Theme Park Collection torrent description
[b][size=6]Theme Park[/size][/b]
[b][size=3][url=http://en.wikipedia.org/wiki/Theme_Park_(video_game)]Wikipedia info on the game[/url][/size][/b]
[img]http://www.underground-gamer.com/imagebucket/959645661-00.jpg[/img][img]http://www.underground-gamer.com/imagebucket/1027727812-00.jpg[/img]
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[img]http://www.underground-gamer.com/imagebucket/1082670507-00.png[/img][img]http://www.underground-gamer.com/imagebucket/1082670565-00.png[/img][img]http://www.underground-gamer.com/imagebucket/1100038213-00.png[/img][img]http://www.underground-gamer.com/imagebucket/1100038224-00.png[/img]
[b]Released[/b] 1994
[b]Developer[/b] Bullfrog
[b]Publisher[/b] Electronic Arts
[b]Genre[/b] Strategy / Business Simulation
[b]Mode[/b] Single player
[b]Minimum requirements[/b]:
386DX25
4mb RAM
MS-DOS 5.0
[b]Recomended[/b]:
486DX33
8mb RAM
VGA
MS-DOS 6.0
[b]Underdogs wrote:[/b]
[size=2][b]the-underdogs.info overview:[/b][/size]
One of the most original strategy games ever made, Bullfrog's Theme Park is a fun light business simulation that fulfills a childhood dream of many people: manage a theme park. While the game has a questionable economic model (I've never understood the logic of pricing entrance tickets in the game, or how much to charge for that ice cream), and will never win any accolades as a realistic business sim, Theme Park excels in the fun department. Starting out with an empty plot of land, you must first build a few basic attractions (such as the merry-go-round) and necessities such as the ice cream parlor and toilets to open for business. You must also hire handymans and mechanics to help ensure that your visitors will leave with a bright smile on their faces. With soaring visitors and better reputation, you can afford to research better and more exciting rides, and by the time you're building that expensive rollercoaster, you'll find that the game has kept you up for countless hours.
What makes Theme Park a lot of fun, other than colorful rides you can build, is the joy of watching your tiny visitors. They will laugh after an exciting ride, get lost, storm out of your park in anger at waiting too long at the queue, or even vomit after a stomach-churning ride on the rollercoaster. If you don't like to micro-manage your park (e.g. setting prices of an ice cream cone), you can choose to let the computer decide for you at lower difficulty level, leaving you free to design the park of your dreams. With colorful graphics, unique and fun gameplay, Theme Park is one of the best games Bullfrog ever made. Two thumbs up!
[b][size=6]Theme Park World[/size][/b]
[b][size=3]aka[/size][/b]
[size=5][b]Sim Theme Park[/b] (US title) / [b]Theme Park 2[/b] (Informal title)[/size]
[b][size=3][url=http://en.wikipedia.org/wiki/Theme_Park_World]Wikipedia info on the game[/url][/size][/b]
[img]http://www.underground-gamer.com/imagebucket/954104712-00.jpg[/img][img]http://www.underground-gamer.com/imagebucket/954104850-00.jpg[/img]
[img]http://www.underground-gamer.com/imagebucket/954185689-00.jpg[/img][img]http://www.underground-gamer.com/imagebucket/954185765-00.jpg[/img]
[img]http://www.underground-gamer.com/imagebucket/111069.jpg[/img][img]http://www.underground-gamer.com/imagebucket/111100.jpg[/img][img]http://www.underground-gamer.com/imagebucket/111157.jpg[/img][img]http://www.underground-gamer.com/imagebucket/111276.jpg[/img]
[img]http://www.underground-gamer.com/imagebucket/125459.jpg[/img][img]http://www.underground-gamer.com/imagebucket/126754.jpg[/img][img]http://www.underground-gamer.com/imagebucket/253827.jpg[/img][img]http://www.underground-gamer.com/imagebucket/253830.jpg[/img]
[img]http://www.underground-gamer.com/imagebucket/253832.jpg[/img][img]http://www.underground-gamer.com/imagebucket/253836.jpg[/img]
[b]Released[/b] 1999
[b]Developer[/b] Bullfrog
[b]Publisher[/b] Electronic Arts
[b]Genre[/b] Strategy / Business Simulation
[b]Modes[/b] Single player; Multiplayer
[b]Minimum requirements[/b]:
Pentium 233
64mb RAM
[b]Recomended[/b]:
Pentium II 350
128mb RAM
3D-accelerator
[b]Vincent Lopez wrote:[/b]
[size=4][b]ign.com review:[/b][/size]
[b]November 19, 1999[/b]
In sixth grade I won my class contest and was entered into the school-wide spelling bee. High on success and chalk fumes, I was ready to make a killing of my entire error-ridden junior high, using my dictionary filled mouth as my one and only weapon. Then we got to the competition, and I had to stand with 20 or 30 other big spellers from around the school in front of an auditorium of parents, each of which was either cheering or leering their children to the winner's circle. The pressure was horrible, and all I could think about was how horribly long this whole wretched event was going to take before I got my post-bee ice cream. I lost on the first word -- recess -- and ran happily from the stage, ate my ice cream cone, and remembered why I hate competition. I hate competing (unless I can win, of course), but for some people, it's their backbone -- take the Beatles. Would Lennon and McCartney have crafted such brilliant songs if they didn't have each other's talent to compare themselves to? This goes for gaming, too -- a great many games have been made off of one title's success. We wouldn't have the incredible Revenant if it wasn't for Diablo, and we wouldn't have Sim Theme Park if it wasn't for the incredible success of Theme Park and Roller Coaster Tycoon. All I can say is, thank god for competition.
