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Theme Park World

From Wikipedia, the free encyclopedia

1999 video game
1999 video game
Theme Park World
Developer(s)Bullfrog Productions[a]
Publisher(s)Electronic Arts[b]
Producer(s)Jeff Gamon
Composer(s)James Hannigan
Platform(s)
ReleaseMicrosoft Windows
  • NA: 3 November 1999
  • EU: 19 November 1999
PlayStation
  • JP: 16 March 2000
  • NA: 22 March 2000
  • EU: 21 July 2000
PlayStation 2
  • NA: 5 December 2000
  • EU: 8 December 2000
Mac OS
  • NA: 8 December 2000
Genre(s)Construction and management simulation
Mode(s)Single-player

Theme Park World, also known asTheme Park 2, and in North America asSim Theme Park, is a 1999construction and management simulation game developed byBullfrog Productions and released byElectronic Arts. The direct sequel toTheme Park (Theme Hospital andTheme Aquarium are thematic sequels), the player constructs and manages an amusement park to make a profit and keep visitors happy. Initially developed forWindows, it was ported toPlayStation andPlayStation 2 (whose version was titledTheme Park Roller Coaster in North America), as well forMacintosh computers. The Mac version was published byFeral Interactive.

The game was developed because personnel at Bullfrog wanted to bring the originalTheme Park up-to-date.Theme Park World contains four different themed areas to build amusement parks in, the ability to ride attractions, and an online service that enabled players to share parks. Reception was mostly positive, with reviewers complimenting the sound and visuals, although some were critical of the interface. The game was followed byTheme Park Inc (also known asSimCoaster) in 2001.

Gameplay

[edit]
A typical Lost Kingdom park. At the bottom right is the advisor.

Theme Park World tasks players with managing a series ofamusement parks.[1] To do this, the player must choose how to spend their funds, finding ways to expand the number and scope of their parks while remaining profitable.[2][3] Money can be used to purchase things such as new rides or attractions,[4] and hire staff to maintain the park.[5] As in its predecessorTheme Park, the staff available for recruitment include mechanics, cleaners (known in some versions as handymen[6]), entertainers, and guards,[7] butTheme Park World also introduces a new role: scientists (known in some versions as researchers[8][9]).[10] The staff repair rides, clean litter, entertain visitors, ensure the park's security and research new rides, shops, and attractions.[11] Staff can be trained to make them more efficient,[12] and require frequent rest in staff rooms.[13]

Rides can be upgraded to increase their reliability, capacity, and speed,[14] as well as provide additional components for track-based rides, such as jumps and tunnels for race tracks,[15] and loops for roller coasters.[16] Toilets and features such as bins, speakers, and security cameras can also be purchased.[17] Various elements can be controlled by the player, such as the name of the park,[18] the price of admission,[19] the layout of the roller-coaster tracks,[20] and the quality of goods in the shops.[21] The player can build cafés, novelty stores, restaurants, and parlours for foodstuff such as chips (fries), ice creams, and burgers.[22] In the PlayStation version, certain rides and sideshows are playable as minigames such as races and9 puzzles.[23] The player can take loans and purchase additional land for the park.[24]

A key focus is maintaining visitor satisfaction: the player is provided with feedback on visitors' merriment in the forms of a happiness meter,[25] and thought bubbles.[26] The bubbles convey feelings such as confusion, pleasure, hunger, and hygiene, which are indicators of the park's success.[27] There is an advisor who provides tutorials and information about the park's events.[28]

The player can earn golden tickets or keys for completing tasks such as getting a certain number of people in the park, reaching a certain happiness level, and making a certain profit in a year.[29] Golden tickets can be used to buy special rides that cannot otherwise be researched by park scientists, as well as unlock golden keys needed to open additional parks.[30] The requirements for earning golden tickets are similar in each park, but get harder as the game progresses.[29] There are four themes of park: Lost Kingdom (featuring mainlyMesozoic, but also Aztec, Mayan, and Ape-based rides[31]) Wonder Land (described as a "fairy kingdom"[32]), Halloween World, and Space Zone,[33] with Space Zone being the hardest.[13] In the PlayStation version, there are two parks for each theme.[34] Each world has setting-appropriate rides, shops, and sideshows.[35] Only the Lost Kingdom and Halloween World are available at the start (in the PlayStation version, the players start in the Lost Kingdom[36]).[37]

