Theme Park (video game)

Last updated

Theme Park
Theme Park cover.jpg
European cover art
Developer(s) Bullfrog Productions
Krisalis Software (PS1 & Saturn)
EA Japan (Nintendo DS)
Publisher(s) Bullfrog Productions
Electronic Arts
Mindscape (CD32)
Ocean Software (Jaguar & PAL SNES)
Domark (Sega Mega CD)
Programmer(s) Peter Molyneux
Demis Hassabis
Composer(s) Russell Shaw
Platform(s) MS-DOS, Amiga, 3DO, Mega Drive/Genesis, Mega CD, Amiga CD32, Mac OS, Atari Jaguar, FM Towns, Sega Saturn, PlayStation, Super NES, PC-98, PC-88, X68000, Nintendo DS, iOS, Microsoft Windows
Release
June 1994 [1]
  • MS-DOS
    Amiga
    3DO
    Sega Mega Drive/Genesis
    Sega CD & Amiga CD32
    Mac OS
    Atari Jaguar
    • NA: March 1995
    FM Towns
    • JP: 22 September 1995
    Sega Saturn
    • EU: November 1995
    • JP: 22 December 1995
    • NA: 1995
    • WW: 11 April 1997
    PlayStation
    • EU: 30 October 1995
    • JP: 29 December 1995
    • NA: 1996
    • WW: 11 April 1997
    SNES
    • JP: 15 December 1995
    • EU: 11 November 1996
    Nintendo DS
    • JP: 15 March 2007
    • NA: 20 March 2007
    • AU: 22 March 2007
    • EU: 23 March 2007
    iOS
    • NA: 8 December 2011
Genre(s) Construction and management sim
Mode(s) Single-player

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.

Contents

Development took about a year and a half, with the team aiming for as much realism as possible. Certain features, including multiplayer, were dropped. Over 15 million copies were sold, and ports for various games consoles were released, most in 1995. Theme Park received generally positive reviews. Reviewers praised the gameplay and humour, but criticised console ports for reasons such as lack of save or mouse support. The game received a Japanese localisation (in addition to normal Japanese releases), Shin Theme Park, released in 1997 for the Sega Saturn and Sony PlayStation, and remakes for the Nintendo DS and iOS, released in 2007 and 2011 respectively. Theme Hospital is Bullfrog's thematic successor to the game, and two direct sequels followed: Theme Park World (known as Sim Theme Park in some territories) and Theme Park Inc (also known as SimCoaster).

Gameplay

A typical Theme Park Themepark.png
A typical Theme Park

Starting with a free plot of land in the United Kingdom and a 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 entice customers 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 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]

Visitors arrive and leave via a bus. The entry price can be set, and loans can be taken out. [14] The player starts with a limited number of shops, rides, and facilities available. Research must be carried out to purchase others. [15] Research can also make rides more durable, staff more efficient, and buses larger with increased capacity. The topic of research and how much funding goes into it is determined by the player. [16]

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]

Theme Park offers three levels of simulation: the higher difficulties requiring more management of aspects such as logistics. For example, at full level, the player must manage research, negotiations, stocks, and shares. On sandbox, the game does not involve those aspects. [22] The player can switch mode at any time. [23] Game time is implemented like a calendar: at the end of each year, the player is judged on that year's performance against rivals. Game speed can be adjusted, and staff can be moved by the player. [24] Cash awards may be earned for doing well, and trophies may be awarded for achievements such as having the longest roller coaster. [25]

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]

Development

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]

