
Keep ticket prices fair, then raise drink prices and add more salt in the fry shops (after all, people get thirsty from all that salt) and you'll make a killing! Set the right speed for rides (to avoid breakdowns), or you'll need a repairman! Oh, and if people throw wrappers and other trash on the pathways, you should get staff to clean up the mess. While doing all this, you must be clever as well. You even get rewards according to how well-designed it is. The game itself is amazing, and you have an enormous park to do with as you please! There are rides, shops, decorations, and entertainers (each with tons of choices available), which you can research and then add to your park. Cheering kids, screaming riders on a rollercoaster, the merry sound of other rides, and so much more! No other theme park game has gotten anywhere near this brilliant mood, and it's small things like this that set Theme Park apart from the crowd, even fifteen years later! What the screenshots didn't (and couldn't) show, was the tremendous atmosphere of Theme Park. If that didn't convince me, the demo certainly did.

That same issue of PC Gamer had the review, with plenty of screenshots and a 95% score.

One such demo, as you may have guessed already, was Theme Park. And these disks didn't just contain any old crappy games! Oh no, every issue had a demo of a certified classic! Beneath A Steel Sky, Micro Machines, UFO: Enemy Unknown, Dragonsphere, and many, many more! Most of these games are now all-time favorites, and deservedly so!īut let's get to the point. Oh yes, on the cover of each issue, two 3.5" disks attached with cellotape.

As much as I loved the magazine (even with my limited knowledge of English at the time), I enjoyed the cover disks even more. I was 13 years old when I started reading PC Gamer, a brand new British PC-games magazine.
