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SimEarth
''SimEarth'' is a life simulation video game, the second designed by Will Wright and published in 1990 by Maxis. In ''SimEarth'', the player controls the development of a planet. English scientist James Lovelock served as an advisor and his Gaia hypothesis of planet evolution was incorporated into the game. Versions were made for the Apple Macintosh, Commodore Amiga, IBM PC, SNES, Sega Mega-CD and TurboGrafx-16. It was also subsequently re-released on the Wii Virtual Console. In 1996, several of Maxis' simulation games were re-released under the ''Maxis Collector Series'' with greater compatibility with Windows 95 and differing box art, including the addition of ''Classics'' beneath the title. SimEarth was re-released in 1997 under the ''Classics'' label. Overview In ''SimEarth'', the player can vary a planet's atmosphere, temperature, landmasses, etc., then place various forms of life on the planet and watch them evolve. In the “Random Planet” game setting, the game ...
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Will Wright (game Designer)
William Ralph Wright (born January 20, 1960) is an American video game designer and co-founder of the former game development company Maxis, and then part of Electronic Arts (EA). In April 2009, he left EA to run Stupid Fun Club Camp, an entertainment think tank in which Wright and EA are principal shareholders. The first computer game Wright designed was '' Raid on Bungeling Bay'' in 1984, but it was ''SimCity'' that brought him to prominence. The game was released by Maxis, a company Wright formed with Jeff Braun, and he built upon the game's theme of computer simulation with numerous other titles including ''SimEarth'' and ''SimAnt''. Wright's greatest success to date comes from being the original designer for ''The Sims''. The game spawned multiple sequels, including ''The Sims 2'', '' The Sims 3'', and ''The Sims 4'' and expansion packs, and Wright has earned many awards for his work. His latest work, ''Spore'', was released in September 2008 and features gameplay based up ...
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List Of Sim Video Games
This is a list of ''Sim'' games, their expansion packs, and compilations. Most games were game development, developed by Maxis and video game publisher, published either by Maxis (pre-1997 in video gaming, 1997 Mergers and acquisitions, acquisition by Electronic Arts) or by Electronic Arts (post-1997). EA has marketed and recruited companies such as Bullfrog Productions, Firaxis Games, and Tilted Mill Entertainment to develop several games under the ''Sim'' brand. ''SimCity'' series * ''SimCity (1989 video game), SimCity'' (1989) * ''SimCity 2000'' * ''SimCity 64'' * ''SimCity 3000'' * ''SimCity 4'' ** ''SimCity 4: Rush Hour'' * ''SimCity DS'' * ''SimCity Societies'' ** ''SimCity Societies: Destinations'' * ''SimCity DS 2 (SimCity Creator)'' * ''SimCity Creator'' * ''SimCity Social'' * ''SimCity (2013 video game), SimCity'' (2013) ** ''SimCity (2013 video game)#Cities of Tomorrow, SimCity: Cities of Tomorrow'' * ''SimCity: BuildIt, SimCity: Buildit'' Compilation packs * ''SimCi ...
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Fujisankei Communications International
Fujisankei Communications International, Inc. (FCI) is the American arm of the Fujisankei Communications Group, a Japanese media conglomerate of television and radio channels, magazine, newspaper, record and video game companies. The Fujisankei Communications Group regroups more than 90 companies, like Fuji TV in Japan, among others. Founded in 1986 in New York City and owned by Fuji Media Holdings, FCI makes productions from the Fujisankei Communications Group available to the United States and the rest of the western world. FCI was involved with videogame publishing as well, being one of the early third-party licensees for Nintendo Entertainment System (NES) starting in 1987. Originally, FCI merely published in North America translations of video games that were released in Japan mainly by Pony Canyon, another company from the Fujisankei Communications Group. FCI was well-known at this time for the many RPG and Adventure games they released for the NES as conversions from PC gam ...
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Life Simulation Game
Life simulation games form a subgenre of simulation video games in which the player lives or controls one or more virtual characters (human or otherwise). Such a game can revolve around "individuals and relationships, or it could be a simulation of an ecosystem". Other terms include artificial life game and simulated life game (SLG). Definition Life simulation games are about "maintaining and growing a virtual life", where players are given the power to control the lives of autonomous people or creatures. Artificial life games are related to computer science research in artificial life. But "because they're intended for entertainment rather than research, commercial A-life games implement only a subset of what A-life research investigates." This broad genre includes god games which focus on managing tribal worshipers, as well as digital pet, artificial pets that focus on one or several animals. It also includes genetic artificial life games, where players manage populations of c ...
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Gaia Hypothesis
The Gaia hypothesis (), also known as the Gaia theory, Gaia paradigm, or the Gaia principle, proposes that living organisms interact with their inorganic surroundings on Earth to form a synergistic and self-regulating, complex system that helps to maintain and perpetuate the conditions for life on the planet. The hypothesis was formulated by the chemist James Lovelock and co-developed by the microbiologist Lynn Margulis in the 1970s. Lovelock named the idea after Gaia, the primordial goddess who personified the Earth in Greek mythology. The suggestion that the theory should be called "the Gaia hypothesis" came from Lovelock's neighbour, William Golding. In 2006, the Geological Society of London awarded Lovelock the Wollaston Medal in part for his work on the Gaia hypothesis. Topics related to the hypothesis include how the biosphere and the evolution of organisms affect the stability of global temperature, salinity of seawater, atmospheric oxygen levels, the maintenance of a ...