Theme Park took roughly a year and a half for Molyneux and co-designer and chief programmer Demis Hassabis to develop. [36] Much of the code was used in Theme Hospital, and an animation editor was improved by Theme Hospital's designer and producer Mark Webley, who dubbed it The Complex Engine. [37] Artist Gary Carr did not think the game was a good idea, and disliked the art style. Molyneux wanted him to create a colourful style to appeal to a Japanese market, but Carr disagreed and left Bullfrog. Carr later retracted his beliefs and, in 2012, stated that he considered the game a classic. [38] In 1994, Molyneux was developing both Theme Park and Magic Carpet . [39] The game was mostly complete by January 1994 and scheduled for release on 28 March, [32] [40] but this was pushed back to June, [34] and then August. [41] Theme Park sold over 15 million copies, [37] and was extremely popular in Japan (the Japanese PlayStation version sold 85 thousand copies within weeks [42] ), [43] as well as Europe. [39] Theme Park did not sell well in the United States; Molyneux hypothesised that this was because the graphics are too childish for American audiences. [39] The game is the first instalment in Bullfrog's Designer Series, and it was intended for the series to use Theme Park's engine and for each instalment to have three simulation levels. [44] The PC version was sponsored by Midland Bank. [45]

The PlayStation port was developed by Krisalis Software, and released in 1995. [46] The Mega CD port features CD soundtrack, [47] and was developed by Domark and released in the same year. [48] Bullfrog developed the Mega Drive port, which was mostly complete by April 1995, [49] and the Sega Saturn port, released in November 1995. [50] Other ports include the Amiga CD32, [51] Atari Jaguar, [52] 3DO Interactive Multiplayer, Super Nintendo Entertainment System, [53] and Macintosh. [54] Mark Healey handled the graphics for the Mega Drive and Super Nintendo Entertainment System versions. [55] The graphics were completed in three days. [55] The PC version was released on GOG.com on 9 December 2013. [56]

Reception

Theme Park received critical acclaim. The gameplay, graphics, and addictiveness in particular were well received. A reviewer of Edge commented that the game is complex, but praised the detail and addictiveness. [57] PC Gamer 's Gary Whitta was highly impressed with the game: he eulogised the fun factor and compared it to that of SimCity 2000 . He also praised the "gloriously cartoony" graphics and "exceptional" soundtrack. Theme Park was named as the PC Gamer June 1994 Game of The Month. [11] [72] Computer and Video Games 's reviewer complimented the "cute" graphics, and described the game as "fun" and "feature-packed". [41] The visitors' and ride animations were complimented by French magazine Joystick. [63]

The Jaguar version was noted by critics as having problems such as slowdown and lack of a save option, although some liked the graphics and gameplay. The four reviewers of Electronic Gaming Monthly commented that the game itself is great fun, but that the Jaguar conversion had confusing menus and dithered text which is excessively difficult to read. [58] GamePro echoed these criticisms and further stated that the Jaguar version suffers from frustrating slowdown. They summarised that "Ocean didn't work hard enough to make Theme Park look and sound good on the Jaguar". [78] A reviewer for Next Generation took the reverse position, saying that the Jaguar conversion "is seamless" and the game itself was mediocre. Their elaboration was that "slow gameplay and confusing layouts keep it from ever achieving the addictiveness of the other 'god' games, and most players will find themselves bored before they've even run through all of the options". [68] German magazine Atari Inside's reviewer complimented the addictiveness, but the lack of save opportunities was criticised, [73] and a reviewer from ST Computer believed the game's complexity and colourful graphics assured it of being long and attractive. [76] Mega Fun's main criticism of the Jaguar version was its inability to save in-game. [67]

The Saturn version was noted as being mostly faithful to the PC original. Sam Hickman of Sega Saturn Magazine praised it for retaining the original intro, music, speech samples, and features of the PC version (all of which had been left out of most previous console versions), [50] although a reviewer from the Japanese magazine of the same name criticised the lack of mouse support. [77] Electronic Gaming Monthly's reviewer held a similar opinion to that of Hickman by commending the Saturn version for being a comprehensive port of the PC original, and also applauded the addictive simulation gaming of Theme Park, calling it " SimCity with a playful spirit". [59] Mean Machines Sega's reviewer compared it to the Mega Drive version, citing the save function and variety of entertainers as major improvements over that version. [65] A Next Generation critic lauded the game's "simple interface", "infectious gameplay", and "realistic business fundamentals", but felt the Saturn's "near-perfect" conversion of the PC original was commendable but unexciting, and expressed regret that there were no upgrades or additions. [70] GamePro gave a terse joint review of the Saturn and PlayStation versions, commenting: "You decide every detail, right down to the roller coaster's speed. Simple graphics and sounds offer up little treats to keep the game interesting. Overlapping menu systems force you to read the manual". [79]

