was left was refining the difficulty levels. The game deviates from the NHS model; Webley and Carr decided that players should think of the hospital as a business, with profit highly important. The team, who worked in offices near the Royal Surrey County Hospital, drew some inspirations from Theme Park and borrowed a great deal of code. Webley explained that this was an "obvious starting point" as he had been a programmer on Theme Park, and that the systems had been rewritten by the time Theme Hospital was complete. A program which facilitated animation was built upon by Webley, who dubbed it the Complex Engine. There were not many meetings, and Webley took the team to the pub weekly with a list of tasks to perform. Webley explained that the way the team worked meant that only they could perform their assigned duties otherwise they would not get done, effectively giving members ownership of their parts of the game. It was during one such meeting that the team realised the game was complete. The disease called King Complex was to be called Elvis Impersonator, but Elvis's estate owned the rights. Bloaty Head was based on an allergic reaction Molyneux had, when his face became an "alarming size". According to Leach, the volume of work was small. A big problem was that the team had too many ideas, and insufficient time to implement them all. For example, other diseases were planned; one of these was Animal Magnetism, which would see patients with attached animals which would have to be cut away. Another idea that was not implemented was the possibility of four separate in-game eras: futuristic, mediaeval, Victorian, and modern. The game was originally to have players begin in the mediaeval zone, and progress to more modern ones. By May 1996, the idea of the other time periods had been deemed "prohibitive" due to the amount of graphics required. Carr later stated that the game did not need the other eras, and that the team was small enough to make things up as they went along. Carr was also afraid that if they had produced a design document, Electronic Arts would have considered the omission of the other eras feature cutting. An idea that Molyneux pushed Webley's team to implement was a screen that enabled players to mix coloured chemicals to apply them to diseases. Accessibility was also a concern for