a race track of Monster Trucks, one with a skill rating of at least 30. This is easy enough to do; just throw in a few sharp turns and you will be good to go.
- Par For the Course
Design a mini-golf course with a skill rating of at least 60. Make sure every hole has at least one turn, and put in a thrill piece or two per hole.
Game Missions (6)
- Bouncy Brenda
Brenda McBoing, who sports the coolest last name ever, is challenging you at the Wild West Trampolines. You need a score of 20,000 points for a bronze, 40,000 points for a silver, and 60,000 points for a gold. If any mission here is going to give you an issue, it is this one, so you will want to check out our Mini-Game section for help with this one.
- Flying Ace
Your challenger here is Manfred Von Richtofen, and he wants to see your skill in Luftwaffe 109. You only get to play two levels, but if you are good, you may not even need the second one to hit the gold score. you will net bronze at 10,000 points, silver at 30,000 points, and gold at 50,000 points.
After building a mini-golf course for the respective Build Mission, you need to play it to get another medal. you will get a bronze if you finish with par, silver if you finish 2 under par, and gold if you finish 4 under par.
- Monster Truck Rally
After building your monster truck track, David Doomsdog will challenge you to a race. Beat him, and you clear this mission.
- Saucer Soccer Challenge
Play a game of Saucer Soccer, and if your team wins, you clear this.
- Shootzone Showdown
The new Shootzone, Wild Frontier, is calling you. Rather than scoring points, your mission here is to collect the bonus items that are sprinkled around the stage. They're in the form of little gold bars. You need only one for the bronze, three for the silver, and all five for the gold.
Although you can get them in any order, we figured this was the quickest way to net them all. When you start the stage, you are facing a large building marked Saloon. Assuming you are facing south, the locations are as follows:
1. Inside the saloon, on the second floor. As soon as you get up the steps, turn around, and jump over the crates. The first one is right behind them.
2. On the saloon roof. Keep going up to the roof, then hop onto the awning on the south side (you should be looking down on a little empty cart and red, white, and blue triangular flags if you are in the right spot). Turn left, and follow the awning around to the east side. Fall BARELY off that edge, and you will have the second piece of gold.
3. In the northern cell of the jail. Jump off the awning, and you should be right next to the jail. Run in, turn left (north), and grab the gold.
4. In the vault of the bank. Exit the jail, turn right (north), and go to the northern-most building (the bank). Head up to the second floor, and in the vault (the little area that looks like a cell), some gold will be waiting for you.
5. In the southeastern corner of the barn. Exit the bank, turn right (west), and you will come to a barn. As soon as you enter the large doors, turn left (south) and you should see the gold in the corner.
After you get all five items, you must complete the level by either surviving until the end or killing all 50 robots. Either way, your score will not matter; provided you survive, you will have the mission cleared.
Guest Missions (1)
- Karma Quotient
Park happiness is what you need here. At 70%, you will get bronze. At 75%, you will get silver. At 80%, you will get gold. To improve park happiness, make sure all your guests' needs are met. This means, you should place a food stall, drink stall, and a bathroom in every sub-area. Also hire two entertainers (three if you want to be sure), and fully train them. After that, you should have your goal.
Upkeep Missions (8)
- Bless This Mess
The wording states that you need to hire a few groundskeepers, and train at least one to 50%. It may just be in your best interest to hire two and fully train both of them to control the entire park's litter, not just this mission.
- Collect the Stink Bombs!
The "stink bombs" look like bottles of whisky, but whatever. There are six, two in each sub-area, and all six are in Build Zones.
- Entertain Me
This mission is like Bless This Mess, only with entertainers. Again, you should probably just hire two and fully train them. It will help you out with the Guest Mission anyway.
- Nuts N' Bolts
Similar to Bless This Mess and Entertain Me, but with mechanics.
- Quick Fix
Here, you are supposed to repair all broken rides. You can train new mechanics on broken rides to kill two missions at once (Nuts N' Bolts and this one). If you are lazy and want to cheat, you could just sell the broken rides are rebuild them as well.