The player can ride on rides,[38] and tour the park in thefirst-person view.[39] In the PlayStation version, four golden tickets are required to use these features.[39]

There is also an Instant Action mode, in which the player starts with a pre-built park in the Lost Kingdom, some staff, and double the usual amount of money. It features automatic research and cheaper staff, tracks, and expansion, but certain rides, shops, sideshows, upgrades, and features are not available.[25][40][41]

Theme Park World Online

[edit]

TheTheme Park World Online website contained news and updates to the game, and featured a page that contained published parks. Invitations to parks could be issued, and players could vote for their favourites.[42] Competitions were hosted, with prizes awarded for the best parks.[43] Players could also visit others' published parks.[44] Platinum Tickets, which were used to download rides from the website, were awarded when others visited the player's parks.[43] Postcards could be sent by email,[45] and the service offered a chat feature.[46] The chat service had a function to report abusive players, who would have their connection terminated.[47] Players could also be blackmarked.[48] An account was required to useTheme Park World Online.[43]

Development

[edit]

Theme Park World was announced (asTheme Park 2) in April 1999.[49][50] Many Bullfrog personnel had wanted to produce an updated version ofTheme Park.[49] Producer Jeff Gamon said that and that players wanted to ride rides they created and Bullfrog built on the original game's success using the latest technology. Gamon also said thatTheme Park World would be less objective-based and more open-ended than the previousTheme games.[51] Early in development, there were 12 artists, who were led by Darran Thomas before he left Bullfrog with Jeremy Longley andGlenn Corpes to foundLost Toys.[52]

The game used a 3D engine to eliminate the need for a 3D accelerator card, and an advanced behaviouralartificial intelligence system (programmed by Ben Board[53]) that gave visitors different behavioural traits.[49] Board said that the most important feature was the queuing behaviour, and that he spent a while making it look interesting when visitors were in long queues.[53] Many management features of the original game were retained,[54] but some, such as supply ordering and competition with other parks, were removed.[55] Staff would no longer get strike action because it was considered confusing and annoying.[56]

Theme Park World originally used thePopulous: The Beginning engine, but it was "limiting", and a new one was built.[57] Most of the development team were fromMindscape: they were brought to Bullfrog to completeDark Omen. AfterTheme Resort was cancelled, its team joined the people from Mindscape to developTheme Park 2.[53] As of October 1999, development of the PlayStation version was two months behind the PC version, and there was a greater emphasis placed on the minigames to compensate for its lack of internet connectivity.[57] The internet connectivity and the ability to ride on rides were developed in response to criticism of the original game's repetitiveness.[49]

In August 1999,Theme Park World was renamed asSim Theme Park for North America, and was released as part ofMaxis' (a sister company of Bullfrog)Sim line.[58] The renaming was to make the game easy to recognise by all types of gamer.[58] Bullfrog General Manager Bruce McMillan said that theTheme series was much stronger in Europe and Asia than North America, and the re-branding would inform gamers of the type of gaming experience the game would offer. He also said they were pleased to work with Maxis, which would allow the game to become popular in the United States.[58] Luc Barthelet, Maxis' General Manager, saidTheme Park World "is a great game" and that he was pleased to have it as part of theSim series, but expressed jealousy at Bullfrog for developing such a game before Maxis.[58]

Theme Park World was released for Microsoft Windows on 3 November 1999.[59] The Japanese version was published byElectronic Arts Square.[2] It was released on Macintosh byFeral Interactive on 8 December 2000.[60] ThePlayStation version (developed byClimax Studios[61]) was released on 22 March 2000 (16 March in Japan[62]),[63] and thePlayStation 2 (titledTheme Park Roller Coaster in North America) version was released on 5 December 2000 in North America and 8 December 2000 in Europe[64] (28 December 2000 in Japan[65]) The European PS1 and PS2 versions were released in July 2000 and December 2002, respectively.Theme Park World was released on thePlayStation Portable andPlayStation 3 via thePlayStation Store in North America on 11 February 2010,[66] and in Japan on 24 December 2009.[67]

The adviser is voiced byLewis MacLeod in UK release.[68]