There's no doubt that Roller Coaster Tycoon wouldn't exist if it wasn't for Theme Park's ideas and personality. But RCT added a level of detail and complexity that the TP had only hinted at, as well as turning the construction of roller coasters into a complete game in of itself. And let's not mention the mutual nod to Sim City. The greatest surprise about all this influence? Each title stands strongly on its own feet, and feel more like cousins than battling siblings, with each title offering strong points that make each unique.
Like Theme Park and Roller Coaster Tycoon, the goal here is to build a fun, successful amusement park that balances bringing in the customers and raking in the profits. You're in control of everything ? where to build the trash cans, what kind of stores to open (and the quality and price of the products that the stores carry), what rides to build, what trees, paths, entertainers, janitors... you get the picture. What really separates this game from its predecessors is big, big 3D. You can zoom in, turn, and touch nearly every object in the game, as well as take over any of the park-goers and see things through their eyes. It's as big as it sounds, and the Bullfrog team really implements it well (one gripe though: you can't fly the camera through the environment freely, but I think the team has done it solely to keep frame rates up). Add to that some extensive online features, and you've got the all new Theme Park.
You begin the game with two Themes (Halloween and Lost World) and you can add two more (Wonderland and Space) by gaining golden keys, which in turn can be gained by getting golden tickets. The structure in STP is fairly loose, allowing you to construct to your heart's content -- but achieve certain hidden goals, like getting a certain number of visitors in a month , and you'll receive a golden ticket, as well as some bonus cash. You'll also get challenges, which range from selling a certain amount of balloons in a month to keeping your bathrooms clean for 90 days, which can also award you cash prizes, as well as golden tickets. Get enough tickets, and you'll gain a key. Keys not only open up new sections of the park, but they give you access to special rides as well. And what rides there are in STP...
The rides are really the game's strongest point, not only inventive in design, but hand-in-hand with the overall graphic quality of the game. Each world has a unique set of rides with a hand-crafted look, and animations that will keep you watching long after you've built them. It's fun to see the different transformations of similar rides depending on the theme you're playing in, such as the Kart rides or the coasters, which can appear as a bat-coaster on the Halloween level, or a bunch of bugs riding on vines in Wonderland. You don't just construct a ride, you plant it, watching it pop up from the ground and sprout parts until it becomes a full-fledged ride. And its not just the rides that catch your eye -- even the trash cans have personalities of their own (particularly the slime-monster garbage eater in the Halloween World).
Though the music is very background-worthy, the sound effects give you all the thrills of a real theme park, without being overwhelming, due to the regional sound tricks that the designers have implemented into the game. Pass over the arcade, and you'll hear the sounds of video games echoing -- zoom in, and they get even louder. It keeps the noise from becoming a racket, but gives you all the buzzes, whistles and bangs that you need and deserve out of clanging metal and crunching fast food.