- Sell It!
Mortimer does not want the Lava View ride in the park any longer. Sell it through the Inventory Menu to save time. You may want to rebuild it afterwards anyway just to get the additional income. Simply selling it once will clear the mission; rebuilding it will not force you to resell it or anything.
The more guests you have in the park, the more of a challenge it is to keep the paths vomit-free. The medals here are given therefore not just for park cleanliness, but for the number of guests in the park as well. If you have three fully trained groundskeepers, this will be a snap.
you will get a bronze for having 100 guests and 60% park cleanliness, silver for 200 and 70%, and gold for 300 and 80%. If you are fine on the cleanliness but need more guests, build some more rides. If you are fine on guests but need better cleanliness, hire another groundskeeper and fully train all that you have.
- Wonder Paint
Mortimer invented Wonder Paint, which changes color at your whim. This is the (rather interesting) storyline reason for the fact that you can change ride colors at will. Simply find three rides and recolor them (however slightly) to pass this.
Recoloring stalls does not count, nor does recoloring the same ride multiple times. You can recolor them from the Inventory Menu to save some time. Simply select the "Customize Style" option, then select new colors.
Business Missions (5)
- Balancing Act
Similar to the Spring Clean Upkeep Mission, you are to attain a number of guests and ride reliability. you will get a bronze from having 200 guests and 70% reliability, silver for 300 and 80%, and gold for 400 and 90%. Three fully trained mechanics can take care of the reliability; tons of rides will take care of the guest count.
- Bean Counter
Another park value mission, you will get bronze at $8000 in park value, silver at $10,000, and gold at $13,000. Build everything you can, wait for the profits, and you are good.
- Bring In the Kids
Here you have to have a certain number of children in the park. If you are short, you need to run an advertising campaign through the Manage Menu. Simply run a campaign in The Kiddies Channel, then sit back and let the little suckers find their way into your park. you will get a bronze when 110 children are there, silver at 140, and gold at 170.
- Carnival Ride Profit
Even though your big-money rides are coasters, there is still plenty to be made with carnival rides. This mission asks that you build a few new rides, but you should really build everything you can maximize your earnings potential. Still, if you are interested in minimums, you will get a bronze with 1 new rides and $100 profit/month, silver with 2 new rides and $200 profit/month, and gold with 3 new rides and $300 profit/month.
- Debt Buster
This park started off with a $1000 loan. Pay it off, and you will clear this mission.
Park 3: Thrillville Paradise
Globo-Joy is gaining momentum fast, despite your efforts. Apparently, the secret to their success mirrors yours. Mortimer puts two and two together, and figures out that there is some corporate espionage going on. While he tries to figure out what to do about it, he sends you to Thrillville Paradise to repeat the success you have had at Thrillville and Thrillville Timewarp.
you have probably got a handle on the game already, so you should breeze through this park. it is divided into Sultanville (Sahara Desert), Pirateville, and Hinterville (elves and mystical creatures, sort of).
Build Missions (3)
With Globo-Joy planting microphone bugs in the park, Mortimer thinks that the sound of a new dinghy coaster will mask the sound of normal conversation. As such, you will need to plan for a number of drops, and a big drop. Although there are bronze and silver medals here, it really hurts you to go for them, as you will just have to demolish your coaster to go for the gold later.
The gold requirement is a 49.21-foot drop, and a total of six drops. This is pretty easy. Start the coaster by building it as high as you can, then drop it as far as you can. That will give you the first requirement. Then, build it up as high as you can again. Drop it only one altitude tick, level it out, then go up again. Make another single-tick drop, level it out, and go up again. Repeat, repeat, repeat. As long as there is even a little level area between drops, it counts each drop separately. Basically, you will want to stair-step your way down now, and then return to the station.
