
- 66/100
- Players56 ratings

1999 · Bullfrog Productions · Business simulation · Simulation
Sim Theme Park
PlayStation console exclusive
Like the previous title, Theme Park World tasks players with managing a series of amusement parks. To do this, the player must choose how to spend their available funds, finding a way to expand the number and scope of their parks while remaining profitable. Income from the park can be used to purchase new rides or attractions, hire staff to maintain the park, and other similar functions. Various elements can be controlled by the player, such as the name of the park, the price of admission, the layout of the roller-coaster tracks, and the quality of food in the park restaurants. An ant-like announcer by the name of Buzzy, voiced by Terry McGovern in the American-tailored Sim Theme Park and Lewis MacLeod in UK release Theme Park World, helps the player with advice during gameplay.
- Released
- 20 November 1999
- Platforms
- PlayStationPlayStation 3PlayStation PortableWindowsmacOS
- Genres
- Business simulationSimulationStrategy
- Developers
- Bullfrog Productions
- Publishers
- Electronic Arts
- Modes
- Single-player
- Perspective
- First personBird view / Isometric
- Themes
- Business
- Country
- United Kingdom
- Age ratings
- ESRB E
- Composers
- James Hannigan
About
Theme Park World, also known as Theme Park 2, and in North America as Sim Theme Park, is a 1999 construction and management simulation game developed by Bullfrog Productions and released by Electronic Arts. The direct sequel to Theme Park (Theme Hospital and Theme Aquarium are thematic sequels), the player constructs and manages an amusement park to make a profit and keep visitors happy. Initially developed for Windows, it was ported to PlayStation and PlayStation 2 (whose version was titled Theme Park Roller Coaster in North America), as well for Macintosh computers. The Mac version was published by Feral Interactive.
The game was developed because personnel at Bullfrog wanted to bring the original Theme Park up-to-date. Theme Park World contains four different themed areas to build amusement parks in, the ability to ride attractions, and an online service that enabled players to share parks. Reception was mostly positive, with reviewers complimenting the sound and visuals, although some were critical of the interface. The game was followed by Theme Park Inc (also known as SimCoaster) in 2001.
Keywords
- amusement park
- building
- playstation network
- psone classics
- playstation tv support
- backwards compatibility
- attraction
Media
The articlegameplay, story, development, reception
Gameplay
Theme Park World tasks players with managing a series of amusement parks. To do this, the player must choose how to spend their funds, finding ways to expand the number and scope of their parks while remaining profitable. Money can be used to purchase things such as new rides or attractions, and hire staff to maintain the park. As in its predecessor Theme Park, the staff available for recruitment include mechanics, cleaners (known in some versions as handymen), entertainers, and guards, but Theme Park World also introduces a new role: scientists (known in some versions as researchers).
The staff repair rides, clean litter, entertain visitors, ensure the park's security and research new rides, shops, and attractions. Staff can be trained to make them more efficient, and require frequent rest in staff rooms.
Development
Theme Park World was announced (as Theme Park 2) in April 1999. Many Bullfrog personnel had wanted to produce an updated version of Theme Park. Producer Jeff Gamon said that and that players wanted to ride rides they created and Bullfrog built on the original game's success using the latest technology. Gamon also said that Theme Park World would be less objective-based and more open-ended than the previous Theme games. Early in development, there were 12 artists, who were led by Darran Thomas before he left Bullfrog with Jeremy Longley and Glenn Corpes to found Lost Toys.
The game used a 3D engine to eliminate the need for a 3D accelerator card, and an advanced behavioural artificial intelligence system (programmed by Ben Board) that gave visitors different behavioural traits. Board said that the most important feature was the queuing behaviour, and that he spent a while making it look interesting when visitors were in long queues. Many management features of the original game were retained, but some, such as supply ordering and competition with other parks, were removed. Staff would no longer get strike action because it was considered confusing and annoying.
Reception
Theme Park World received generally positive reviews, though it failed to match the success of its predecessor. In North America, it sold 309,516 units and earned $8.51 million from January through October 2000, according to PC Data. These figures rose to 563,299 units and $13.08 million by the end of 2000, which made Sim Theme Park the region's eighth-best-selling computer game for the year. In 2001, the game took ninth in the United States for the year, with sales of 514,288 units ($9.92 million). The game was later given a "Platinum" sales award by the Entertainment and Leisure Software Publishers Association (ELSPA), indicating sales of at least 300,000 copies in the United Kingdom.
The PC version was praised highly by Robert Coffey of Computer Gaming World: he believed the game is "Wildly entertaining" and liked the ability to tour parks and ride rides. His only real criticism was the difficulty of constructing roller coasters. The game was awarded the Editors' Choice award. A reviewer from IGN described the presentation as "clear, concise, and fun", and was impressed with the sound.
Releases by platformdates and regions as published
Editions and related releases
- Expanded editions
- Theme Park Roller Coaster
- Built on it
- Theme Park Roller Coaster
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Collections1 collection
Platform libraries
Description adapted from its source, CC BY-SA 4.0.