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Imagineer (Japanese Company)
is a Japanese company. They are part of the content industry, providing content and services regarding characters, games, education, and more. History Imagineer Co., Ltd. was established on January 27, 1986 (registered on June 1, 1977) in Shinjuku-ku, Tokyo, with the goal of developing, manufacturing and selling game software. They acquired the rights to release overseas games in Japan, such as ''SimCity'' which they published for PC. They have also worked with companies like Sanrio Co., Ltd. on games featuring popular characters such as Hello Kitty. Imagineer developed the Super Nintendo Entertainment System version of '' Populous'', having acquired the rights from Les Edgar. At the time, the company was working with Nintendo. Imagineer also publishes the ''Medabots'' game series. In 2016, Imagineer fully absorbed their video game subsidiary company, Rocket Company, merging into one company. Games developed or published References External links * Imagineerat M ...
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Fred Haslam (game Designer)
Fred Haslam is a software engineer and mobile platform developer who has worked for eBay, Inc. since January 2011. While working at Maxis from mid 1989 through 1994, he was the lead developer on ''SimEarth'' and ''SimCity 2000'', co-authoring them with Will Wright. He also created an online game called ''Dragon Court''. Haslam and his family moved to Vancouver, Washington, in 2004. In 2006 he received a BS in computer science from Washington State University Vancouver. He is the son of writer Gerald Haslam Gerald William Haslam (March 18, 1937 – April 13, 2021) was an author focused on rural and small towns in California's Great Central Valley including its poor and working-class people of all colors. A native of Oildale, California, Haslam has r .... References American video game designers Living people Maxis People from Vancouver, Washington Year of birth missing (living people) {{videogame-bio-stub ...
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Life Simulation Game
Life simulation games form a subgenre of simulation video games in which the player lives or controls one or more virtual characters (human or otherwise). Such a game can revolve around "individuals and relationships, or it could be a simulation of an ecosystem". Other terms include artificial life game and simulated life game (SLG). Definition Life simulation games are about "maintaining and growing a virtual life", where players are given the power to control the lives of autonomous people or creatures. Artificial life games are related to computer science research in artificial life. But "because they're intended for entertainment rather than research, commercial A-life games implement only a subset of what A-life research investigates." This broad genre includes god games which focus on managing tribal worshipers, as well as digital pet, artificial pets that focus on one or several animals. It also includes genetic artificial life games, where players manage populations of c ...
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Maxis
Maxis is an American video game developer and a Division (business), division of Electronic Arts (EA). The studio was founded in 1987 by Will Wright (game designer), Will Wright and Jeff Braun, and acquired by Electronic Arts, EA in 1997. Maxis is best known for its simulation games, including ''The Sims'', ''Spore (2008 video game), Spore'' and ''SimCity''. In the late 2010s, Maxis suffered from a series of studio closures and layoffs. This included the shutdown of Maxis Emeryville in 2015, EA Salt Lake in 2017, and a wave of layoffs at Redwood Shores in 2018. With the remainder of Maxis reorganised under EA Mobile, and EA opening new studios under the label from 2019, some commentators have suggested that only the brand name from the original studio survives. History Independent studio (1987-1997) Maxis was founded in 1987 by Will Wright (game designer), Will Wright and Jeff Braun to help publish ''SimCity (1989 video game), SimCity'' on home computers. Before then, t ...
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X68000
The is a home computer created by Sharp Corporation. It was first released in 1987 and sold only in Japan. The initial model has a 10 Megahertz, MHz Motorola 68000 Central processing unit, CPU, 1 Megabytes, MB of Random Access Memory, RAM, and lacks a Hard disk, hard drive. The final model was released in 1993 with a 25 MHz Motorola 68030 CPU, 4 MB of RAM, and optional 80 MB SCSI hard drive. RAM in these systems is expandable to 12 MB, though most games and applications do not require more than 2 MB. The X68000 has graphics hardware similar to arcade video games of the late-1980s, with custom coprocessors supporting scrolling, tiled backgrounds, and large numbers of sprite (computer graphics), sprites. There are multiple sound chips supporting 8 channels of FM synthesis; 2 channels of stereo, digital audio; and one channel of pulse-code modulation audio. As such, Video game, video gaming was a major use of the X68000. Operating system The X68k runs an operating ...
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TurboGrafx CD
The TurboGrafx-16, known as the outside North America, is a home video game console designed by Hudson Soft and sold by NEC Home Electronics. It was the first console marketed in the fourth generation, commonly known as the 16-bit era, though the console has an 8-bit central processing unit (CPU) coupled with a 16-bit graphics processor. It was released in Japan in 1987 and in North America in 1989. In Europe, the console is known as the PC Engine, after the Japanese model was imported and distributed in the United Kingdom and France from 1988. In Japan, the system was launched as a competitor to the Famicom, but the delayed United States release meant that it ended up competing with the Sega Genesis and later the Super NES. The console has an 8-bit CPU and a dual 16-bit graphics processing unit (GPU) chipset consisting of a video display controller (VDC) and video color encoder. The GPUs are capable of displaying 482 colors simultaneously, out of 512. With dimensions of just ...
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Sega Mega-CD
The Sega CD, released as the in most regions outside North America and Brazil, is a CD-ROM accessory for the Sega Genesis produced by Sega as part of the fourth generation of video game consoles. It was released on December 12, 1991, in Japan, October 15, 1992, in North America, and April 2, 1993, in Europe. The Sega CD plays CD games and adds hardware functionality such as a faster CPU and graphic enhancements such as sprite scaling and rotation. It can also play audio CDs and CD+G discs. Sega sought to match the capabilities of the competing PC Engine CD-ROM² System, and added an additional CPU and custom graphics chip. They partnered with JVC to design the Sega CD. Fearful of leaks, Sega refused to consult with Sega of America until the project was complete; Sega of America assembled parts from dummy units to obtain a functioning unit. The Sega CD was redesigned several times by Sega and licensed third-party developers. The main benefit of CD technology at the time was ...
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