Seaworld Tycoon Game

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Carlos Beirise

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Aug 3, 2024, 5:22:08 PM8/3/24
to kaseacabi

Just wondering if anyone notice on their local store shelves Mall of America Tycoon? I have seen many Mall Tycoons and Mall Tycoons 2 but not Mall of America Tycoon. It's 19.99 at a local Walmart here in Ohio. The funny thing is, it's covered with Camp Snoopy Pictures. And it almost entirely talks about you getting to run Camp Snoopy. It has pictures of it's coaster and rides, and Snoopy Bounce, etc. Looks to be A LOT of puplicity for Cedar Fair and it's Camp Snoopy. Makes me wonder if they sell this there. It looked kinda cheesy overall, but might be worth it for those Camp Snoopy fans."The Future of Roller Coasters"-RollerCoasterGod[url=" "] Ohio Theme Parks[/url] A lot of publicity? From a bargain bin software title?Jeff - Editor - CoasterBuzz.com - My Blog

Show me one "Tycoon" game under the "Value" or "Budget" type brand names that was actually GOOD. You're bound to find nearly none.Seaworld Tycoon was no good... only fair, but very very restricting...
Mall tycoon, which this is kinda built off of, wasn't all that great, along with Mall Tycoon2... it's fair, but has a lot of flaws.If the box feels like there's nothing in it except a CD, it's most likely garbage... and I felt the box... it's like there's nothing in it at all... I never played it, cannot comment specifically on it, but I can guarantee that since it's a budget game, the pretty box is just a cover-up for a very "average" game. It's less buggy than RCT-3, but it's probably lacking in gameplay & freedom. Then there are the tycoon games that are SUPPOSED to be good, and they are still buggy pieces of crap.cough...cough...rct3...cough...coughCertain victory.

Just because a video game ends up in the bargin bin doesnt *necessarily* mean that is sucks. For example, last year's Beyond Good and Evil sold horribly and ended up in the bargin bin just to recoup whatever money it could, but the game was a critical success and, IMO (and the opinion of many "hardcore" gamers) was a phenomenal game. One that "out-Zelda-ed" The Legend of Zelda: The Windwaker.just a thoughtzacharyt.shutterfly.com
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Lets not go that far....The Millenium Force ride Ops: Squishing you where it counts since 2000.Track Record: 89 coasters Tycoon games can be fun. It all depends on what you like. My sister loves Zoo tycoon and I like Railroad Tycoon 2 & 3. Amazon has a few screenshots of the game.Looks like your average mall-building Tycoon game with a theme park element built in, though you have to give them credit for including a few realistic rides for accuracy. Zoo Tycoon & Railroad Tycoon weren't "Budget" games. Zoo Tycoon was in fact manufactured by Microsoft & retailed for $29.95 along with its numerous expansion packs. Tycoon games Im referring to are all the dumb ones with all the obscure objectives:
Cruiseline Tycoon, Circus Tycoon, Trailerpark Tycoon, Skatepark Tycoon, Ski Resort Tycoon, Vega$ Tycoon, Moon Tycoon, Airport Tycoon, Lemonade Tycoon, Pizza Tycoon... etc etc etc. The list goes on & on.Unless the game actually has some type of "hype" from the media like Gamespot, IGN, or whatever... as well as some previews, movies, and maybe even a demo... you know not to hold your breath. There are very few exceptions to this rule, but most has held up regarding any of the "budget" Tycoon games (RCT, Zoo, & Railroad being the exceptions) School Tycoon. Trailer Park Tycoon. The list goes on and on. But agreed, Zoo and Railroad Tycoons were not cheap, to buy or to make... RollerCoasterGod said:
Looks to be A LOT of puplicity for Cedar Fair and it's Camp Snoopy. Makes me wonder if they sell this there.Cedar Fair probably had little, if anything, to do with it. Remember, Cedar Fair only *operates* Camp Snoopy. IIRC it's actually owned by Mall of America (which would make sense since it's in their mall).

