THE SIMS™ DELUXE EDITION MANUAL Tutorial: the Newbies Stretch Their Legs
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Simcity 2000 Manual
™ THE ULTIMATE CITY SIMULATOR USER’S MANUAL Title Pages 3/25/98 12:00 PM Page 1 ª THE ULTIMATE CITY SIMULATOR USER MANUAL by Michael Bremer On the whole I’d rather be in Philadelphia. – W.C. Fields (1879-1946) Credits The Program Designed By: Fred Haslam and Will Wright IBM Programming: Jon Ross, Daniel Browning, James Turner Windows Programming: James Turner, Jon Ross Producer: Don Walters Art Director: Jenny Martin Computer Art: Suzie Greene (Lead Artist), Bonnie Borucki, Kelli Pearson, Eben Sorkin Music: Sue Kasper, Brian Conrad, Justin McCormick Sound Driver: Halestorm, Inc. Sound Effects: Maxis Sample Heds, Halestorm, Inc. Technical Director: Brian Conrad Newspaper Articles: Debra Larson, Chris Weiss Special Technical Assistance: Bruce Joffe (GIS Consultant), Craig Christenson (National Renewable Energy Laboratory), Ray Gatchalian (Oakland Fire Department), Diane L. Zahm (Florida Department of Law Enforcement) The Manual Written By: Michael Bremer Copy Editors: Debra Larson, Tom Bentley Documentation Design: Vera Jaye, Kristine Brogno Documentation Layout: David Caggiano Contributions To Documentation: Fred Haslam, Will Wright, Don Walters, Kathleen Robinson Special Artistic Contributions: John “Bean” Hastings, Richard E. Bartlett, AIA, Margo Lockwood, Larry Wilson, David Caggiano, Tom Bentley, Barbara Pollak, Emily Friedman, Keith Ferrell, James Hewes, Joey Holliday, William Holliday The Package Package Design: Jamie Davison Design, Inc. Package Illustration: David Schleinkofer The Maxis Support Team Lead Testers: Chris Weiss, Alan -
Simcity 4 Manual
GAME TABLE OF CONTENTS INTRODUCTION 2 WHAT'S NEW 4 CITYS MARTS 4 LOOK CLOSELY: LOOK LOCALLY 5 REGIONS: PLAYING THE BIG PICTURE 6 GOD MODE: ZEUS HAS NOTHING ON YOU .6 MYSIMS: A SIM'S EYE VIEW OF LIFE IN YOUR CITY 7 GETTING STARTED 8 REGION VIEW 8 IN-GAME TUTORIALS 10 PLAY A DEVELOPED CITY ..11 ESTABLISHING A NEW CITY 12 RESOURCES FOR MAYORS: WHERE TO GET HELP ..13 EXPANDED TOOLTIPS 13 OTHER RESOURCES 13 SHAPING WORLDS: GOD MODE 14 LANDSCAPING ON A REALLY BIG SCALE 14 GOD MODE IN CITY PLAY 14 SUCCESSFUL MAYORING: MAYOR MODE 17 DEMAND. DESIRABILITY AND DEMOGRAPHICS 18 INVESTING IN INFRASTRUCTURE 18 JUST THE FACTS, MAYOR: WHERE TO FIND CITY DATA 29 THE BUCK STOPS HERE: BUDGETING YOUR SIMOLEONS 33 REALIZING YOUR VISION: EXPANDING CITIES 36 ITS ALL PERSONAL: MYSIM MODE . .38 SIMCITYSCAPE.COM: INTERNET PLAY 40 CREDITS 41 INTRODUCTION Welcome 1o a world you create-S/m% '4? Whether you are an experienced Mayor, or are just entering the world of city planning and politics, S/m% 4 offers unparalleled opportunities to creole the metropolis of your dreams. Or, if yon prefer, you can destroy thal visionary city with a fiery meteor shower. The possibilities are endless. Are you a Mayor who yearns to be loved by your citizenry, or one whose name instills fear in Sims's hearts? Does your vision include building an industrial empire, a sleepy agrarian community, or o cutting edge eco-friendly metropolis? With SintCity 4, your power extends from the gad-like creation of mountainscapes to the adjustment of funding levels al a local elementary school. -
WILL WRIGHT Creator of the Sims & Spore
WILL WRIGHT Creator of The Sims & Spore Twenty years ago, a video game that you could neither win nor lose was inconceivable-unless you were Will Wright. With five years of college under his belt and no degree, twenty-something year old Will had the idea of creating a game based on designing and building cities. In achieving that goal, Will created a new genre in gaming and within it, one of the best-loved game franchises in history establishing Will Wright as a visionary within the world of video game design. The idea for SimCity struck as will was designing his first game, Raid on Bungeling Bay (1984) a game in which helicopters attacked islands. Realizing he preferred building islands to piloting attack 'copters, Will partnered with "idea guy" Jeff Braun to create a company known as Maxis and they released SimCity in 1989. With SimCity the mass market got its first real taste of a simulation game, and they were