
如果你对生涯模式感兴趣,本指南旨在为你提供完成各阶段目标的思路和方法,并借此熟练掌握财务管理和设施建造技巧! 开始前的设置选项及其他注意事项 开始游戏前,建议先查看选项菜单,了解游戏玩法部分可以进行哪些调整:

Each of these settings certainly has influence on how the game will be played, and depending on your preference, can be enabled or disabled for a different experience. Global Vertical Snapping - actually pretty recently added, Global Vertical Snapping simply makes it much easier to align scenery, rides, and paths up on a consistent vertical scale. For some ride types, such as water rides, this can be a huge help, but otherwise can stand in the way of creating really fluidly-crafted coasters and rides, or otherwise restrict park decoration. Reputation - The reputation game mechanic will cause rides to have different prestiege scores over its lifetime, which slowly alters how much income the rides can make. Usually Reputation acts on such a slow scale that it usually isn't a huge factor in how the game is played. Certain scenarios will also force this option off (so it says. I haven't seen any that force it to be on). My personal recommendation is to leave it on, as there's only a fairly odd window late into a ride's lifecycle where the effects of this mechanic are detrimental. Security Features - The security mechanic will necessitate security guards around your park to prevent guests from robbing other guests, and vandalizing path items such as benches and trash cans. Like with the reputation mechanic, certain scenarios will force this feature to be on (usually after entering the medium-difficulty stages). My personal recommendation is to leave it off, as it's more of a nuisance than anything, and you will constantly get notifications about how people are getting robbed every few seconds. Disable Collision - Utilized for customization more than anything, disabling collision will allow you to place various objects overlapping other objects. Disabling Scenery Collision will allow you to place scenery objects such as walls and archways over existing rides, while Disabling Ride Collision will allow you to place rides and coasters through existing scenery and terrain (i.e. nothing stops you from having your coaster clip through the ground. Disabling Terrain Collision allows you to clip the ground through existing rides. If you don't care for realism or want maximum flexibility on how to craft and decorate your parks, you can turn the settings off. Coaster Friction Controls - Turning this setting on gives you free-reign to adjust how much speed your coasters gain and lose when coasting on tracks. Lower friction will allow your coasters to go longer on fewer drops and maintain more speed through track elements, but is harder to control and can generate higher fear ratings. In addition, turning this setting on can make coaster designing (and coaster sharing) much more complicated unless friction settings are shared. Allow More Interchangeable Coaster Cars - This feature lets you use models of coaster train that you otherwise wouldn't be able to use on certain track types. For the most part, the choices of car you can use usually will make sense, but there's still some bugs with the system that even the option itself points out (default sound effects and clipping, so they say). If you can handle a couple of visual bugs, I'd say go for it. Staff Management Features - If checked, this forces you to contend with more detailed processes of dealing with your staff, such as managing breaktimes, paying them enough to avoid them going on strike, vendors leaving their stalls, and even straight-up modifying the pay rates of staff members. Because the feature was introduced a year after the game came out, though, it's not an option available in most scenarios - frankly a good thing, since the feature adds a lot more management challenge! Disable Track Limits - No no, this doesn't allow you to recreate the monster death machines from RCT that launched your coaster out of the station at 1400mph sadly. What this setting does is let you place sections of track that normally wouldn't be possible for your coaster in question. This means you can have features such as wooden roller coasters doing heartline rolls. It doesn't seem to have any effect on non-coasters either. What some of my level descriptions meanMost of what I discuss in the level introductory paragraphs explain themselves: you have your finances, starting rides and staff, facilities, and options listed. However, I do also list the starting population of your park, as well as the type of guests that are within the park: Guest typesPark guests come in three categories, usually showing up in groups. The three categories are: Adults - Groups of grown-ups. Adults tend to be the all-rounders of Planet Coaster, since a good deal of them can range from just being casual visitors and groups of friends or co-workers, to die-hard coaster fanatics. In general, Adults could have a preference for any type of ride, but generally can handle scarier stuff (and will, if it's more exciting). Their nausea tolerance isn't outstanding though. Teens - Energetic and independent youngsters looking for a good time, Teens tend to have much more intense tastes in rides, and can have high and even very high preference for fear. They tend to have higher tolerances for nausea as well. To keep their interest, you'll need a park with lots of thrills. Families - Families include groups of adults taking along their children. They stand at the opposite end of teens, and have groups that largely prefer low-fear rides. They accordingly have lower preferences for nausea as well, but this isn't always a given. To keep families interested, build gentler rides. In addition, certain types of rides (mainly inverting thrill rides and coasters) can't even be ridden by children. Inversely, Families also tend to spend the most at your shops.Depending on the hints given in the scenario, the rides available, and the type of crowd you have in your park to begin with, you might want to use your advertisement tab to try and reshape your population to fit the kinds of rides you're making. Ride Profit MaximizationI also sometimes discuss "maximizing profit" on rides. There is a method of using your ride's prestige to determine what is essentially the perfect pricing - guests won't gloat about how your rides are "very good value" (too cheap), or complain that they're too expensive. There might be some slight adjustments to this ratio based on how long you want people to queue for, but this amount (discovered by Brothgar on Youtube) is basically taking your ride's prestige amount, and dividing it by 37.6147541, and then rounding the result. By utilizing this method, you can basically have absolutely balanced ride profit based on your prestige. The method used here doesn't apply to shops at all, and won't work for transport rides either since they don't have prestige. This is probably part of the reason why I hate scenarios that force you to use those features. Also, if you decide to charge an entrance fee for your park, your guest's tolerance for ride prices will be much lower (i.e. throw the ratio above completely off). Captain Lockjaw's Buried Treasures Plunder through these scenarios with Lockjaw. Arrrrr you ready? Scenario Theme: Pirates/Coastal Difficulty: Beginner Location: Somewhere north of Madagascar? The very first of the career options available, Captain Lockjaw's Buried Treasures are mainly presented as a way for players to get into the swing of things on how Planet Coaster operates. The scenarios tend to give you plenty of freedom on how to accomplish goals, and will generally ease you in with some fairly solid park infrastructures. STAGE 1: Pirate Battle

目标 简单:吸引800名游客,并建造2个游乐设施。 中等:吸引900名游客,并建造4个游乐设施。 困难:吸引1100名游客,并获得15000美元。 总体难度:非常简单 【海盗之战】更像是一个演示关卡而非实际挑战,它展示了游戏的许多独特功能和能力,为玩家呈现了一个大型、高度细节化的场景,同时结合了一个小型的既有公园布局,包含所有必要设施。 初始公园已具备满足游客和公园基本需求的坚实基础。你初始拥有5000美元,约690名游客(其中大多数是成年人),并可申请一笔1000美元、利率3%的贷款。 现有的游乐设施和设施包括一个【首席牛肉】摊位,出售汉堡。游乐设施包括名为“海洋骚动”的摇滚章鱼温和型 ride,以及名为“公海”的高声望木质过山车,两者均为全新且无磨损。除了首席牛肉店的店员外,你的初始员工还包括2名清洁工和1名机械师。 一开始,你没有研究任何轨道或过山车设施。此场景的研究树也相当受限,如果你想将这个公园打造成极限风格,这多少有些遗憾。除了主要的战斗场景装饰和摇滚章鱼 ride 外,还有一片相当大的平坦区域,你可以在那里建造额外的游乐设施和配套设施。游戏计划 除了建造一些额外的游乐设施(这很简单,只需选择你喜欢的任何设施并将它们放置在空地上),你的公园还需要考虑其他游客必需品。放置饮料摊和卫生间会很有用,将它们放在木质过山车的出口附近效果更好。配备这些必需品可以确保游客留在你的公园,而将它们放置在这样的战略位置将最大限度地提高收入潜力。 说到这里,本关卡的安全设施是可选的,为了加快关卡完成速度,最好不要建造——当游客被抢劫时,受害者的满意度会受到严重影响,之后他们通常会想要离开。如果招募保安,不仅会在工资单上产生额外费用,而且一旦他们抓住劫匪,劫匪就会被赶出公园,这会进一步减少游客数量。如果你确实想在开启安保功能的情况下进行此关卡,请确保放置足够多的摄像头来保护道路,并让游客忙于体验新游乐设施——他们玩得越开心,就越不会倾向于抢劫他人! 除了可能需要保安(如果你想接受这个挑战的话),只要你不过度扩张,初始员工阵容对于现有的公园来说已经完全足够。只要你不拖延太久,完全有可能在没有机械师的情况下完成这个阶段。现有的游乐设施就其声望值而言定价已经相当合理,但可以进一步调整以实现收入最大化。一旦设置一些优质的新游乐设施作为补充,达成最后目标的现金要求就不会太难。 现阶段的研究通常不会花费太多,不会阻碍你达成目标。所以,如果你有雄心为公园设计一个过山车或轨道类游乐设施,这完全可行(实际上还能带来超出所需的收入!)。后续的公园会要求你建造符合特定要求的轨道类游乐设施,因此你可以借此机会练习,或者轻松应对。
第二阶段:生物苏醒

目标 简单:雇佣2名清洁工,并建造2个游乐设施。 中等:雇佣2名机械师,并建造5个游乐设施。 困难:雇佣2名娱乐师,并达到1000名游客。 总体难度:简单 【生物觉醒】给予玩家一个更为简约的开局,初始只有一个信息亭和一个电动轨道 ride【The Kraken's Lair】。【The Kraken's Lair】是一个极高声望的 ride,会在地图表面下方进行一次漫长的游览。该 ride 还设有优先通行队列(使用信息亭出售的通行证)。我确实建议花点时间查看该 ride 的镜头,因为在布置其场景方面投入了相当多的工作!这个公园的初始游客大多是青少年,游客的整体满意度相当低,这可能是因为缺乏真正刺激的游乐设施。青少年通常更喜欢高强度的项目,虽然“海妖巢穴”设计精良且颇具声望,但从数据上看并不是一个非常刺激的设施。 此场景的初始资金为10,000美元,且无法申请贷款。这使得建造轨道类设施具有风险,因为成本很容易超支,导致设施无法完工。建议在通过其他设施建立稳定的收入基础之前,不要尝试设计轨道设施。 还需注意的是,此场景的地形无法修改。游戏中其他一些场景也会有此限制,请牢记这一点。在这种情况下,第二阶段的大部分土地都有些丘陵地形,这可能会使放置固定游乐设施比一般情况更困难。这也意味着【海妖巢穴】可能应该保持原位,因为它有大量定制设计的地形和景观工程,如果将其移除,周围的许多造型工作都将变得毫无意义。 你一开始拥有的可用游乐设施包括多种相当不错的固定游乐设施、一个动力轨道设施(与【海妖巢穴】类型相同)、一个激流勇进设施以及一个钢制过山车。该场景的研究树比【海盗之战】更广泛,因此在其他条件相同的情况下,有更多的实验空间。 道路为公园的可能扩建指明了许多场地。不知为何,尽管没有食品摊位,这里还是到处都是垃圾。好了,我们开始吧! 游戏计划 显然,雇佣员工应该是首要任务,因为道路太乱了。先安排2名清洁工,再设置一些额外的游乐设施。 说实话,这款游戏里的信息亭非常没用,或许最好把信息亭彻底拆除,换成更有用的游乐设施和摊位。不过,如果你不拆除信息亭,一定要将优先通行队列设为最高优先级,并尽可能缩短队列长度,以最大化其插队效果。让热门游乐设施的优先通行卡拥有极大的不公平优势,基本上是让它们产生收益的唯一途径,而且这还只是有可能而已。员工招聘目标的顺序大致也是你应该安排各类员工的优先级。如果你打算留住游客,那么清洁工是基本需求,因为任何食物和饮料都会产生垃圾,需要他们来清理。只有当你拥有一系列游乐设施时,机械师(数量超过1名)才变得重要,这与中等目标中较高的游乐设施要求相契合。 entertainers的必要性存疑,但有助于将游客集中到公园的特定区域。 如果一开始保持简单,这个场景将不会带来太大挑战,一旦你安装了额外的游乐设施,收入就会大幅增长。目标可以按你希望的任何顺序完成(即如果你想一开始就解决这个问题,完全可以直接雇佣两名艺人,但目标中给出的顺序是保持收入稳定的最佳选择,而且在你拥有坚实的公园基础之前,不应该让自己负担过重。

第三阶段:海盗湾

目标 简单:月利润达到1000美元,吸引600名游客 中等:建造一座过山车,月利润达到2000美元 困难:还清贷款,月利润达到4000美元 总体难度:简单/中等 海盗湾既是一个财务课程,也可以说是一个噱头关卡。该关卡开始时会为你提供一个精心设计的入口区域,里面有一些现有的商店和摊位出售食物和饮料——2个至尊牛肉店,2个宇宙奶牛奶昔摊,每种各有一个开业,一个关闭。公园周围有几个死胡同,配有【即将开放】的标志,你可以出售这些标志来清理道路、获得一些资金,并扩建额外的游乐设施。你的初始员工阵容包括来自第一关的2名清洁工和1名机械师的常规配置,这对于半开发状态的公园来说还算不错(注意,这并非已开发完成的公园)。游客的总体人群构成以家庭为主,但初始人数较少,从长远来看这并不是一个重要因素。 地图的大部分区域是一片开阔的沙地,伴有一些洞穴和景观,一端设有一个过山车车站。游戏会促使你完成这个过山车以达成中等难度目标,但当前的财务状况可能会让这看起来颇具挑战: 你初始拥有7000美元资金,同时已提取了10000美元的贷款。你需要支付现有摊位的维护费用和利息,却没有任何游乐设施来产生收入,所以最好尽快开始行动。 游戏计划 此场景中的任务可能令人望而生畏,因为贷款状况使你在游戏中的预算相当紧张。不过,这张地图有一个秘密,可以让事情变得明显简单: 如果你阅读场景描述,会提到独腿皮特埋下了一些宝藏,但忘记了放在哪里。事实证明,在通往沙地过山车区域入口下方的某个洞穴里,你可能会注意到一点光芒……

仔细一看,原来这是独腿皮特的宝藏!一个纯金宝箱,可以立即以7500美元的价格出售。顺便说一下,这使得宝箱成为游戏中最昂贵的单个物品。

不过,这并不能一劳永逸地解决你的财务问题,但它会为你设计初始游乐设施和确保后续收入提供良好基础。建造一些简单的站立式游乐设施,让一切运转起来。用剩余的现金尽快偿还贷款,因为负债时间越短越好。 虽然公园初始的【海盗村】区域内有不少建筑处于锁定状态,但所有带设施的建筑和商店都是解锁的。实际上,该区域的建筑布局较为杂乱,很难在它们附近放置游乐设施以实现收入最大化,因此你可以随意拆除或移动这些设施,让它们更靠近游客活动区域。否则,通常最好将你的景点放置在最近的【即将开放】标志之外,以减少摊位和游乐设施之间的步行距离。有2个摊位一开始是关闭的,说实话,在公园进一步扩建之前,最好让它们保持关闭状态。 在你开始运营之前,可以解雇机械师。如果你没有找到宝箱,这是一个可以接受的做法。 如果你有勇气,可以设计一个未完成的过山车来填满沙地,为你的公园打造一个相当坚实的中心景观。【设计过山车】目标的要求不包括任何关于 ride stats(游乐设施数据)的要求,所以即使是一个相当糟糕的过山车也能通过该目标(只要它不超过恶心度或恐惧度的限制)。过山车选址周围的大量景观意味着它几乎肯定会有很高的声望评级。 不过,如果你没能找到宝箱,也可以通过选择一个廉价的预制设计并将其放置在某处来完成“设计过山车”目标。【疯狂一号】是游戏默认包含的一个不错的过山车设计——作为“疯狂型”过山车,它无需研究即可在游戏初期解锁,放置成本约为3000美元。 如果需要更多资金,可以出售公园周围的各种树木和随机物品,因为大部分物品都已解锁。所需的大部分收入将通过根据游乐设施的声望最大化其价格来获得。

