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But enough of the psychobabble, we've got a game to look at.įollowing on from Theme Park World, TPI attempts to take all the fun gameplay and addictiveness of its predecessor and incorporate an on-going storyline around it. This theory could help explain the huge popularity of everything theme park related in both children and adults alike. It's definitely the sort of game parents would buy their 10-year-old kid, but everyone else will just find it bland.Īccording to Sigmund Freud, there is a childlike sense within each and every one of us that is constantly fighting against our adult will. The challenges are way to simple, and despite looking fantastic, the lack of realism in the rides again shafts any good feelings you may have had. There's no feeling of open building that you got in Theme Park, everything's drip fed. It's all so damn fluffy.Īnd that's the problem with Theme Park Inc. The financial management side of the sim (such as there is) seems perfectly suited for the 7+ age range. It wouldn't be so bad if you could just disable the voice help, but the problem is that she doesn't just do tips, she lets you know when real problems crop up. Unhappy Mondaysįor a game produced in Guilford, by EA developers Bullfrog, it's amazing how un-British the game is everything's in $, chips are called 'fries' and they managed to find the world's most patronising voice to do the voice-over for the tutorials. It can end up looking like a set from Barbarella. And you can even build rides into each other, so they merge like some kind of Big Dipper sandwich. You can loop the loop at 5mph, yet no one falls out.
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Not so Theme Park Inc, which seems to have rewritten the laws of physics to suit. However, the game wasn't stupid - if you tried to build two roller coasters into each other, it wouldn't let you. If you built a roller coaster that made its passengers pull massive G forces then threw them around like a spin-dryer, they would either fly off it in all directions, or at the least, vomit and up-chuck the second they got off. One of the great things with Theme Park and Roller Coaster Tycoon was both the humour and (believe it or not) the physics. Sadly, you're going to be disappointed here again. Oh well, perhaps other parts of the game are better. And they stay easy as you go through the game. Tasks such as "Try to get 40 people in your park" when you've already got 500+ parolees queuing for the Go Karts or "We need to sell more Hot Dogs" when just lowering the price to 'Free' solves that tricky little number. This would have been OK if the challenges weren't so simple that a brain dead chimpanzee could do them standing on his head. Within each are three or four sub sections which get activated when you complete a challenge. The game itself is in three parts: Polar, Desert and Invention (substitute the word 'invention' for 'grass'). After you play for more than an hour, you start to realise that this is really nothing more than Theme Park World spruced up with a set of dubious challenges tacked on, and looking like an afterthought rather than the crux of the whole game. There's a wide variety of rides to build, and your lab technicians can research and come up with a whole load more. Initially Theme Park Inc seems great, after all it's visually stunning (all spinny rotatey), and unlike Theme Park World, the graphics are crisp and clean edged and the resolution goes above 800圆00. So now the latest pretender to the crown enters stage left - Theme Park Inc.
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Which was, frankly, not a patch on its predecessors. Again, supplies of munchies from Tesco dropped to an all time low. Then came Rollercoaster Tycoon, which was the same game with a more serious angle. Hours turned into months as your life drifted by in a haze of Pringles, beer and lost sleep. Theme Park was all of the addictive building/god stuff that made SimCity great, but twisted it so you could construct a theme park instead. Many moons ago, back in the days when a Pentium 90 was cutting edge, the Tories were still in government and you could say you'd been to a 'rave' without sounding like a pillock, a game landed that was like the bastard love child of SimCity and a lunatic.
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