MarketTheme Park (video game)
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Theme Park (video game)

Theme Park is a construction and management simulation video game developed by Bullfrog Productions and published by Electronic Arts in 1994. The game is the first installment in Bullfrog's Theme series and their Designer Series. The player designs and operates an amusement park, with the goal of making money and creating theme parks worldwide. Development took about a year and a half, with the team aiming for as much realism as possible. Certain features, including multiplayer, were dropped.

Gameplay
Starting with a free plot of land in the United Kingdom and a few hundred thousand pounds, the player must build a profitable amusement park. Money is spent on building rides, shops, and staff, and earned through sale of entry tickets, merchandise, and refreshments. Shops available include those selling foodstuff (such as ice creams) or soft drinks, and games such as coconut shies and arcades. Their attributes can be customised, which may affect customers' behaviour: for example, affecting the flavour of foods (e.g. by altering the amount of sugar an ice cream contains) may entice customers to return. Facilities such as toilets, and items that enhance the park's scenery (such as trees and fountains) can be purchased. Over thirty attractions, ranging in complexity from the bouncy castle and tree house to more complicated and expensive rides such as the roller coaster and Ferris wheel are available. Also available are shows (called 'acts') with themes such as clowns and mediaeval. Certain rides, such as roller coasters, require a track to be laid out. The ride complement varies between platforms: for example, the PlayStation version is missing the mediaeval and dolphin shows. Rides require regular maintenance: if neglected for too long they will explode. Visitors arrive and leave via a bus. The entry price can be set, and loans can be taken out. The player starts with a limited number of shops, rides, and facilities available. Research must be carried out to purchase others. Research can also make rides more durable, staff more efficient, and buses larger with increased capacity. The topic of research and how much funding goes into it is determined by the player. Staff available for employment include entertainers, security guards, mechanics, and handymen. Lack of staff can cause problems, including messy footpaths, rides breaking down, crime, and unhappy visitors. If visitors become unhappy, thugs may come to vandalise the park by committing offences such as popping balloons, stealing food, and beating up entertainers. Occasionally, wages and the price of goods must be negotiated; failure to reach an agreement results in staff strikes or loss of shipment. Theme Park offers three levels of simulation: the higher difficulties requiring more management of aspects such as logistics. For example, at full level, the player must manage research, negotiations, stocks, and shares. On sandbox, the game does not involve those aspects. The player can switch mode at any time. Game time is implemented like a calendar: at the end of each year, the player is judged on that year's performance against rivals. Game speed can be adjusted, and staff can be moved by the player. Cash awards may be earned for doing well, and trophies may be awarded for achievements such as having the longest roller coaster. The goal is to increase the park's value and available money so that it can be sold and a new lot purchased from another part of the world to start a new theme park. Once enough money has been made, the player can auction the park and move on to newer plots, located worldwide and having different factors affecting gameplay, including the economy, weather, terrain and land value. The Mega Drive and SNES versions feature different settings (e.g. desert and glacier) depending on the park's location. ==Development==
Development
Peter Molyneux stated that he came up with the idea of creating Theme Park because he felt the business genre was worth pursuing. He said that Theme Park is a game he had always wanted to create, and wanted to avoid the mistakes of his earlier business simulation game, The Entrepreneur: He wanted to create a business simulation game and make it fun so that people would want to play it. In an interview, he explained that the primary reason he created Theme Park was because he wanted players to create their dream Theme Park. Another reason is he wanted players to understand the kind of work running one entails. The three difficulty settings enable players to choose the desired depth: simply having fun creating a theme park, or making all the business decisions too. Molyneux stated that the most difficult part to program was the visitors' behaviour. The story was originally to have the player play the role of a nephew who had inherited a fortune from his aunt, to be spent only on the world's largest and most profitable theme park. The graphics were drawn and modelled using 3D Studio. Multiplayer mode would have let players send thugs to other parks. Much of the code was used in Theme Hospital, and an animation editor was improved by Theme Hospitals designer and producer Mark Webley, who dubbed it The Complex Engine. Artist Gary Carr did not think the game was a good idea, and disliked the art style. Molyneux wanted him to create a colourful style to appeal to a Japanese market, but Carr disagreed and left Bullfrog. Carr later retracted his beliefs and, in 2012, stated that he considered the game a classic. In 1994, Molyneux was developing both Theme Park and Magic Carpet. The game was mostly complete by January 1994 and scheduled for release on 28 March, but this was pushed back to June,), as well as Europe. The PC version was sponsored by Midland Bank. The PlayStation port was developed by Krisalis Software, and released in 1995. The Mega CD port features CD soundtrack, and was developed by Domark and released in the same year. Bullfrog developed the Mega Drive port, which was mostly complete by April 1995, and the Sega Saturn port, released in November 1995. Other ports include the Amiga CD32, Atari Jaguar, 3DO Interactive Multiplayer, Super Nintendo Entertainment System, and Macintosh. Mark Healey handled the graphics for the Mega Drive and Super Nintendo Entertainment System versions. The graphics were completed in three days. == Reception ==
Reception
Theme Park received critical acclaim. The gameplay, graphics, and addictiveness in particular were well received. A reviewer of Edge commented that the game is complex, but praised the detail and addictiveness. GamePro echoed these criticisms and further stated that the Jaguar version suffers from frustrating slowdown. They summarised that "Ocean didn't work hard enough to make Theme Park look and sound good on the Jaguar". A reviewer for Next Generation took the reverse position, saying that the Jaguar conversion "is seamless" and the game itself was mediocre. Their elaboration was that "slow gameplay and confusing layouts keep it from ever achieving the addictiveness of the other 'god' games, and most players will find themselves bored before they've even run through all of the options". Mean Machines Sega reviewer compared it to the Mega Drive version, citing the save function and variety of entertainers as major improvements over that version. Critics had similar opinions of other versions. Mean Machines Sega described the game as "the most complex Megadrive game ever created", and eulogised playability and longevity, but criticised the behaviour of the handymen. Next Generation reviewed the 3DO version of the game, and stated that "it's cute, but we're waiting for 3DO's Transport Tycoon". In their review of the Macintosh version of the game, they believed that players would think of it when they visit Disneyland. Accolades In 1997, Theme Park appeared jointly with Theme Hospital at No. 61 on PC Gamers list of top 100 games. In 2004, Theme Park was inducted into GameSpot's list of the greatest games of all time. In 1995, Total! ranked the game 36th on their Top 100 SNES Games. In 1996, GamesMaster rated the Sega Saturn version 6th in its "The GamesMaster Saturn Top 10." ==Re-releases==
Re-releases
A Japanese remake of Theme Park, titled was released on 11 April 1997 by Electronic Arts Victor for the Sony PlayStation and Sega Saturn. This version is different from other releases in Japan; the game's style and visuals are changed. The remake is based on the MS-DOS version. ==See also==
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