Hospital, Great Ormond Street Hospital, and Frimley Park Hospital for research and inspiration. Carr was initially displeased at the prospect of working on Theme Hospital: he had previously left Bullfrog to work for The Bitmap Brothers because he did not have faith in Theme Park. He chose to return based on his belief that he would work on Dungeon Keeper, which he was eager to do. Initially, Theme Hospital was to feature real diseases, but these were replaced with fictional, comedic afflictions as it was decided that the game's maladies should not be too realistic: the team were faced with the dilemma of having to make the hospital fun and interesting, as Webley stated that theme parks are "colourful" compared to hospitals, and Carr believed that hospital rooms looked very similar and that it was hard to tell what each machine does. It was during a hospital visit (after witnessing an operation that they were ordered out of because they were distracting the surgeon) that they came up with the idea of using made-up illnesses and cures: Carr considered death "quite sad" and believed that illness was not a popular subject. He stated that using made-up illnesses gave them "creative freedom", which he believed was essential. Webley said that Carr was concerned that using real diseases might be considered distasteful. According to Carr, the team were aiming for humour rather than gore. During the initial stages of programming, Bullfrog hired James Leach, who wrote the game's text and came up with the diseases. Molyneux was not directly involved in the game's production as he was then working on Dungeon Keeper. The graphic design was decided to be modelled from those of cartoons, and a goal was to have two thousand character animations. Another artist was hired to complete the graphics on time, and the team ultimately ended up with four. Fellow artist Andy Bass had difficulty getting the Kit Kat graphics correct. He said they did not have the right colour, so Carr tweaked the palette. Bass modelled the vending machine that would use the Kit Kat graphics and used 3D Studio to render it into the game palette, which he then edited using Deluxe Paint. By spring 1996, around half of the illnesses and animations were complete, the introduction and cutscenes were mostly complete, and the programming of the management system was almost finished. By early 1997, all that