- Slamming Ride
You need a carnival ride with a thrill rating of 85 to clear this mission. A carnival ride called the Breaker will fit the bill, but it is not available right away. Pour money into research, and you will have it soon enough.
- Tracked Ride
This one is easy. Head to Sultanville, then build the pre-built Dune Racers track there. Even if you have a better idea in mind, do not sell it immediately, because you will need to for two of the Games Missions.
Game Missions (6)
Using your new Dune Racers track, you merely have to win a race against others. Like the Olympics, you will get a bronze if you place 3rd in the race, silver for 2nd, and gold for 1st.
- Hurricane Buggies!
Hurricane Hank thinks he is the bomb when it comes to Dune Racers, but you know he is full of cotton candy. For this race, you will race alone. Though it is over in three laps, the point is to shoot for a good lap time rather than a good total time. you will get bronze if you beat a 40-second lap time, silver if you do it in under 30, and gold if you manage it in under 20.
John Silver is threatening to bail Thrillville unless you can prove you are a sharp shooter. Head over to the shooting gallery and show off those trigger finger skills! you will get bronze if you hit 20 targets, silver for 30, and gold for 40.
Speaking of trigger fingers, it looks like your competitors want a piece of you in the Shootzone. You can threaten them away by posting a crazy high score and accuracy rating. For bronze, you need 30% accuracy and 40,000 points. For silver, you need 40% accuracy and 50,000 points. For gold, you need 60% accuracy and 60,000 points.
Like the previous park, the secret is to pull an fps_Doug and go for the headshot. The enemies do not really do that much damage, so get in their face, aim at the head, and score a grand in points. About halfway through the stage, you will be able to get the shotgun, and your score will rocket up.
- Trojan Quest
Trojan Quest is like the old Gauntlet games. To medal, you just need a certain number of points. Score 20,000 for bronze, 40,000 for silver, and 50,000 for gold. Remember that you need to finish the game (even if it means intentional suicide) for it to count; you can't just end the mini-game and clear the mission.
- Trojan Survival
This one is more difficult than Trojan Quest, even if it is the same game engine. Julia Seezer wants to see your skills in Trojan Quest's survival mode. You have to defeat a certain number of enemies on one tank of health, and it is not easy to gold. you will need a body count of 60 to bronze, 90 to silver, and 120 to gold.
Guest Missions (7)
- Challenge Me
Gem Woods is an editor of Theme Park Monthly, and will hype up Thrillville if you can make her look silly in challenges. Simply befriend her, then challenge her to a game you are comfortable at. Once her Challenge Need is below 30%, you will clear this.
There was a food scare (see the Upkeep Missions), and once it is over with, people get thirsty from eating again. One particular guest, Monty Zuma, needs a drink bad. Build a Mineral Water Stall in each sub-area, and wait for this one to clear.
Rod Woods (apparently no relation to Gem) needs a friend. Talk to him until his relationship meter is green. Use science subjects (word bubbles with beakers) to make it go up faster.
- Glorious Food
Monty Zuma may not be thirsty anymore, but he is in need of a friend. He's most interested in food and animals, so stick to those subjects until his relationship meter is green.
- Love Is In the Air
Playing Cupid is the name of the game here, and it can be much less time-consuming if your character is a teen. You need to induce love with four guests. If you are playing as a teen, you can do all four yourself. If you are not, then you will have to befriend guests one at a time, possess them, and have them all find "sweethearts." you will get a bronze with two guests, silver with three, and gold with four.
- Mingle 'Til You Tingle
You need to attain a certain Park Happiness to clear this mission. You get bronze at 60%, silver at 70%, and gold at 80%. Hire three entertainers, fully train them, and wait; you will get this one cleared on its own after that.
- Oh Suzy
Suzy Siren from Thrillville is back, and she needs a new boyfriend. Again, if you are playing as a male teen, you can do this one personally. Otherwise, you need to befriend her, possess her, and find her someone.