阿米莉公主的童话 阿米莉公主请求你帮助重振她的王国。 场景主题:奇幻/中世纪/经典 难度:简单 地点:东欧 阿米莉公主的挑战保留了一些相当简单的设定,但在挑战的完成方式上有了更多的结构。职业生涯这部分的大多数关卡都侧重于从头开始建造你的公园,为目标的解读留下了相当大的空间。 第四阶段:巨树

目标 简单:达到110的景观评分,并实现每月3000美元的利润 中等:达到130的景观评分,并建造一个过山车: 至少5点刺激度 低于5点恶心度 至少500米长 困难:达到160的景观评分和750的公园评分。 总体难度:简单 大树是一个非常注重公园美学发展的场景。初始设置极其简单,留有很大的扩展空间。主入口通向该关卡的中心布景——大树,再往前是分支路径,其中包含一个温和的游乐设施:魔法旋转。 除此之外,你没有员工、商店和设施。你的公园初始游客群体主要是家庭。由于没什么事情可做,大多数人都不是特别开心。 小径周围以及树木本身都挂满了各式各样的灯笼,让公园在夜晚焕发出迷人的光彩,初始风景评级就达到了104。这里对地形改造没有限制,所以如果你愿意,完全可以把这棵树夷为平地(实际上这棵树只是一个精心设计的地形构造)。不过,移除灯笼会对风景评级产生负面影响,阻碍你达成这张地图的主要目标。 你初始有5000美元资金,还可以申请10000美元的低息贷款。总体来说,从财务角度看,扩建公园几乎没什么挑战。特别值得注意的是,研究树包含游戏中的所有景观物品、一小部分固定设施和轨道设施,但不包含过山车。最后一点对银星目标有一定影响。 游戏计划 首先,要妥善安排员工和设施,打好坚实的开局。建造一个刺激类设施来平衡“魔法旋转”的温和体验。公园的大部分开发工作将围绕“魔法漩涡”展开,游客不会介意步行较长距离前往公园的核心区域。同时,要安排好员工,显然首先要雇佣清洁工。 你的公园目标始终强调景观设计。你可以花时间在公园周围建造建筑来提高这个分数,或者从创意工坊获取一些精致的物品并在场地周围放置多个。在《过山车之星》中,关于 scenery,数量就是质量——你使用的部件越多,在场景装饰上投入的资金越多,你的 scenery 产生的评分和声望就越高。创意工坊的 scenery 通常效果很好,因为其他玩家在制作时往往会非常注重细节!如果你确实想走预制路线,你可能需要开始研究不同的 scenery 物品。 至于中等难度目标,你只有两种过山车可选:矿车过山车和木质过山车。在这两者中,木质过山车能够实现更大的倾斜角度,因此更有可能达到所需的各项数据。设计这种过山车时,最好保持紧凑且多弯的结构,因为在链式提升轨道上花费过多时间,或者为了返回车站而进行复杂的转向操作,都可能对过山车的各项数据产生负面影响。考虑到除了树木外,这张地图的地形较为平坦,放置预制设计或围绕地形进行建造都是可行的。 至于困难难度下的公园评分目标,可以通过持续让游客保持愉悦,并为他们提供充足的食物、饮料和游乐设施来实现。你在公园周围打造的景观也将在进一步提升你的评分方面发挥重要作用(不过如果你已经建造了种类丰富的游乐设施,公园评分很可能在景观发挥作用之前就达到要求)。如果上述方法都不奏效,通过为公园打广告可以快速提升评分。

第五关:银匠庄园

目标 简单:达成公园价值15,000美元和300点公园评分 中等:达成公园价值20,000美元和600点公园评分 困难:达成公园价值30,000美元并还清贷款 总体难度:中等 银匠庄园场景设定在银匠家族开阔平坦的庄园内,地图中央矗立着高大的银匠庄园主楼。地形不可移动,构成庄园的建筑也无法拆除。公园初始拥有一个游乐设施——装饰华丽的水上 ride【Rolling River】,它具有不错的声望值和中等的磨损度。与【Creature Awakens】中的黑暗 ride类似,尽管位置有些尴尬,但不建议移除这个景点。你初始拥有10,000美元资金,以及一笔已提取的25,000美元贷款,其利率为10%,这是目前游戏中出现过的最高利率。除了已有的贷款外,你还可以申请第二笔10,000美元的贷款,利率为18%,这使得你目前能够获得的总贷款金额达到最高。 正如任务描述中所说,在这个场景中出售景观物品的收益远低于其他场景。通常景观物品的转售价值是其原价的75%,而在这里仅为25%。任务描述中关于游客更偏好老式游乐设施的说法也不假,因为你初始拥有的大部分游乐设施都属于温和型。你开局没有过山车,而后续获得的过山车也都是体型更为紧凑的类型。除了“滚滚河流”(Rolling River)外,公园内没有任何设施、摊位或工作人员。公园的初始游客群体主要是青少年。 游戏规划:最佳的起点是在通往庄园的桥梁附近建造设施和游乐设施。由于路径与景物不存在碰撞问题,理论上你可以在庄园内开辟路径(我甚至在庄园的门口设置了一个洗手间),但这样的位置会使在该区域扩建游乐设施变得非常困难。 “滚滚河流”车站内有一个蓝色大箭头提示:该设施的默认排队设置效率极低,游客需要一直走到车站后方才能离开。为提高该站点的效率,互换出入口位置可能会有所帮助,这还能让你设置一条可能更长的排队队伍。但要注意,这也会限制庄园内其他摊位或设施的可用空间。 【河流漂流】在场景中很可能会出现故障,因此最好配备一名机械师。幸运的是,由于【河流漂流】的默认排队长度很短,只要你设置了其他游乐设施作为后备,故障造成的后果就不会太严重。 初始的游乐设施种类总体而言非常不起眼,这将是获得高公园评分或偿还贷款的最大障碍。建议尽快开始研究,这样你就能建造第一座过山车,打造真正吸引游客的项目。虽然修建铁路能极大提升公园价值,但不会带来太多收入。在此期间,作为备用游乐设施的最佳选择可能是装饰精美的动力轨道 ride(Magic Katz),因为轨道和景观的结合足以打造出既有名望又能盈利的 ride,为公园带来高价值。 正如场景描述中所说,如果你决定投放广告,目标始终是家庭群体。另一种选择是尝试研发并设计大型木质过山车,但在刺激程度方面,设计的疯狂程度存在相当明显的上限。

第六关:好个峡谷,茉莉小姐

目标 简单:月利润达到1500美元,吸引400名游客。 中等:月利润达到3000美元,公园评分达到600。 困难:连续2个月保持6000美元的月利润,并建造一座过山车: - 兴奋度5或以上 - 眩晕度低于6 - 长度至少900米 - 最高速度达到70英里/小时 - 最大落差必须达到65米或更高。 总体难度:简单 【好谷】相对而言是一张白纸。公园初始没有任何游乐设施、设施、员工,甚至没有游客。你初始拥有5000美元资金,并且可以申请两种贷款:20%利率的10000美元贷款,以及25%利率的5000美元贷款。该场景最大的挑战在于地图本身——你无法改变地形,周围有各种无法移除的龙形电子动画装置,存在海拔46米的隐形高度限制,且地形结构极为多山,点缀着若干洞穴、悬崖和一个极深的山谷。相反,此场景中你的游乐设施清单包含大量极限且利润丰厚的刺激类游乐设施和过山车,甚至从一开始就有。 混乱的地形因公园尚未建立路径结构而雪上加霜。到目前为止,这是我们见过的最自由开放的关卡,让我们开始行动吧!游戏攻略 古迪谷为从零开始的场景中你将面临的大多数挑战制定了一个相当不错的总体策略——你首先放置站立式游乐设施,规划一个包含商店的中央枢纽,然后在其附近建造一些更大、更高声望的轨道和过山车。在我的游戏过程中,那个枢纽最终直接建在入口对面,通过一座通向主要平坦区域的大桥连接。 平坦地形的游乐设施也很适合作为开始,因为可用于放置这些设施的平地面积有限。一旦它们建成,你就必须考虑在它们周围设计轨道类游乐设施。不过好的一面是,独特的地形和丰富的角落缝隙意味着当你有了资金后,可以尝试一些很酷的洞穴探索设计。这个场景的大多数目标都相当常规——只要你妥善处理财务和公园布局,并合理为商店投入资金,很快就能建立起稳定的收入和评分。不过,当我们开始挑战困难难度的金星目标时,情况就有所不同了。其中一个目标做起来很有趣,另一个则不然。 首先是建造符合给定要求的过山车。你可能会想:“什么?最大落差高度比地图的最大高度还大!”你说得对。从入口所在的高地开始,不可能建造出足够大的落差来满足要求。不过幸运的是,对面那片广阔的土地海拔远低于海平面(-26米),能够提供足够的空间来形成一个足够大的落差。此外,还有一个更明显的解决方案,那就是沟壑本身。

游戏场景通常会提供大型的过山车,这些过山车擅长进行大幅下坠。最能体现这一特点的可能是初始的“平衡者”超大型过山车模型,它可以建造得从峡谷下坠并循环回到起始站。这是打造令人满意的过山车的一种方法。 此外,这可能是第一个你需要在现场设计过山车才能真正创造出令人满意设计的场景。从技术上讲,你可以找到符合地形和目标要求的过山车蓝图,但考虑到公园的极端地形,手动设计最终会减少很多麻烦。当你搭建好过山车并拥有一系列不错的游乐设施后,接下来就是不太有趣的部分——尝试连续两个月实现收入最大化。完成这个目标的最佳方法是尽量减少不必要的支出(例如研究费用和高薪员工),并且在一切设置正确的前提下,基本上就是耐心等待资金流入。要记住,某些成本(如建设费用)不会计入收入核算,因此理论上你可以进一步扩建公园,通过添加新的赚钱项目来更稳妥地确保胜利。

牛肉酋长的肉类挑战 加入牛肉酋长的热狗小队,打造美味的公园吧。 场景主题:城市/通用主题公园/写实 难度:中等 地点:美国南大西洋地区(南北卡罗来纳州??) 正如生涯模式此部分的“中等”标签所示,这里的管理难度开始提升。牛肉酋长的许多场景都强调管理已建成的公园,并思考如何通过扩张或改造实现盈利。 牛肉酋长的挑战也是首个强制启用安全功能的关卡系列。是时候开始习惯使用那些保安了! 第七关:牛肉酋长赛道

目标 简单:建造一条900米的卡丁车赛道,并建造两个刺激度3.0的游乐设施。 中等:建造两条500米的卡丁车赛道,并连续两个月维持商店月收入2500美元。 困难:建造三个刺激度4.0的游乐设施,达到1500的公园评分,并建造一个过山车: - 刺激度7或以上 - 长度至少750米 - 平均速度25英里/小时或以上 总体难度:困难 首席牛肉赛道拥有大片模糊意大利主题的土地,员工人数众多,商店林立。初始配备3名清洁工、3名保安、1名机械师和1名演艺人员。还设有一家披萨店、两家相邻的饮料摊和一家汉堡店。包括摊位服务员在内的所有员工均接受过基础培训,而保安则接受过高级培训(3级)。你的初始资金为10,000美元,且没有初始贷款。在这个场景中,你只能申请一笔5000美元的贷款,因此大规模扩建可能会有些困难。 公园内只有一个游乐设施:名为“Chief Beef Raceway”的卡丁车赛道。该赛道初始长度为479米,需完成2圈,并且声望极高。这条赛道不仅包括正在使用的赛道部分,还包含一些未完工的小段轨道,这些轨道延伸至地图各处的装饰区域。这些未完工的轨道为完成卡丁车赛道长度目标提供了明确的提示。此外,这条赛道因年久已出现一些磨损。你一开始拥有的许多现有过山车和游乐设施都强调速度,其中至少有3种过山车选项可以选择发射作为移动方式。 虽然地形可以进行改造,而且在公园深处有相当多开阔平坦的土地,但在你的主要景点附近有大量不可移动的建筑,这将使你很难完成一些目标。 游戏计划:尽管乍看之下,Chief Beef赛道给你的初始条件有些困难——你的员工虽然很开心,但默认要求的薪水相当高,因此建议尽快在不让他们太生气的情况下降低薪水。你甚至可以解雇你的娱乐人员,除非让他们在商店附近巡逻,否则他们不会有太大用处。 赛道本身是另一个重要因素。虽然扩建赛道很容易,但强烈建议不要过度扩建,因为该设施的必要胜利圈会导致排队时间长得令人难以察觉。我是说,可能会超过一个小时。因此,设置一些好的辅助设施就显得尤为重要。由于游客吞吐量将是一个重要因素,投资建造一个小型过山车并投入运营或许是个不错的主意。

至于具体如何扩展赛道,只需切断通往隧道的区域,转而沿着海岸边的轨道段向下延伸(如上图蓝色高亮部分所示)。当轨道延伸到挖掘机处后,将其拆除并折返,重新与主轨道连接。这段赛道的长度通常会达到约1000米。另一方面,试图完全按照规划好的全部轨道潜力来建造是徒劳的,这会让过山车的 throughput 变得非常糟糕。 Chief Beef Raceway 的大部分设计都离地面很近,有时甚至会在某些地方发生穿模。如果你想模仿这种风格,建议进入游戏选项,关闭轨道与地形的碰撞检测。Chief Beef Raceway 将会出现故障,而且随着排队的游客离开并获得退款,这会消耗你的资金。最好尽快进行翻新以避免这种情况,以免在公园管理中损失过多资金。

所有商店都可以移动,但披萨店除外(它的位置非常糟糕且尴尬)。建议关闭那家店,并将其员工工资降至0美元。考虑到这一点,你需要准备建造一个广场,在那里建造一些平面游乐设施。让这些游乐设施以及大型赛道的出口都通向这个广场,将确保你的摊位获得最大收入。左侧图表显示了商店的理想位置。 商店收入通常是随机的,并且基于“趋势”——即你的公园里有多少游客通常感到饥饿、口渴或想要纪念品。根据人们是否抱怨食物来开关商店,对商店进行精细化管理或许是个好主意。此外,降低设施的收费也能让中等难度的目标不那么棘手(主要是卫生间和自动取款机,急救站则不太建议降价,因为你不希望游客在小路上呕吐)。

