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Use the arrow keys to control the car. Your game could Game FPS Android games directly Installing Android Game A low PC game.

Windows Mac. Tots N Togs. FunPark Beach Blast. RollerCoaster Tycoon 3: Platinum. South Park Super Mario 2. Hunky dory. Then shazam, up pops the Wage Negotiation screen. You've got about 30 seconds to agree a new set wage with the trade union geezer, and failure to do so will see the staff walking out on strike. It's a nightmare, believe me. Ditto this for the Supplier Negotiation screen You have to haggle them down. Fail to reach an agreement in time and they'll pull their services.

And there's so much more. Loads of hidden things that leap out at you when you least expect them to. Suffice to say, and I've said it already, that Theme Park is deep - which is something you wouldn't guess from the jokey graphics. Oh, and on the subject of the jokey graphics, they're brilliant. Really funny. Typical Bullfrog attention to detail. You've Got To Hand it to Bullfrog, haven't you, seeing as it has never actually produced a naff game.

And the one that really kicked the company off. Populous , had such universal appeal that there was even a grand two player championship in Japan a couple of years ago. Company boss Peter Molyneux was flown over to participate and got beaten in the finals because there was a tv camera behind him, meaning he couldn't activate his special inbuilt cheat mode without being caught on film. That was then and this is now -that was Populous and this is Theme Park.

So what's it all about, this Theme Park caper? What will you be able to do with it? Will it be crap? Or what? Well, the game code itself - and you wouldn't guess at this from a cursory glance at the graphics - is actually extremely deep, with many 'levels' to it. This will become clearer as we go on. On the surface, however, it couldn't be simpler. In Sim City you had to build and then manage a city. In Theme Park you have to build and manage a theme park.

Over to Peter Molyneux, Bullfrog boss, to explain how easy the game is to operate: 'I wanted the interface to be so simple to use that you wouldn't even think about it I wanted it to be like using a paint package.

While very much along the same lines as the interface in Sim City the game it's going to be compared to the most, let's face it , Theme Park's interface is even more intuitive. You just paint things down. Click, hold and drag with the mouse. Paths, for instance, or lakes, or trees or fences.

If you don't like the look of whatever you've produced you can just rub bits out using the rubber and add other bits in later. The computer knows exactly what you're up to and won't complain. But making a theme park isn't just about having attractive-looking paths and streams. You've got to have some attractions, too a fact that seemingly passed over the heads of the people behind Chessington World Of Adventures.

Er, allegedly. It's worth mentioning that during the first 'month' in a game of Theme Park, every single thing you 'buy' is actually free. Zilch spondies. And this opening idea is brilliant, because it can so obviously tempt you into being greedy Conversely you can find yourself being so anally retentive over the aesthetics of your creation boating lake shaped like an octopus with an eye patch like Gabrielle's, a path spelling out 'We Love Mickey And Donald' or whatever that when the time comes to actually open your park the only ride you've got around to installing is a cry-baby little tea-cup roundabout which yields about lop a day.

The most important thing to remember is the fact that as soon as your park opens, it's got to start making money. You need to pay your staff, keep the rides in working order and so much more. But if you've played Sim City you'll know how sour things can go if you overstretch the mark. Yup, starting big is fun but risky - as the folk behind EuroDisney will no doubt tell you. Starting small, however, is for poofs. Okay, so now you know the background: you're given a plot, you get a month's free access to the items on the menu not all of them, admittedly, but enough , and then you open your park.

So let's have a sample walk through of the sorts of things that might happen. In other words the game starts A month isn't a very long time and so you want to make the most of the 'free offer' - but you don't want to go too crazy too quickly, either. You don't, for instance, want to alienate your first visitors by having a disgusting entrance path, covered in dogshit, which leads straight to some overpriced dodgems populated by drunk Hells Angels.

The little people in Theme Park are quite capable of naffing off and spreading bad words about your establishment to the folk outside. So you 'paint' down a picturesque path flanked by lovely cherry trees. You also plonk down a couple of out of work actors dressed in bunny rabbit costumes Seeing as you're going firstly for the kids you may as well capitalise immediately, so amongst the cherry trees you drop a couple of balloon vendor stalls You steer your path to the t left of the plot so it passes by f the small pond you've been gifted with.

You decide to kill l three birds with one stone here and so increase the size of the pond two-fold, add some trees and fences, add some burger stands and, finally, zap in a small boating attraction. Your path now leads, via a natty wee bridge and some orange trees, to your first proper ride You could almost liken it to a mountain road in Italy, if it wasn't for the triple corkscrew and double mega-loop sections: crack raf fighter pilots would think twice before going on this baby.

You price it accordingly. And then you decide to All that faffing around designing the roller coaster took longer than you thought - and while you were being 'artistic' the clock caught up with you, and now you'll have to start paying for your hardware.

And other things. So it's time to open the gates - and as the money pours in from the delighted punters, you can spend it on a continued expansion. Or can you? Let's see. Here we look at the reactions of a single, fairly typical family. In the actual game you obviously don't get things spelled out for you in the following manner, but it's much the same thing: all the little computer people visiting your park have heaps of artificial intelligence inbuilt, and will soon catch on if you 're ripping them off-you can even click on individuals and question them as to what they are and what they aren't happy about.

So let's see how things go with Mr and Mrs Gin ton and their son Bobby aged six. Mrs Clinton: Ooh, this is lovely -those beautiful trees. However, I still think that this is a fun time, I do prefer the original, but at the time I thought this game was the greatest thing ever! I do feel that the visuals have aged a bit poorly, but the rest of the game is still a lot of fun to play. There are plenty of action-packed games for the extreme emotion seekers out there, but Theme Park World certainly isn't one of those.

Theme parks are a huge market all over the world, after all, who doesn't love them? These are magical places full of emotions and games to bring joy. They are the very definition of having fun, but there's a lot behind those parks, and it's not easy to keep them going.

But is Theme Park World as exciting as a rollercoaster ride? Electronic Arts bring yet another simulation experience here, we're here to talk about it. This is a simulation game about theme parks, but we're not going to be attending different parks or anything like that.

A simulation game where we'll be the manager in charge of keeping the park running. We start the game with only the Lost World Prehistoric theme park, and as we progress we'll earn more points, money, and we'll be able to expand. As you get more visitors you earn more money and unlock new attractions. Design your park carefully to keep the visitors happy and everything running like a clockwork. The game works a lot like the Zoo Tycoon titles, where we have to take care of even the planning of the park.

You'll have to pick the best attractions to keep your visitors happy in Theme Park World, but keeping them happy is not just about the attractions. Your park must offer bathrooms and cleaning services, even gift shops.

It's an excellent managing simulation experience, and it would be the beginning of many other similar titles that were heavily inspired by this. This game is a little odd, you'd expect it to be first released on the PC, but the original PSOne version isn't that great. Mostly because of the controls and the graphic capabilities of the original PlayStation. Making decisions feels great, and it's super important to make the right ones to get your visitors happy and make your park more successful.

Being in a theme park is not all fun and games, but this game is pretty addictive and nice, especially for those looking for a relaxing and comfy title. Graphic and visuals: The limited graphic capabilities of the original PlayStation aren't all that great. That's the reason why this game looks the way it does.

But even with that, it still has a pretty solid visual style that makes it enjoyable. Gameplay: Getting more points and upgrading your park is highly addictive, and it feels rewarding. The controls aren't too great, but they are alright.



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