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* VideoGameTime: Somewhat downplayed compared to some similar tycoon games; instead of guests spending months or years in your zoo or theme park, here they may only spend days at the aquarium, however it is still present. Each "day" is divided into eight "opening hours", labeled from 09:00 to 17:00 (9am to 5pm); 17:00 from the previous day immediately transitions to 09:00 in the next day, while staff and guests continue on as if nothing has happened (but most things that update or reset every day, like feeding requirements, will do so then). Animals only take several days or weeks to grow, and never die of old age.

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* VideoGameTime: Somewhat downplayed compared to some similar tycoon games; instead of guests spending months or years in your zoo or theme park, here they may only spend days at the aquarium, however it is still present. Each "day" is divided subdivided into eight "opening hours", labeled from 09:00 to 17:00 (9am to 5pm); 17:00 from the previous day immediately transitions to 09:00 in the next day, while staff and guests continue on as if nothing has happened (but most things that update or reset every day, like feeding requirements, will do so then). Animals only take several days or weeks to grow, and never die of old age.
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* VideoGameTime: Somewhat downplayed compared to some similar tycoon games; instead of guests spending months or years in your zoo or theme park, here they may only spend days at the aquarium, however it is still present. Each "day" is further subdivided into eight "opening hours", labeled from 09:00 to 17:00 (9am to 5pm); 17:00 from the previous day immediately transitions to 09:00 in the next day, while staff and guests continue on as if nothing has happened (but most things that update or reset every day, like feeding requirements, will do so then). Animals only take several days or weeks to grow, and never die of old age.

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* VideoGameTime: Somewhat downplayed compared to some similar tycoon games; instead of guests spending months or years in your zoo or theme park, here they may only spend days at the aquarium, however it is still present. Each "day" is further subdivided divided into eight "opening hours", labeled from 09:00 to 17:00 (9am to 5pm); 17:00 from the previous day immediately transitions to 09:00 in the next day, while staff and guests continue on as if nothing has happened (but most things that update or reset every day, like feeding requirements, will do so then). Animals only take several days or weeks to grow, and never die of old age.
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* VideoGameTime: Somewhat downplayed compared to some similar tycoon games; instead of guests spending months or years in your zoo or theme park, here they may only spend days at the aquarium, however it is still present. Each "day" is further subdivided into eight "working hours", labeled from 09:00 to 17:00 (9am to 5pm); 17:00 from the previous day immediately transitions to 09:00 in the next day, while staff and guests continue on as if nothing has happened (but most things that update or reset every day, like feeding requirements, will do so then). Animals only take several days or weeks to grow, and never die of old age.

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* VideoGameTime: Somewhat downplayed compared to some similar tycoon games; instead of guests spending months or years in your zoo or theme park, here they may only spend days at the aquarium, however it is still present. Each "day" is further subdivided into eight "working "opening hours", labeled from 09:00 to 17:00 (9am to 5pm); 17:00 from the previous day immediately transitions to 09:00 in the next day, while staff and guests continue on as if nothing has happened (but most things that update or reset every day, like feeding requirements, will do so then). Animals only take several days or weeks to grow, and never die of old age.
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* VideoGameTime: Does it differently than most similar tycoon games; instead of guests spending months or years in your zoo or theme park, here they may only spend days at the aquarium. Each "day" is further subdivided into eight "working hours", labeled from 09:00 to 17:00 (9am to 5pm); 17:00 from the previous day immediately transitions to 09:00 in the next day, while staff and guests continue on as if nothing has happened (but most things that update or reset every day, like feeding requirements, will do so then). Animals only take several days or weeks to grow, and never die of old age.

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* VideoGameTime: Does it differently than most Somewhat downplayed compared to some similar tycoon games; instead of guests spending months or years in your zoo or theme park, here they may only spend days at the aquarium.aquarium, however it is still present. Each "day" is further subdivided into eight "working hours", labeled from 09:00 to 17:00 (9am to 5pm); 17:00 from the previous day immediately transitions to 09:00 in the next day, while staff and guests continue on as if nothing has happened (but most things that update or reset every day, like feeding requirements, will do so then). Animals only take several days or weeks to grow, and never die of old age.
Is there an issue? Send a MessageReason:
None


* VideoGameTime: Does it differently than most similar tycoon games; instead of guests spending months or years in your zoo or theme park, here they may only spend days at the aquarium. Each "day" is further subdivided into eight "working hours", labeled from 09:00 to 17:00 (9am to 5pm); 17:00 from the previous day immediately transitions to 09:00 in the next day, while staff and guests continue on as if nothing has happened (but most things that update or reset every day, like feeding requirements, will do so then)

