Have you ever spent hours
standing in line to ride a roller coaster and come away thinking: What the hell was that? I
could have built a better ride than that! Well, put your money where your mouth is and
try Sim Theme Park, where you design, manage, and maintain your own theme park.
Thats right, you build it, and they do come: hundreds of entertainment-starved
children hopped up on Skittles and Pokemon cartoons, ready to be spun, dropped, painted,
and cheated at the ring-toss.
You have two choices of
gameplay in Sim Theme Park: practice game and the main game. In the practice game there is
one park to design, and a minimum of management hassles to deal with. This is where you
can learn how to make sensible aesthetic decisions, and build a feasible roller coaster
track. (Trust me, the latter will take a few tries.) Besides providing a place to get your
bearings, the practice mode also allows you time to sit back and watch the youngsters
enjoy your grand creations, and to ride them yourself. Yes, the programmers of Sim Theme
Park ingeniously provided you with a camcorder so that you can look the little ones in the
eyes and experience your rides first hand. The camcorder is available in both modes of
gameplay, though you will have to earn it in the main game.
In Sim Theme Parks main game you take full responsibility for your
brainchildfrom installing the first bathroom to putting a "For Sale" sign
on the gate if it fails. Put your design skills to the test by deciding which rides will
get customers into your park, and finding the safest and most convenient way to configure
them. And this must be done while keeping in mind where the bathrooms, concession stands,
and security cameras will be located, where the entrance and exit lines will go, what
areas your employees will patrol, et cetera. Then, to keep your park alive, you will have
to delegate, micro-manage, finaglebe everywhere, at all times. Where will your
research dollars go? How much salt will you put on the french fries? Your janitors are
unhappy and threatening a strikewhat do you do? Well, you do anything and everything
to keep those kids happy, and keep them spending. Profit is the name of the game.
There are eight themes to choose from in the main game, so that you make your
way from The Lost Kingdom Prehistoric Park, to Alices Wonderland, and so on. Each
theme is complete and distinct in every wayyou move from installing the wooly
mammoth water fountain and volcano ride in The Lost Kingdom to setting up eyeball slides
and pumpkin-shaped food stands in the Halloween park. The idea machine at work in this
game is top-notch; the themes and rides presented here are works of art. Bonuses are
awarded for the aesthetic touchesa nice palm tree here, or a horrible goblin statue
therehey, a good looking park attracts the big spenders. But dont get too
attached; you can only run three parks at one time. After that, when you complete your
goals and option to open a new park, you will have to close one of the old ones.
The scroll-down menus are well designed; they are easy to read, understand and
use. Building the park itself takes some getting used to, but the game provides good
visual cues as to the makeup and particulars of the attraction you are building, and
camera control is excellent. The real challenge, and half of the fun, comes from keeping
track of the onslaught of information coming from your customers, employees, and business
advisor. Visual clues are given as to how your customers are feelinga thought
balloon appears over their heads as they enter or exit a ride, play the games, or search
for a bathroom. You can keep track of your employees with their status screens, which tell
you how motivated, tired, and skilled they are, how much they are getting paid, and your
options for dealing with them. And dont worry, whatever you miss will be promptly
reported to you by your game advisor, who will also keep you abreast of your business
goals and opportunities you are not taking advantage of.
The sights and sounds of the park are wonderful from the overhead perspective. The
attractions are unique, you can watch the rides as they are working, and the screams and
laughter of children are everywhere.
The game does have some serious flaws in its intricacies, however. While the
graphics are great from the park perspective, they are just plain terrible from the ground
level. As seen through the lens of your camcorder, the landscape and people are often
garbled and under-developed; the children always face you, so that they walk and even
enter the rides backwards; and there is a lot of draw-in as you ride on the attractions.
The game advisor is invaluable when it comes to public relationshe is on top of the
customers, and employees, praise and complaints, and he is quick to tell you
when there is an emergency, but his business advise can often be contradictory and
redundant.
But the game seems most out of whack in the most practical areas, especially at
the level of commerce. You can open your gates in mid-construction, with only enough
working attractions to qualify as a high-concept county fair, and still charge over $100
at the gate. And get this: your customers will be happy with the food service while
they are paying $35 for an ice-cream cone! Isnt that what bankrupted Planet
Hollywood? And here you dont even get to order an "Arnold
Schwartzen-burger." There arent even any parents in the park. Who sends their
child out the door with $200 to spend at a theme park? While these numbers save us poor
gamers from a math-induced headache, they are pretty laughable, even in simulated reality.
These are the things that pull you out of your gamers trance, and disrupt the
suspension of disbelief.
But some games are so fun that they can overcome imperfections that would
cripple any other game on the market. Sim Theme Park is one of those games. In the realm
of the Sims this is a beginner-friendly title that still manages to offer enough
challenges and fun to be engrossing, even addicting. Like so many of the Sim games you
become so involved in providing for their little computer-generated lives, that your own
necessitiesfood, sleep, a social lifefade into the distance.
--Jeremy Kauffman