Interface
Interface
Sim Theme Park's interface has been drastically changed since the last iteration, and is markedly different from Roller Coaster Tycoon's. Rather than give you a complicated tool bar with many buttons, Sim Theme Park has opted to make the pointer more "context sensitive." For instance, if you want to extend a pathway, click on any part of any pathway, and your pointer changes to path building mode. The pointer works the same way for building lines and tracks for rides. Want info on a staff member or one of your rides/shops? Just click on it! Hotkeys play more of a role now as well - clearing sections of your park requires you to hit DELETE and drag select the section you want razed.
![Sim Theme Park Review [ A pair of janitors keep the park clean @ 640 x 480 ] > View Full-Size in another window.](images/13-s.jpg) A pair of janitors keep the park clean
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![Sim Theme Park Review [ I wouldn't be comfortable riding on lava @ 640 x 480 ] > View Full-Size in another window.](images/14-s.jpg) I wouldn't be comfortable riding on lava
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The control panel
The amount of money you have left is displayed prominently in the top left. As your cash reserves dwindle, the number changes color from green to orange to red. In the bottom left hand corner is an interface tool that looks like a little walkie-talkie. Here you'll find six buttons that zip you to important information and screens. There's the buy-button which you use to buy more rides, shops, and hire staff. The information button zips you to detailed charts that show your cash flow and give you vital info on your rides, visitors, and staff. A finances button shows you more in-depth money info, while the research tab brings you to a screen where you manage the specific areas you want your scientists working in (new rides, ride upgrades, sideshows, misc items, and shops). Then there's the view map screen button, which has several important overlays to monitor visitor happiness, park cleanliness, and more. Finally the camera button opens up camcorder mode and the online postcard option (more on that later).
![Sim Theme Park Review [ On the Wonderland log flume @ 640 x 480 ] > View Full-Size in another window.](images/15-s.jpg) On the Wonderland log flume
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![Sim Theme Park Review [ Those wacky SpaceZone coaster tracks @ 640 x 480 ] > View Full-Size in another window.](images/16-s.jpg) Those wacky SpaceZone coaster tracks
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The little panel doesn't just provide buttons - it also has a spot for the date (in - game) and a visitor happiness gauge. Finally, the message antenna has space for critical in game messages; these include warnings (rides about to break down, visitors setting off stink bombs, etc.) and advice. Clicking on the incoming messages pops out a slider box that describes what the important news is. The message includes a handy little button that will zoom you to the site of the news or emergency. So what at first appears to be a cartoonish panel is actually a well designed little tool that provides exactly what you need without cluttering up too much viewable real estate.
![Sim Theme Park Review [ Food and restrooms in Halloween World @ 640 x 480 ] > View Full-Size in another window.](images/17-s.jpg) Food and restrooms in Halloween World
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![Sim Theme Park Review [ Hot Pot! @ 640 x 480 ] > View Full-Size in another window.](images/18-s.jpg) Hot Pot!
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The advisor
To make learning even faster, Bullfrog has included a talking advisor who pops up in the bottom right corner to give you advice. LOTS of advice. As you learn the game, he's a useful sidekick, but once you've got everything down you'll probably want to turn off the advisor. He ends up saying the same stuff over and over again which can get annoying quickly. Overall, the interface for STP gets a thumbs up, but I had some minor issues with the context sensitive pointer. Specifically, it's way too difficult to just delete a small section of a ride's line/queue. The way the game is set up you pretty much have to delete the entire line and re-design it from the start.