Theme Park Inc

Short description: 2001 video game

Theme Park Inc.

Microsoft Windows cover art for Theme Park Inc.

Developer(s)| Bullfrog Productions
Climax Group
Publisher(s)| EA Games
Producer(s)| Stuart Whyte
Designer(s)| Karl Fitzhugh
Composer(s)| James Hannigan
Series| Theme Park
Platform(s)| Microsoft Windows
Release|

* NA: January 30, 2001[2][3]
* EU: February 9, 2001[1]

Genre(s)| Construction and management simulation
Mode(s)| Single-player

Theme Park Inc. (known as SimCoaster in the United States and Australia and Theme Park Manager in Germany) is a construction and management simulation video game. It is the sequel to Theme Park World (1999). Theme Park Inc. was developed by Bullfrog Productions and published by Electronic Arts. It was the last game to bear the Bullfrog logo before the company's merger with EA UK in 2004.

## Contents

* 1 Gameplay
* 2 Reception
* 3 References
* 4 External links
* 5 Features
* 6 History
* 7 See also
* 8 References
* 9 External links

## Gameplay

Screenshot

The player starts out as the assistant manager of a theme park, hired by the president of the company to take over his position. To do this, the player must build and manage a theme park with three unique zones: Land of Invention, Polar Zone, and Arabian Nights.[4] Each zone has unique rides, sideshows and scenery items. The player is guided by the president and his directors (each of whom specialize in a specific area of park management), and is aided by a blue spherical creature, named the Advisor, who gives the player advice. The player must hire staff to maintain the park, keep guests happy, and research new items for the player to build. Staff members must be kept well-rested and happy, or they may go on strike. To advance further into the game, the player must complete several objectives. These objectives involve training staff for a specific job to unlock a new section of the park zone, or completing challenges to gain golden tickets, which are required to beat those objectives. Challenges include keeping guest happiness levels high, making sure a ride does not break down, or making a certain amount of profit from a specific ride. Completing these challenges will give a specified number of golden tickets, and certain challenges must be completed to complete an objective. However, if the player fails too many challenges, they will be fired and the game will be over.[4] The objective of the game is to advance within the company by completing objectives and challenges, earning stock, unlocking new park areas, and gaining access to special rides through the use of golden tickets.[5] Theme Park Inc, in comparison to Theme Park World, has a greater emphasis on the management of the park rather than the rides themselves. The game requires more effort be put into finer aspects such as staff management, park layout, and guests' needs, as not doing so can make it more difficult to complete challenges and objectives. Theme Park Inc also introduced the Roller Coaster Editor, an in-built feature that allows players to create their own layouts for the pylon rides (roller coasters and log flumes) in the game. The players can then save these designs and use them in the game proper.[4]

## Reception

Reception

| Aggregate score

Aggregator| Score
Metacritic| 75/100[6]
Review scores
Publication| Score
AllGame| [7]
CGSP| [8]
CGW| [9]
Game Informer| 7.75/10[11]
GameSpot| 6.8/10[5]
GameZone| 8/10[12]
IGN| 8.5/10[4]
Next Generation| [13]
PC Gamer (US)| 75%[14]
X-Play| [15]

The game received "generally favorable reviews" according to the review aggregation website Metacritic.[6] Vincent Lopez of IGN said that the game has a visual charm that similar games, such as RollerCoaster Tycoon, lack. Lopez also said that the game was much improved from Theme Park World, in regards to the interface and advisor system.[4] However, Ron Dulin of GameSpot criticized the game's complicated nature, and said that the goals interfere with its enjoyment.[5] Eric Bratcher of NextGen said, "Like cotton candy dipped in chocolate and then sprinkled with peanuts, SimCoaster takes an established good thing and adds needed substance, though the ingredients don't blend perfectly."[13]

The game sold 290,000 units in the U.S. and earned $5.8 million by August 2006, after its release in February 2001. It was the country's 68th best-selling computer game between January 2000 and August 2006.[16] It also received a "Silver" sales award from the Entertainment and Leisure Software Publishers Association (ELSPA),[17] indicating sales of at least 100,000 units in the UK.[18]