Critics had similar opinions of other versions. Mean Machines Sega described the game as "the most complex Megadrive game ever created", and eulogised playability and longevity, but criticised the behaviour of the handymen. [64] CU Amiga praised the addictiveness of the Amiga version, and called the game "colourful". [74] The visuals were likewise commended by Jeuxvideo.com on the PC and Macintosh versions, and the British humour was complimented as well. [61] [62] German magazine Mega Fun compared the SNES version to the Mega Drive version, and said the SNES version had better controls and music, creating atmosphere. [66] Reviewing the PlayStation version, Maximum said that the game "is probably one of the best sim games around. It manages to strike a balance between in-depth game play and personality, which you don't get with the more brow-furrowing games of this genre", although the only improvement being a view option was cited as a disappointment. [75] Next Generation reviewed the 3DO version of the game, and stated that "it's cute, but we're waiting for 3DO's Transport Tycoon". [69] In their review of the Macintosh version of the game, they believed that players would think of it when they visit Disneyland. [71]

Accolades

In 1997, Theme Park appeared jointly with Theme Hospital at No. 61 on PC Gamer's list of top 100 games. [80] In 2004, Theme Park was inducted into GameSpot's list of the greatest games of all time. [81] In 1995, Total! ranked the game 36th on their Top 100 SNES Games. [82] In 1996, GamesMaster rated the Sega Saturn version 6th in its "The GamesMaster Saturn Top 10." [83]

Re-releases

Shin Theme Park. The visuals are redone to appeal to a Japanese audience. ShinThemePark.jpg
Shin Theme Park. The visuals are redone to appeal to a Japanese audience.

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]

See also

Related Research Articles

<i>Populous</i> (video game) 1989 video game

Populous is a video game developed by Bullfrog Productions and published by Electronic Arts, released originally for the Amiga in 1989, and is regarded by many as the first god game. With over four million copies sold, Populous is one of the best-selling PC games of all time.

<i>Sonic 3D Blast</i> 1996 video game

Sonic 3D Blast, known in Europe and Japan as Sonic 3D: Flickies' Island, is a 1996 platform game in the Sonic the Hedgehog series for the Sega Genesis and Sega Saturn. As Sonic the Hedgehog, the player embarks on a journey to save the Flickies, birds enslaved by Doctor Robotnik. The player must guide Sonic through a series of themed levels to collect Flickies and defeat Robotnik. Though it retains game mechanics from prior Sonic games, Sonic 3D Blast is differentiated by its 2D isometric perspective, with pre-rendered 3D models converted into sprites.

<span class="mw-page-title-main">Bullfrog Productions</span> British video game developer

Bullfrog Productions Limited was a British video game developer based in Guildford, England. Founded in 1987 by Peter Molyneux and Les Edgar, the company gained recognition in 1989 for their third release, Populous, and is also well known for titles such as Theme Park, Theme Hospital, Magic Carpet, Syndicate and Dungeon Keeper. Bullfrog's name was derived from an ornament in the offices of Edgar's and Molyneux's other enterprise, Taurus Impact Systems, Bullfrog's precursor where Molyneux and Edgar were developing business software. Bullfrog Productions was founded as a separate entity after Commodore mistook Taurus for a similarly named company.

<i>Discworld</i> (video game) A point-and-click adventure game

Discworld is a point-and-click adventure game developed by Teeny Weeny Games and Perfect 10 Productions and published by Psygnosis. It is based on Terry Pratchett's novels of the same name. Players assume the role of Rincewind the "wizzard", voiced by Eric Idle, as he becomes involved in exploring the Discworld for the means to prevent a dragon terrorising the city of Ankh-Morpork. The game's story borrows elements from several Discworld novels, with its central plot loosely based on the events in Guards! Guards!