But what about the coasters? Sim Theme Park's entry into the coaster construction arena is a joyous, point-and-click experience that takes out strenous brainwork, and replaces it with instant action. Constructing rides is as simple as setting pylons, and watching the ride connect itself. Don't like where a pylon is? Simple click on it, and move it to the next available space. You can also raise, lower, tilt and twist pylons with a mouse click, which is a breeze compared to RCT's precise building structure. What you don't get, however, is the detailed physics of RCT's coaster construction. Coasters, for the most part, seem to magically be able to hit any loop or hill, no matter what the height of the drop. I didn't mind STP's simplification of the building process -- in fact, I loved that I could get a coaster up and running in a matter of seconds, and tweak it without the misery that you'd have to face in RCT when trying to modify an existing ride. What this means, though, is that you can construct a coaster that might actually have to crawl through loops and strain around corners to finish its circuit. I would have liked a bit more realistic physics, but I can definitely understand their choices.
Being able to walk around your park in first-person view really fills that void that all Sim-games have ? the personal experience. I can't tell you how many amazing (to me, anyway) roller coasters I've built in RCT only to feel sad that I couldn't actually ride them. Though you won't be able to construct the physics-heavy beasts of RCT, you can still come up with some pretty crazy creations, propelled by the fact that you'll be able to take front car in the coaster once you've finished your handiwork. Even being able to bounce around on the bloody Brain with the other kids in Halloween world was nice -- no matter how exciting, dull, inventive or plain the ride is, the fact that you can touch it that makes the game so unique.
One of the most unexpected additions in Sim Theme Park is the extensive online component to the game -- in a very Hasbro-ish move, the designers have made some cool innovations in order to keep a community alive surrounding STP in the months to come. Grab a user name and password from the official website, and you can email your screenshot postcards to friends, or browse a world map and take a look at some of the best parks online. I rode someone else's insane coaster in Hong Kong, and took a ride in the Lost World theme in the ambiguously named Ulaanbaatar, Mongolia. Not only can you take a look at their park, but you can chat with other browsers online, as well as keep an address book of your favorite buddies. Vote on your favorite parks, and if you think you've made a good enough creation, publish your own park on the web. Like everything else in the game, it's simple to use, and nearly seamless in its integration.
All of this is just frosting over the actual gameplay, however, and when it comes down to actually running the park, you may find yourself wishing for a little more control over the nitty gritty. You can take out loans, buy more land, check out your finances, and all that other fantastic Sim craziness, but in reality you'll be spending a good amount of time watching over your employees, setting their patrol routes, and wondering why you've hired 800 janitors for the park, and it's still dirty. Though I loved keeping track of pranksters and vomit-ridden exit lines, I wish that you could do more tweaking on the rides themselves. You can set the prices and quality of the food, and the speed and size of the rides, but they didn't seem to have the drastic effects on the park as a whole as they would with most Sim games. Add to this the hidden gold ticket goals (you don't actually know how to get your gold tickets -- for the most part, you win them after you've done something) and the simpler park maintenance structure, and you find yourself with an entertaining, but at times slow moving, Sim experience.
The bottom line is that if you're looking for a detailed simulation, you might find yourself wanting -- but in terms of fun factor, STP scores, and scores high. The tutorial almost hand holds you through the construction process without ever making the game feel dull, and the amount of buildable rides and features are sure to keep you entertained for a quite a while.
Sim Theme Park isn't as complex as Roller Coaster Tycoon, and definitely won't tax your micro-management skills to the extent that RCT does ? but is that such a bad thing? The best thing about both games is that they really aren't all that similar to one another, once you get down to the gameplay. Sim Theme Park is faster, brighter, and a more wow-heavy experience, while RCT gives you the change to really control your park down to the details, while giving you a harder set of tasks, and a larger set of goals than STP. The most surprising thing I found while playing Sim Theme Park was that you could play both games without ever having to truly feel like you were re-creating a similar experience.
-- Vincent Lopez
Note: A sign of general big biginess -- EA owns Maxis and Bullfrog, which means when it came time to actually ship Theme Park World, they decided to put it under the Sim line, despite the fact that it was a completely different developer. So there ya go.
[b]8.5 Presentation[/b]
The menu system and tutorial is pure showbiz -- clear, concise, and fun.
[b]8.5 Graphics[/b]
The stylized look of the rides captures the fun of theme parks, and keeps you from becoming bored.
[b]8.0 Sound[/b]
The smart sound feature keeps the noise and chatter of the park organized, without taking away any of the realism.
[b]8.5 Gameplay[/b]
You can't micro-manage as much as you'd probably like to, but the game begs you to waste your weekends away on it.
[b]8.0 Lasting Appeal[/b]
Though its a simpler brand of sim, the online feature will keep you busy for months to come.