## References

1. ↑ Bye, John "Gestalt" (February 9, 2001). "New release round-up". Gamer Network. https://www.eurogamer.net/article-30136.
2. ↑ "SimCoaster". http://www.gamezone.com/gamesell/p16220.htm.
3. ↑ Walker, Trey (February 1, 2001). "SimCoaster Ships". Fandom. https://www.gamespot.com/articles/simcoaster-ships/1100-2681223/.
4. ↑ 4.0 4.1 4.2 4.3 4.4 Lopez, Vincent (February 7, 2001). "SimCoaster". Ziff Davis. https://www.ign.com/articles/2001/02/08/simcoaster-2.
5. ↑ 5.0 5.1 5.2 Dulin, Ron (February 2, 2001). "SimCoaster Review". Fandom. https://www.gamespot.com/reviews/simcoaster-review/1900-2681431/.
6. ↑ 6.0 6.1 "SimCoaster". Fandom. https://www.metacritic.com/game/simcoaster/.
7. ↑ Smith, Ted. "SimCoaster - Review". All Media Network. http://www.allgame.com/game.php?id=28614&tab=review.
8. ↑ Cross, Jason (April 25, 2001). "SimCoaster". Strategy Plus, Inc.. http://www.cdmag.com/articles/032/111/simcoaster-01.html.
9. ↑ Jones, George (May 2001). "Dear Mr. Disney (SimCoaster Review)". Computer Gaming World (Ziff Davis) (202): 80. https://www.cgwmuseum.org/galleries/issues/cgw_202.pdf. Retrieved December 16, 2023.
10. ↑ MacIsaac, Jason (February 15, 2001). "SimCoaster". Greedy Productions Ltd.. http://www.elecplay.com/reviews_article.php?article=5205.
11. ↑ "SimCoaster". Game Informer (FuncoLand) (96). April 2001.
12. ↑ Giacobbi, Kevin "BIFF" (February 15, 2001). "SimCoaster". http://www.gamezone.com/gzreviews/r16220.htm.
13. ↑ 13.0 13.1 Bratcher, Eric (May 2001). "SimCoaster". NextGen (Imagine Media) (77): 90. https://archive.org/details/NextGen77May2001/page/n93/mode/2up. Retrieved December 16, 2023.
14. ↑ Brenesal, Barry (April 2001). "SimCoaster". PC Gamer (Imagine Media) 8 (4): 80. http://www.pcgamer.com/archives/2005/06/simcoaster.html. Retrieved December 16, 2023.
15. ↑ Park, Fred (March 1, 2001). "SimCoaster (PC) Review". TechTV. http://www.techtv.com/extendedplay/reviews/story/0,23008,3314702,00.html.
16. ↑ Edge staff (August 25, 2006). "The Top 100 PC Games of the 21st Century (Page 4)". Edge (Future plc). http://www.edge-online.com/features/top-100-pc-games-21st-century/4/. Retrieved December 16, 2023.
17. ↑ "ELSPA Sales Awards: Silver". http://www.elspa.com/?i=3942.
18. ↑ Caoili, Eric (November 26, 2008). "ELSPA: Wii Fit, Mario Kart Reach Diamond Status In UK". Informa. https://www.gamedeveloper.com/game-platforms/elspa-i-wii-fit-mario-kart-i-reach-diamond-status-in-uk.

## External links

* MobyGames is a commercial database website that catalogs information on video games and the people and companies behind them via crowdsourcing. This includes over 300,000 games for hundreds of platforms.[1] Founded in 1999, ownership of the site has changed hands several times. It has been owned by Atari SA since 2022.

## Features

Edits and submissions to the site (including screenshots, box art, developer information, game summaries, and more) go through a verification process of fact-checking by volunteer "approvers".[2] This approval process after submission can range from minutes to days or months.[3] The most commonly used sources are the video game's website, packaging, and credit screens. There is a published standard for game information and copy-editing.[4] A ranking system allows users to earn points for contributing accurate information.[5]

Registered users can rate and review games. Users can create private or public "have" and "want" lists, which can generate a list of games available for trade with other registered users. The site contains an integrated forum. Each listed game can have its own sub-forum.

## History

Logo used until March 2014

MobyGames was founded on March 1, 1999, by Jim Leonard and Brian Hirt, and joined by David Berk 18 months later, the three of which had been friends since high school.[6][7] Leonard had the idea of sharing information about computer games with a larger audience. The database began with information about games for IBM PC compatibles, relying on the founders' personal collections. Eventually, the site was opened up to allow general users to contribute information.[5] In a 2003 interview, Berk emphasized MobyGames' dedication to taking video games more seriously than broader society and to preserving games for their important cultural influence.[5]

In mid-2010, MobyGames was purchased by GameFly for an undisclosed amount.[8] This was announced to the community post factum , and the site's interface was given an unpopular redesign.[7] A few major contributors left, refusing to do volunteer work for a commercial website.{{Citation needed|date=June 2025} On December 18, 2013, MobyGames was acquired by Jeremiah Freyholtz, owner of Blue Flame Labs (a San Francisco-based game and web development company) and VGBoxArt (a site for fan-made video game box art).[9] Blue Flame Labs reverted MobyGames' interface to its pre-overhaul look and feel,[10] and for the next eight years, the site was run by Freyholtz and Independent Games Festival organizer Simon Carless.[7]