<i>Dungeon Keeper</i> 1997 strategy video game

Dungeon Keeper is a strategy video game developed by Bullfrog Productions and released by Electronic Arts in June 1997 for MS-DOS and Windows 95. In Dungeon Keeper, the player builds and manages a dungeon, protecting it from invading 'hero' characters intent on stealing accumulated treasures, killing monsters and ultimately the player's demise. The ultimate goal is to conquer the world by destroying the heroic forces and rival dungeon keepers in each realm. A character known as the Avatar appears as the final hero. Dungeon Keeper uses Creative Technology's SoundFont technology to enhance its atmosphere. Multiplayer with up to four players is supported using a modem, or over a local network.

<i>Theme Hospital</i> 1997 video game

Theme Hospital is a business simulation game developed by Bullfrog Productions and published by Electronic Arts in 1997 for MS-DOS and Microsoft Windows compatible PCs in which players design and operate a privately owned hospital with the goal of curing patients of fictitious comical ailments. The game is the thematic successor to Theme Park, also produced by Bullfrog, and the second instalment in their Theme series, and part of their Designer Series. The game is noted for its humour, and contains numerous references to pop culture.

<i>Magic Carpet</i> (video game) 1994 video game

Magic Carpet is a 3D flying video game developed by Bullfrog Productions and published by Electronic Arts in 1994 for MS-DOS, PlayStation, and Sega Saturn platforms. Its graphics and gameplay were considered innovative and technically impressive at the time of its release.

<i>Hi-Octane</i> 1995 video game

Hi-Octane is a 1995 vehicular combat and racing video game published by Electronic Arts for MS-DOS, PlayStation, and Sega Saturn. It was developed by Bullfrog Productions based upon their earlier Magic Carpet game code. The tracks are wider and more open than most racing games. Hi-Octane was not as well received as the thematically similar Wipeout by Psygnosis and was criticized for the short view distance. Bullfrog also released an expansion pack with three new tracks and new game modes.

<i>Virtua Fighter 2</i> 1994 arcade video game

Virtua Fighter 2 is a 1994 fighting video game by Sega. It is the sequel to Virtua Fighter (1993), and the second game in the Virtua Fighter series. Created by Sega's Yu Suzuki-headed AM2 team, it was designed on the purpose-made Sega Model 2 hardware which provided a significant upgrade in graphical capabilities. Following its release on the arcades, Virtua Fighter 2 was ported to the Sega Saturn home console in November 1995, while ports for some other platforms appeared later.

<i>Corpse Killer</i> 1994 video game

Corpse Killer is a horror-themed rail shooter developed and published by Digital Pictures for the Sega CD, Sega CD 32X, 3DO, Sega Saturn, Windows 95 and Macintosh computers. An interactive variation on the zombie film genre, it utilizes live-action full motion video in a format similar to other games developed by Digital Pictures. Reviews for the game were mixed, generally criticizing the repetitive gameplay and low video quality, though many reviewers enjoyed the campy nature of the cutscenes. Corpse Killer was the first CD game released for the Sega 32X. It was later remastered for Steam, PlayStation 4 and Nintendo Switch.

<i>Theme Park World</i> 1999 video game

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, the player constructs and manages an amusement park with the aim of making profit and keeping visitors happy. Initially developed for Windows, it was ported to PlayStation and PlayStation 2, as well for Macintosh computers. The Mac version was published by Feral Interactive.

<i>Soulstar</i> 1994 video game

Soulstar is a hybrid rail shooter/third-person shooter video game developed and published by Core Design for the Sega CD in North America in September 1994, Europe in October by Core Design, and in Japan by Victor Entertainment on December 22.

<i>Worms</i> (1995 video game) 1995 video game

Worms is a 2D artillery tactical video game developed by Team17 and released in 1995. It is the first game in the Worms series of video games. It is a turn based game where a player controls a team of worms against other teams of worms that are controlled by a computer or human opponent. The aim is to use various weapons to kill the worms on the other teams and have the last surviving worm(s).