[b]8.4 OVERALL[/b]
(out of 10 / not an average)
[b]Impressive[/b]
[size=3][b]Installing:[/b][/size]
mount or burn the image
run Setup.exe from CD
apply the patch [u]TPPatchTwoEUROAMER20000324a.exe[/u]
done! game should work on xp too!
[b][size=6]Theme Park Inc.[/size][/b]
[b][size=3]aka[/size][/b]
[size=5][b]SimCoaster[/b] (US title)[/size]
[size=3][url=http://en.wikipedia.org/wiki/Theme_Park_Inc][b]Wikipedia info on the game[/b][/url][/size]
[img]http://www.underground-gamer.com/imagebucket/985001340-00.jpg[/img][img]http://www.underground-gamer.com/imagebucket/1194694130-00.jpg[/img]
[img]http://www.underground-gamer.com/imagebucket/111073.jpg[/img][img]http://www.underground-gamer.com/imagebucket/111087.jpg[/img][img]http://www.underground-gamer.com/imagebucket/111106.jpg[/img][img]http://www.underground-gamer.com/imagebucket/111182.jpg[/img]
[img]http://www.underground-gamer.com/imagebucket/111333.jpg[/img][img]http://www.underground-gamer.com/imagebucket/111397.jpg[/img][img]http://www.underground-gamer.com/imagebucket/111439.jpg[/img][img]http://www.underground-gamer.com/imagebucket/210683.jpg[/img]
[b]Released[/b] 2001
[b]Developer[/b] Bullfrog
[b]Publisher[/b] Electronic Arts
[b]Genre[/b] Strategy / Business Simulation
[b]Mode[/b] Single player
[b]Minimum requirements[/b]:
Pentium II 266
64mb RAM
[b]Recomended[/b]:
Pentium III 450
128mb RAM
Direct3D 7
[b]Vincent Lopez wrote:[/b]
[size=4][b]ign.com review:[/b][/size]
[b]February 7, 2001[/b]
Now that EA's settled on its subsections and franchises (EA Sports, EA.com, and the other hydra heads), it looks like SimCoaster will finally, finally have a name that sticks. The series started off with Bullfrog as Theme Park, which turned into Theme Park World for the sequel. EA opted to used the Sim franchise name and change the American title of Theme Park World to Sim Theme Park, despite the fact that Maxis had nothing to do with the title. Now the third in the series has been renamed again, this time to SimCoaster. Confusing? The good thing is that the series has finally become a bit settled, and the team seems to have concentrated on making this latest version a tighter form of the formula, rather than another drastic change to the look and interface. While it's more about baby steps than leaps for SimCoaster, the new play style and interface make this a fun venture for anyone who enjoys theme park sims.
For those of you that haven't played Sim Theme Park, you can think of it as Roller Coaster Tycoon meets a toy shop. You put together a theme park, manage the finances, choose which rides to build, and even design your own roller coasters, all in a mouse driven interface that makes things clear and simple. An advisor will pop up to give you hints as you play, as well as chide you when you're lacking a few restrooms, or understaffing the park with critical employees. Unlike games like Roller Coaster Tycoon, however, you're able to play with your park in full 3D, rotating the camera, zooming in for a closer look at the rides, and best of all, stepping onto on of your coaster creations for a first-hand look at the action.
Sim Theme Park gave you the punch that you always wished Roller Coaster Tycoon would deliver, namely allowing you to get on rides, walk around your park, or just get a better angle on the situation when you were trying to lay out a mega-coaster. What it lacked in detail, it made up for in visual punch and style.
SimCoaster continues the tradition while fixing some problems from the last version, and adding a few new tricks. This time around, there are only three areas to explore: Arabian Nights, Polar Zone, and the world of Invention. Instead of the original STP, where themes were separated like islands, and you were simply working to see the next theme, and set of rides, SimCoaster has you jumping back and forth in order to accomplish specific goals. You'll play in the land of Invention for a little while, and after accomplishing specific challenges, you'll gain access to the Polar Zone. But to see Arabian Nights, you've got to accomplish a set of goals from the first and second zones, each of which involve opening new areas, and accomplishing sub-tasks within the land. EA and Bullfrog definitely wanted SC to be a more goal-based affair, so while you're still free to create a park exactly as you like, and tweak ride prices, speeds, number of cars and whatnot to your delight, you're going to be working towards accomplishing specific tasks, like draining a lake or unlocking a ride hidden in the environment. Unlocking new areas and features are still done through getting golden tickets, but unlike STP, you can choose when to begin a challenge this time around, giving you time to prepare, as well as picking challenges as you feel ready. Of course, this also means that the challenges tend to be a bit tougher. Instead of simply getting a certain number of visitors in a park, you'll have to make sure that workers don't strike, or that happiness levels are kept above a certain rating, for instance. Speaking of visitors, park guests now come in three shapes and sizes: kids, adults, and seniors. That means that in SC, you'll have to entertain the kids with crazy rides, the adults with good food and sideshow attractions, and the seniors with... good restrooms and hot dogs, and the occasional boat ride. It makes things more taxing this time around, and definitely adds another element to the game that was much needed before.