Reception

[edit]
Reception
Aggregate score
AggregatorScore
GameRankings77% (PC)[69]
Review scores
PublicationScore
Computer Gaming World (PC)[70]
Computer and Video Games (PC)[76]
GameSpot8/10 (PC)[74]
8.3/10 (PlayStation 2)[75]
IGN8.4/10 (PC)[71]
8.5/10 (PlayStation)[72]
8.4/10 (PlayStation 2)[73]
Next Generation (PC)[77]
(PS)[78]
(PS2)[79]
PC Zone70% (PC)[80]
Jeuxvideo.com15/20 (PC)[81]
15/20 (PlayStation)[82]
15/20 (PlayStation 2)[83]
FiringSquad (PC)[84]
Absolute Playstation71% (PlayStation)[85]
Génération 4 (PC)[86]
Game Revolution2.5/5 (PC)[87]
Inside Mac Games8.75/10 (Macintosh)[88]

Theme Park World received generally positive reviews, though it failed to match the success of its predecessor.[89] In North America, it sold 309,516 units and earned $8.51 million from January through October 2000, according toPC Data.[90] These figures rose to 563,299 units and $13.08 million by the end of 2000, which madeSim Theme Park the region's eighth-best-selling computer game for the year.[91] In 2001, the game took ninth in the United States for the year,[92] with sales of 514,288 units ($9.92 million).[93] The game was later given a "Platinum" sales award by theEntertainment and Leisure Software Publishers Association (ELSPA),[94] indicating sales of at least 300,000 copies in the United Kingdom.[95]

The PC version was praised highly by Robert Coffey ofComputer Gaming World: he believed the game is "Wildly entertaining" and liked the ability to tour parks and ride rides. His only real criticism was the difficulty of constructing roller coasters. The game was awarded the Editors' Choice award.[70] A reviewer fromIGN described the presentation as "clear, concise, and fun", and was impressed with the sound.[71] Ron Dulin ofGameSpot also liked the "amusing" visual appeal, but complained about the amount of detail the player must manage once the park becomes popular, and said it takes away the enjoyment of the player's creation.[74]Computer and Video Games's criticism was that the game is much more freeform thanTheme Hospital: he said no specific goals are presented, and that golden tickets are often won suddenly.[76]PC Zone's reviewer complained that the player cannot build more than one of the same item at a time, and must keep re-entering the menus and select it again. He also described the adviser as "incredibly annoying", and the rides as "tamer than a sedated penguin". Despite these criticisms,Theme Park World was also described as "Very addictive".[80]Jeuxvideo.com's reviewer thoughtTheme Park World is better than the original due to the 3D graphics, and also praised Bullfrog's humour, but also described the appearance as "repetitive".[81] Bob Colayco of FiringSquad found the 3D graphics as colourful, and liked the refined user interface, describing it as "context sensitive" and believed thathotkeys play a greater role than in the previous game. He believed the game is "cuter" thanRollerCoaster Tycoon.[84]Génération 4's Rémy Goavec was highly complimentary: he saidTheme Park World was "a real treat" and "possibly the best Christmas gift Bullfrog could give". It was also described as "beautiful", "funny", and "intelligent".[86]Theme Park World was more heavily criticised by Ben Silverman ofGame Revolution: he liked the graphics, but described the adviser's advice as "worse than a nagging housewife". He also complained about the lack of variety, and said that the rides are repeated across the four worlds.[87] Daniel Erickson ofNext Generation stated that "hardcore sim fans might miss having to trade stocks and manage land grants, but everyone else is in for a treat".[77]

James Hannigan, Richard Joseph and Nick Laviers after receiving the award on stage for Sound at the BAFTA Interactive Awards, 2000.

