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Sometimes a great game just needs to stay where it is, on a specific platform. Sim Theme Park is the perfect example of a wonderful PC game that just doesnt make the transition to the much weaker PlayStation platform. The game beautifully balances the fun and excitement of designing your very own theme park complete with all the logistical complexities of managing variables such as ticket prices and the duration of rides. The goal is that you can hopefully realize a profit after building the darn thing. The problem is that simulating this complex situation takes up waaay too much processor power, and your PSX simply cant handle the task.
The basic idea of Sim Theme Park is that you must build, from scratch, a functional, profitable amusement park that appeals to sim brats while relieving their haggard sim parents of their little sim dollars. The ultimate goal is that you become a sim fat cat, expanding your sim empire. To this end, the game gives you nearly unlimited control over every aspect of the park. You decide what rides to build, where to put them, and how long each ride will run. Longer rides are more exciting to your patrons, but they break down more frequently, meaning that you have to decide how many repair workers to hire. The rough rides can also cause your little people to blow sim chunks, so you need to hire some janitors. You control the odds of winning at the sideshows (read: carny ripoff booths), the price and quality of food and souvenirs, where trees and trash bins go and how the waiting lines merge with the walkway. As you can see, this title requires quite a bit of micromanagement, but it quickly becomes second nature. Best of all, you also get to custom design your parks roller coasters, which you can then ride in the firstperson perspective, a benefit not even players of the smash PC hit Roller Coaster Tycoon can claim.
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There are four different themes for each park: Lost World, Halloween, Space and Wonderland, each with its own unique collection of rides, shops and sideshows. The artistic design of each theme deserves special mention for its creativity. The beauty of creating virtual attractions is that the designers were able to create rides that would make Walt Disney himself blush with envy. Some examples: the Lost World has Crazy Ape, a ride that looks like King Kong swinging a banana in each hand (which is where passengers ride), and the Halloween area contains Ooze Cruise, a log ride filled, not with water but, with green slime. Even the concession stands and trash bins are steeped in the personality of the park. Observing a park, crawling with customers and filled with these things in action, is a sight to behold.
Or at least it would be if it didnt look so AWFUL. The graphics were originally designed for the crispness of a computer monitor, and the low resolution of a television screen causes everything to look muddy and indistinct. Even worse is the framerate, which is nearly a slide show, especially when you attempt to ride your coasters. Bullfrog certainly deserves credit for jamming all of the features from the PC version into this port, but you have to wonder if, maybe, it should have simplified things a bit. For instance, you can select the amount of salt on each concession stands French fries in single digits from 1100 percent would game play be strongly affected if adjustments were made in increments of five or even 10 percent? Probably not, and your PSX would love the simplified algorithm. Sim Theme Park is a real fun game on the PC, and if you dont mind chunky graphics and time slowing to a crawl while the processor struggles to the point of making you feel sorry for it, this remains good entertainment on the PSX. In the end, though, you just have to invest too much time for too little reward to make this worthwhile. If you own a PC and like Sim Theme Park, try out Roller Coaster Tycoon!
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