When Chris Sawyer and MicroProse published RollerCoaster Tycoon in 1999, virtually no one could have imagined the impact it would have. While there were earlier games built around the idea of constructing roller coasters or theme parks, Sawyer brilliantly merged the two ideas into an addictively simple game that sold a gazillion copies. It also launched a wave of competitors, from Microsoft's Zoo Tycoon to the latest takeoff, SeaWorld Adventure Parks Tycoon. It's probably a good thing that SeaWorld is published under Activision's budget label, because it comes off as an extremely lightweight imitation of the original.

If you've played any of the recent games with "tycoon" in the title, you'll instantly recognize the interface and mechanics of SeaWorld Adventure Parks Tycoon. Your job is to create a moneymaking theme park, from scratch, by designing everything from the layout of the park to which rides and amusements are available. You control everything from ticket prices to concession prices, and you can even charge customers, known as peeps, to use the bathroom. Once it's all set up, just sit back and watch the peeps enjoy your park while you tweak and fiddle along the way.

It turns out that it's a good and bad thing being the only game to bear the official SeaWorld Adventure Parks license. While you get to use most of the rides and attractions found at SeaWorld's three main parks, including Shamu Adventure and Shipwreck Rapids, that's all you get. You can't design your own coasters, and, as SeaWorld has a limited number of rides and attractions, there's not a lot to choose from. After a few levels, it begins to feel like you're reconfiguring the same park again and again. To paraphrase Henry Ford, "you can build any adventure park you want, so long as it's SeaWorld."

The game comes with 12 levels that are split into three groups of varying difficulty, so it's easy for new gamers to ramp up to more difficult challenges. Most of the levels have objectives that are fairly easy to reach, though some of the latter levels put you under considerable time constraints to accomplish your goals. These time limits can be frustrating, as you've got to build an almost perfect park to reach your objectives. There is a sandbox mode that allows you to build to your heart's content without worrying about objectives or time limits, though, once again, the limited amount of content doesn't allow for a lot of variation in park design.

SeaWorld Adventure Parks Tycoon retains the traditional 2D look and feel of most tycoon games, and it does look very pretty. There's an excellent level of detail in the graphics, though there are some maddening omissions. You can't rotate the map in 90-degree increments--a feature that's almost standard in every other game in the genre. This makes it almost impossible to fine-tune construction behind large buildings because you can't see what's going on. In addition, you can't rotate certain buildings at all during construction, so you're forced to place them as they are.

Some of the animation is well done; for instance, you can actually see the dolphins leaping out through hoops. The peeps, however, don't exhibit the same amount of emotion and interaction as they do in other games. Like a virtual person in The Sims, an individual peep just walks around looking to satisfy a current need, whether it be going to the bathroom or finding something to eat. Additionally, it's hard to tell your customers apart from your park staff since zooming in is of little help, as the graphics are a bit pixelated up close.

Musically, the game's soundtrack seems to consist of a few colorful tracks that capture a nice Caribbean/nautical mood. The sound effects are adequate, though there's a lot of background chatter as your peeps walk around. Overall, though, they're par for the genre.

SeaWorld Adventure Parks Tycoon packs about 15 to 20 hours' worth of gameplay, and it's not a bad game for younger gamers. And with the slim amount of content, it's a good thing that Activision is only charging $20 for it.

The tycoon craze has hit SeaWorld! Take control of a SeaWorld Park and build it up to become the best SeaWorld Park in the world. Choose to complete scenarios in three difficulty levels, or build your Park from the ground up in Sandbox Mode.

Build events and exhibits of SeaWorld animals such as dolphins, flamingos, manatees, turtles, and more. Add in some buildings to sell food and beverages, as well as souvenirs. And don't forget to add some bathrooms.

Add some decorations such as flowers, trees, fountains, and more to help increase the beauty of your Park. And add some seating, lighting, and even trash cans to keep your park clean and make people happy.

Sea World Adventure Parks Tycoon, often called Sea World Tycoon for short, is a business Simulation Game for PC, developed by Deep Red Games and published by Activision. The original game was released in 2003; it received a 2005 sequel, Sea World Adventure Parks Tycoon 2, and a 3D remake, Sea World Adventure Parks Tycoon 3D.

In short, it is a tycoon game where the player has to create a Sea World adventure park and be successful, think of it as a Zoo Tycoon IN SEAWORLD! There are two modes of the game, Scenario and Sandbox. In Scenario there is a goal in which you must achieve while in Sandbox you basically do whatever you want to do.

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