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* VideoGameTime: Does it differently than most similar tycoon games; instead of guests spending months or years in your zoo or theme park, here they may only spend days at the aquarium. Each "day" is further subdivided into eight "working hours", labeled from 09:00 to 17:00 (9am to 5pm); 17:00 from the previous day immediately transitions to 09:00 in the next day, while staff and guests continue on as if nothing has happened (but most things that update or reset every day, like feeding requirements, will do so then)then). Animals only take several days or weeks to grow, and never die of old age.
Is there an issue? Send a MessageReason:
None


* VideoGameTime: Does it differently than most similar tycoon games; instead of guests spending months or years in your zoo or theme park, here they may only spend days. Each "day" is further subdivided into eight "working hours", labeled from 09:00 to 17:00 (9am to 5pm); 17:00 from the previous day immediately transitions to 09:00 in the next day, while staff and guests continue on as if nothing has happened (but most things that update or reset every day, like feeding requirements, will do so then)

to:

* VideoGameTime: Does it differently than most similar tycoon games; instead of guests spending months or years in your zoo or theme park, here they may only spend days.days at the aquarium. Each "day" is further subdivided into eight "working hours", labeled from 09:00 to 17:00 (9am to 5pm); 17:00 from the previous day immediately transitions to 09:00 in the next day, while staff and guests continue on as if nothing has happened (but most things that update or reset every day, like feeding requirements, will do so then)
Is there an issue? Send a MessageReason:
None


* VideoGameTime: Does it differently than most similar tycoon games; instead of guests spending months or years in your zoo or theme park, here they may only spend days. Each "day" is further subdivided into eight "working hours", labeled from 09:00 to 17:00 (9am to 5pm), 17:00 from the previous day immediately transitions to 09:00 in the next day, while staff and guests continue on as if nothing has happened (but most things that update or reset every day, like feeding requirements, will do so then)

to:

* VideoGameTime: Does it differently than most similar tycoon games; instead of guests spending months or years in your zoo or theme park, here they may only spend days. Each "day" is further subdivided into eight "working hours", labeled from 09:00 to 17:00 (9am to 5pm), 5pm); 17:00 from the previous day immediately transitions to 09:00 in the next day, while staff and guests continue on as if nothing has happened (but most things that update or reset every day, like feeding requirements, will do so then)
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* HardModePerks: A mild (and possibly unintentional) example: though harder difficulties are generally, well, harder, the increased prices for animals also include the animals you ''sell'', thus making breeding slightly more profitable, if you choose to supplement your income that way.

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* HardModePerks: A mild (and possibly unintentional) example: though harder difficulties are generally, well, harder, the increased prices for animals also include the animals you ''sell'', thus making breeding slightly more profitable, if you choose to supplement your income that way.way.
* VideoGameTime: Does it differently than most similar tycoon games; instead of guests spending months or years in your zoo or theme park, here they may only spend days. Each "day" is further subdivided into eight "working hours", labeled from 09:00 to 17:00 (9am to 5pm), 17:00 from the previous day immediately transitions to 09:00 in the next day, while staff and guests continue on as if nothing has happened (but most things that update or reset every day, like feeding requirements, will do so then)
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* ChainOfDeals: Sometimes possible in Sandbox mode, as you may get random trade offers for animals.

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* ChainOfDeals: Sometimes possible in Sandbox mode, as you may get random trade offers for animals.animals that match up.
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* ChainOfDeals: Sometimes possible in Sandbox mode, as you may get random trade offers for animals.
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* HardModePerks: A mild (and possibly unintentional) example: though harder difficulties are generally, well, harder, the increased prices for animals also include the animals you 'sell', thus making breeding slightly more profitable, if you choose to supplement your income that way.

to:

* HardModePerks: A mild (and possibly unintentional) example: though harder difficulties are generally, well, harder, the increased prices for animals also include the animals you 'sell', ''sell'', thus making breeding slightly more profitable, if you choose to supplement your income that way.
Is there an issue? Send a MessageReason:
None


* HardModePerks: A mild (and possibly unintentional) example: though harder difficulties are generally, well, harder, the increased prices for animals also include the animals you *sell*, thus making breeding slightly more profitable, if you choose to supplement your income that way.

to:

* HardModePerks: A mild (and possibly unintentional) example: though harder difficulties are generally, well, harder, the increased prices for animals also include the animals you *sell*, 'sell', thus making breeding slightly more profitable, if you choose to supplement your income that way.
Is there an issue? Send a MessageReason:
None


* GoofySuit: In the ''Architect's Collection'' DLC, you can inflict this on your staff by making them wear an "octopus costume". This gains prestige whenever a guest sees them, so it's best for "front-stage" staff like those who clean or talk on podiums.