On November 24, 2021, Atari SA announced a potential deal with Blue Flame Labs to purchase MobyGames for $1.5 million.[11] The purchase was completed on 8 March 2022, with Freyholtz remaining as general manager.[12][13][14] Over the next year, the financial boost given by Atari led to a rework of the site being built from scratch with a new backend codebase, as well as updates improving the mobile and desktop user interface.[1] This was accomplished by investing in full-time development of the site instead of its previously part-time development.[15]

In 2024, MobyGames began offering a paid "Pro" membership option for the site to generate additional revenue.[16] Previously, the site had generated income exclusively through banner ads and (from March 2014 onward) a small number of patrons via the Patreon website.[17]

On February 13, 2025, Freyholtz stepped down as the site lead to move onto new projects, leaving operations to Tracy Poff, a veteran coder on the site, and Atari staff.[18]

## See also

* IGDB - game database used by Twitch for its search and discovery functions

## References

1. ↑ 1.0 1.1 Sheehan, Gavin (2023-02-22). "Atari Relaunches The Fully Rebuilt & Optimized MobyGames Website". https://bleedingcool.com/games/atari-relaunches-the-fully-rebuilt-optimized-mobygames-website/.
2. ↑ Litchfield, Ted (2021-11-26). "Zombie company Atari to devour MobyGames". https://www.pcgamer.com/zombie-company-atari-to-devour-mobygames/.
3. ↑ "MobyGames FAQ: Emails Answered § When will my submission be approved?". Blue Flame Labs. 30 March 2014. http://www.mobygames.com/info/faq7#g1.
4. ↑ "The MobyGames Standards and Practices". Blue Flame Labs. 6 January 2016. http://www.mobygames.com/info/standards.
5. ↑ 5.0 5.1 5.2 Miller, Stanley A. (2003-04-22). "People's choice awards honor favorite Web sites". Milwaukee Journal Sentinel.
6. ↑ "20 Years of MobyGames" (in en). 2019-02-28. https://trixter.oldskool.org/2019/02/28/20-years-of-mobygames/.
7. ↑ 7.0 7.1 7.2 Plunkett, Luke (2022-03-10). "Atari Buys MobyGames For $1.5 Million". https://kotaku.com/mobygames-retro-credits-database-imdb-atari-freyholtz-b-1848638521.
8. ↑ "Report: MobyGames Acquired By GameFly Media". Gamasutra. 2011-02-07. https://www.gamedeveloper.com/game-platforms/report-mobygames-acquired-by-gamefly-media.
9. ↑ Corriea, Alexa Ray (December 31, 2013). "MobyGames purchased from GameFly, improvements planned". http://www.polygon.com/2013/12/31/5261414/mobygames-purchased-from-gamefly-improvements-planned.
10. ↑ Wawro, Alex (31 December 2013). "Game dev database MobyGames getting some TLC under new owner". Gamasutra. https://www.gamedeveloper.com/business/game-dev-database-mobygames-getting-some-tlc-under-new-owner.
11. ↑ "Atari invests in Anstream, may buy MobyGames". November 24, 2021. https://www.gamesindustry.biz/articles/2021-11-24-atari-invests-in-anstream-may-buy-mobygames.
12. ↑ Rousseau, Jeffrey (2022-03-09). "Atari purchases Moby Games". https://www.gamesindustry.biz/atari-purchases-moby-games.
13. ↑ "Atari Completes MobyGames Acquisition, Details Plans for the Site's Continued Support". March 8, 2022. https://www.atari.com/atari-completes-mobygames-acquisition-details-plans-for-the-sites-continued-support/.
14. ↑ "Atari has acquired game database MobyGames for $1.5 million" (in en-GB). 2022-03-09. https://www.videogameschronicle.com/news/atari-has-acquired-game-database-mobygames-for-1-5-million/.
15. ↑ Stanton, Rich (2022-03-10). "Atari buys videogame database MobyGames for $1.5 million". https://www.pcgamer.com/atari-buys-videogame-database-mobygames-for-dollar15-million/.
16. ↑ Harris, John (2024-03-09). "MobyGames Offering “Pro” Membership". https://setsideb.com/mobygames-offering-pro-membership/.
17. ↑ "MobyGames on Patreon". http://www.patreon.com/mobygames.
18. ↑ "An update on MobyGames leadership". 2025-02-13. https://www.mobygames.com/forum/3/thread/269628/an-update-on-mobygames-leadership/#post-269628.

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