一旦你从商店获得了足够的收入,或者你手头有了足够的资金,就可以开始设计过山车来完成硬性目标了。和“Good Gully Miss Molly”类似,游戏会强烈要求你建造特定类型的过山车。在这种情况下,需要建造的是弹射式发射过山车,因为这种类型的过山车通常能高速驶过整个轨道。由于无需担心链式提升装置或最大下落高度,过山车的整体平均速度会高得多,同时仍能满足挑战要求。 如图所示,将这款过山车设计得足够好,就能吸引足够多的游客,从而形成一个供游客购买商品和食物的次要中心。这可能有助于完成中等难度目标,但总体上可能需要通过手动开关店铺来减少利润损失。除了店铺收入目标外,这个场景的大部分内容都相当轻松,而且当你不再局限于建造卡丁车赛道(再说一次,它们的创收能力很差),开始拓展其他业务后,游戏会变得更加简单。

第八关:橡树岛

Objectives Easy: Build a ride with 3.0 Excitement, and build a coaster: 5 Excitement or more 400 meters or longer At least 1 inversion Medium: Build two rides with 5.0 excitement and build a coaster: 6 Excitement or more 700 meters or longer at least 5 inversions Hard: build three rides with 6.0(!) excitement, and build two coasters: 6 excitement or more below 4 nausea 1500 meters or longer at least 10 inversionsand the other one... 8 excitement or more below 6 fear reaches 80 mph Overall Difficulty: Medium Oak Island starts you out with an impressive spread of a park on a secluded island. The island's terrain can't be altered, and tons of the structures on it are locked. As for what's already in place, the park has several rides, all of which are about a decade old and show lots of age-related wear. If reputation is enabled, you will see all the rides have the "Classic" reputation, giving them bonuses to their popularity and profit potential. The rides in place include: Tornado - A large and effective wooden roller coaster Flying Chairs - standard standing ride Hyperspin - another standing ride, least popular ride in the park. Steam - powered track ride with Luna Mobiles, most popular ride in the park, with the highest prestige. Big Wheel - standard ferris wheel, most popular gentle ride. Venetian Carousel - surprisingly popular for a carousel at the far end of a pier? Oak Island Steam Train - A transport ride with stupid EFN stats and only one station. Your park's staff includes 6 janitors, 1 mechanic, 1 entertainer, 2 security guards, and a literal army of stall attendants (17). In addition to all those rides, there's stalls all over the park, many of which are locked into undeletable buildings. The finances of this scenario are the tightest seen yet, starting you off with only $3000. Given the state of the park as it is, though, this isn't bad. The map also gives you access to a single $10,000 loan with an 18% interest rate. The population of the park is generally already very happy and expansive. The majority of visitors are adults by a narrow margin. Teens are the outlier and least common in this park at the start, which is an important consideration to make. While most of the rides and tracks already in the park are fairly old, you do have a selection of pretty advanced coasters to start out with. The research tree of the level also runs pretty deep and has a ton of other, advanced standing rides. This is another key part of the scenario. GAME PLANCompared to the weird and unintuitive challenges that Chief Beef raceway threw at you, this scenario should provide you a pretty relaxed breather level. First off, hire another mechanic ASAP. The aging condition of all your rides means that a lot of them will start breaking down within a few months of eachother, which can hit your income pretty badly if it's a ride like Steam or Tornado. Once you're rich enough, it's a good idea to refurbish the rides when they break down to minimize downtime. To get a bit of cash back (and because your park isn't dependent on ratings or income as far as objectives go) it's a good idea to straight-up sell the steam train, as it doesn't really draw in a lasting crowd and has no possibility for prestige bonuses. Many of the guests in the park have happened to been visiting for quite a long time. This means many of them are also short on money (because there's no ATMs anywhere). As you prepare to expand, it'll be key to put some of these down so that your guests can continue spending. Otherwise, many of your new rides (and old rides) will fail to make income. To minimize unnecessary expenditure, it's a good idea to close many of the food stalls around the park and reduce the wages of their staff. Most important is probably the set of stalls inside the entrance promenade (i.e. the white building with a black path bridge leading into it from the mainland). The starting layout gives you a couple of good places to expand to. Most obvious is the huge expanse of land beyond Steam encircled by the steam train, which contains a tiny beach village. If you felt exploitative, you could utilize the steam train to be transport to and from your area for new rides, but keep in mind - if you have reputation enabled, these new rides are going to be competing for attention versus very old and venerable rides, meaning a lot of guests won't take the effort to visit them (esp. if they're short on cash). Because so many of the rides you're crafting for this scenario are going to be big thrill rides, you'll also need to reshape the parks demographic to better suit it. Adults are generally OK with these types of rides, but it's teens that'll be drawn the most to your creations - while also being the shortest in supply at the start of the level. Use advertisement to draw those teens in! Those new rides will be a lot more reliable and ultimately profitable in the long run.

橡树岛的地形通常足够平坦,让你可以导入蓝图快速完成过山车挑战,无需自定义设计,但对于最后一个所需的过山车来说,这可能有点棘手。“翻转”过山车目标的意图通常也暗示着它会是同一个过山车逐渐变得更大、更极端。最终,你可能会得到两个令人印象深刻的现代过山车——一个有10个翻转的循环过山车,以及某种大型的巨型或弹射式过山车。

放置具有合适属性的站立式游乐设施也并非乍看起来那么简单,尤其是要获得金星评价,因为许多站立式游乐设施的兴奋度不超过6。需要通过研究来发现所需的游乐设施——默认情况下能满足要求的各种站立式游乐设施包括Wild Blue、Looper和Cube(重复测试后它们的属性会略有提升)。可以尝试对各种游乐设施的动画序列进行调整以提升其属性,但通常这样做有点浪费时间。

第九关:市中心

目标 简单:雇佣2名保安,抓住4名扒手,将平均游客满意度提升至40%(公园内至少有600名游客) 中等:抓住15名扒手,连续2个月内公园内被抢劫游客比例低于2%,将平均游客满意度提升至60%(游客数量仍需保持600名) 困难:连续6个月内公园内被抢劫游客比例低于2%,将平均游客满意度提升至80%(游客数量仍需至少600名),连续3个月实现每月5000美元收入,最终还清所有贷款。 总体难度:中等/困难 市中心区域地势大多平坦,周围分布着一些无法拆除的城市建筑。中央有一片公园空地,可用于快速建造额外的游乐设施。不过,正如你从关卡描述中可能猜到的那样,这并非本次的主要重点。

当你放大公园的主要区域时,你会发现这个公园……呃,简直一团糟。到处都是垃圾,公园里的垃圾桶和长椅全都被打翻毁坏,人们情绪低落,各处的商店也都关门了。勉强来说,你的最大客群是青少年。 和橡树岛类似,市中心也有不少现有的游乐设施: 【恐惧齿轮】——一个蒸汽朋克风格的刺激项目 【ZOZO】——一个老旧的刺激项目,只能搭载8人。或许拆了当废铁更好,这名字可能源自《最终幻想6》里的某个贫民窟。 【高峰时刻】——一个动力轨道项目,是公园里绝对最有名气的设施。 【中央线路】——一条单轨铁路,或许还是不存在比较好。单轨列车延伸至公园边界外的两个入口之间。 旋风——这是一款老旧的旋转过山车,声望不佳,主要原因是几乎没有任何装饰。 你的公园员工初始配置为2名清洁工和1名机械师,没有娱乐人员或保安。与橡树岛类似,你的公园有348983个摊位,配备了大量店员来照看所有摊位(几乎所有人都拿着虚高的薪水)。正如场景描述所言,这很可能是为了抵消他们对在这个垃圾堆里工作的普遍厌恶。 你的两名清洁工分别在公园两端的不同工作区域——一个在商业区,另一个在城市花园。 你初始拥有3000美元,以及一笔已提取的5000美元贷款。你也可以申请一笔2000美元的贷款。这两笔贷款都有着高达30%的残酷利率。考虑到你和游客的财务状况,双方都必须非常节俭才能度过这种情况。 游戏计划 由于现阶段的员工工资被人为抬高(也就是说,如果你不给员工足够的工资,他们会非常不满),所以现在确实需要做出取舍。关闭所有商店,但保留高峰时段附近的商店,以及中央公园内所有其他游乐设施旁边的商店。你还需要通过拆除不必要的单轨铁路,甚至可能还有Zozo,来获取一些备用资金。 让人们开心的首要任务是清理所有垃圾。这很可能是一项被动工作,因为你需要加倍努力让公园的其他部分恢复正常运转。让你初始的那组清洁工以合理的工资继续工作,要么取消他们的工作排班,要么将其设置为中央公园(你的大多数游乐设施都在这里,而且所有垃圾也都在这里)。 接下来是再招聘一名机械师,这很关键,因为他们既要留意你的游乐设施,又要修理所有损坏的路径设施。路径设施也可以手动修理,但至少这些工作能让机械师在等待游乐设施出故障时(它们肯定会出故障)有事可做。 至于安保情况,首先要招聘必要的保安,并大幅提高他们的工资,否则他们会不高兴,也抓不到任何罪犯。如果有安全摄像头网络(在场景选项下)作为支持,保安就能完成大量工作。建议在经常发生破坏行为的地方以及可能发生游客被盗的任何地方安装摄像头。一旦清理好道路和物品,游客的满意度应该会随着时间自然提升,到那时你就可以移除安全摄像头了。另外,为了防止街道上出现呕吐物,在【恐惧齿轮】设施的出口外放置急救站是个好主意,因为它简直就是个“呕吐制造机”。 通过出售单轨列车,你应该有足够的资金将其替换为更有用的设施(你可能会想要一个小型过山车预制模型)。新的过山车将比旧设施产生更多的刺激感和游客满意度,并带来急需的收入。随着时间推移,安全目标会很容易达成。最后一个需要完成的目标几乎肯定是实现高额月收入。商店并非实现这一目标的途径——员工的工资要求实在太高。相反,应该建造出色的游乐设施;那些享有盛誉的游乐设施!甚至可以通过着重打造景观来最大化声望,从而获得高收入。

德克斯-R的科学恶作剧 与德克斯-R一起的科幻场景。 场景主题与背景:科幻/工业 难度:中等 地点:澳大利亚 德克斯-R的场景比 Chief Beef 的场景更具神秘挑战性,并且更强调游戏的核心特色,如工资、特定利润和研究,而非一般的公园建设。你的大多数公园初始发展相对不完善,并且会受到一些奇怪的限制。 值得庆幸的是,德克斯-R的挑战不需要启用安全功能,我强烈建议这样做。声誉功能也最好禁用,因为本系列中的某些关卡需要较长时间才能完成(例如,由于研究原因……) 第10阶段:夜间遭遇

目标 简单:达到50的风景评分,并实现每月(来自游乐设施的)利润3000美元 中等:建造5个游乐设施,并实现每月游乐设施利润5000美元 困难:达到1000的公园评分,并实现每月游乐设施利润10000美元 总体难度:中等 这个公园有好消息也有坏消息。首先,本关卡的地形广阔且平坦。虽然你无法修改地形(而且地图中央有一艘巨大的燃烧着的船),但地形的平坦将使你很容易在其范围内建造各种类型的新游乐设施。 你的游客群体一开始就相当满意,主要由青少年和家庭组成。你有1名清洁工和1名机械师,公园的地图近角落处已经各配备了2个锻造类游乐设施。入口下方是基础设施——一个急救站和一间浴室。 好了,现在来说说坏消息。首先是你的财务状况:你初始资金为500美元,且无法申请任何贷款,所以如果不知道如何最大化利润,资金将成为一个大问题。此外,场景描述并非玩笑,所有研究成果都已被盗,在完成研究之前,你无法建造任何游乐设施或商店。由于你唯一的收入来源和吸引力来自两个初始游乐设施,在规划出新项目之前,你必须充分利用它们! 【游戏计划】《夜间邂逅》无疑给你设置了一个难题,并施加了一些非常严格的限制。然而,一旦你理解了它所要求的游戏方式,有限的选项会让这成为一个相当简单(且枯燥)的关卡。首先,先分配基础餐饮摊位的研究,并选择一个游乐设施开始规划。同时,最好着手提升景观评分标准。在你的锻造厂周围放置更多装饰,这不仅能提高公园的评分,还能通过排队区景观提升锻造厂的声望,让你可以对其收取更高费用并获得更多收入!你只需要将排队区景观评分提升到100%即可。 当你的锻造厂价格根据其提升的声望进行适当调整后,它们将足以让你完成青铜难度目标。继续在路径附近进行装饰,并坚持下去,直到你能够放置新的设施和游乐设施。一旦你设置好第三个游乐设施,白银收入目标也会很容易达成。只要设置一个食品和饮料摊位,就能在很大程度上让游客留在公园并乘坐你的游乐设施。 此关卡的真正难点在于困难难度,它要求较高的公园评分和极高的游乐设施收入,是之前的两倍。更糟糕的是,此关卡的研究树中没有任何轨道类游乐设施或过山车,这意味着通常能带来此类收入的主力设施在这里无法使用。最佳建议是回归基础:添加更多的站立式游乐设施,用各种建筑部件装饰每个设施,并合理定价。最终,当你拥有足够多装饰精美的游乐设施后,你的游乐设施收入应该能突破阈值(装饰简陋的设施无法收回成本),而景观本身也会进一步提升你的公园评分,直至达到要求。

第11关:魔像狂袭

目标 简单:达成公园价值35,000美元,公园评分350 中等:达成公园价值50,000美元,公园评分700 困难:达成公园价值75,000美元,并建造符合以下条件的过山车: 5点或以上的刺激度 低于6点的 nausea 1000米或更长 平均速度25英里/小时 总体难度:中等/困难 一旦你克服了看到那只可怕的巨型死亡怪物笼罩在你的公园上空时的最初震惊,就会发现它的初始布局非常奇怪。虽然地图大部分被分割成平坦的高地,但一堵巨大的墙贯穿中心(那只傀儡怪似乎正跌跌撞撞地穿过它)。傀儡怪还在身后留下了一片废墟,形成了一道深谷。总体而言,这种地形将公园分成了4个区域。我们的初始设施包括一条单轨铁路和4个车站(分别对应每个入口)。入口区域装饰有类似导弹基地的设施,还设有一个餐饮摊位(伪装成登陆艇的样子,可惜无法移动)。单轨列车停靠的站点中,有2个站点在石像后方基本空置,而最后一个站点则配备了几门向该生物开火的轨道炮。 你初始可使用的游乐设施种类相当丰富,包括各种过山车和轨道类设施(太好了)。 除了摊位服务员外,你没有其他初始员工——这两名服务员都未经培训,且每人要求300美元的工资。本关卡中所有工资均翻倍。此外,道路上堆满了垃圾,人们普遍感到失望,而且你的大多数游客都是成年人。 你初始拥有8000美元,并且无法申请贷款。是时候开始工作了! 游戏计划 尽管关卡描述要求你围绕单轨铁路进行建设,而且整条单轨铁路能为你的公园价值贡献15000美元,但或许拆除它,用道路将公园的四个角落连接起来会更值得。这样可以让小型员工团队更轻松地在公园内导航,或者将开发重点集中在一个区域。无论你怎么做,初始区域都挤满了大量的景观建筑,可能不是开始规划开发的理想地点。如果你决定将园区的某些独立区域连接起来,一定要多放置长椅,并为员工设置工作排班。