Upkeep Missions (5)
- Class Act
After the food scare (see below), there are piles of vomit everywhere. Hire three groundskeepers, fully train them, and let them loose on the park. In time, this one will clear itself. you will get bronze at 50% park cleanliness, silver at 60%, and gold at 70%.
- Collect the Bugs!
Globo-Joy has planted six microphone bugs around the park. Yet again, there are two in each sub-area, and all six are in Build Zones.
It has been discovered that all your food stalls are infected with E coli or something, so you need to destroy all infected food. Simply sell all your food stalls to clear this one. Afterwards, rebuild the stalls (place one in each sub-area), or else your guests' moods will drop.
- Disco Diva
To further block the sound that is being picked up by Globo-Joy's microphone bugs, you need to have a little dance contest. This is the Entertainer mini-game, although you are playing in Battle Mode. Beat the skirt off your opponent, and a gold medal is yours.
Globo-Joy has some mighty guts to drop some advertisements over Thrillville Paradise. Activate this mission from the Mission Menu, and one of your groundskeepers will start his training mini-game. Nothing but black fliers will be there (no vomit). Suck up a certain number to medal. You need 5 for bronze, 10 for silver, and 15 for gold.
Business Missions (4)
- Feature Buster
The park is best when it is full of attractions. As the help text indicates, it is best to achieve a balance when you build them. Basically, you will want about five per sub-area, plus stalls and such. you will get bronze if you have 8 rides total and $200 profit/month, silver at 12 rides and $300 profit/month, and gold at 15 rides and $500 profit/month.
- Gift Sales
Did you notice that quite a few of your guests are running around with black balloons? Those are freebies from Globo-Joy, which is like a Pepsi executive holding a meeting while drinking Coke. To combat this, you need to have a bunch of customers getting your balloons. Build a balloon stall in each sub-area, then drop the price to nothing. you will get a bronze with 100 guests "buying" your free balloons, a silver at 150 guests, and a gold with 200 guests.
- Marketing Magic
With Globo-Joy gaining ground, you need to kick some butt by getting some more guests. Now, although the game suggests a marketing campaign, it may not be necessary depending on how long you wait and how many rides you have. (If you have built everything and have a balance, you may score gold anyway.) Still, dropping the cash for a marketing campaign may get this one cleared faster.
For a bronze, you need 150 guests/month using rides. For silver, you need 180/month. For gold, you need 200/month.
- Park Value
Another park value mission. This one requires you to have $12,000 for a bronze, $14,000 for a silver, and $18,000 for a gold.
Park 4: Thrillville Adventures
Despite the microphone bugs found, Globo-Joy continues to pull a Microsoft and maintain its rise. Mortimer decides to use a bit of counter-espionage, and he is going to leak the worst park idea in the history of park ideas. While he works on that, he wants you to make Thrillville Adventures as much of a success as the other parks under your belt.
Thrillville Adventures is divided into Medi-E-Ville (swords and sorcery done the Thrillville way), Ninjaville (the best class in Final Fantasy Tactics, bar none), and Horrorville (when Stephen King just does not cut it anymore).
Build Missions (6)
- Formula Thrills
you are not able to do this one right away, but the Formula Race Track is probably one of the most thrilling rides Thrillville lets you create. Give the research department as much as you can spare, then build a track with a skill rating of at least 70. Tons of turns and altitude changes will be your friends here.
- Lateral Thinking
You need to build a coaster with a lateral G rating of at least 4. There are a couple pre-built designs you can make to do this one, or you can build your own from scratch. If you are building your own, throw in plenty of sharp turns: the more the better. Even if your guests' necks are going to snap like celery in a chainsaw factory, at least you will pass the mission.
Remember that race tracks count as coasters in this case. If you build your Formula track and give it plenty of spine-shattering turns, you will clear this mission as well.
You need build two carnival rides, each with a thrill rating of 60, to pass this one. You will not even have to research anything here: build the Ambidex and the Rotorvation to clear this.
The trendy teens want a crazy-fast coaster. Give it to them: build one with a top speed of 55.92 mph or faster. An extremely fast drop will do it.