<i>Micro Machines 2: Turbo Tournament</i> 1994 video game

Micro Machines 2: Turbo Tournament is a 1994 racing video game developed by Supersonic Software and published by Codemasters for the Sega Mega Drive. The sequel to Micro Machines, the game is themed around Galoob's Micro Machines toys, and players race around environments in miniature toy vehicles. Micro Machines 2: Turbo Tournament adds new vehicles and game modes, and the Mega Drive version was released on J-Cart, enabling up to eight players without a multitap.

<i>Micro Machines</i> (video game) 1991 video game

Micro Machines is a racing game developed by Codemasters and originally published by Camerica for the Nintendo Entertainment System in 1991. Themed around Galoob's Micro Machines toys, players race in miniaturised toy vehicles around various environments. The game is the first installment in the Micro Machines video game series.

<i>Creation</i> (video game) 1997 video game

Creation was a cancelled real-time strategy video game developed by Bullfrog Productions as a spin-off of their Syndicate series of real-time tactics games. Set on an alien water world, a player-controlled submarine is tasked with looking after marine life and defending it from the Syndicate, who run planet Earth.

<span class="mw-page-title-main">Les Edgar</span>

Les Edgar is an entrepreneur, known for being the co-founder and joint managing director of Bullfrog Productions, which he set up with Peter Molyneux. After Bullfrog's acquisition by Electronic Arts in 1995, Edgar became a vice president there. Edgar left Bullfrog in 1999, and eventually left the video gaming industry for the automotive industry, where he reintroduced Aston Martin to racing, and became chairman of TVR, which has, under his leadership, set up partnerships with Gordon Murray and Cosworth. Edgar has stated that he intends to return TVR to Le Mans 24 Hours.

The Indestructibles is an unreleased arcade strategy video game developed by Bullfrog Productions. The game would have had players control a superhero or a team of superheroes to do battle with super villains.