hooked! The word-of-mouth acclaim swirling around SimCity ultimately attracted the attention of Newsweek, and a full page story on the game cemented SimCity's place in entertainment history. An entirely new kind of video game genre, focused around open-ended, non-violent gameplay was born! Maxis followed up the surprising success of SimCity with a string of popular simulation games throughout the 1990s. Titles such as SimEarth: The Living Planet (1990), SimAnt: The Electronic Ant Colony (1991), SimCity 2000 (1993), SimCopter (1996), and SimCity 3000 (1999) introduced simulation games to hundreds of thousands of new fans, demonstrating the genre's true potential. -
Finding Aid to the Kevin O’Hare Maxis/Electronic Arts Collection, 1995-2003
Brian Sutton-Smith Library and Archives of Play Kevin O’Hare Maxis/Electronic Arts Collection Finding Aid to the Kevin O’Hare Maxis/Electronic Arts Collection, 1995-2003 Summary Information Title: Kevin O’Hare Maxis/Electronic Arts collection Creator: Kevin O’Hare (primary) ID: 116.2087 Date: 1995-2003 (inclusive) Extent: 0.2 linear feet Language: The materials in this collection are in English. Abstract: The Kevin O’Hare Maxis/Electronic Arts collection holds ephemera and publications from O’Hare’s career at Maxis and Electronic Arts. The materials are from 1995 through 2003. Repository: Brian Sutton-Smith Library and Archives of Play at The Strong One Manhattan Square Rochester, New York 14607 585.263.2700 [email protected] Administrative Information Conditions Governing Use: This collection is open for research use by staff of The Strong and by users of its library and archives. Though intellectual property rights (including, but not limited to any copyright, trademark, and associated rights therein) have not been transferred, The Strong has permission to make copies in all media for museum, educational, and research purposes. Custodial History: The Kevin O’Hare Maxis/Electronic Arts collection was donated to The Strong in December 2015 as a gift of Kevin O’Hare. The papers were accessioned by The Strong under Object ID 116.2087 and were received from O’Hare along with more than 100 video games, card games, apparel, posters, and other Maxis- and Electronic Arts-branded ephemera (Activity ID 12650). Preferred citation for publication: Kevin O’Hare Maxis/Electronic Arts collection, Brian Sutton-Smith Library and Archives of Play at The Strong Processed by: Julia Novakovic, May 2019 Controlled Access Terms Personal Names • O’Hare, Kevin Corporate Names • Electronic Arts (Firm) • Maxis (Firm) May 2019 Page 1 Brian Sutton-Smith Library and Archives of Play Kevin O’Hare Maxis/Electronic Arts Collection Biographical Note Kevin O’Hare, an American software engineer, worked for Maxis from 1991-2003. -
Sim City 3000 Cz
Sim city 3000 cz click here to download SimCity OST. Composed by Jerry Martin. Sim Broadway Building Magic City New. Jest to mój pierwszy let's play jaki zrobiłem, więc bardzo proszę o wyrozumiałość. Chociaż bez przesady, chcę. Dziś dłuższy materiał o strategi ekonomicznej SimCity www.doorway.ru Sounds of the City. Submitted by Anonymous (not verified) on Srp 10, Language United Kingdom. Hello, I'm Kent Jolly, the audio director for the new SimCity coming out in February Today, I'm going to talk a little bit about how we've implemented traffic sound effects in this game, as well as give you a peek into. Simcity Unlimited - www.doorway.ru - Stačí otevřít a budeš v obraze. SimCity je multiplatformní budovatelská strategie, vyvinutá studiem Maxis a publikovaná studiem Electronic Arts v letech až Jde o třetí vydání ze série her SimCity. SimCity podporuje operační systémy Windows, Macintosh a díky (dnes již zaniklé) společnosti Loki také Linux. Vítejte na stránkách o skvělé počítačové hře Sim City Najdete zde vše o této hře, tipy, cheaty, obrázky a průvodce hrou. Jakub Votoupal. [email protected] založeno poslední aktualizace říjen SimCity was Maxis's second product, which has since been ported into various personal computers and game consoles, and spawned several sequels including SimCity in , SimCity in , SimCity 4 in , SimCity DS, SimCity Societies in , and SimCity in Until the release of The Sims in Sim city download on Android and ISO for free By Godfery Benjamin. How to download SimCity By Mignon Josh. SimCity Unlimited ▻ HD Widescreen City-building! - [Nostalgiasm] By Frank Martha. -
