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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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SimCity (1989 Video Game)
''SimCity'', also known as ''Micropolis'' or ''SimCity Classic'', is a city-building simulation video game developed by Will Wright and released for a number of platforms from 1989 to 1991. ''SimCity'' features two-dimensional graphics and an overhead perspective. The objective of the game is to create a city, develop residential and industrial areas, build infrastructure, and collect taxes for further development of the city. Importance is placed on increasing the standard of living of the population, maintaining a balance between the different sectors, and monitoring the region's environmental situation to prevent the settlement from declining and going bankrupt. ''SimCity'' was independently developed by Will Wright, beginning in 1985; the game would not see its first release until 1989. Because the game lacked any of the arcade or action elements that dominated the video game market in the 1980s, video game publishers declined to release the title in fear of its commercia ...
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Game Development
Video game development (or gamedev) is the software development, process of developing a video game. The effort is undertaken by a video game developer, developer, ranging from a single person to an international team dispersed across the globe. Development of traditional commercial PC games, PC and console games is normally funded by a video game publisher, publisher, and can take several years to reach completion. Indie games usually take less time and money and can be produced by individuals and smaller developers. The independent game industry has been on the rise, facilitated by the growth of accessible Game development tool, game development software such as Unity (game engine), Unity platform and Unreal Engine and new online distribution systems such as Steam (service), Steam and Uplay, as well as the mobile game market for Android (operating system), Android and iOS devices. The first video games, developed in the 1960s, were not usually Commercialization, commercialised. ...
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SimHealth
''SimHealth: The National Health Care Simulation'' is a management simulation video game developed by Thinking Tools and published by Maxis in 1994 for MS-DOS with assistance from the Markle Foundation. It is a simulation of the United States healthcare system. The game was released during congressional debates on the Clinton health care plan. Due to the complexity of the game, ''SimHealth'' was seen as being very difficult. Armed with none of the tongue-in-cheek humor that Maxis' prior games were known for, the only real link to the franchise was the ''SimCity 2000''-inspired user interface. The game was seen as more serious than other Maxis games. Noel Fritzinger, who with Lyman Orton first conceptualized CommunityViz, says that his inspiration came from seeing ''SimHealth'' and wondering if the same concepts could be applied to real-world land-use planning. Reception ''Computer Gaming World''s Keith Schlesinger in June 1994 said that "''SimHealth'' is a trailblazer in the sim ...
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Sid Meier's SimGolf
''Sid Meier's SimGolf'' is a video game developed by Firaxis and published by Electronic Arts in 2002. Players must successfully design golf courses and play them with their default professional golfer Gary Golf. Played in a near- isometric dimetric view, the game runs on fairly low system specs, and only at an 800x600 resolution. Overview The game features a complete system that allows the player to build their own golf empire. Players begin with some money and choose a country to begin building the players' course. Once there, players begin by placing a teeing ground and a putting green for Hole One and are then allowed to go on adding or modifying what lies between: fairways, trees, rough, bunkers (or sand traps), landmarks, benches, paths, flowerbeds, terrain and just about anything players would normally see in a golf course. Players are advised not to waste money because if the budget stays in the red long enough, the game is over. If players design the course well, they ...
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Theme Park Inc
''Theme Park Inc.'' (known as ''SimCoaster'' in the United States and Australia and ''Theme Park Manager'' in Germany) is a construction and management simulation video game. It is the sequel to ''Theme Park World'' (1999). ''Theme Park Inc.'' was developed by Bullfrog Productions and published by Electronic Arts. It was the last game to bear the Bullfrog logo before the company's merger with EA UK in 2004. Gameplay The player starts out as the assistant manager of a theme park, hired by the president of the company to take over his position. To do this, the player must build and manage a theme park with three unique zones: ''Land of Invention'', ''Polar Zone'', and ''Arabian Nights''. Each zone has unique rides, sideshows and scenery items. The player is guided by the president and his directors (each of whom specialize in a specific area of park management), and is aided by a blue spherical creature, named the Advisor, who gives the player advice. The player must hire staff to ...
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The Sims (video Game)
''The Sims'' is a social simulation video game developed by Maxis and published by Electronic Arts in 2000. It is a simulation of the daily activities of one or more virtual people ("Sims") in a suburban household near a fictional city. Players control customizable Sims as they pursue career and relationship goals. Players can also use their Sims' income to renovate their living space, purchase home furnishings, or clothing for their household. Players can also choose to pursue a social and successful life. The game's development was led by Will Wright and the game was a follow-up to Wright's earlier ''SimCity'' series; Wright was inspired to create the game by Christopher Alexander's 1977 book ''A Pattern Language'', and Scott McCloud's 1993 book ''Understanding Comics'' later played a role in the game's design. Seven expansion packs were released from 2000 to 2003, each of which added new items, characters, skins, and features. Upon release, ''The Sims'' garnered widespread ...