The PlayStation version was described byIGN's Sam Bishop as "a fantastic game". He thought the sound is "fantastic" and the adviser's voice acting is "perfect", but criticised thesprites as not becoming more detailed as the player zooms in, making close-up views a "pixeled horror".[72] Absolute PlayStation said the music is repetitive, and disagreed with IGN on the adviser by describing him as "infuriating". A staff member described the game as "just more of the same".[85]Jeuxvideo.com's reviewer thought the PlayStation version's gameplay is "mediocre", and criticised the interface for being too complex, although the action was described as "rich".[82] Eric Bratcher reviewed the PlayStation version forNext Generation, and stated that "although there's nothing else like it on PlayStation this sluggish, homely, online version of a great PC title would have been much better suited for the next-generation systems".[78]

The PlayStation 2 version was described by a reviewer ofJeuxvideo.com as "a very good simulation game", and he also said the graphics were good, but could have been "more beautiful".[83]IGN's Doug Perry said the PlayStation 2 version is smoother than the PC version, and praised its "laptop" interface. He described the game as "a fun, clean addictive game that's intelligent and highly amusing".[73]Jeff Gerstmann ofGameSpot liked the fact the PlayStation 2 version's goals are made clear, and believed the music fits the parks well and the fact that it has multiple parks made it great for players who like to play for short periods.[75]

Eric Bratcher reviewed the PlayStation 2 version of the game forNext Generation, rating it four stars out of five, and said that "a stripped-down PC sim that shared the strange, hypnotic appeal of amusement parks themselves – you can't logically explain why you're there, but you'll find yourself captivated, unable to wipe the smile from your face".[79] This version of the game wonGameSpot's annual "Best Simulation Game" award amongconsole games.[96]

The Macintosh version was believed to be "just plain fun" by Michael Phillips ofInside Mac Games, who also praised the vibrant graphics. He also complimented the music as "themeparkish", and said it adds to the game's mood.[88]

Theme Park World for PC was awarded the 2000BAFTA Interactive Entertainment Award for Sound[97] at the time recognising all aspects of Sound and Music in games. The award was collected on stage by composerJames Hannigan,Richard Joseph and Nick Laviers of Electronic Arts.

See also

[edit]