References

  1. "preScreen". Edge . No. 9. June 1994. p.  15.
  2. Super Guide, pp. 14–17.
  3. Official Guide Book pp. 8–27.
  4. Perfect Guide, pp. 16,64–67.
  5. Perfect Guide, p. 24.
  6. Manual, pp. 43,44.
  7. Super Guide, pp. 75–78.
  8. Perfect Guide, pp. 22,23.
  9. Ultimate Book, p. 44.
  10. PlayStation Certain Victory Guide, back cover.
  11. 1 2 3 "Theme Park A Beginner's Guide". PC Gamer . No. 9. Bath. August 1994. pp. 94–97. ISSN   1470-1693.
  12. Official Guide Book, pp. 28–36.
  13. PlayStation Certain Victory Guide, p. 6.
  14. Perfect Guide, pp. 16,17.
  15. PlayStation Certain Victory Guide, p. 57.
  16. Perfect Guide, pp. 18,19.
  17. Perfect Guide, pp. 73,74.
  18. Manual, pp. 34,35.
  19. Manual, p. 37.
  20. Official Guide Book, p. 108.
  21. PlayStation Certain Victory Guide, pp. 76,77.
  22. Manual, p. 11.
  23. Manual, p. 52.
  24. "Bullfrog's Guide To Theme Park". MegaDrive Tips. Mean Machines Sega. No. 32. Peterborough: EMAP. June 1995. pp.  54–56. ISSN   0967-9014.
  25. Perfect Guide, pp. 144,145.
  26. 1 2 Tom Magrino (3 April 2007). "Theme Park DS Review". GameSpot. Archived from the original on 25 May 2011. Retrieved 16 August 2016.
  27. Official Guide Book, pp. 82,83.
  28. Perfect Guide, pp. 26,27.
  29. Official Guide Book, pp. 43–46.
  30. "Theme Park" (PDF). Computer and Video Games . No. 161. Peterborough: EMAP. April 1995. pp. 36–37. ISSN   0261-3697 . Retrieved 17 August 2016.
  31. 1 2 "Funtime at Bullfrog". Prescreen. Edge. No. 4. Bath. January 1994. pp. 37–43. ISSN   1350-1593.
  32. 1 2 Gary Whitta (December 1993). "Theme Park Where Wonders Never Cease". Scoop!. PC Gamer . Vol. 1, no. 1. Bath. pp. 20–22. ISSN   1470-1693.
  33. Ultimate Book, p. 140.
  34. 1 2 3 4 "Theme Park". Prescreen. Edge. No. 9. Bath. June 1994. pp. 34–35. ISSN   1350-1593.
  35. Geoff Keighley. "The Final Hours of Black & White". GameSpot . p. 19. Archived from the original on 21 November 2001. Retrieved 19 August 2016.
  36. 1 2 "Theme Park". Computer and Video Games. No. 151. Peterborough: EMAP. June 1994. pp. 28–31. ISSN   0261-3697.
  37. 1 2 "The Making of Theme Hospital". Retro Gamer . No. 130. Bournemouth. June 2014. pp. 46–51. ISSN   1742-3155.
  38. "Revisiting Bullfrog: 25 Years On". Retro Gamer . No. 110. Bournemouth. December 2012. pp. 60–67. ISSN   1742-3155.
  39. 1 2 3 Ron Dulin. "GameSpot Presents Legends Of Game Design: Peter Molyneux". GameSpot. p. 7. Archived from the original on 26 February 2003. Retrieved 6 November 2016.
  40. "The illustrious PC Gamer Top 20 of 1994". PC Gamer . No. 2. Bath. January 1994. p. 49. ISSN   1470-1693.
  41. 1 2 3 "Theme Park". Computer and Video Games. No. 153. Peterborough: EMAP. August 1994. pp. 54–55. ISSN   0261-3697.
  42. "Console Crazy". Bullfrog Bulletin. No. 3. Guildford: Bullfrog Productions. 1996. pp. 18–19.
  43. "Theme Park". Saturn Preview. Mean Machines Sega. No. 36. Peterborough: EMAP. October 1995. pp.  42–43. ISSN   0967-9014.
  44. "Bullfrog makes designs". PC Gamer . Vol. 1, no. 7. Bath. June 1994. p. 24. ISSN   1470-1693.
  45. Manual, back cover
  46. Theme Park PlayStation Manual (PAL ed.). Electronic Arts. 1995. p. 47.
  47. Theme Park Mega CD box. 1995. p. back.
  48. Theme Park Mega CD manual. 1995. p. 31.
  49. "Theme Park". MegaDrive Preview. Mean Machines Sega . No. 30. Peterborough: EMAP. April 1995. pp.  36–37. ISSN   0967-9014.
  50. 1 2 3 Hickman, Sam (November 1995). "Review: Theme Park" (PDF). Sega Saturn Magazine. No. 1. Peterborough: EMAP. pp. 64–65. ISSN   1360-9424 . Retrieved 17 August 2016.
  51. "Theme Park - Amiga CD32". IGN . Retrieved 18 November 2016.
  52. "Theme Park - Jaguar". IGN . Retrieved 18 November 2016.
  53. "Theme Park - Super NES". IGN . Retrieved 18 November 2016.
  54. "Theme Park - Macintosh". IGN . Retrieved 18 November 2016.