- Top Coaster
Speaking of coasters, you need one that has a drop of over 65.62 feet and at least two inversions (where the train goes upside down at some point). Just construct a coaster with a huge drop, then have it loop twice at the bottom before coming back to the station. Doing so should clear the Speed Boost mission as well.
- Ultimate Thrills!
You need a carnival ride with a thrill rating of 90 or better here. With enough research, a carnival ride called Fired Up will unlock. Build it, and you will clear your mission.
Game Missions (7)
- Bumper Challenge
Wendy Watts wants you in a match of Bumper Cars. You need 40,000 points for a bronze, 70,000 points for a silver, and 90,000 points for a gold.
- Formula Challenge
As soon as you build your Formula track, Sebastian Tarmac brags that he could beat you in a race. Have him eat your rubber as you prove him wrong.
- Jump For Joy!
After humiliating Sebastian Tarmac, his brother Shawn challenges you to Spooky Trampolines. Again, you will want to check our section on Mini-Games, as the trampolines can be annoyingly difficult. This is especially true here, as you need to not only attain a certain score, but avoid a certain number of falls too.
You will get bronze at 40,000 points if you fell no more than three times. you will have a silver if you score 70,000 points if you fell no more than twice. you will get a gold if you score 90,000 points if you fell no more than once (you probably can't score that much if you fall twice anyway). If you break 90,000, the best idea is to just stop to avoid risking a fall.
Rebecca Starlett thinks she owns (or even "pwns") Saucer Sumo. Yeah, right. Take her on, and get ready for a fight. Rather than combat her mano-a-n00b, you will be facing her in a four-player contest. You need to score a number of knockouts to medal, regardless of whether you even win the match. Get 4 knockouts for a bronze, 6 for a silver, and 8 for a gold.
- RC Wars
Terence Caprice wants to take you on in a match of RC Wars. Rather than win, your mission here to score combos. you will get bronze at 3, silver at 6, and gold at 9. Note that is not a "9-hit combo." You can just do nine 2-hit combos to gold. Because you are against three other racers here, this should be relatively easy.
on Hunter has played tons of Shootzones, and he is pretty sure he is the king. To fulfill this challenge, you need to score a certain number of kills, rather than points or accuracy. Headshots and the shotgun are your friends, as before. However, this time, the enemies are pretty accurate and do apply a lot of damage. To win, you will need to keep moving, although your accuracy (via headshots) is more important.
Whatever you do, do not try Tom Clancy tactics here. That is, hiding behind a building, then peeking out and trying a precision shot will only get you hit (the enemies always know where you are, and always have their guns on you). Instead, you need to do Halo tactics, constantly strafing whilst looking for headshots.
you will get bronze if you kill 30 before you are done, silver if you take out 40, and gold if you kill 45.
- Sumo Battle
Ron Chemoshi wants to prove he is the best at single-combat Saucer Sumo. You get bronze if you beat him, silver if you beat him with 2 of your lives left, and gold if you beat him with 4 of your lives left.
Guest Missions (2)
The Nudge family all need some help, and you have to satisfy their needs to clear this challenge. All three members need specific help, so we'll take them in order.
First up is Barry. He is lonely for some reason (what, family isn't enough?), and needs a friend. Befriend him, and do so until his meter tops off completely. you will get a bronze medal for doing so.
Second up is Betty, Barry's wife. She is just here to have fun, but is right out of challengers. Befriend her a bit, then challenge her to an available game. Once she is humiliated, she'll be happy (however that works), and you will have a silver.
Lastly is Sally, the teenage daughter. She wants some lovin', which you can do yourself if you are a male teen (even though her parents are, you know, right there). If you can't do it yourself, befriend, possess, and finish. you will get a gold for her.
Oh, and do not think you can just do Sally's part and be done. Betty only nets a silver if you have got Barry happy, and Sally only nets gold if you have got her parents pleased.