通过单轨铁路扩展到另一个区域会很快让该区域变得拥挤,尤其是如果那边有高声望的游乐设施。这就需要为公园的该区域配备单独的清洁工、机械师和商店,很可能还需要额外的路径(否则人们会非常拥挤,大量的人会吵着要排队乘坐单轨铁路返回入口)。公园景点和商店的平衡是关键。 如果开放区域满是垃圾,在那里放置一名清洁工是个好主意。员工的高工资意味着你可能只想在游乐设施出故障后才开始雇佣机械师。(另外,单轨铁路该被舍弃的另一个原因是——每个独立的车站会单独发生故障,且每个车站都需要单独安排一名机械师。) 虽然建造游乐设施是提升公园价值最快的方式,但这并非最稳妥的方法,因为你没有贷款可以依赖。在放置游乐设施时,建议再次大量投资景观。最大化声望能让你对游乐设施收取更高费用,从而抵消更高的员工工资支出。你还需要确保摊位的产出最大化,因为游客很快就会挤满现有的商店。对于设施,建议收取少量费用,以减少其对收入的影响,并弥补损失。积累到足够的剩余资金后,你可能会想利用主入口附近的区域设计一个中等规模的过山车。务必充分发挥过山车的主要优势——载客量,选择座位数量多的设计,这样能显著增加收入流。一旦建成,资金就会大量涌入,帮助你抵消公园最初面临的大部分困境。做到这一点后,完成简单和中等难度的目标应该会变得轻而易举。

最终目标要求你建造一个相当大型的过山车。虽然EFN数值要求并不突出,但1000米的长度极长(实际上就是一公里,接近一英里),建成后的过山车基本上会是一个覆盖整个园区的巨大设施。最低 nausea 评级(眩晕度评级)使得建造一个满足长度要求的紧凑、多弯过山车变得困难(不过可能并非完全不可能)。 这个场景最大的挑战在于妥善管理园区扩张。起初情况可能看起来不错,资金在一段时间内稳定处于盈利状态,但如果你过于自信,将路径扩展得过于稀疏,很快就会发现情况恶化。谨慎地规划园区的新增内容,这个场景应该不会太麻烦。

第12关:商店与掉落

目标 简单:商店和设施的月利润达到2000美元,接待500名游客。 中等:商店和设施的月利润达到4000美元,接待1000名游客。 困难:商店和设施的月利润达到6000美元,公园评分达到1000。 总体难度:中等/困难 本关卡提供的地块可能是目前见过的最奇特的地块之一。虽然大部分区域平坦,但极为狭窄,且入口位于中间位置。地图中央区域被一个类似集市的区域占据,其中包括几栋空置的【租赁】建筑。与以往关卡不同的是,这里几乎所有物品都已解锁,可根据你的需要自由移动(甚至移除)。在场景开始时,游客通常都相当满意,各类群体分布非常均匀。公园内有1个游乐设施“Looper”,3个商店:2个汉堡摊和1个奶昔摊,以及1间卫生间。 你的公园员工包括3名店员和1名机械师,均按常规费率收费(还好)。需要注意的是,食物和饮料会产生垃圾,“Looper”是一个眩晕感相当强的游乐设施……而你没有清洁工。 你初始拥有10,000美元的可观资金,这次还可以申请大笔贷款:一笔20,000美元、利率5%的贷款,以及两笔分别为5,000美元和1,000美元、利率均为3%的贷款。你初始就拥有种类丰富的过山车、游乐设施和商店可供使用,科技树则重点侧重于游乐设施和摊位。游戏攻略 虽然大多数玩家可能会对Chief Beef的赛道感到心理阴影,但值得庆幸的是,你不会在这里遇到和那里一样,那种漫长到令人发指的乘坐时间和商店被锁定的地狱级组合。遗憾的是,最终的要求仍然高得多,但你的商店90%的收入都来自位置,而这张地图上从不缺乏位置潜力。这个场景很灵活,其目标并不要求(从本质上不一致的机制中获得)一致性。 一开始,你可以在商店位置上做一些优化,同时配备一些其他必需品。你会想在你的Looper出口附近额外放置一个食品或饮料摊位。你也可以考虑在“循环者”附近建造一个新的游乐设施,使其通向同一个出口区域,这样可以增加商品销售的机会。“循环者”的游客吞吐量非常低(每次仅能搭载8人),因此尽管游客从该设施出来时通常会因为等待而感到非常饥饿和口渴,但它只能让少量游客通过。 “循环者”在你的公园运营过程中也会很快出现故障,所以要准备好一名机械师来处理这个问题。同时进行翻新也是一个不错的策略。 你建造的商店和设施类型是关键,研究是必要的。正常建造公园能确保你拥有良好的基础设施,但初始选择的商店缺少许多纪念品店,以及至关重要的自动取款机(ATM)——它能确保游客停留更久并购买更多商品。你一开始会有一家名为“帽子奇妙屋”的礼品店,但真正能带来可观销售额的是它与“疯狂气球”摊位的组合(“只是个纪念品”商店似乎从来都不太奏效)。当你对自己的财务状况感到放心后,就尽快开始建造这些商店,并将礼品店设置在游乐设施的出口附近。

虽然你的公园确实可以变得成功(在这种情况下,资金几乎从来都不是问题),但从更大的格局来看,你的扩张空间极其有限,而且公园比例失调也意味着你无法从各个方向围绕购物区布局。鉴于此,我对达成商店目标的建议是,仔细留意哪些商店在盈利,哪些没有。注意游客的流动方向,并引导他们经过设有商店的路径。雇佣 entertainer 似乎也对商品销售有很大帮助(回想起来,这可能就是 Chief Beef Raceway 一开始给你配备一名 entertainer 的原因)。当你打下坚实的财务基础后(我是随着时间推移自然积累了50,000美元),就该转变策略了。降低游乐设施的价格,因为这不应再是你的收入来源。你无法向已购买纪念品的人再次出售,所以现在开始做广告,为公园吸引新游客。确保谨慎选择广告受众,因为你一次最多只能投放2个电视广告——在游客标签中查看哪些人群在你的商店消费最多。以我为例,结果发现是家庭群体,因此相应地,你要准备好扩展游乐设施种类,加入能吸引目标人群的设施。

在建造另一家店铺之前,最好先培训员工,因为这会增加你必须处理的管理事务。如果你的财务状况良好,建议给部分员工支付高于正常水平的工资,这样在业务清淡时能让他们保持满意(否则,熟练员工可能会辞职,浪费你花在培训他们身上的时间)。 如果你仍然难以从店铺中实现利润最大化(我以前也遇到过这种情况),可以尝试一些特别的方法。一种是对商品收取高价,并在店铺中使用【额外选项】,给几乎所有出售的商品添加【大量】配料。另一种更极端的方法(可能会花费很多成本)是关闭整个园区,清退所有游客,然后重新开放以吸引新的游客进入园区。继续努力,你最终会成功的!

奖励关卡:古比的岛屿天堂 古比擅长制作美味的苏打水,但在建造主题公园方面却不太在行。你能帮他一把吗? 场景主题与背景:热带 难度:中等 地点:非洲(大致位于博茨瓦纳附近) 随着全新周年更新推出的古比关卡目前仅有一个额外关卡。其主要目的是介绍全新的员工管理功能。

目标 简单:吸引500名游客(平均满意度60%),获得15,000美元的公园价值,雇佣5名摊贩(在岗1个月且满意度60%),且2个月内无员工离职。 中等:吸引1000名游客(平均满意度70%),获得35,000美元的公园价值,雇佣10名摊贩(在岗1个月且满意度70%),拥有足够容纳10名员工的员工建筑。 困难:吸引1500名游客(平均满意度80%),获得60,000美元的公园价值,清偿贷款,雇佣15名摊贩(在岗1个月且满意度80%),将10名员工培训至专家级别(4级)。 总体难度:中等 初始区域为美丽的海滩,古比岛天堂本质上是一个刚起步的公园。虽然这个场景看起来不错,但目前没什么可做的,游客来了也会马上离开。在场景开始时,你的公园只有30个游客团体。地形无法修改,因此建造游乐设施(尤其是蓝图)会有些挑战。值得称赞的是,这个布局确实提供了一些平坦区域,可以在公园深处放置站立式游乐设施。 你的初始游乐设施选择包含许多适合家庭的优质景点,尤其是在过山车方面。值得注意的是新的水上过山车设计,以及魏斯峰和蒙特莱昂站立式游乐设施。该关卡的研究树允许你将公园发展方向更多地偏向成年人群体——但要记住,家庭团体在你的商店消费最多!正如你可能从目标中猜到的那样,这个场景的核心在于员工管理。你的公园初始配备了3名清洁工、1名娱乐员和1名小贩(注意初始有两个Gulpee Soda摊位)。与常规游戏相比,此场景中的员工会接受更低的薪水,但你需要密切关注他们的状态,确保他们能胜任工作。

Of particular note to the direct right of the park entrance is a food court area that concisely shows off the new features of the update, including the staff building facility. Staff will go in here when they need rest. Selecting the staff building and looking at its options is a good idea, as you can apply perks to the staff building to help determine what it does best (though this does impose extra costs). With its positioning near the food court and the expansion potential, this will likely be the lookout spot for your various vendors. Finances are a bit tense, but workable for this level. You start out with $6000 in the bank, and 10k loan already taken out at the start of the level. You also have access to several other loans, including ones for $5000, $2000, $1000, and $20,000. All loans have a 20% interest rate. GAME PLANThe best place to start is with a couple of simple housekeeping tasks: you're not going to need 3 janitors in your park at the start, and questionably don't need the entertainer either, so feel free to get rid of those extras. If you keep the entertainer, know that he's being paid a massively inflated paycheck, and can be kept happy with a much lower amount. Finally, even with a stall being empty, the simple act of it being open still incurs operation costs, so choose one of your Gulpee stalls to keep closed until the park expands. This scenario might be about making your staff happy to a degree, but you'll need to make your park be able to draw in crowds first - and idle workers do not make for happy ones. Get started on making some rides immediately. Focus them mostly around your food court skeleton, as you're going to want to try your best to funnel guests back towards here and keep your staff active. Because a lot of the scenery on this level is locked, and the terrain can't be edited, this will most certainly be a challenge. Placing a bathroom in this area will also help immensely. A good starting combo of rides will likely be a standing ride, and a good track ride. Remember - you have a lot of loans in this level, and there isn't any caveats or objectives for trying to push a profit here, so feel free to go deep. After you've started securing some solid income with your rides, it's a good idea to move on to building a food shop for your park. The nice thing about building shops now is that, even with the staff being separable from the stalls, constructing a stall still will automatically hire a new vendor. Thus building a food stall will raise your vendor count to two! Following this, consider looking into your options for staff room perks - the most directly useful ones will usually be Staff Healthcare (for shop vendors in popular stores) and Staff Entertainment (largely for your mechanic). You might also want to place more decoration items nearby it - as it turns out, having a well-decorated staff room helps staff recover their energy faster. The current decor of the room gives it a 71% rating, so add a few more nice details to max that stat out! Speaking of staff management, you probably should prepare to deal with the other staff you'll need in your park - security is on for this scenario, so as soon as you get your first robbery report, hire a guard to deal with it. A mechanic is also obviously a given. Consider that the Mechanics and Security Guards are likely going to have completely different patrol routes than your janitors and vendors, so it will also be a great idea to give them their own break room - by default, staff rooms can hold up to 3 people without inducing extra costs. In addition, compared to classic Planet Coaster, the full uptime of a staff member is going to be equal to roughly 2 staff here, so usually it's a good idea to time the hiring of extra staff such as Vendors with when the first gets tired. This way, the staff can swap between work and rest for their shifts - which is extremely important if you want a park with high throughput at stalls. You likely will be able to get all of the easy objectives easily by just naturally coasting along with park expansion - so long as you're not hiring too fast, it's usually easy to keep staff on the roster without them quitting, and even 2 good rides can draw in a large enough crowd for the objectives. The one exception to this is the requirement for at least 60% staff happiness, to which probably the fastest solution is just paying all your staff more. After that is maintained for a month, you'll get your first star, and be fast on your way to completing this scenario! The silver objective will be achieved through natural expansion, with the extra 5 vendors likely coming from the addition of gift shops nearby popular rides. By now, money really should be flowing in very rapidly, so paying your staff good salaries isn't much of an issue. The big issue will come when you reach the gold objectives, as it's now pretty easy to run out of space, as well as difficult to expand with more stalls. The last objectives can be reached by continuing to expand your park, possibly to the back islands. A second food court should get you the staff requirements you need. It's better to take it slow on training your Staff instead of using the Education perk. With a bit of patience, this scenario should complete naturally.

