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Sim theme park video game
Sim theme park video game









sim theme park video game

You'll also get challenges, which range from selling a certain amount of balloons in a month to keeping your bathrooms clean for 90 days, which can also award you cash prizes, as well as golden tickets. The structure in STP is fairly loose, allowing you to construct to your heart's content - but achieve certain hidden goals, like getting a certain number of visitors in a month, and you'll receive a golden ticket, as well as some bonus cash. You begin the game with two Themes (Halloween and Lost World) and you can add two more (Wonderland and Space) by gaining golden keys, which in turn can be gained by getting golden tickets.

sim theme park video game

Add to that some extensive online features, and you've got the all new Theme Park. It's as big as it sounds, and the Bullfrog team really implements it well (one gripe though: you can't fly the camera through the environment freely, but I think the team has done it solely to keep frame rates up). You can zoom in, turn, and touch nearly every object in the game, as well as take over any of the park-goers and see things through their eyes. What really separates this game from its predecessors is big, big 3D. You're in control of everything ¿ where to build the trash cans, what kind of stores to open (and the quality and price of the products that the stores carry), what rides to build, what trees, paths, entertainers, janitors.

sim theme park video game

Like Theme Park and Roller Coaster Tycoon, the goal here is to build a fun, successful amusement park that balances bringing in the customers and raking in the profits. The greatest surprise about all this influence? Each title stands strongly on its own feet, and feel more like cousins than battling siblings, with each title offering strong points that make each unique. And let's not mention the mutual nod to Sim City.

sim theme park video game

But RCT added a level of detail and complexity that the TP had only hinted at, as well as turning the construction of roller coasters into a complete game in of itself. There's no doubt that Roller Coaster Tycoon wouldn't exist if it wasn't for Theme Park's ideas and personality. All I can say is, thank god for competition. We wouldn't have the incredible Revenant if it wasn't for Diablo, and we wouldn't have Sim Theme Park if it wasn't for the incredible success of Theme Park and Roller Coaster Tycoon. Would Lennon and McCartney have crafted such brilliant songs if they didn't have each other's talent to compare themselves to? This goes for gaming, too - a great many games have been made off of one title's success. I hate competing (unless I can win, of course), but for some people, it's their backbone - take the Beatles. I lost on the first word - recess - and ran happily from the stage, ate my ice cream cone, and remembered why I hate competition. The pressure was horrible, and all I could think about was how horribly long this whole wretched event was going to take before I got my post-bee ice cream. Then we got to the competition, and I had to stand with 20 or 30 other big spellers from around the school in front of an auditorium of parents, each of which was either cheering or leering their children to the winner's circle. High on success and chalk fumes, I was ready to make a killing of my entire error-ridden junior high, using my dictionary filled mouth as my one and only weapon. In sixth grade I won my class contest and was entered into the school-wide spelling bee.











Sim theme park video game