- Increase Happiness
Build a food stall, drink stall, and bathroom in each sub-area. Also hire three entertainers and fully train them. A little bit later, you will medal this. Achieve 70% park happiness for bronze, 80% for silver, and 90% for gold.
Upkeep Missions (3)
- Flea Tanks
The final collection mission, you need to get all six Flea Tanks that spread around the park. Two are in each sub-area, and all six are in Build Zones
- Rocky Rides
You get bronze if your park reliability is 70%, silver if it is 80%, and gold if it is 90%. Hire three mechanics, fully train them, and you are good.
- Staff Sharpen
you are supposed to train six staff members to 40% ability for bronze, 60% for silver, or 80% for gold. Assuming you are hiring three of each and fully training them to fulfill other missions anyway, this one will take care of itself just by doing the other missions.
Business Missions (7)
- For What it is Worth
The park value mission. Bronze at $12K, silver at $14K, and gold at $18K.
- Full To Burst
Sometimes, it pays just to have bodies. you will get bronze at 350 guests, silver at 400, and gold at 450.
This one is bizarre in its wording, but very easy in practice. Basically, you need to attain a certain number of guests on coasters, but the coasters have to have a thrill rating of 60 or better. The best way to go about this is to make sure every coaster and race track you build has a thrill rating of at least 60. Then there is no question.
If you are desperate, you can then drop the ticket prices to free until you medal this, although that shouldn't be necessary. Once you have 100 guests/month, you will get bronze; 150 guests/month will get you silver; and 200 guests/month gets you the gold.
- Media Marketing
Demographics are asking you to increase your teenager and adult population. The Missions Menu will show you how many of each you have in the park. Should you be lacking either category, just run a marketing campaign that targets who you need. Remember that fulfilling the requirement once will give you the medal forever, so if the numbers slip afterwards, do not worry about it. you will get bronze if you have 80 teens and 80 adults, silver at 100 each, and gold at 150 each.
Thrillville needs thrilling rides, naturally. You need to attain a park thrill rating with a given number of rides to pass this. For all medals, you need at least 12 rides. For bronze, they must have an average thrill rating of 55. For silver, the average must be 60. For gold, the average must be 65.
If you have more than 12 rides but you are lacking some thrill, sell off the rides that are weak. The thrill average will go up, despite the ride count going down. Just build some more thrilling stuff too, and you will be okay.
- Stocking Stalls
You need to attain a profit through your drink stalls to get this. Build a Fizzy Drink stall in each sub-area, and raise the sales prices by 50 cents for each stall. If you get $50 profit/month, you get bronze. you will have silver with $75 profit/month, and gold with $100 profit/month.
- To The Max
To measure how many rides you have, the game does not just use the physical count, but the power drain as well. To finish this mission, you need to build so much stuff in all three sub-areas that the total power drain threatens to meltdown the local power plant. And, of course, turn a profit while doing so.
To bronze, you need $1000 profit/month while using at least 60% of the park power. To silver, you need $1500 profit/month while using at least 70% of the park power. To gold, you need $2000 profit/month while using at least 80% of the power. If you lack the power drain, try building more pieces of coasters and race tracks, but keep them high so you can build plenty of carnival rides, games, and stalls in Build Zones underneath them.
Park 5: Treasures of Thrillville
Garrison tries to steal Mortimer's terrible Flea Park idea, and opens a new area of Globo-Joy called Lice Land. This bombs terribly, which sends Globo-Joy and Garrison into bankruptcy. Mortimer hurts him further by suing him for 4 billion dollars, and gives you none of it. Jerk.
Mortimer does though get a job in England, so he turns over all ownership of Thrillville to you. Plus, he gives you access to Treasures of Thrillville, a new park that has yet to have a single attraction.
The final park is divided into Pharoahville (ancient Egypt themes, of course), Prospectorville (complete with missing teeth and pickaxes), and Incaville (which has some really cool d?cor, even for a PlayStation 2 game).