References

[edit]
  1. ^Prima Guide Book, p. 2.
  2. ^abYuki Nisio (15 March 2000)."正しいテーマパークの作り方,教えます!~テーマパークワールド攻略"(PDF). Gamer's Index.DOSV Magazine (in Japanese). pp. 268–271.Archived(PDF) from the original on 30 August 2021. Retrieved10 September 2017.
  3. ^Prima Guide Book, pp. 4,5.
  4. ^Prima Guide Book, p. 37.
  5. ^Prima Guide Book, pp. 6-12.
  6. ^Playing Guide Book, p. 41.
  7. ^Prima Guide Book, pp. 6-10
  8. ^Complete Guide Book, p. 23.
  9. ^Bullfrog (2000).Theme Park World PlayStation 2 manual (PAL ed.). Chertsey: Electronic Arts. p. 20.
  10. ^Prima Guide Book, p. 11
  11. ^Prima Guide Book, p. 6-11.
  12. ^Prima Guide Book, pp. 6-11.
  13. ^abFrédéric Dufresne (February 2000). "Manège à trois".Génération 4 (in French). No. 131. pp. 160–170.ISSN 1624-1088.
  14. ^Manual, p. 47.
  15. ^Prima Guide Book, p. 52.
  16. ^Prima Guide Book, p. 54.
  17. ^Playing Guide Book, p. 39.
  18. ^Manual, p. 30.
  19. ^Manual, p. 48.
  20. ^Manual, p. 19-22.
  21. ^Prima Guide Book, pp. 22-27.
  22. ^Perfect Program Guide Book, pp. 105-111.
  23. ^Complete Guide Book, pp. 47,51.
  24. ^Manual, p. 27.
  25. ^abManual, p. 8.
  26. ^Perfect Program Guide Book, p. 41.
  27. ^Prima Guide Book, pp. 13-17.
  28. ^Playing Guide Book, p. 12.
  29. ^abPrima Guide Book, p. 42.
  30. ^Prima Guide Book, pp. 28,29.
  31. ^Prima Guide Book, pp. 46-64.
  32. ^Prima Guide Book, p. 94.
  33. ^Playing Guide Book, pp. 16-23.
  34. ^Perfect Program Guide Book, p. 45.
  35. ^Complete Guide Book, pp. 43-143.
  36. ^Complete Guide Book, p. 9.
  37. ^Prima Guide Book. p. 28.
  38. ^Manual, p. 31.
  39. ^abComplete Guide Book, p. 35.
  40. ^Prima Guide Book, pp. 44,45.
  41. ^Playing Guide Book, p. 8.
  42. ^Manual, pp. 59,62.
  43. ^abcManual, p. 60.
  44. ^Manual, p. 64,65.
  45. ^Manual, p. 59.
  46. ^Manual, pp. 67-69.
  47. ^Manual, p. 70.
  48. ^Manual, pp. 70,71.
  49. ^abcd"Theme Park 2".PC Zone. No. 75. London. April 1999. pp. 12, 13.ISSN 0967-8220.
  50. ^"Bullfrog Unveils Theme Park World".IGN. 20 April 1999. Retrieved4 September 2017.
  51. ^"Chunder Wonder Returns".Computer and Video Games. No. 216. Peterborough:EMAP. November 1999. pp. 44, 45.ISSN 0261-3697.
  52. ^"An Audience With Lost Toys". Audience.Edge. No. 71. Bath. May 1999. pp. 107–111.ISSN 1350-1593.
  53. ^abc"Revisiting Bullfrog: 25 Years On".Retro Gamer. No. 110. Bournemouth. December 2012. pp. 60–67.ISSN 1742-3155.
  54. ^David Finn; Scott Udell (19 June 1999)."Theme Park World".Computer Games Magazine. Archived fromthe original on 9 July 2003. Retrieved5 September 2017.
  55. ^Chris Lombardi (October 1999)."Theme Park World"(PDF).Computer Gaming World. No. 183.Ziff Davis. pp. 68, 69.ISSN 0744-6667.Archived(PDF) from the original on 18 July 2021. Retrieved5 September 2017.
  56. ^Bullfrog (1999).Theme Park World Addendum.
  57. ^ab"Theme Park World". Prescreen.Edge. No. 76. Bath. October 1999. pp. 28, 29.ISSN 1350-1593.
  58. ^abcdJames Fudge (7 August 1999)."Theme Park World Gets North American Name Change".Computer Games Magazine. Archived fromthe original on 9 July 2003. Retrieved4 September 2017.
  59. ^"Theme Park World - PC".IGN. Retrieved4 September 2017.
  60. ^"Product Info: Sim Theme Park".Inside Mac Games.Archived from the original on 5 September 2017. Retrieved4 September 2017.
  61. ^"Credits".Theme Park World PlayStation manual (PAL ed.). Slough: Electronic Arts. 2000. p. 37.
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  65. ^https://www.amazon.co.jp/%E3%82%A8%E3%83%AC%E3%82%AF%E3%83%88%E3%83%AD%E3%83%8B%E3%83%83%E3%82%AF%E3%83%BB%E3%82%A2%E3%83%BC%E3%83%84-%E3%83%86%E3%83%BC%E3%83%9E%E3%83%91%E3%83%BC%E3%82%AF2001/dp/B00005OVTT
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  69. ^"Sim Theme Park".GameRankings.CBS Interactive. Archived fromthe original on 27 August 2002. Retrieved10 June 2020.
  70. ^abRobert Coffey (February 2000)."Sim-ply Irresistible"(PDF).Computer Gaming World. No. 187.Ziff Davis. p. 89.ISSN 0744-6667.Archived(PDF) from the original on 3 March 2016. Retrieved6 September 2017.
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  73. ^abDoug Perry (12 December 2000)."Theme Park Roller Coaster".IGN.Archived from the original on 19 December 2019. Retrieved9 September 2017.