Electronic Arts – Simcity in Flames
CORPORATE BRAND MANAGEMENT AND REPUTATION MASTER CASES Game Over? Electronic Arts – SimCity in Flames By: Martin Behm Oskar Leander Dominik Weber First Edition Student Case Papers 2015 Corporate Brand Management and Reputation: Master’s Cases The “Corporate Brand Management and Reputation: Master’s cases” is a case series for applying the case method of teaching and learning in higher education. The cases are relevant to brand strategists in private and public sector organizations, as well as academics and students at universities, business schools, and executive education. The cases are written by groups of master’s students as a course project. The specially developed case format is defined as: “A management decision case describes a real business situation leading up to a question(s) that requires assessment, analysis, and a decision reached by discussion in class. The alternative approaches and recommendations from the class discussion are followed by a description of the choices made by the case company. This description is then discussed by the class.” The student groups select the topics of their case providing updated and relevant insights into the corporate brand management. The cases can be used as “written cases” (handed out and read in advance, later to be discussed in class) and/or as “live case” (presented by the teacher following a discussion in class). Each case includes teaching notes, visuals with speaker’s notes, learning objectives, board plans, and references. The mission of the series is “to develop cases for discussion providing insights into the theory and practice of corporate brand management and reputation, with the intent of bridging the gap between academic teaching and managerial practice.” The series is a result of co-creation between students and teachers at the elective course Corporate Brand Management (BUSN35 – five-credit course/eight-week half-time studies), part of the master’s program International Marketing and Brand Management at Lund School of Economics and Management, Sweden. -
Visions of the Contemporary American City As Explored Through Grand Theft Auto and Simcity
Vassar College Digital Window @ Vassar Senior Capstone Projects 2020 PLAYING WITH REALITY: Visions of the Contemporary American City as explored through Grand Theft Auto and SimCity. Joseph Manning Follow this and additional works at: https://digitalwindow.vassar.edu/senior_capstone Recommended Citation Manning, Joseph, "PLAYING WITH REALITY: Visions of the Contemporary American City as explored through Grand Theft Auto and SimCity." (2020). Senior Capstone Projects. 997. https://digitalwindow.vassar.edu/senior_capstone/997 This Open Access is brought to you for free and open access by Digital Window @ Vassar. It has been accepted for inclusion in Senior Capstone Projects by an authorized administrator of Digital Window @ Vassar. For more information, please contact [email protected]. PLAYING WITH REALITY: Visions of the Contemporary American City as explored through Grand Theft Auto and SimCity. Joseph Manning May 2020 To be submitted in partial fulfilment of the requirements for the Bachelor of Arts in Urban Studies ________________________________ Adviser, Leonard Nevarez Table of Contents Acknowledgements .........................................................................................................................3 Chapter 1: Introduction to the Postmodern: reflecting on Changing media and Urban Landscapes ….4 Chapter 2: SimCity: History and Depiction of the City in Transition ...........................................18 Chapter 3: Grand Theft Auto: History and Depiction of a fragmented Urban landscape ……….38 -
Sim City 3000 Manual