  55. 1 2 "In The Chair With Mark Healey". Retro Gamer . No. 139. Bournemouth. pp. 92–97. ISSN   1742-3155.
  56. "Release: Theme Park". gog.com. 9 December 2013. Retrieved 22 August 2016.
  57. 1 2 "Theme Park". Testscreen. Edge. No. 11. Bath. August 1994. pp. 54–55. ISSN   1350-1593.
  58. 1 2 "Review Crew: Theme Park". Electronic Gaming Monthly . No. 69. Ziff Davis. April 1995. p. 40. ISSN   1058-918X.
  59. 1 2 "Review Crew: Theme Park". Electronic Gaming Monthly . No. 78. Ziff Davis. January 1996. p. 40. ISSN   1058-918X.
  60. Mansill, Ben (April 1995). "Theme Park". Hyper . No. 17. pp. 42–43. Retrieved 30 December 2021.
  61. 1 2 "Test du jeu Theme Park sur PC". Jeuxvideo.com (in French). 9 December 2011. Retrieved 17 August 2016.
  62. 1 2 "Test du jeu Theme Park sur Mac". Jeuxvideo.com (in French). 9 December 2011. Retrieved 17 August 2016.
  63. 1 2 "Theme Park". Joystick (in French). No. 53. October 1994. p. 78. ISSN   0994-4559.
  64. 1 2 "MegaDrive Review: Theme Park" (PDF). Mean Machines Sega . No. 31. Peterborough: EMAP. May 1995. pp. 18–25. ISSN   0967-9014 . Retrieved 17 August 2016.
  65. 1 2 "Saturn Review: Theme Park" (PDF). Mean Machines Sega . No. 37. Peterborough: EMAP. November 1995. pp. 66–68. ISSN   0967-9014.
  66. 1 2 "Theme Park". Mega Fun (in German). July 1995. p. 70. Retrieved 18 August 2016.
  67. 1 2 "Theme Park". Mega Fun (in German). May 1995. Retrieved 18 August 2016.
  68. 1 2 "Theme Park". Next Generation . No. 4. April 1995. pp. 89–90. ISSN   1078-9693.
  69. 1 2 "Finals". Next Generation . No. 5. Imagine Media. May 1995. p. 89.
  70. 1 2 "Theme Park". Next Generation . No. 13. January 1996. p. 156. ISSN   1078-9693.
  71. 1 2 "Finals". Next Generation . No. 8. Imagine Media. August 1995. p. 75.
  72. 1 2 Whitta, Gary (June 1994). "Theme Park". PC Gamer . Vol. 1, no. 7. Bath. pp. 56–57. ISSN   1470-1693.
  73. 1 2 "Jaguar-Software: Theme-Park". Atari Inside (in German). April 1995. ISSN   1437-3580 . Retrieved 18 August 2016.
  74. 1 2 "Theme Park". CU Amiga. No. 55. EMAP. September 1994. pp. 70–71. ISSN   0963-0090 . Retrieved 17 August 2016.
  75. 1 2 "Maximum Reviews: Theme Park". Maximum: The Video Game Magazine. No. 2. EMAP. November 1995. p. 153. ISSN   1360-3167.
  76. 1 2 "Theme Park – Wirtschaftssimulation mal anders". ST Computer (in German). May 1995. Retrieved 18 August 2016.
  77. 1 2 "テーマパーク" (PDF). Sega Saturn Magazine (in Japanese). Tokyo: SoftBank Publishing. December 1995. p. 204.
  78. "ProReview: Theme Park". GamePro . No. 68. IDG. March 1995. p. 104. ISSN   1042-8658.
  79. "Quick Hits: Theme Park". GamePro . No. 90. IDG. March 1996. p. 75. ISSN   1042-8658.
  80. "The PC Gamer Top 100". PC Gamer . No. 45. Bath. July 1997. p. 61. ISSN   1470-1693.
  81. "The Greatest Games of All Time: Theme Park". GameSpot . Archived from the original on 28 October 2007.
  82. "Top 100 SNES Games". Total! (43): 44. July 1995. Retrieved 3 March 2022.
  83. "The GamesMaster Saturn Top 10" (PDF). GamesMaster (44): 76. July 1996.
  84. "新テーマパーク". playstation.com (in Japanese). Archived from the original on 28 August 2016. Retrieved 15 August 2016.
  85. 1 2 "新テーマパーク" (PDF). Sega Saturn Magazine (in Japanese). Tokyo: Softbank Publishing. April 1997. p. 138. Retrieved 15 August 2016.
  86. 1 2 Mike Jackson (1 February 2007). "Interview: EA Japan on its promising DS remake". computerandvideogames. Archived from the original on 12 June 2011. Retrieved 16 August 2016.
  87. Talor Berthelson (8 December 2011). "Theme Park Review". Gamezebo. Retrieved 22 August 2016.
  88. Dan Crawley (5 December 2011). "EA continues to target freemium market – offering $60 rides on Theme Park iOS game". venturebeat. Retrieved 22 August 2016.
  89. "Theme Park on iOS is an expensive, slow-moving experience". Aol. 5 December 2011. Retrieved 22 August 2016.[ permanent dead link ]

Sources