Thrillville is different in that it starts out with absolutely nothing. Despite Mortimer saying it is not open yet, some guests will be milling around when you start off. They will not wait around too long unless you get to building, but luckily, thanks to the missions this time around, you are basically free to build anything you want however you want.
Build Missions (1)
- Ultimate Coaster!
You need to build a new rollercoaster with a thrill rating of at least 90. Steep drops and plenty of thrill pieces are needed, of course. There are several pre-built coasters that will help you out here too.
Game Missions (1)
- Expert Horizon
The most fun mini-game in Thrillville makes its return, challenging you to score over 70,000 points. Good luck!
Guest Missions (1)
This is a pretty annoying mission: easy to complete, but somewhat time-consuming. You need to have six good friends and induce love for six guests. If you are a teen, you may as well do this one yourself by finding other teens of the opposite sex, fully befriending them, and fully flirting with them. If you can't do this, at least try fully befriending targets before possessing them, so you only need to involve twelve people to complete the mission.
Just remember to target guests who are not part of a couple already. Say two teens are holding hands, and I try targeting the girl. Even though we're opposite genders, she'll refuse to flirt back due to her boyfriend standing inches from us. Targets are more willing when their parents are around, but you are better off looking for groups of friends or the loners.
Upkeep Missions (1)
That is a misspelling on their part. The idea here is to maintain a park cleanliness, reliability, and happiness of 90% each.
Hire three groundskeepers, three mechanics, and three entertainers. Fully train all 9 members of your staff, and set them loose. If happiness lags, either hire a fourth entertainer, or build some food, drink, and bathroom stalls to keep it up.
Business Missions (1)
- Park Value!
There are technically four missions here, but we'll cover the other three below. (you will understand when you see them.) As always, you have a park value to attain. Also as always, you can get it just by building everything you can and sitting back. You need $14K to bronze, $17K to silver, and $20K to gold.
Special Missions (3)
- All Bronze!
- All Silver!
- All Gold!
These three missions clear when you attain a bronze, silver, or gold in all the other missions across all five parks. That means you will need at least one medal (whatever it is) in 105 missions to clear All Bronze!. If you can silver-or-better all other 105 missions, you will get All Silver!. Golding everything not only leads you to having all 105 missions cleared, you will also unlock every mini-game for Party Mode! Not to mention you get to watch the credits, and the cheerleaders doing their thing in the background.
Gettin' down in fun town.
by Ed Lewis
November 21, 2006 - With all the noise about the release of PlayStation 3 and Wii, it may be hard for gamers to look forward to current-gen games that do not begin with “Final Fantasy” and end with “XII.” Hopefully that is not the case, because it would be a shame for Thrillville, an amusement park simulator, to be completely overlooked. it is a niche game where there is more emphasis on building than destroying, but it creates such a comfortable pocket that it is hard to want to stay and sit awhile.
Thrillville's whole premise is that you are a manager for one of five different theme parks — each with three subsections with its own subject matter. In each subsection there are two possible roller coasters and three sections to place smaller rides and stalls to sell merchandise or food. Making the whole park work is a matter of getting the best rides, selling goods, making sure it all runs well with a well-trained staff, and taking care of the numbers along the way. It sounds like a lot, but you are in the hands of professionals so it flows smoothly.
The folks behind Thrillville, Frontier Developments, are the same people who brought us Rollercoaster Tycoon 3 for the PC and they've managed to take that experience and craft into a pretty solid console game. The simulation details of running a theme park can run deep, but it is easy to hop around and change the price of hats at a stall, skip to the marketing department to run new ads, or jump back again to redesign a ride. Rarely does it feel like you have to wade through red tape to get the job done.
There was a time when I had a job to work with a lawyer and I had to help restructure his filing system. that is fancy talk for putting everything in alphabetical order so he could find his files in less time. It was a crap job, but he said something I'll never forget, "Make it a game and it is more fun." Well, there is no alphabet game that is fun and the paycheck eased that piercing existential pain, but in Thrillville this philosophy runs deep and true. Every task is turned into its own mini-game that is fun more often than it is not.