欢乐国王过山车的挑战 为欢乐国王过山车增添一些喜庆气氛。 场景主题与背景:杂物 难度:困难 地点:北极 显然,该挑战于2016年12月推出。欢乐国王过山车的挑战有着令人惊讶的非圣诞主题倾向,主要侧重于对布局奇特的公园进行谨慎且节俭的扩建。所有场景的共同主题是资金短缺,如果管理不当,你的资金状况可能会变得极其糟糕。尽管如此,大多数场景都采用相当自由的玩法,但仍需要精明的策略才能成功完成。 尽管发布时间较晚,但这些挑战比其他两个困难难度的阶段要简单一些,通常不会给你带来太多意外难题。它们也不需要启用安全或声誉系统。 阶段13:欢乐嘉年华

目标 简单:吸引400名游客且景观评分达到50 中等:吸引800名游客且景观评分达到100 困难:吸引1600名游客并还清贷款 总体难度:中等/简单 欢乐嘉年华乐园初始是一个完全空旷的公园——没有员工、没有游乐设施、没有商店,也没有游客。我们在这里讨论的所有细节将围绕地形、研究和资金展开。

首先是地形:大部分是平坦的,只有轻微的丘陵(几乎像是从沙盒北极场景地图中设置的)。唯一值得注意的地标是一个巨大的岩石高原,上面有一个可爱的姜饼村(其中描绘了姜饼人被车辆碾压的恐怖场景等)。地形完全可修改,但姜饼村是锁定的。尽管有难度,你最好还是在那里修建一些路径和游乐设施,因为否则它不会对你公园的风景评分有贡献(目前起始评分只有可怜的9分)。 你初始的研究已经提供了几个适合冬季主题的温和游乐设施、一些刺激项目,以及一些相当不错的木制过山车。你也拥有不少可供调用的摊位,并且可以研究更多摊位。不过,本关卡的一大限制来自场景——只有节日糖果主题的部件可用,这使你无法使用大量普通预制件,当然也无法使用创意工坊中大量的蓝图。 你的财务状况也颇为特殊,在这个场景开始时你有5000美元,并且还申请了一笔5000美元的贷款,利率为18%。此外,还有一笔10000美元的贷款,利率15%,以及一笔15000美元的贷款,利率12%。无论你怎么做,从长远来看,你都需要让你的公园实现盈利。游戏计划 除了姜饼村、游乐设施和景观方面的限制外,这是一个相当标准的大亨挑战。贷款情况会让你的资金约束比平时略紧,但凭借精明的商业技巧,你应该能顺利回本。 需要注意的是,5000美元的初始预算对于建造公园来说非常紧张。你完全可以在财务选项卡下申请其他贷款,然后把5000美元的贷款还回去(这可能是有益的,因为虽然月供会高一些,但就所贷金额而言,整体利率会低一些)。先搭建一个基础的开端,建几个游乐设施,然后等待游客逐渐涌入。资金普遍短缺,而且地形通常有些难以应对(有许多小斜坡),这意味着你需要慢慢来。要节俭,只在需要时才雇佣员工。更重要的是,放置游乐设施和搭建公园中央凉亭的最平坦区域,距离初始放置的路径相当远——游客开始使用公园需要一段时间。 得益于Frontier提供的蓝图,满足青铜难度的景观要求并不难,即使只使用预制件,也能很好地装饰你初始的站立式游乐设施。除此之外,如果你知道该怎么做,【欢乐嘉年华】根本不是一个困难的关卡,因为其他关卡目标都相当基础。一旦你实现盈利,随着公园的扩建,其他一切问题都会迎刃而解。当然,如果你财务管理不善,这一关卡会非常棘手,但之前的许多关卡应该已经让你为此做好了充分准备。 如果愿意,当你的财务状况稳定且还清贷款后,你可以通过大量投放广告来快速达到金牌要求的1600名游客数量。

第14关:洞穴过山车

目标 简单:月利润达到1500美元 中等:月利润达到3000美元并建造此过山车: 至少6点刺激度 最多5点恐惧度 至少600米长 困难:连续3个月保持6000美元的利润 总体难度:中等/困难 此关卡的地形可能是游戏中最华丽的地形之一,其特色是一个凹陷的洞穴,洞穴内有一个地下湖。当然,这种独特的地形也带来了一些限制:你无法在周围的墙壁上挖掘隧道,而且与早期简单场景中的“美好峡谷”类似,这里有高度限制,会阻止你建造高于地表高度的建筑。地形为公园建造带来了既实际又奇特的挑战——更出乎意料的是,光照问题可能会让你难以看清地图某些偏远角落的情况。 地图上有一些路径网络,标示出你未来可能的扩展方向。目前,公园已有一定的开发,入口附近有一座高耸的共享建筑,里面设有薯条摊和咖啡店。这座建筑可以自由移动和修改。你还拥有两个初始游乐设施:一个名为“后空翻”的刺激类 ride,以及“极限半径”——一种半径摩天轮(游戏中最大的摩天轮类型)。通过添加额外装饰可以提高它们的收费,因为尽管该区域充满异域风情,但缺乏太多独立的景观。此外,目前没有任何设施或员工。你的初始公园游客群体主要是青少年。 本关卡的独特之处在于,你的公园在任何时候都有最大游客数量限制,上限为600人。实际上,这会限制你希望公园达到的规模。 初始没有轨道类游乐设施,可建造的站立式游乐设施种类也相当少。与直觉相反,你的初始过山车选择包括相当极端的超大型过山车和液压发射模型,这两种都可能超出任务目标的需求。 你的初始资金相当紧张,为3000美元。你有两笔贷款可用:一笔5000美元,另一笔2000美元。这些小额贷款的利率相当高,因此在申请时要谨慎。游戏规划 任何一直关注目前剧情序列的玩家可能会注意到,本关卡与莫莉峡谷有几分相似之处——都是固定地形的公园,有着严格的限制、有限的高度,目标是在特定环境中实现盈利并打造独特的过山车。然而,与简单难度的剧情相比,这次的情况不会像以前那样顺利了。

如果你还没习惯的话,试着用Shift键来垂直放置设施和游乐设施,因为没有它,在这个场地起伏不平的地形上你将寸步难行。同样有帮助的是使用HUD右下角撤销/重做按钮旁边的【设置照明】工具,它可以让你将阳光照向洞穴的不同角落,从而获得更好的视野(在某些情况下,晚上实际上比日落时更容易看清情况)。最后一件让你操作更轻松的事是调整相机——进入选项中的相机部分,开启【穿墙模式】,这样当你想远距离观察你的公园时,相机就可以穿过洞穴的墙壁。缓慢且谨慎地扩张是确保你保留足够空间建造必要过山车的关键。不过,与此同时,依靠初始设施来逐步发展到能够建造此类过山车的阶段会很困难——尤其是“Radius Deep”,它的运行时间极长(10分钟!),这不仅会限制该设施每月的运行次数,还会大量占用游客时间,导致他们无法排队体验其他设施!我强烈建议拆除它。虽然你可以通过在出口区域设置大量商店/设施来应对其过长的运行时间,但对大多数玩家而言,它的这些特性带来的阻碍将远大于益处。

由于景观放置的问题,通过游乐设施获取收入也会变得困难。与大多数其他场景中景观可直接放置在地面上的情况不同,你要么得接受悬浮的树木或动画模型,要么就得建造某种平台来承载景观,以提升游乐设施的评分(这种方法是可行的,用天然石块建造支柱既符合关卡的外观风格,又能显著提高景观评分)。尽管洞穴外观很漂亮,但游客并不会真正欣赏这种壮观的地形,他们只会注意到实际的景观物体。想办法解决装饰问题,提高游乐设施的价格吧。一旦你启动第三个游乐设施并搭配一些不错的装饰,很快就能达成青铜级利润目标。按照这样的配置,甚至可能同时完成白银级目标!(以我为例,碰碰车、滑板翻转和魔方的组合能产生近3500美元的收入。) 在这个场景中,整体资金紧张意味着你要么需要等待一段时间来积累足够的资金开始开发过山车,要么就得研究更便宜的过山车设计。研究树中包含混合木质/钢制过山车“钢铁狂怒”的设计方案,它价格低廉且可以进行翻转,但需要熟练掌握翻转技巧才能达到所需的EFN评分。另外需要注意,如果你一开始就追求月度利润目标,过山车的研究成本可能会相当高。我不建议同时研究多项内容。 (在研究树中,混合过山车之后会解锁多维过山车,它不仅极其昂贵,操作起来也非常困难。不过我觉得它确实很酷。)

研究“钢铁之怒”还能确保你解锁一个符合目标的预制蓝图:混合过山车“赤钢”,其兴奋度为6.8,恐惧度为4.7,长度1001米。它包含多个翻转元素(包括接近终点处的零重力翻滚),轻松达到了EFN评级标准。 如果你想手动设计一个符合要求的过山车,我的建议是专注于低重力序列,通常采用平缓的曲线和大量的空中时间。低速通过的翻转元素表现也很好。这个目标可能有点棘手,因为玩家设计的大多数优秀过山车往往强度达到5以上(在其他情况下,这是相当可以接受的)。我最好的建议是纯粹以“可接受的重力加速度”为目标。垂直过载不应超过2-3,且绝不能低于-1,横向过载不应超过1-1.5。此场景中另一个预制过山车【Downforce】(实际上我们会在下一关再次见到这个过山车!)也满足EFN要求,但长度不够。 对于最后的黄金难度目标,是时候重复【Good Gully】中的策略并耐心经营了。只要有一个稳固的过山车,资金应该会更快地流入。偿还贷款并耐心等待。如果需要更多收入,研究礼品店并将其与你最受欢迎的游乐设施(很可能就是那个过山车)搭配也是个好主意。公园可容纳的游客数量有限,这意味着你不会想过度扩张,否则游乐设施的维护成本将超过销售收入。

第15关:绝境重生

Objectives Easy: Attain a park value of $50,000 Medium: Attain a park value of $60,000 and build this coaster: 5 Excitement or more 5 Intensity or more 4 Nausea or less At least 750 meters Hard: Achieve a park value of $75,000, A park rating of 1250, and pay off your loans. Overall Difficulty: Hard Back from the Brink hands you an already partially-developed park, and essentially lets you do with it as you please (neither any scenery nor the terrain is locked). You have a vast expanse of land at your disposal, with a good margin of empty, flat area for you to expand. Most of the nearby development consists of a forest, with a lake deeper into the park. The park already has a pretty structured, branching layout, complete wtih a central pavilion with an animatronic Kraken statue (named King of the Lake). Only the branches off of the right lead anywhere, with the other directions ending in "Coming Soon" signs. Your park starts out with a decent selection of rides and shops: A Teacups ride, Venetian carousel, and Downfall, a very basic Launched coaster that seems to be partially unfinished in terms of scenery. Also unique, the teacups and carousel are locked, so they cannot be moved or demolished. All three of the rides are towards the right, deep in the forest, and suffer from low reliability, having a reported rough 80% downtime. Apparently the park's lack of mechanic has taken its toll. There's also a closed thrill ride, "PC Hammer" that is untested and is not hooked up to anything in terms of paths and nearer to the lake. Like the others, PC Hammer is also locked. The shops in the park include Gulpee Energy, Chief Beef, and Information, all bunched up nearby the entrance of the park. You also have a basic starting staff of 2 janitors and a princess ameile enteratiner. You also have all your basic shopkeeps. Much like the open rides, your guests are all bunched up in the right-side forest area of the park. Most are adults and only moderately happy. Finances are the most polarizing part of the scenario: You start with 0$ and have withdrawn a loan of $50,000 with an 18% interest rate at the start (paying $4750 a month!!) You can also withdraw a smaller $10,000 loan with the same interest rate. In short, you're essentially going to be paying loan interest through the whole level. GAME PLANOf all Festive King Coaster's levels, this one has the most potential to go catastrophically bad if you aren't savvy at positioning your park elements. With proper tactics, though, it falls about as simply as the other levels so far have. The name of the game here is not just making profit - it's about expanding properly, and maximizing that expansion. Your starting setup already is very close to the easy-difficulty value requirement, so from there it's a matter of proper management and positioning. The best starting moves here are to reposition your shops much closer to the rides, possibly even sell your information kiosk (again, most useless crap in the game) and when you get the chance, hire a mechanic. You will need to be frugal, as the interest on your loan is going to drain your money extremely quickly. I highly suggest raising the prices on your rides to fit their prestige scores. With time (and as guests requeue) this will generate enough revenue to counteract your loan payments. It should be also noted, there are no trash bins in the park at all, so make sure to plop some of those down by your rides. Lowering your loan payments can help you get a foothold, and much like in Chief Beef Raceway, the entertainer is extraneous at the moment. Let Princess Ameile eat cake. Literally as soon as you manage to break even on your funds, you should get that mechanic, as your existing rides have seen a bit of wear and tear - they will break down (usually it's Downfall to go first). As soon as this happens would be my suggested time to do three things: Withdraw the other loan, order a refurbishment of the coaster (and any other rides that break), and set up the queue and exit for the PC Hammer and test it (The animation sequence it has is all low swings, which produces awful EFN scores. Change it up.) Since people leaving the queue will proceed to eat up more funds, I suggest accomplishing this all while you're paused. After the ride is fixed, you could even go about decorating the queue more to raise the ride's prestige, allowing you to charge more and make back some of the money you lost. It'll be a good idea to perhaps keep a single mechanic on Downfall (and the carousel since it's nearby) at all times to make sure it doesn't break down too often - with all its brakes, hydraulic launch, and advanced parts, it has a very low reliability score. Once you have Downfall under control, you can focus more on expanding further with stalls and rides naturally, which will eventually result in the Bronze objective being completed. By now, even with your large loan, your income should be stable enough to stave off financial ruin.

在银色目标阶段,你很可能会同时完成两项任务——你需要额外获得10,000美元的公园价值,建造一个相当大型的过山车,并且恰好有一笔贷款允许你额外取出10,000美元。用这笔钱,你可以在这个价格范围内建造一个相当不错的过山车,满足给定的要求(实际上,由于长度要求和恐惧值,它的成本可能会更高)。个人建议在湖上建造这个过山车,这将有助于平衡公园的游客分布,并吸引更多游客前往你那冷清的PC Hammer区域。要满足这个过山车的要求,最佳选择是设计有大量空中时间且较少翻转的轨道。自然地,要设计得又大又快。对于这款过山车而言,美式箭头通常是比倒挂式设计或翼式设计(后者更贵)更好的选择。 关于最终目标,是时候再次做好准备了。如果过山车足够大,你基本上只需要再建造一个游乐设施就能达到公园评分和价值目标。之后,将所有资金集中用于偿还贷款。必要时,即使资金为负,你也能勉强过关,但如果公园布局合理,即使以最高还款速率,你也应该能轻松应对利息支付。

过山车之王的皇家法令 你的技术能否打动过山车之王? 场景主题与设定:地狱般的怪物从地底涌现 难度:困难 地点:巴西 作为本作的吉祥物,过山车之王的关卡或许是游戏中最具噱头的,往往需要你应对各种奇特的挑战,或是运用巧妙的智慧才能通过。你需要一些纵向思维和策略来攻克这些关卡。 作为小小的安慰,他的关卡不需要启用安全或声誉系统(因为安全系统是后来才添加到游戏中的)。祝你好运。 第16关:巨石