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Theme Park World
''Theme Park World'', also known as ''Theme Park 2'', and in North America as ''Sim Theme Park'', is a 1999 construction and management simulation game developed by Bullfrog Productions and released by Electronic Arts. The direct sequel to ''Theme Park'' (''Theme Hospital'' and ''Theme Aquarium'' are thematic sequels), the player constructs and manages an amusement park with the aim of making profit and keeping visitors happy. Initially developed for Windows, it was ported to PlayStation and PlayStation 2 (whose version was titled ''Theme Park Roller Coaster'' in North America), as well for Macintosh computers. The Mac version was published by Feral Interactive. The game was developed because personnel at Bullfrog wanted to bring the original ''Theme Park'' up-to-date. ''Theme Park World'' features four themes of amusement park, the ability to ride attractions, and an online service that enabled players to share parks. Reception was mostly positive, with reviewers complimenting ...
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SimSafari
''SimSafari'' is a construction and management simulation game released by Maxis on March 19, 1998. It is similar to ''SimPark'', except that the park is set in Africa rather than in North America, and therefore has African animals and plants. Gameplay The game is divided into three different zones, the nature park, the tourist grounds, and the African village. The ultimate aim is for the players' park to reach five stars, although like most Sims games the player can continue playing indefinitely. To gain five stars, the player needs to make sure each zone is being run properly. The player can control tourism and staff. * The park is where the player can buy animals and made sure they were not being over-eaten or underfed. The player can control the species of animals, grasses, shrubs, and trees that were built here. The game has information on every species in it, with short animations for the animals. Natural disasters can occur, like fires, droughts, locusts, and twisters Tw ...
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Streets Of SimCity
''Streets of SimCity'' is a racing and vehicular combat 3D computer game published by Maxis and Electronic Arts in 1997. The game features the ability to visit any city created in ''SimCity 2000,'' as well as a network mode, allowing for players to play deathmatches with up to seven other players. It is the last Maxis game to be developed and released without supervision by Electronic Arts, which acquired Maxis in the two months leading up to release. Audio The soundtrack of the game was composed by Jerry Martin, known for composing music for ''The Sims'' and the ''SimCity'' series. The game includes several styles of music, represented via the radio stations. The stations include jazz, techno, bluegrass, and rock. Some of the music lived on and was included in ''The Sims'', as music for "action television programs", as well as tracks on radio and audio systems.. Reception The game received unfavorable reviews from critics. '' Next Generation'' said, "When all is said and done, ...
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SimPark
''SimPark'' is a 1996 video game by Maxis. The object of the game is to cultivate and manage a successful park. Similar to '' SimTown'', it is targeted more towards children than the average player. ''SimPark'' attempts to show the importance of ecological balance. It could well be considered a 'lite' version of '' SimIsle''. Overview ''SimPark'' was a simple game designed for a younger audience. It is not possible to lose the game by getting fired or running out of money. Gameplay Players have to quickly learn how doing (or not doing) various things will affect how their park grows. For instance, if certain flower types are not planted, the park will not attract bees. If the bees are not flying around the park, then pollination will not occur, which is an important aspect of keeping the park growing. On top of properly managing the plant and animal population, players are also required to identify the park's plants and animals. Players often receive in-game email, such as the ...
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SimTunes
''SimTunes'' is a children's software toy designed by Toshio Iwai and released by Maxis in 1996. It involves painting a picture using large pixels, where each color represents a musical note. The player places up to four different-colored Bugz, which represent musical instruments or vocal syllables, on this picture, and can change their starting directions and relative speeds. The Bugz crawl over the picture, playing notes corresponding with the colors; and they turn, move randomly, or jump in response to function symbols that can be added to the dots. ''SimTunes'' was originally developed in the early 1990s by Iwai as a game titled ''Sound Fantasy , titled ''Sound Factory'' during development, is an unreleased video game for the Super NES/Super Famicom. Designer Toshio Iwai was inspired by his earlier interactive installation art piece titled ''Music Insects'', to develop a video game at N ...'' for the Super NES/Super Famicom. Many of the ideas and elements in ''Sound Fanta ...
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