There are many amusement park management games, but none as surprising as Theme Park Simulator. This production by Badland Publishing and Best Ride Simulators for Nintendo Switch allows us to directly control each of the 11 rides that make up our amusement park, with an unprecedented level of realism. In this post you will find detailed information about the 11 rides, as well as the different options offered by the game when choosing different cameras, activate light and smoke effects in each ride and even change the decoration of some of them. Theme Park Simulator is available from 17 April at the Nintendo Switch through the eShop.
To learn more about the story behind the creation of such a unique title, we have interviewed Raul Trujillo, CTO and COO of Best Ride Simulators, the genius behind the design and programming of Theme Park Simulator.
Raul Trujillo (right) poses in front of a rickety Ferris Wheel with Ian Bermejo (CEO of Best Ride Simulators).
The game is not an amusement park manager in the style of Theme Park, but a pure and hardcore simulator, in which the simple pleasure of handling the attractions is pursued. How did you come up with this concept?
It came from my own desire to manage the rides. Since I was a child, I’ve loved amusement rides, and I was fascinated by the idea of being able to ride them on my own. I knew I wasn’t the only one who wanted to do that, so I set out to develop the simulators.
One of the most remarkable features of the game is its realism. Each ride is a virtual recreation of its real model, screw by screw. Where did you get the technical information to make this possible?
Unfortunately there are no detailed plans of the rides, so we have to rely on all the images and videos I find on the Internet. With references in the images, I start taking measurements and writing them down until we have everything we need.
There are rides that are emblematic of any amusement park, like the Ferris Wheel or the Bumper Cars, but how did you choose the rest? Because there are some very local ones, like Amor Express (the Crazy Worm/el Gusano Loco)…
The truth is that it’s a mix between rides that I personally like, that I know are mythical and that I know that people like them, for example; The Kamikaze is a typical ride in the United States and in some European countries, on the other hand, Techno Jump (The Frog) is a very famous ride in Spain but not so well known in the United States.
Which is the ride that you liked the most to recreate in the video game? And the one that you liked the least?
It’s a very difficult question because they all have something different that is both challenging and attractive, although I would say that the Inverter is our favourite because we manage to push ourselves to the limit in terms of details and quality. The least would be the Bumper Cars, as we had many problems with it and it was a real headache.
Is there any ride you had to leave out during the development of the game?
Unfortunately, yes, we had a water roller coaster and a horror train planned, but for different reasons they were scrapped. Who knows if they’ll come true in the future.