Objectives Easy: Reach a monthly profit from rides of $2000, and build 4 rides. Medium: Reach a monthly ride profit of $4000, and build a coaster like this: 5 Excitement or more 4 Fear or more Below 6 Nausea At least 750m long Hard: Reach a monthly ride profit of $6000, attract 1200 guests, and pay off your loans. Overall Difficulty: Hard Certainly one of the most expansive parks we've seen so far, Monolith also has a dynamic landscape, replete with mesas and bumps, which will make ride placement a bit of a challenge. Towards the far end of the park is a huge canyon, full of various Kubrickian Mololiths. These structures are all locked in place, alongside various other decorative features around the level (such as raging hellfires inside some of the chimney-rock like structures and the scaffolds). Terrain cannot be modified. Your starting park has no staff, no facilities, and 2 rides: Psychola, and The Cube, both of which are broken down and have been completely worn down. Despite being well-decorated with scenery, they have pretty awful reputation scores, likely due to breakdowns. Finances in this level are tough, but highly flexible. You start out with $10,000 and a withdrawn loan for $20,000. The level has an impressive 4 different loans you can take out (including the one you have already): loans for $10,000, $5000, and $30,000. All of the loans have the same interest rate of 12%. While this will give you lots of finances to extend a coaster with, it can also be disastrous if you fail to make the money back to pay for them, so be careful. Your starting loadout of coasters... Er, coaster, only includes the spinning coaster type, a few standing rides, and absolutely no track rides. You're going to need to do some research to discover an effective coaster type that can fulfill the requirements set out for this stage (or possibly make a really good spinner coaster...) Your park is lightly populated and has a slightly higher number of teens than anything else. Guests are not very impressed at the moment. Let's change that. GAME PLANAs the scenario description states, the level will cause your rides to face a greater amount of wear and tear than usual. Funnily enough, this probably will feel more like playing classic Roller Coaster Tycoon rather than the snail's pace at which rides break in this game, but do note the disastrous effects that breakdown refunds can wreak on your funds. The Monolith is one of the only stages that will demand some micromanagement from the player. Obviously, first things first; hire a mechanic, possibly even two. Janitors won't be needed at the start until you set up some shops, though setting up some first-aid is also a great idea, as both Psychola and The Cube have pretty high nausea ratings. the rides will have extremely poor wear-and-tear ratings even after being fixed, so it's also a good idea to order some repeated inspections to remedy that, or order a refurbishment (which costs money...) and set the inspection time to the lowest possible period of 10 minutes. In addition, the placement of the exit on the Psychola ride is extremely poor and requires the mechanic to circle all the way around to complete a repair or inspection. I recommend rotating it so that the control panel (the small box with the staff member in it) is nearest to the exit path. Once you have your rides up and running and price them accordingly, hitting the monthly profit threshold is quite easy, even before building 2 extra rides. What will make your job a little difficult, especially combined with the naturally lower reliability of your rides, is the positioning of rides is mostly relegated to a few selcuded flat areas around the terrain. Unless you're willing to engineer a strange spiraling staircase to go to and from your ride, you'll have to space your different rides into those pockets. Be very careful about expanding into adding food/drink stalls, as this will necessitate further costs of stall staff and janitors. For now, keep your focus on building rides. With well-managed entrance and exit positioning, 2 mechanics should be enough to keep 4 of these rides at bay. Training them is also a good idea, as doing so will allow them to restore a lot more durability to your rides, as well as doing it much quicker, and therefore more time for guests to enjoy the rides! Once a mechanic gets "Skilled" (3 pips), they can perform some extremely effective repairs. Make sure to raise those wages as well... (Standard mechanic wage at skilled tier is $315). Inspections still take time, and a mechanic will need to wait for a ride to finish to start and inspection, so choose carefully when to have them done. The evil power of the monolith guarantees you'll need to tell your mechanics to manually inspect rides if you don't want them to break down. After a few months, your ride income likely will level off due to filled queues and lowered ride throughput. That's your sign that it's time to A: start placing shops to buffer your income, and B: begin research on coasters. The spinner coaster is unintuitive to design with, and lends itself to higher than average nausea scores, though it is a good option for a general ride for extra income. The next coaster you unlock, the mine train coaster, is not super-flexible in its track design, but can likely do the job. Beyond that is an inverted 2-seater, which can also perform pretty well.

The main park body doesn't give you a lot of room for building a normal coaster or to use a blueprint, so much like in Good Gully, it's recommended to build one that dives into the ravine that the monolith is sitting in; it allows you to create big drops, and has plenty of pre-made, immovable scenery that can boost your ride's prestige. With how hectic it is to maintain your rides and finances in this scenario, I highly recommend taking this map into sandbox mode and designing your coaster blueprint in there. With an emphasis on fear and excitement, and low nausea, you'll likely want a fast coaster without many gut-wrenching spins. Designing a coaster will give you more than just a great ride, but also a ride that has a much greater degree of throughput for guests, generating a whole lot more income. Of course, the monolith itself will be wearing it down super-fast, so I highly recommend hiring a new mechanic to specifically keep an eye on it. With proper management, the silver income objective should topple, no problem. The gold objectives will mostly naturally be tackled once again, but you're going to need to keep a very close watch on all your rides to ensure they don't break down during the month you are shooting to hit the mark - just because you reach $6000 income from rides halfway through the month, doesn't mean it won't get taken back by a last-minute breakdown. From there, it'll generally be in your best interest to keep some shops up and running to generate consistent revenue. 4 rides and 1 coaster should be well enough to draw in the required 1200 people, and with time, you'll get your money to pay back your loans.

珏17ĺ ł

目标 简单:达到500的公园评分和2500美元的月利润 中等:达到850的公园评分和6000美元的月利润 困难:达到1200的公园评分并维持8000美元的月利润持续3个月。 总体难度:困难 这个古雅的西部主题小公园有一个相当广阔的村庄区域,点缀着小建筑和小路。大部分建筑是固定的,但幸运的是,建筑内的所有商店和设施都可以自由移动。当你深入公园时,可能会注意到一些地方变得有些破旧,直到你遇到【最终边界】(一堵由木制脚手架构成的墙),后面通向……【骷髅头】区域。关卡截图并没有真正捕捉到这个东西的效果——那个巨大的嘴巴似乎正在吸入并吞噬各种仙人掌和建筑。

让我们来讨论一下你的公园初始配置:你的公园内有种类丰富的商店和游乐设施,包括一家已开业的墨西哥风情餐厅,以及几家尚未营业的店铺:奇奇提基、酋长牛肉、咕噜能量饮料、“老派咨询处”,还有一家似乎被骷髅头“吞噬”的街头狐狸咖啡店。公园内还设有各种设施,包括两个公共卫生间(记得洗手哦)、一台未启用的自动取款机,以及一个名为“布朗外科医生”(原文如此)的急救站,它就位于旋转木马旁边。 说到游乐设施,你的公园有几个固定 rides:一个名为“老轮盘”的威尼斯式旋转木马、一台“精神病院”和一台名为“混沌引擎”的“恐惧齿轮”。所有 rides 均处于关闭状态,但整体状况良好。 你唯一的员工(不包括所有店主)是艺人埃莉小姐。所有员工都在领取正常工资。 至于游客,他们全都极其不开心,初始只有29组游客,其中大部分是成年人。不过这其实无关紧要,因为目前没什么可做的,所有人都在准备回家。 另外,小路上堆满了垃圾,所以最好开始清理。在这种情况下,游客如果看到脏乱的小路,他们的满意度会【极快】下降。 好消息是,你一开始就能建造的游乐设施选择相当灵活,因此在这方面有一定的发展潜力。 你初始拥有5000美元,且无法申请任何贷款,所以得开始精打细算了。游戏计划 本关卡的主要挑战在于,你公园内的所有游客基本会一直处于不开心的状态,这会导致你的评分暴跌。你需要尽快清理垃圾并开放游乐设施,开始招待游客。你需要在资金和公园评分之间取得平衡——游客的幸福感最高可带来25%的评分加成,因此你要尽可能提升游客的情绪。 与市中心场景不同,由于垃圾对游客的影响极大,被动清理会对公园评分和运营效率产生更大的负面影响。你需要投入相当多的资金雇佣大量清洁工(或许可以雇佣一些临时工)来清理道路。解雇娱乐人员虽然很诱人,但可以暂缓,因为她确实能为观众带来相当可观的快乐加成(在这种情况下甚至可能比平时更多)。在资金稳定后,建立某种网络来招待游客是个好主意。和大多数新建公园一样,你可以暂时不雇佣机械师。 要让游客更开心,你可以点击单个游客,或者在公园管理菜单的游客选项卡中查看他们的想法。通常这能让你清楚需要在哪些方面进行扩展。而且在这个阶段,人们通常想要更多的游乐设施。所以开始行动吧!和往常一样,过山车往往最引人注目。在公园深处的里乔牧场,有一片非常宽阔平坦的土地,非常适合设计过山车或放置蓝图。旋转木马和精神病院旁边还有一片空地,显然是用来放置另一个平面 ride 的——那里有一个标着“待售”的假建筑立面和一个垃圾桶。 由于你的收入要求基于公园总收入,该统计数据还会计入公园管理成本。考虑到这一点,你需要谨慎扩张。即使你的游乐设施和商店赚得盆满钵满,如果因维护多个游乐设施的控制成本而不断亏损,那也毫无意义。设置好5个游乐设施后,你应该能完成两个青铜目标,要是新设施的声望值很高,或许4个设施就能完成。 之后的所有目标基本都大同小异,所以要继续扩建并管理好收入。尤其重要的是保持道路整洁,因此你的员工配置应主要侧重于清洁工和娱乐人员,以维持公园评分。每建造一个新的游乐设施进行扩建时,都要确保放置了垃圾桶。如果确实需要达到某个公园评分阈值,你随时可以通过广告来暂时人为提升评分。 每月8000美元收入(持续3个月!)它是我们目前在游戏中见过的体型最大的角色之一,但总的来说,一旦你解决了垃圾处理和较简单的收入目标,收入就会迅速滚雪球般增长。用这些钱将你的公园打造成令人印象深刻的广阔区域,将确保你很快达成最终目标的要求。

第18关:国王过山车

Objectives The objectives for this level demand building many different types of coasters, each that will require their own technique. For convenience, I'll give each a codename: Easy: Build 2 coasters that fulfill these criteria. I'll call these ones The Basics: Have at least 5 Excitement Are longer than 500 meters Medium: Build two different types of coasters: First one, The Giant: At least 6 excitement At least 4 fear 750m or longerAnd the second, Mini-Jumper: Doesn't exceed 40 mph Has at least 5 seconds of airtime Hard: Build three different coasters that fit these requirements: So first off, The Colossus: At most 6 Nausea 1000m or longer Average speed of at least 30mphThen, The Serpent: At least 7 excitement Under 4 nausea At least 8 inversionsAnd lastly The Rocket: At least 8 excitement At most 5 fear An average speed of at least 35 mph A biggest drop of 100 meters! Overall Difficulty: Hard King Coaster park has a pretty simple landscape once you get past his beautiful rocky face - everything around it is mostly light hills. Unlike in many past scenarios, the terrain here is fully modifiable, and none of the buildings in the park are locked. The paths branch out from the entrance, pointing out a couple potential places you can extend your park to. Your park starts with no shops or facilities in place, and is staffed by a mechanic, and three King Coaster entertainers. Your park also has one ride: Coaster King! A hydraulic-launch coaster with fairly high prestige and filling in for one of the required coaster designs in the easy objective. The design of the coaster is actually pretty plain, and doesn't have great EFN stats. It mostly serves as set dressing for the big stone King Coaster landmark, appearing as his tongue. That said, it is pretty well decorated beneath the ground, and is worth a ride in first-person. Something very important to note, Coaster King has seen considerable wear-and-tear, and will break down about halfway into the starting month. Prepare accordingly. Your starting building options include a few standing rides, some basic facilities and shops, no track-rides, and only two types of roller coaster: steel looping, and hydraulic launch (same type as Coaster King). You will need to do research to fulfill your objectives. Your guests are fairly content at the moment and consist mostly of teens. The hardest part of the scenario is finances by far, as you only start with $7500 and have no loans to withdraw. Aside from this basic knowledge, King Coaster doesn't have any catches or twists - what you see here is what you get, so it's time to get started. GAME PLANKing Coaster simultaneously tests your skills at managing a successful park, while also providing a bit of a puzzle of the types of coaster you'll need to fit for each of the objectives. The Steam Workshop can almost certainly provide plenty of designs that can fit the bill for each coaster you need, but you'll still have to fit all those tracks together into something workable. And because you have no loans, all income is going to rely on your ability to profit from your stalls and rides. Coaster King, on its own, is pretty ok at generating income. Straight off the bat, you probably aren't going to need 3 entertainers to keep everyone in your tiny park happy, so feel free to get rid of 2 of them, or all of them. Right at the beginning, you have three courses of action you can take to counter the impending breakdown: Order repeated inspections. This will keep your mechanic very busy, and is also somewhat problematic considering it will dig into rider's time as you wait for him to complete inspections. It also requires lots of micromanagement, but this option is the least costly and will at least guarantee that you keep making some income. Build a standing backup ride: Your park at the moment is all teens and grownups, with no families, so setting up a standing ride to keep them entertained when Coaster King breaks down is a good course of action. Keep in mind, however, that your starting selection of research has no First-Aid station, and your starting thrill rides all have pretty high nausea ratings. Hire a janitor to counteract the barf. Use a Blueprint: This is probably the best course of action if it's available to you, is to just place down a good coaster design that fulfills the first easy objective, as this will grant you a high-prestige, thrilling coaster for your park-goers to ride while Coaster King is repaired. However, both your starting coaster models don't have any blueprints you can afford by default, so my suggestion is to either go searching for one that fits the description, or to import the scenario into sandbox and build something neat there. You can attempt to build a coaster quickly in the given timeframe manually in the scenario, but there obviously isn't much time for live testing. Refer to the below section on tips on how to design the first coaster. Don't worry, though, the first one is extremely easy and can be done in a variety of ways. Once you've stabilized the situation and achieved the bronze star, you should easily remain in the black. At this point it's time to prepare for your next design fiscally. Start placing down some facilities - food and drinks, establish a central plaza, and hire your janitor/set up trash bins. While this is ocurring, you can start researching new coaster types, while counterbalancing the costs with your 2 nice coasters and your merchandise. Researching the First-Aid station will also be a high priority. Since designing coasters for this level is important, it's also good to know the order you'll get coasters as you research. Do note that you can complete all the scenario goals with the starting coasters alone if you wanted, but a lot of these coaster types are very well suited to the later required designs: Loony Turns (I don't know why the level doesn't just start you off with this one.) Wendigo Junior Coaster Dragon Junior Coaster and Spinning Coaster (research paths unlocked simultaneously) Mine Train Coaster and 2-Seated Inverted Coaster Wooden Roller Coaster (Gnarler, unlocked via Mine Train Coaster) Equalizer Hypercoaster and 4-Seated Inverted Coaster (Unlocked via 2-seated inverter. The 4-seated inverter is a dead end.) Wing and Anubis Hypercoaster (Unlocked via Equalizer) Launched Wing (Unlocked Via Wing) Pioneer Swinging Coaster (Unlocked via Anubis? Also a dead end.) Tiamat Prototype Wing coaster (Unlocked via Launched Wing. Dead end.) By the time you get your third coaster running, you likely should have stable enough income to also design your coasters while in the scenario (can easily get up to $100,000 of spare cash passively). King Coaster's final level really highlights sort of the biggest issue of Planet Coaster's career mode, because even when handed challenging win conditions, there's no time limit or end point in place to prevent the player from just continuing to expand the park until they inevitably end up in the black. That all said, it's now time to discuss the actually tough part of the level: The Coasters! King Coaster RollerCoaster Design Guidelines This section of the guide includes specific tips on how to achieve each coaster objective on the list, because it's mostly too long to fit into the actual scenario guide, whoops. Bronze CoasterThe Basics

在初始的【过山车之王】模式中,我们已经有一个符合标准的单一设计。这个设施的要求非常宽泛,实际上可以是任何类型的过山车,只要它足够刺激且长度适中。不过,由于这仍处于战役初期,资金短缺,你可能需要为这个过山车使用更简单的美式箭头设计类型,而不是其他动力发射类型。如果你想冒险,可以同时完成多个过山车目标。但如果你选择蓝图路线,你的过山车设计需要相当便宜,并且可能会保持简单。使用美式箭头设计可以建造一个相当不错的过山车,成本约为7500美元。银质杯垫:巨人