  74. ^abRon Dulin (24 November 1999)."SimTheme Park Review".GameSpot.Archived from the original on 21 May 2019. Retrieved5 September 2017.
  75. ^abJeff Gerstmann (12 December 2000)."Theme Park Roller Coaster Review".GameSpot.Archived from the original on 10 September 2017. Retrieved9 September 2017.
  76. ^abPete Walker (January 2000). "Theme Park World".Computer and Video Games. No. 218. Peterborough:EMAP. p. 72.ISSN 0261-3697.
  77. ^abErickson, Daniel (February 2000). "Finals".Next Generation. Vol. 3, no. 2.Imagine Media. p. 101.
  78. ^abBratcher, Eric (May 2000). "Finals".Next Generation. Vol. 3, no. 5.Imagine Media. p. 101.
  79. ^abBratcher, Eric (March 2001). "Finals".Next Generation. Vol. 4, no. 3.Imagine Media. p. 81.
  80. ^ab"Theme Park World".PC Zone. No. 85. London. January 2000. p. 83.ISSN 0967-8220.
  81. ^ab"Test : Theme Park World".Jeuxvideo.com (in French). 26 November 1999.Archived from the original on 6 September 2017. Retrieved5 September 2017.
  82. ^ab"Test : Theme Park World".Jeuxvideo.com (in French). 28 April 2000.Archived from the original on 6 September 2017. Retrieved6 September 2017.
  83. ^ab"Test : Theme Park World".Jeuxvideo.com (in French). 22 December 2000.Archived from the original on 4 June 2004. Retrieved9 September 2017.
  84. ^abBob Colayco (1 December 1999)."Sim Theme Park Review".FiringSquad. Archived fromthe original on 21 April 2013. Retrieved6 September 2017.
  85. ^ab"Theme Park World".Absolute PlayStation. April 2000. Archived fromthe original on 12 August 2016. Retrieved6 September 2017.
  86. ^abRémy Goavec (December 1999). "Tournez manège!".Génération 4 (in French). No. 129. pp. 136–144.ISSN 1624-1088.
  87. ^abBen Silverman (1 January 2000)."Sim Theme Park Review".Game Revolution.Archived from the original on 10 September 2017. Retrieved9 September 2017.
  88. ^abMichael Phillips (23 February 2001)."Sim Theme Park".Inside Mac Games.Archived from the original on 11 September 2017. Retrieved10 September 2017.
  89. ^"Company Profile: Bullfrog".Retro Gamer. No. 43. Bournemouth. pp. 52–57.ISSN 1742-3155.
  90. ^Asher, Mark;Chick, Tom."The Year's Ten Best-Selling Games".Quarter to Three. Archived fromthe original on 2 February 2001.
  91. ^"It's All in the Numbers".PC Gamer US.8 (4): 40, 41. April 2001.
  92. ^"NPD Reports Annual 2001 U.S. Interactive Entertainment Sales Shatter Industry Record" (Press release).Port Washington, New York:The NPD Group. 7 February 2002. Archived fromthe original on 20 August 2003.
  93. ^Bradshaw, Lucy (31 January 2002)."Markle Forum on Children and Media"(PDF).New York University.Archived(PDF) from the original on 19 June 2004.
  94. ^"ELSPA Sales Awards: Platinum".Entertainment and Leisure Software Publishers Association. Archived fromthe original on 15 May 2009.
  95. ^Caoili, Eric (26 November 2008)."ELSPA:Wii Fit,Mario Kart Reach Diamond Status In UK".Gamasutra. Archived fromthe original on 18 September 2017.
  96. ^GameSpot Staff (5 January 2001)."Best and Worst of 2000".GameSpot. Archived fromthe original on 13 February 2002.
  97. ^"Interactive – Sound in 2000".bafta.org.British Academy of Film and Television Arts. Archived fromthe original on 21 May 2015. Retrieved27 September 2015.
  1. ^Ported to PlayStation and PlayStation 2 byClimax Development, and Mac OS byZonic
  2. ^PlayStation 2 version released under the EA Games brand. Published on Mac OS byFeral Interactive.

Sources

[edit]
  • Bullfrog (1999).Theme Park World manual (PC ed.). Slough: Electronic Arts.
  • Trenton Webb; Bob Wade (1999).Theme Park World : Prima's Official Strategy Guide. Rocklin, CA: Prima Games.ISBN 978-0-76152-287-4.
  • Tīma pāku wārudo konpurīto gaido bukkuテーマパークワールド コンプリートガイドブック [Theme Park World Complete Guide Book] (in Japanese). Tokyo: Keibunsha. 2000.ISBN 978-4-76693-480-9.
  • Studio Click (2000).Tīma pāku wārudo kōshiki pāfekuto puroguramuテーマパークワールド公式パーフェクトプログラム Perfect Program Official Edition [Theme Park World Perfect Program Official Edition]. 高橋書店ゲーム攻略本シリーズ (in Japanese). Tokyo: Takahasi Shoten.ISBN 978-4-47136-049-8.
  • Tīma pāku wārudo kōryaku gaidoテーマパークワールド攻略ガイド [Theme Park World Playing Guide]. ナビブックシリーズ (in Japanese). Tokyo: Locus. 2000.ISBN 978-4-89814-105-2.

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