Also new is the ability to train your workers, another key to accomplishing tasks. You only get a small chunk of land to begin with, and to break out into new areas, you've got to accomplish challenges, as well as train your employees in specific skills, such as getting gardeners to learn the art of landfilling in order to empty out a lake. In SC, you can't just upgrade rides, you have to actually train your engineers to accomplish the task, and so on. Research also plays a much bigger part in SC, with a huge range of items to unlock with your researchers, as well as new skill sets to research for your park employees. It's a nice structure, because it encourages you to play in one zone for a while, then hop into another zone and check on its progress, instead of playing out an entire zone and leaving it to rot. What's cooler about the design is that there are constant carrots to jump at in each zone, just to keep you playing. When you open a new section of a park, for instance, you'll notice a broken down ride that may take a variety of skills to unlock. The first couple may just have you training a few employees and getting some golden tickets by winning challenges, but later secrets can only be accomplished by researching as-yet-unknown skills, and then working on the specific task.
The game plays out nearly identical to STP, but the interface and advisor system has been much-improved, as well. You can click on a ride or object and get information, change the settings for it, buy another item, or maybe just demolish it. You can click on any employee and set a patrol path, or pick them up and move them. While it's minor, the ability to actually click on specific things like vomit and call over a janitor, or call a security guard on a specific prankster also fix the frustration of having to dig around your park looking for an employee to handle a situation. It still takes too many clicks to get to essential items, like finding certain employees, or just selecting rides, but overall I thought that SC made playing all the simpler, and allowed me to concentrate on park management. The advisor, that blue annoying chatty thing, is still around, only this time it's had a little operation and now appears as a pony-tailed girl blue annoying chatty thing. She pops in constantly, and you'd almost want to kill her if she wasn't so damn helpful. Usually her advice is right on, and she tends to remind you of essential things like checking urgent messages. Plus, you can always turn her off when you're tired of getting constant feedback on your actions.
Unfortunately, the online component has been taken out and replaced with a coaster building feature that allows you to make and trade your own coaster designs. I thought it was great to check out someone's park in Brazil personally, but I guess EA and Bullfrog found it to be more effort than it was inevitably worth in the long run (you can still email postcards from within the game, however). The coaster kit allows you to create custom designs for coasters at your leisure for use in the game... but it would have been nice to have been able to have built a coaster in your own park without worrying about time constraints. I'm a big fan of tracks that swoop and loop around existing rides and paths in my parks, so I tended to skip using the coaster kit, but if you're looking to make the perfect creation, this will give you the time you need. As for the physics of the coasters, they're just as unrealistic as STP. If you build a tiny drop that leads into a huge loop, the cars will still make it around the track. They may snail along at two miles an hour, but you won't have to worry about losing speed and killing innocent riders. While I love being able to ride my creations and make them quickly, without worrying about realism, I wish that there was some happy balance for more expert gamers that allowed you to deal with real physics and problems more than just throwing down tracks like shoelaces and having everything magically work. The Theme Park series has always been about fun, however, so the development team has tended to focus on the building utilities and simplicity of coaster construction rather than realism. And to be fair, they've done an incredible job of making the building utility a breeze for a range of design skill sets.
After you've played a while, you'll be happy with the changes to the system, but it's obvious that EA test-marketed this title to high heaven -- the conscious decisions to change the gameplay scheme are constantly battling with the older game aesthetics of the STP. You'll enjoy the new interface, but you'll wish that there was just a little more detail involved in the production. This one screams mass-market more than a lot of titles I've reviewed, from its detailed tutorials to its constant help menus, and for good reason -- there's a Tycoon to kill out there. But couple the simplicity with challenges that tend to lean on the easy side, and you'll wish that the skill level was skewed just a bit higher. You'll have a blast, but you'll wish there was something meatier waiting around the corner.