这个设计需要较长且相当刺激,因此建议使用已解锁的过山车或循环过山车,而非后续研发的任何车型。如果你在“绝境重生”场景中选择了美式箭头型过山车,那么可以轻松将其设计复用在此处,因为整体要求没那么严格。如果要从头开始设计,我的建议是加入一些适当的横向G力以增加恐惧感,并可能超出长度要求,这样也能轻松完成最简单的黄金级过山车设计。 此过山车的要求完全超越了青铜级难度的过山车,因此一旦你建成并运行这个过山车,就可以舍弃之前的设计(或国王过山车)。游乐设施终究是游乐设施,它们确实能产生收入并吸引更多游客。迷你跳跃者

由于成本和研发顺序的原因,这通常是游戏初期的最佳选择。顾名思义,这种过山车会有很多提供空中时间的山丘,但由于极低的最大速度,其最大尺寸会非常小。如你所见,我设计中最高的落差最终只有15米,这可以作为你第一个俯冲高度的良好参考,也能体现出你可利用的动量有多么有限。疯狂弯道型号很适合这种过山车的要求,使其成为游戏初期的不错选择。总的来说,你需要找一个可以设计得很紧凑,并且能够实现非常陡峭的斜坡和俯冲的过山车。“空中时间”特指过山车在越过山丘时产生0或以下垂直G力的状态(即使在翻转中倒挂5秒属于负G力,也不算空中时间)。在我看来,这是最难设计的过山车之一,即便它是成本最低的。因为要在不使负G力过度失衡的前提下最大化其持续时间,确实是个不小的挑战。 如果资金紧张,若该设施设计欠佳,建议暂时关闭。在我本关卡设计的所有过山车中,这是唯一一个始终无法盈利的。黄金过山车:巨像 此过山车要求相当高的速度、较长的轨道长度和较低的 nausea 值,因此最佳选择很可能是相当简单的弹射式过山车(与过山车之王类似)。不过在我的方案中,我的“巨型”设计也满足了该目标的要求。如果可以,请尽可能整合设计要求,这样可以最大程度减少公园中因过多过山车而产生的杂乱感。 巨蛇

这个成就实际上可以通过再次使用美国之箭过山车来达成,不过到了这个阶段,蟒蛇过山车也应该是个不错的选择。除非你操作出现严重失误,否则你的 nausea 等级真的不应该超过 3。也就是说,这本质上是对你正确建造翻转轨道能力的考验,要确保你的乘客不会因为速度太慢而感到无聊,也不会因为翻转时速度太快而呕吐。维护良好的翻转轨道会显著提升兴奋度,所以你会知道自己是否操作正确。 The Rocket

本关卡你需要建造的最后一个过山车,无疑是整个游戏中最难设计的过山车。它要求极高的兴奋度评分,同时恐惧度要相当低,还要有100米的巨大落差,平均速度需超过35英里/小时(对于有巨大初始落差的过山车来说这并不难,但这会阻止你通过放置减速制动器来降低难度的作弊行为)。这个目标显然是在暗示你建造一个大型的超级过山车或巨型过山车,这类过山车通过着重营造空中时间和巨大的俯冲落差,非常擅长达成这种属性要求。唯一的问题是,我们之前还没有建造过如此规模的过山车。除了巨大的高度外,你还需要应对过山车的极高速度,因此这款过山车需要很大的空间。幸运的是,由于在国王过山车的石质表面上建造商店和路径有些困难,这里是建造过山车的绝佳位置,你可以在其上方和周围建造以实现这一目标。不过,你需要在刺激感和力度之间找到微妙的平衡,才能完成这个设计。你需要将轨道所有部分的恐惧值至少降至6以下,相反,除了提升坡和制动段外,轨道大部分区域的兴奋度得分需要达到7以上。 据我所知,不同过山车产生高兴奋度的具体因素有所不同。但对于超大型过山车模型,你最好使用兔跳式浮空山丘,先急剧向上倾斜,然后是平缓的下坡,产生轻微的负G力(大于-1),并优雅地弧线下降。掌握这项技术后,你最终应该能打造出符合目标的超大型过山车。当然,你也可以尝试其他过山车模型来完成挑战,但超大型过山车天生的巨大规模可能最适合这个目标。 如果你成功完成了所有过山车设计,给自己鼓鼓掌吧——你刚刚通关了《过山车之星》最初的最终关卡!现在你拥有了一个巨大的过山车梦幻乐园,可以尽情游玩,并且能产生极高的收入。

艾莉小姐的围捕行动 要想在这里成功,你必须制造大场面。你能驯服这片狂野的边境吗? 场景主题与背景:狂野西部/沙漠 难度:困难 地点:墨西哥西北部(加利福尼亚州圣地亚哥?) 艾莉小姐的挑战可能比其他任何困难挑战都要晚加入游戏,它探索了最新颖独特的游戏机制,包括安保、烟花,以及一整套带有额外限制和要求的全新目标类型。她的场景与“国王过山车”不同,不会突然给你带来诸如员工工资翻倍或游客莫名不满之类的意外麻烦。但她会给你带来一些要求极高的目标。不难理解为什么她的职业战役会被排在列表的最后。如上所述,她的后续加入意味着部分场景将启用安全功能,因此请准备好再次应对这些功能! 第19关:艾莉小姐的餐厅

目标 简单:达到450的游乐设施评分,700名游客且游客满意度至少70% 中等:达到80的景观评分,吸引1200名游客且游客满意度至少80% 困难:达到1500的公园评分,吸引1500名游客且游客满意度至少90%,并还清贷款 总体难度:中等/困难 本场景初始设置相当成功,但正如目标所述,你需要集中精力让游客保持极高的满意度。这是一个务实且无噱头的挑战,将考验你的真实技能。 首先,这个区域非常庞大,包含大量可用空间,大部分区域完全平坦,只有一条峡谷和一个湖泊。地图的主要景观是一条双向两车道的道路(人们可以在上面行走……没错),它将成为游客在你的公园内导航的主要通道,游客会通过这里抵达起始主景点——艾莉餐厅。该区域包含一系列相当丰富的建筑,包括加油站和汽车影院。所有建筑(及其对应的商店)都处于锁定状态,甚至道路上的细小条纹装饰也是如此!不过地图周围的树木和岩石并未锁定,你可以自由修改地形。 这条长长的道路是该地图带来的主要挑战;游客需要花费很长时间步行前往你的景点,这意味着他们享受游乐设施和消费的时间会减少。你需要保持游客的兴趣,以从他们身上获得最大利润。在你的公园变得超级广阔之前,闲置空间将是一个持续存在的问题。道路的两端都设有入口,因此你不能只围绕一个入口大量建设来获利——你必须想办法让游客聚集到一起。 你一开始拥有一个大型、高声望的木质过山车【The Sixty-Six'er】。这是一个相当大的过山车,并且具有出色的EFN(预计最终需求)数据。餐饮区挤满了商店,其中有几家为了节省开支而处于关闭状态,总共有9家商店。 除了商店,你的员工包括2名清洁工、1名机械师、1名保安和1名名为埃莉小姐的演艺人员。总体来说,游客们相当满意,但值得注意的是,有少数家庭游客不太满意。你的初始资金为10,000美元,同时你已提取了10,000美元的贷款,利率为2%。你还可以提取一笔更大的20,000美元贷款,利率为20%。总体而言,在这个场景中,财务方面的要求非常宽松……不过,这确实是件好事。 游戏计划 游客的进入和离开将是你在这个场景中收入的重要因素。为了保持已在园区内游客的兴趣,你需要从积极扩张开始。建造几个游乐设施,并立即着手研究自动取款机(ATM)——游客能花的钱越多,他们在你的园区停留的时间就越长。在建造新游乐设施后,如果你暂时出现亏损,不必惊慌——新游客的到来需要一段时间。或者,这也可能是整个游戏中使用交通工具会带来益处的关卡,而且研究路径中一开始就包含蒸汽火车,所以你也可以着手进行这方面的研究。需要考虑的一个重要因素是,游客在离开公园时可能会在开放道路上乱扔垃圾,这会给新游客留下不好的第一印象——这是追求游客满意度时需要考虑的一点。同样需要考虑的是,通往公园的道路在景观方面有多空旷(不过在道路周围进行装饰确实是提高景观评分以达成银级目标的合理方法),此外,这条开放公路上也很有可能发生抢劫事件。再加上还需要管理工作排班……综合来看,你就能明白为什么这或许是个不错的主意了。

如果你选择这条路线,首先从入口处建造火车轨道,穿过桥梁连接到餐厅。你可以关闭其他路径,迫使游客走这条更快的路线,甚至可以收费。建造运输设施时,你需要指定每个车站的运行模式,以最大化游客的流入量,同时精心设计轨道,使返程尽可能短(以减少起点站的排队时间)。实现这一点的最佳方法是:如果没有第二辆火车(或者你不希望游客通过火车离开,因为另有入口),就让进站车站(即火车前往出口方向的车站)立即发车;如果有多个火车,则确保该车站不会造成堵塞。赛道设计还应包含(或许有些反直觉的)一条通往园区的较长路径和一条离开园区的较短路径。请记住,使用蒸汽火车只是一种权宜之计,因为它完全比不上时速55英里的单轨列车,而且一旦你的公园需要大规模扩建,蒸汽火车就不再必要了。在这种交通工具的入口侧,最好设置一名机械师来维护入口车站,以及一名娱乐人员,这样即使游客出于某种奇怪的原因不想排队,也能让他们保持一定的兴趣。你需要平衡建造这种交通工具的时机:过早建造会对收入造成过大影响,难以实现盈利;而过晚建造则会让犯罪、垃圾和其他负面因素在开放道路上积累过多时间。一个建造铁路或单轨铁路的好时机是,当你拥有大约4-5个游乐设施,其中包括2个高声望的过山车(包括【六旗过山车】)时。 一开始大多数商店都处于关闭状态,这是有充分理由的。即使是现有的游客,也需要一段时间才会感到足够饥饿或口渴,从而开始购买你的商品。不过,一旦他们达到那个程度,餐厅就会真正带来大量现金。密切关注游客的需求,并制定何时开放商店的策略。部分商店(例如 Monsieur Frites 商店和 Street Fox Coffee)的位置极为尴尬,要么需要在其附近建造游乐设施,要么在整个关卡期间都处于关闭状态。 在此场景中强烈建议进行研究。研究不仅有助于改善交通状况,还能提供多种出色的过山车模型,让你拥有丰富的过山车选择。不过,初始的过山车种类也足以让你轻松完成整个关卡。 当你掌控了财务状况后,其余目标就会变得相当容易——妥善的公园管理能让你的游客在整个关卡期间的满意度轻松保持在 90 分以上。接下来,基本上就是不断建造更大更好的游乐设施来吸引越来越多的游客。和之前的评分/人数挑战类似,通过对公园进行营销可以快速达成金牌目标。

第20关:金矿之塔

Objectives Easy: Get 600 guests, and build 2 coasters: This one I'll label The Woody 5 excitement or more 4 fear or more 750 meters or less 3 inversions or less Able to reach a monthly profit of at least $1000and this coaster, I'll call The Sidewinder 4 excitement or more 3 nausea or less 750 meters or less 4 inversions or more Able to reach a monthly profit of at least $1000 Medium: Get 900 guests, and build 2 more coasters: First is The Iron Horse 6 excitement or more 5 fear or more between 800m and 1450m average speed of 30mph or more Able to reach a monthly profit of at least $2000and this, The Hangman 4 excitement or more 4 fear or more between 800m and 1450m 4 inversions or more average speed of 25mph or less(?????) Able to reach a monthly profit of at least $2000 Hard: Get 1200 guests, and build YET EVEN MORE COASTERS: Whiplash 6 excitement or more 4 fear or less 1000m or longer average speed of 25mph or more Able to reach a monthly profit of at least $3000and I'll label this: Tombstone 7 excitement or more 5 fear or more 4 nausea or less 1500m or longer 5 inversions or more Able to reach a monthly profit of at least $3000 Overall Difficulty: Very Hard In addition to demanding an immense number of coaster designs, Goldmine Tower also demands mastery of designing a great park by drawing in crowds and making a profit. Similar to the King Coaster campaign, the scenario demands you create a load of awesome coasters, but this time around, the restrictions are much more precise, and combined with your setup, can lead to some troubling results. The good news is that you aren't fighting this fight alone - the park already has you equipped with a single mechanic and a single mine-train roller coaster: Magnificent Thunder, which weaves through a castle in the very middle of the map and has an impressive 1000+ prestige. This ride alone is fancy enough that it can pretty solidly generate income. You do, however, have no stalls or shops on the map to start out with, and the coaster is locked, and can't be modified. This map has security features disabled, so you don't have to worry about babysitting your guests with a watchful eye. The bad news comes from the terrain: all the buildings and land you see is not movable, so what you see is what you get: You have an entry area decorated with a western-style town getup, leading into your main park opening: a round field with a lake in the middle, within which Magnificent Thunder is housed. From this opening, there are three other branches that lead off into their own round enclosures, each of which have their own path and small town-decorations pointing towards them. Aside from this, the rest of the map is unforgiving, rocky cliffs and crags. Staff members are also charge 1.5x for their service in this level. Be careful when expanding your employee base, and likewise, be cautious when expanding your park's floorplan - the larger the park, the more staff you'll need, and the skeleton that this map lays out is going to make your park run pretty thin. As an added bonus, the central lake area of the park is equipped with a fireworks show, which is activated by a display sequencer within one of the belfries of the Goldmine Tower. The fireworks show activates each month (night), at 7PM. Since Elly's campaign was added to the game later than the rest, it's essentially a demo for what the new fireworks are capable of. (The fireworks show is potentially long enough to satisfy the fireworks show objectives in the next level... So if you wanted to, you could plop this map into a sandbox mode game and steal the fireworks setup as a blueprint.) Your financial state isn't as stellar as it first seems, either. While you do have $25,000 in the bank to start with, you also have already withdrawn a $75,000 loan. With a 1% interest rate, that's going to be draining $750 from your coffers each month. Your starting research has you equipped with only very basic standing rides and tracked rides. No shop research is needed (you have all stalls, AND almost all scenery!), but the main focus really is coasters, which starts you off with a selection of wooden and hybrid tracks. Research will be necessary, on top of loan payments... GAME PLAN Ironically, the issue with this scenario doesn't really come down to satisfying guests, or even securing income - the massive amounts of scenery around Magnificent Thunder means it's going to be an extremely strong contender throughout the whole level - perhaps a bit too strong. Its central position is going to make it a highly-profitable and popular ride among most guests, which will, in turn, detract from the popularity of your other coasters. In addition, the small island it's on makes it awkward to put stores nearby it. Securing high income from your new coasters will be a matter of raising their prestige enough to even hold a candle to Magnificent Thunder. That said, the fact that Magnificent Thunder is such a gentle coaster with low EFN stats means that it and the coasters you'll craft will fundamentally cater to different demographics in your park - while Magnificent Thunder is a family ride, your new coasters can easily fit the kind of scene that teens or adults would enjoy more readily. Since ratings and guest retention isn't a huge factor in this scenario, you can hold off on building shops and stalls until a bit later. The same goes for janitors, with that in mind. Because the park's layout is so expansive, it's going to be worthwhile to possibly hire separate mechanics to look after things, and put them on work rosters - the last thing you need is one of your coasters breaking down and sapping that huge loan you have taken out. Your massive funds for most of the level will mean that you can freely build your coasters in the campaign without much concern for running out of money (especially because Magnificent Thunder draws in such massive income). This is also good, since the objectives in the level also emphasize brevity of your coasters, so in practice, making them really shouldn't take long anyways. Designing your coasters well will tend to draw in more than enough people (Already with the bronze coasters in place, I was nearing the silver population goal), which in turn will give you even more guests to ride your coasters. Much like with Coaster King, you can almost entirely neglect standing rides in favor of more coasters. Magnificent Thunder can and will break down due to its age - this can be exploited in order to direct a little more income to your other coasters. Inversely, you'll only want to have this happen once you have at least 2 other coasters set up, otherwise the people leaving the queue will hit your income hard. All the more reason to get another coaster up ASAP. Until then, have your mechanics inspect the ride, and inspect it often.