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* GoofySuit: In the ''Architect's Collection'' DLC, you can inflict this on your staff by making them wear an "octopus costume". This gains prestige whenever a guest sees them, so it's best for "front-stage" staff like those who clean or talk on podiums.podiums.
* HardModePerks: A mild (and possibly unintentional) example: though harder difficulties are generally, well, harder, the increased prices for animals also include the animals you *sell*, thus making breeding slightly more profitable, if you choose to supplement your income that way.
Is there an issue? Send a MessageReason:
None


* GoofySuit: In the *Architect's Collection* DLC, you can inflict this on your staff by making them wear an "octopus costume". This gains prestige whenever a guest sees them, so it's best for "front-stage" staff like those who clean or talk on podiums.

to:

* GoofySuit: In the *Architect's Collection* ''Architect's Collection'' DLC, you can inflict this on your staff by making them wear an "octopus costume". This gains prestige whenever a guest sees them, so it's best for "front-stage" staff like those who clean or talk on podiums.
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* ArtisticLicenseBiology: Fully Averted. Salt water fish need salt water aquariums and freshwater fish can only be in freshwater aquariums. It's also not a good idea to put two predatory species together.

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* ArtisticLicenseBiology: Fully Averted. Salt water fish need salt water aquariums and freshwater fish can only be in freshwater aquariums. It's also not a good idea to put two predatory species together.together.
* GoofySuit: In the *Architect's Collection* DLC, you can inflict this on your staff by making them wear an "octopus costume". This gains prestige whenever a guest sees them, so it's best for "front-stage" staff like those who clean or talk on podiums.
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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/4af3629baeb0ec4bfb6da2429aa2cdcfc14e62a2600e5f0c1c4ff5c490ee2b66.jpg]]
[[caption-width-right:350:A theme park tycoon game with an aquatic twist.]]
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* AnEntrepreneurIsYou: You are building aquarium parks and must then manage the parks including keeping fish healthy, keeping employees satisfied, and making sure park guests are entertained.

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* AnEntrepreneurIsYou: You are building aquarium parks and must then manage the parks including keeping fish healthy, keeping employees satisfied, and making sure park guests are entertained.entertained.
* ArtisticLicenseBiology: Fully Averted. Salt water fish need salt water aquariums and freshwater fish can only be in freshwater aquariums. It's also not a good idea to put two predatory species together.
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* AmazingTechnicolorWildlife: Some of the fish featured in the game can get very colorful, just as they are in real life.

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An Entrepreneur Is You

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\nAn Entrepreneur Is You----
!! This game provides examples of:
* AnEntrepreneurIsYou: You are building aquarium parks and must then manage the parks including keeping fish healthy, keeping employees satisfied, and making sure park guests are entertained.
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''Megaquarium'' is a business tycoon simulation game developed and published by Twice Circled and released on UsefulNotes/{{Steam}} on September 18, 2018. In the game the player takes on the role of a business tycoon and is tasked with building aquarium parks. As a part of building and maintaining the parks, the player must keep their fish healthy, keep staff of the aquarium well paid and make sure they enjoy their job, and also make sure their guests enjoy their time at the aquarium.

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''Megaquarium'' is a business tycoon simulation game developed and published by Twice Circled and released on UsefulNotes/{{Steam}} on September 18, 2018. In the game the player takes on the role of a business tycoon and is tasked with building aquarium parks. As a part of building and maintaining the parks, the player must keep their fish healthy, keep staff of the aquarium well paid and make sure they enjoy their job, and also make sure their guests enjoy their time at the aquarium.aquarium.


An Entrepreneur Is You
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Added DiffLines:

''Megaquarium'' is a business tycoon simulation game developed and published by Twice Circled and released on UsefulNotes/{{Steam}} on September 18, 2018. In the game the player takes on the role of a business tycoon and is tasked with building aquarium parks. As a part of building and maintaining the parks, the player must keep their fish healthy, keep staff of the aquarium well paid and make sure they enjoy their job, and also make sure their guests enjoy their time at the aquarium.

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