At the basic level, these mini-games involve training employees for the park by doing their job yourself. The better you do, the better trained the employee is. it is learning by example so you get to wash the vomit, fix the electrical systems, and dance in a rhythm game for the janitor, mechanic, and entertainer. But with several games in the park for the visitors to play as well, such as coin-op machines and bumper cars, there is a lot of variety. After all, as park manager, part of the job is to get new high scores and challenge customers.
In playing these mini-games you get an appreciation of just how many things there are to do in Thrillville. Many of the arcade games are playful tributes to classics such as Gradius, Gauntlet, and various first-person shooters. Most are pretty fun and it can be easy to get distracted by trying to get a new high score in a vertically scrolling shoot-em-up. it is here that it becomes crystal clear that the developers want you to keep exploring and playing and enjoy yourself. Who can complain about that?
Getting back to business, there are a lot of details to take care of in each of the parks beyond playing around. Advertising, maintenance, purchasing, pricing, accounting, and several other details come into play, but all are introduced in an easy-to-understand manner with missions that need to be completed in order to unlock the next park in the series. Each mission gently leads deeper into the game and the minimum requirements for the bronze medal for each mission is typically easy to pull off.
The deepest section for play is easily the construction of new rides. There are plans for several pre-built roller coasters and race tracks, but the real fun is in making some ridiculous vomit-hurling ride on your own. The construction system is easy to use and get into and can even suggest ways of looping the track back to the beginning if you are getting a little lost. The best part is to create a race track and then challenge visitors on them to set a new track record. In here, the whole game feels like it comes together.
Instead of acting as an eye-in-the-sky such as in other god games, the player controls a park manager who runs around the park and can directly interact with any of the customers. It helps to make the game more personal, but the implementation is a little rocky and creates some of the less interesting pieces of business. it is here that Thrillville can be a little bit too hands-on.
As manager, part of the job is to talk to the customers and become friends or sweethearts with them. This is done by picking the right topics to talk about and schmoozing until they're your friend and then maybe smitten as well. Lots of the conversation has its own geeky humor, but it quickly loses its flavor as time goes on. it is also easy to game the system and choose random phrases that will eventually make them your friends. it is not hard at all and the whole process is more or a nuisance than anything else. Another annoying park manager job is to run around to find various hidden objects. Money, plans for new rides, and random collectables are placed all over and only by a process of slowly walking around can they be found. It makes sense that there should be a reason to explore each environment, but these drag it out far too long.
If anything, Thrillville has backed a little too far away from the simulation style of the Rollercoaster Tycoon games. Unlocking all of the parks can be done in five or six hours and after that the motivation for playing more and improving the parks depends solely on the player. Many of the different details are introduced, but rarely explored fully. Making new roller coasters is easy and fun to do, but it is easy to get by without doing any real designing. The same is true for many other areas as well.
For those who want to do everything and love the sandbox nature of Thrillville, there is more than enough to do here. Well after my first park was completed I spent time tweaking the details to make it run better and make more money. It would have been nicer to see players be pushed a little harder, however. There are all of the gold medals to collect, but getting all five parks happens too quickly as the game is eager to open itself up.
An amusement park is a complex beast to get a hold of, but Thrillville makes all of the parts easy and fun to take care of. The simulation aspects are translated smoothly over from the PC roots to its console home and simulation fans will find a lot to like here. There are some hiccups, such as the visitor management, but in general the variety holds up. If anything, the gameplay is too gentle and not nearly demanding enough. There are too many elements that add to the feeling, but become entirely optional. Greatness is within Thrillville's grasp, but it does not push it all the way through.
X, B, Y, X, B, Y, X: All Parks
X, B, Y, X, B, Y, Y: All Rides
X, B, Y, X, B, Y, A: $50,000 (do multiple times to get loads of money)