建议在完成首座过山车后再开始研究新型过山车。与拥有深度研究树的《过山车之王》相比,《金矿塔》的过山车研究树更为宽泛,初始就提供四种不同选择,其中不少还会进一步分支。可查看右侧图表了解完整研究树。个人认为,从平衡者过山车延伸出的分支以及 looping 设计(翻转设计)最为实用,但你也可以发挥创意! 《金矿塔》过山车指南 与《过山车之王》类似,本场景需要多种不同的过山车设计来达成目标。就像那种情况一样,我有关于如何完成这些目标的示例、技巧和图片: 铜级过山车 这些过山车需要重点强调的是它们的最大长度限制。这意味着你的过山车必须简洁、出色且高效,才能完成EFN和规格挑战,同时获得必要的收入。如前所述,用大量 scenery(场景)装饰这些过山车将极大地帮助提升它们的声望和受欢迎程度。 木质过山车

要满足足够的刺激度和恐惧感,木质过山车的其他要求则是相当标准的过山车数据,使用标准木质过山车模型(两种类型均可)就能轻松完成。如前所述,最大的问题可能是将过山车设计得过长(尤其是如果你像我一样,在之前的关卡中为许多所需的过山车设计得远超要求)。记住优秀过山车设计的基本原则——利用有效的下坠和空中时间打造出色体验,你就能建造出一个好的过山车。 如果你确实想加入翻转元素,请非常谨慎地使用它们。你在过山车初始配置中会获得两款可翻转的混合车型(此外,“钢铁复仇”更新后,所有关卡都将永久提供一款混合过山车)。最低恐惧值要求意味着所建造的过山车将更迎合成年游客而非儿童。 我最终建造的过山车凭借800分出头的声望值达到了所需收入。按照这个声望值来装饰或设计过山车,应该能产生足够的现金来达成目标。同时请记住,如果EFN(兴奋度、恐惧度、恶心度)数据仍然良好,更长的 ride 自然会带来更高的声望值(尽量接近750米效果不错)。如果在达到那个声望等级时没有立即达成收入目标,也不必担心,因为游客需要一段时间来对新过山车的出现做出反应,而且声望等级也需要一些时间才能让你调整定价。随着更多游客进入你的公园,达成这个阈值会变得越来越容易——只要没有其他过山车盖过它的名气。 响尾蛇

响尾蛇过山车模型需要包含翻转元素,并且要能流畅完成。由于该过山车的眩晕阈值相当低,你可能只需要设置最低限度的翻转——考虑到它会相当短,这一点尤为重要。 由于这会在游戏前期建造,最好充分利用现有资源——选择混合木质/钢制过山车,并以此为基础进行建造。除了保持低眩晕度外,考虑到更低的刺激度要求,这款过山车的设计甚至可以比之前的更简单。银级过山车:银级难度的过山车在要求方面更为严格,但在财务方面仍然相当轻松,规模也可以做得不错,并且对如何达到匹配的各项数据限制相对较少。它们也不需要太多装饰就能达到合适的声望等级(不过你可能还是想超越自己最初建造的过山车)。话虽如此,研究将帮助你发现更多可能的过山车模型,让你的公园在应对这些挑战时能有更多样化的设计。能够带来可观收益的优秀过山车,其声望值通常需要达到900-1000。 铁马级

在过山车类型的一端,“钢铁骏马”要求你打造一个高速、高强度且平均速度相当可观的 ride。虽然左边的设计图中我使用了超级过山车,但实际上我不建议使用这种过山车类型,因为我很难将恐惧值提升到5以上,除非故意把轨道设计得很糟糕以产生极高的G值(任何超过7或8左右的G值都会自动降低游客的乘坐意愿,即使恐惧评分看起来不错)。话虽如此,还是要追求速度和颠簸感,因为你需要制作出恐惧值极高的 ride,并且要把它设计得相当紧凑,为后续的设计留出空间。其他提示:避免使用阻挡区段和慢速链式提升机(将链式提升机设置为最大速度,或使用弹射式过山车),因为这些可能会在重复测试中降低你的平均速度值(我现在的截图显示平均速度为35英里/小时,但实际上,由于等待时间,阻挡区段会将平均速度降至14英里/小时)。

这款过山车与其他过山车基本相反,它对刺激度的要求非常宽松,且需要比平均速度慢很多。这里强烈推荐使用带翻转的过山车,因为翻转产生的刺激度远高于尝试设计某种怪异的紧凑空中时间过山车。即便如此,它也没有最高速度限制,所以可以放心地加入高速时刻,比如几个大落差。关键在于在某些轨道元素(例如山顶弯道)附近保持相当缓慢的速度,并充分利用诸如缓慢而长的链式提升、各种刹车和阻挡区段等元素。由于EFN要求,速度慢不能对乘坐体验造成太大影响。制作这个过山车时,你可能面临的最大挑战是满足恐惧值要求(需高于4.0)。在这两个银级过山车中,很容易做出符合其他要求的优秀过山车,但却会因为恐惧值过低而失败。该过山车的EFN数据可能不够理想,这意味着它可能需要一些额外的装饰才能达标(不过不用太多,因为长度再次对声望值有很大贡献)。黄金矿脉过山车指南 第二部分(因字数限制拆分,但章节标题字数限制实在荒谬) 黄金级过山车 虽然不像《王牌过山车》中交给你的黄金级过山车那样要求极高,但这两个最终设计仍会给你带来相当棘手的难题。此外,到了现在,你可能会迫切需要建造这些大型过山车的空间,而且即便如此,还需要良好的场景布置来衬托你的作品。建议声望值达到1100-1200左右。

这些不仅是设计难度最高的过山车,因为其长度和要求,而且如果最后建造它们,盈利也最为困难——许多游客在这些过山车建成后将没有钱乘坐。考虑在这些新过山车附近设置自动取款机,甚至关闭一些之前的过山车。 极速回旋

《过山车大亨》中的“Whiplash”成就要求较为极端,与“King Coaster”的最终过山车类似——它需要至少6分的兴奋度评分,但恐惧评分需低于4分。你的过山车需要刻意控制G力和最终兴奋度,但考虑到速度和长度要求,仍需要较大的轨道和较高的速度。你需要再次设计大型、平缓且流畅的轨道——只是不需要100米的极端落差。建议将过山车的许多落差和山丘设计为平缓的坡度,而不是尽可能陡峭。总的来说,对于这个项目,过山车类型的最佳选择是超级过山车或巨型过山车,因为它们不仅在空气时间和直线平缓设计方面表现出色,而且儿童也可以乘坐——由于他们的低恐惧偏好,这将使你的过山车成为能与“壮丽雷霆”相媲美的体验。巨型过山车是最佳选择,因为其缆索提升系统能实现更快的爬坡速度。 由于过山车将较为平缓,且EFN(预期恐惧指数)数值低于平均水平,你需要重点强调轨道周围的装饰。 墓碑

这些过山车的风格再次形成鲜明对比。“极速鞭击”要求打造平稳流畅、低强度的 ride,而“墓碑”则需要你在过山车设计上全力以赴,打造一个长距离、高强度且极具刺激性的 ride。上述5项恐惧值要求再次生效,你需要设计得比平时更颠簸一些。“扭矩”作为一种带翻转的发射式过山车,是此类过山车的绝佳选择,因为它能达到比标准过山车高得多的速度,并且能快速通过翻转轨道。至于 nausea 值要求,除非你再次严重搞砸了空中飞人序列或旋转过度,否则它不应成为主要影响因素。

只要有足够的毅力(或许再加上一些人口调控),你最终一定能达成目标,到月底时就能用烟花表演来庆祝你的过山车赚取了足够的收入!考虑到这一关对过山车数量的要求,你很容易就能打造出游戏中规模最大、盈利最疯狂的乐园之一。我结束这一关时,银行存款超过10万美元,游客数量达3000人,乐园评分超过2000分。不过帧率也降到了大约每秒10帧。

第21关:星际飞船机库

Objectives Easy: Build 3 rides that generate at least $1500 monthly income, and get a park value of $25,000, with a park rating of 500. Medium: Achieve a park value of $60,000, a park rating of 1000, build 10 rides that can generate $10,000 monthly income, and a fireworks show that holds the attention of 100 guests for 30 seconds. Hard: Achieve a park value of $100,000, a park rating of 1250, clear ALL your loans, build 7 rides that can generate $15,000 monthly income together, and a fireworks show that holds the attention of 250 guests for a minute. Overall Difficulty: Very Hard Welcome to the Nazca Lines I guess! Starship Hangar is really only a small part of this level's larger scheme and theme, as it focuses on utilizing the new Fireworks Show mechanics of the game to create an odd and very specific set of goals for the player - this is the most anal level yet, and has a ton of nested objectives, so make sure to click all those drop-down arrows to understand what's going on. First, the terrain: Very flat, obviously dominated by the iconic bird-design from the Nazca Lines, but the terrain and the Starship Hangar set dressing are not modifiable. This all said, the park layout gives you a fair amount to expand into, but is certainly a good deal smaller than some of the other maps that Elly's scenarios have given you. The park starts as a clean slate otherwise - no guests, rides, shops, or staff. However, as a bit of warning, Security IS enabled for this map, so make sure to set up your security infrastructure as you expand. Your starting rides are pretty simplistic, though you do have a fair selection of compact steel coasters at your disposal at the start. However, the research tree for this scenario runs very deep, giving you a whole slew of coasters to research even from the get-go. Similar to all the previous Elly scenarios, finances are scarce. You start out with $7500 in the bank, and already have a big honkin' $25,000 loan taken out at a nasty 18% interest rate (forcing you to pay $2,375 per month by default. Best get started with building that park ASAP. You can also withdraw two other 18% interest loans: one for $10,000, and another for $5000. Much like with Goldmine Tower, Staff Wages are multiplied by 1.5. Keep that staff minimalized... GAME PLANStraight into this level, your coffers are going to get hit hard and heavy by your loan payments. I suggest either pausing immediately or start building your first rides quickly, as the loan's rate and size means you're basically going to be completely broke within 3 months unless you start making back. Thankfully, you can reduce the monthly payments you have to make down to $1000, and do have access to other loans. Before getting too heavily into trying to get a ride up-and-running, you'll want to ensure that your park's logistics are set up well. This can be challenging, as the entrance comes in through two side-by-side pathways, and if you fail to link up both of those to the main body of your park, half the people arriving to visit it will be stranded. My advice is to set up a thick pathway leading into the big empty Nazca Lines section of your park. There, you will absolutely want to set up some kind of central pavilion that branches out to your different rides. The best bet for a starting ride likely would be some manner of coaster - most preferably one that can be ridden for all ages. The only one we start out with on this front is the "test pilot" multidimensional coaster (which is expensive and complicated)... As well as steel vengeance, thanks to that one update. Alternatively, you can build a cheaper coaster such as a Star Loop, and then later set up some family rides to help your other guests out. I recommend the coaster start, as it's easiest to build a coaster very nearby the entrance, meaning you can quickly start building up some income with a coaster there. Even with your entrance pathway set up, you can still build a coaster up on either of the sides for quick income. A single coaster with solid design can hold your income easily, and actually hit the income mark for the first objective by itself with proper decoration. From there it likely will be a waiting game - slowly accruing up your income while gradually planning expansions. Most likely following your coaster, you'll want to set up a gentle ride (rocktopus is the best option without research), as a thrill ride not only will be redundant, but you don't have the first-aid station available for development just yet. My combination for the easy objective was a big coaster (a $9k inverter) and a pair of Rocktopus'. From there, best bet for getting the requisite park value would be to decorate around your rides heavily. Stalls and Staff should come as late as possible, as the costs to maintain a large staffing force will cut heavily into your funds. The costs this level throws at you with monthly loan payments will require you to make income, but also not push it too fast. Once you are built up enough to attempt staffing, you'll likely want to start with your mechanics, then put in drink stalls and bathrooms (guests will get thirsty first before hungry), janitors, food, and finally once you begin to get reports of crime, maybe consider investing in security. Moving into the silver park objectives, the best bet would be to focus almost entirely on coasters and track-rides from now on, as these will produce the most drastic boosts to park performance. I recommend aiming to pay back, or at least lighten your loan load a bit at this point, to make it easier to finance exploring different options for firework-show making. The big reason you want to go with a pavilion is exactly for this: to grab the most attention among your guests, you're going to want to set up your fireworks in view of a a location with a lot of them... Your pavilion. It's the same general principle that the fireworks show on Goldmine Tower was designed around, but yours can obviously be on a much smaller scale. If you don't want to faff about with display sequencers, there is once again a big selection of premade fireworks shows you can get off of the Workshop. The Silver fireworks objective can easily be achieved by placing the default "Steady Buildup" blueprint included by default adjacent to a place with lots of guests. Gold objectives are once again in the same vein, but with the added caveat of also having paid back all your loans. By now you probably should be aiming for quality over quantity with your rides, so pick and create some impressive coasters to put around your park and decorate with. The selection of track-based rides in this scenario are extremely disappointing (the only one you get is Go-Karts, and we all know how bad they are at pushing through guests.) The fireworks show objective can even be completed just by activating the same sequence twice in a row, once you have enough guests. Overall this stage is more of the same as previous levels, albeit feeling like the game throwing every single challenge at you at once. It starts out daunting, but in the end just requires a ton of patience, and after you beat the loans, it just becomes a moneyfest where you can basically solve all your problems by expanding fiercely after that. Shamefully, the Planet Coaster career mode goes out with less a bang and more a whimper. But with that, all of your career challenges have been completed!

2026-02-18 07:00:19 发布在
过山车之星
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