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Theme Park Simulator PC [BEST]


For every time a theme park construction platform gets dropped, it seems another is erected immediately after. With Park Beyond, being the upcoming contender in the fold, making its way to join the roster, now seems to be as good a time as any to resurrect the genre that once engulfed the gaming monopoly and won over the hearts of millions.




Theme Park Simulator PC



The scope of Theme Park Simulator is extremely small, as this is not a sim game akin to Planet Coaster from Frontier Developments. Instead the game focuses on the individual rides themselves, either getting them set up or taking a seat as a passenger. Even here Theme Park Simulator feels like something of a waste of potential, as rather than providing access to an entire park to explore, instead players will choose from its selection of rides, who are then set up within a small environment of their own.


Such simulation has been part of other, better, games for some time. Theme Park World from Bullfrog's acclaimed sim series did something similar as an extra to its management gameplay all the way back in 1999, and it's been a staple of the Rollercoaster Tycoon series too. Even more recent theme park management games such as Parkitect and the aforementioned Planet Coaster have included the ability to explore the park either in a free camera mode or in first person, albeit sometimes with the assistance of cheats or mods.


It doesn't help that Theme Park Simulator also struggles with odd glitches here and there, resulting in park visitors occasionally walking through parts of the environment or holding up queues to get onto rides. It breaks what little immersion the game has, particularly when added to just how quickly the character models of passengers repeat and how stilted some of those animations are.


In short, Theme Park Simulator is an extremely limited game. Unambitious and bland, it's unable to match what has come before or provide an authentic experience for theme park aficionados. It's not the worst simulation game ever, but it is still not recommended, with plenty of other options available to theme park fans looking for an adrenaline fix.


Indoorlands allows you to create and manage your own indoor amusement park, where you can entertain visitors with custom-designed halls and rides that you can control yourself. Nothing will stand in your way as you research and unlock brand-new rides, attractions, and more. Create a unique park and successfully meet the needs of your guests.


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Earlier today, Geoff Keighley aired the latest iteration of his annual Gamescom Opening Night Live event, showing off new looks at games like Halo Infinite, Death Stranding: Director's Cut, LEGO Star Wars: The Skywalker Saga, and more. The event also revealed a few brand new titles players can look forward to getting their hands on in the near future, with one of the biggest announcements unveiling a new theme park tycoon game.


Titled Park Beyond, Bandai Namco and Limbic Entertainment revealed the upcoming release with a cinematic trailer, showing off a range of zany, futuristic rides and confirming the game will hit PC, PlayStation 5, and Xbox Series X sometime next year. The trailer itself sees the owners of a theme park arguing over the direction of its attractions, handing over the reins to the player and allowing them to create their own eccentric roller coasters and rides.


Over on the Bandai Namco website, the publisher reveals players will be able to customize parks in either a typical tycoon mode or a less intensive sandbox mode, with the reveal trailer's characters giving them advice about how best to manage their parks. Alongside rides, they'll be able to customize their park's theme and place other facilities, whether that's eateries, decor, shows, or concessions. They'll even be able to ride their roller coasters, with Bandai Namco promising they can hop into the front seat and experience their creations for themselves.


Theme Park is a construction and management simulation video game developed by Bullfrog Productions and published by Electronic Arts in 1994. The player designs and operates an amusement park, with the goal of making money and creating theme parks worldwide. The game is the first instalment in Bullfrog's Theme series and their Designer Series.


Starting with a free plot of land in the United Kingdom and few hundred thousand pounds, the player must build a profitable amusement park.[2] Money is spent on building rides, shops, and staff,[3] and earned through sale of entry tickets, merchandise, and refreshments.[4] Shops available include those selling foodstuff (such as ice creams) or soft drinks, and games such as coconut shies and arcades.[5] 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 affect customers' enticements to return.[6] Facilities such as toilets, and items that enhance the park's scenery (such as trees and fountains) can be purchased.[7] 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 as rides are shows (called 'acts') with themes such as clowns and mediaeval.[8] Certain rides, such as roller coasters, require a track to be laid out.[9] The ride complement varies between platforms: for example, the PlayStation version is missing the mediaeval and dolphin shows.[10] Rides require regular maintenance: if neglected for too long they will explode.[11] Depending on the platform, it is possible to tour the park or the rides.[12][13]


Staff available for employment include entertainers, security guards, mechanics, and handymen.[17] Lack of staff can cause problems, including messy footpaths, rides breaking down, crime, and unhappy visitors.[18] If visitors become unhappy, thugs may come to vandalise the park by committing offences such as popping balloons, stealing food, and beating up entertainers.[19] Occasionally, wages and the price of goods must be negotiated; failure to reach an agreement results in staff strikes or loss of shipment.[20][21]


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.[26] Once enough money has been made, the player can auction the park and move on to newer plots,[27] located worldwide and having different factors affecting gameplay, including the economy, weather, terrain and land value.[28][29] The Mega Drive and SNES versions feature different settings (e.g. desert and glacier) depending on the park's location.[30]


Peter Molyneux stated that he came up with the idea of creating Theme Park because he felt the business genre was worth pursuing.[31] 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.[32] 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.[33]


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.[34] The graphics were drawn and modelled using 3D Studio.[34] Molyneux stated that each person takes about 200 bytes of memory, enough for them to have their own personality.[34] The team travelled the world visiting theme parks and taking notes, and sound effects were sampled from real parks. Molyneux explained that they were going for as much realism as possible. There was to be a feature where a microphone is placed on a visitor and so the player could hear what they were saying,[31] and multiplayer support was dropped two weeks prior to release because of a deadline.[35] Multiplayer mode would have let players send thugs to other parks.[36]


A Japanese remake of Theme Park, titled Shin Theme Park (新テーマパーク, Shin Tēma Pāku, lit. New Theme Park) was released on 11 April 1997 by Electronic Arts Victor for the Sony PlayStation and Sega Saturn.[84][85] This version is different from other releases in Japan; the game's style and visuals are changed.[85] The game was remade for the Nintendo DS by EA Japan. It was released in Japan on 15 March 2007 with releases in the US and Europe on 20 and 23 March, respectively. New features of the game are the user interface, which was designed to fit the stylus functionality of the DS platform, and bonus rides/shops exclusive to certain properties, such as a tea room themed on an AEC Routemaster bus for England, Japanese dojo-style bouncy castle for Japan, a Coliseum-themed pizza parlour for Italy, a La Sagrada Familia-themed paella restaurant for Spain etc.[86] The remake is based on the DOS version.[26] The game differs from the original in that the game provides four different advisers.[86] Theme Park was remade for iOS in 2011. Items can only be placed on designated places, and the game relies on premium items. Rides can cost up to $60 (46) in real money, and for this reason the game was not well received.[87][88][89] 041b061a72


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