While I wish the gameplay was tweaked up a notch, I was happy to see that graphically the game kept all the charm of the last version while tightening things up with the engine. While load times can be pretty ridiculous when you load up a park, the overall speed at which the game moves has improved from the original version of the game. Jump on a ride and you won't face the crunchdown nearly as bad as in the original game. You'll be happy to know that the camera control has also been changed, in order to allow you to pull out and check out the park from a much higher angle. This was most likely due to improvements in the engine, but either way it makes park planning much easier, and drastically improves the process of laying out your initial track design. The same charming animations of buildings popping up, and going through their funky motions is as entertaining as ever. As for the sounds, they're kept simple, something I really appreciated. You'll still be able to zoom in to objects and hear they're individual noises, or pull out and hear the general hum of a theme park at work. The little tones, squeaks, grinding crunches and happy screams are all spot on, and keep you interested without ever irritating you.
Just as with Theme Park World, you get more visual punch, but at the expense of some depth. If you're hoping for the detail-oriented world of Roller Coaster Tycoon's paint customizing schemes, park customer feedback, and realistic physics, you're not going to get it. But what you lose in realism you'll gain in charm and fun. I would have liked to have seen more leaps for SimCoaster, such as a more detailed ride construction system, but overall I enjoyed this game for the exact reasons I enjoyed the last one -- it was fun.
I like fun.
-- Vincent Lopez
[b]8.5 Presentation[/b]
The interface is still a little more complex than it needs to be, but the improvements make the game a joy to play with.
[b]8.5 Graphics[/b]
The same fun and funky animations and graphics will keep you constantly entertained.
[b]8.0 Sound[/b]
The sound is kept minimal and in the background, with a great use of sound effects that blend in and out depending on how close you are to an object.
[b]9.0 Gameplay[/b]
The game improves on Sim Theme Park with a better interface, and a more goal-based structure that was much-needed. I just wish coaster creation was a more complex affair.
[b]8.0 Lasting Appeal[/b]
Creating the perfect park will keep you busy for a while, and the coaster creation tool allows you to work on the perfect coaster on your own time. You'll like that. Really, you will.
[b]8.5 OVERALL[/b]
(out of 10 / not an average)
[b]Great [/b]
[size=3][b]Installing:[/b][/size]
mount or burn the image
run Installer.exe from CD
write any key from serials.txt file then asked
dont apply Electronic Registration
done!
game works on xp too with no problems!
[size=3][b]Web links[/b]:[/size]
[url=http://www.replacementdocs.com/search.php?q=theme+park&s=Search+Downloads&r=0]replacementdocs.com[/url] - Some nice manuals in pdf format (note: use PS2 Theme Park Roller Coaster manual for Theme Park Inc)
[url=http://www.adamhearn.co.uk/games/themeparkworld/tpwwin2kfix.html#thefix]adamhearn.co.uk[/url] - If you experience some trouble playing Theme Park World on XP, here youll find unofficial fix
[url=http://www.gamefaqs.com/search/index.html?platform=5&game=theme+park]gamefaqs.com[/url] - faqs and strategys
[size=3][b]Torrent info[/b]:[/size]
[b]Torrent size[/b] - 1,06 GB
[b] [1999] Theme Park World[/b] - 559 MB (586 181 204 bytes) - folder size
[b]TPworld.7z[/b] - 553 MB (580 234 161 bytes) - compressed TPW game image
[b] TPWORLD.mdf[/b] - 773 MB (811 086 048 bytes) - uncompressed TPW game image
[b]TPWORLD.mds[/b] - 6,42 KB (6 582 bytes)
[b]TPPatchTwoEUROAMER20000324a.exe[/b] - 5,67 MB (5 947 043 bytes) - TPW patch v2.0
[b][2001] Theme Park Inc[/b] - 505 MB (529 732 215 bytes) - folder size
[b]TPinc.7z[/b] - 529 MB (554866558 bytes) - compressed TPI game image
[b]TPINC.img[/b] - 604 MB (633 492 384 bytes) - uncompressed TPI game image
[b]TPINC.sub[/b] - 24,6 MB (25 856 832 bytes)
[b]TPINC.ccd[/b] - 772 bytes (772 bytes)
[b]serials.txt[/b] - 83 bytes (83 bytes) - 3 game serial numbers
[size=4][b]Enjoy![/b][/size]