Avertissement aux utilisateurs de téléviseurs à rétroprojection Les images fixes peuvent endommager de manière irréversible le tube cathodique ou marquer à jamais les luminophores qui constituent l'écran de ces téléviseurs. C'est pourquoi il est conseillé d'éviter d'utiliser des jeux vidéo trop souvent ou de façon prolongée avec les téléviseurs à rétroprojection. Prévention des risques d’épilepsie A lire avant toute utilisation d'un jeu vidéo par vous-même ou par votre enfant Chez certaines personnes, la stimulation visuelle par certains effets stroboscopiques ou motifs lumineux peut déclencher une crise d'épilepsie ou une perte de connaissance et ce, y compris dans la vie de tous les jours. Chez ces personnes, le simple fait de regarder la télévision ou de jouer à un jeu vidéo peut suffire à déclencher une crise. Les symptômes peuvent même se déclarer chez un individu sans antécédents médicaux ou n'ayant jamais souffert de crise d'épilepsie. Si vous-même ou un membre de votre famille avez déjà présenté des symptômes liés à l'épilepsie (crise épileptique ou perte de connaissance) à la suite d'une exposition à des effets lumineux stroboscopiques, veuillez consulter votre médecin avant de commencer à jouer. Nous conseillons vivement aux parents de prêter une attention soutenue à leurs enfants lorsqu'ils utilisent un jeu vidéo. Si vous ou votre enfant ressentez l'un des symptômes suivants en cours de jeu : vertiges, troubles de la vue, contractions oculaires ou musculaires incontrôlées, perte de connaissance, désorientation, mouvements involontaires ou convulsions, veuillez cesser IMMEDIATEMENT la partie et consulter votre médecin. -
Philos Template PDF Generator
The author of this informative study explores the Unleashed! Players question of what happens when players practise media and negotiate computer code, various ideologies, Players Unleashed! matters media and the game itself by modding (modifying) The Sims, the bestselling computer game of all time. Modding The Sims and Sihvonen examines the technical and material specificities ofThe Sims mods, as well as their the Culture of Gaming matters cultural context. Viewed as a manifestation of participatory culture, modding makes pc games malleable: players reconfigure the game by creating new content, changing the behaviours of game characters and altering the uses of the game engine. Using a semiotic framework, Sihvonen suggests a signification process that includes interpretation, configuration, reworking and redirection with the game system and rules. sihvonen tanja From its historical roots in shooters and text ad- venture games, the author bares the fascinating evolution and dynamics of modding, where gen- der stereotypes, the thrills of hacking and living the Sims’ American Dream intersect with the aesthetic and operational dimensions of mod- ding. Dr. Tanja Sihvonen is researcher in computer games, play and digital culture. ‘Players Unleashed! is a thought provoking and well- argued reconstruction of the history of digital games and the role of player modifications to such artifacts. Focusing on the wide-ranging universe of mods for the best selling game The Sims, Sihvonen presents a cogent and persuasive argument for the importance of -
Wizards and Their Wonders: Portraits in Computing
. Atanasoff, 1, Marc Andreessen, John Charles Bachman, J eas Bechtolsheim, Gordon Bell, Gwen Bell, Eric Benhar :h, Leonard Bosack, Jeff Braun, Dan Bricklin, Fred Broo ]atmull, Vint Cerf, John Chambers, John Chowning, W< Fernando Corbato, Joel Birnbaum, Jim Blinn, Erich Bl , Whitfield Diffie, John Doerr, Esther Dyson, Presper Ec iordon Eubanks, Jr. Wizards Robert Evans, Robert Eve , Jay Forrester, William Foster and Bob Frankston, Chri William Gates Their Louis Gerstner, Charles Geschke, J eilmeier, Andrew Heller Wonders Gardner Hendrie, J , Grace Murray Hopper, Max Hopper, Charles House, D in, Philippe Kahn, Jerrold Kaplan, Mitchell Kapor, Alan i, Steven Kirsch, Leonard Kleinrock, Donald Knuth, The *nda Laurel, David Liddle, Robert Lucky, Dan Lynch, B^ irdt, Max Matthews, John Mauchly, John McCarthy, Ed^ aly, Carver Mead Portraits William Melton, Robert JV hrvold Nicholas Negroponte in Allen Newell, Kenneth < ymour Papert Computing Suhas Patil, David Pattersoi Rick Rashid, Justin Rattner, Raj Reddy, Dennis Ritchie, izen, Benjamin Rosen, Harry Saal, Pamela Samuelson, J( chard Shaffer, John Shoch, Edward Shortliffe, Herbert S 1, Gary Starkweather, Ray Stata, George Stibitz, Michael ardTennant, Dorothy Terrell, Ken Thompson, Joseph Tr in von Neumann, Steven Walske, Charles Wang, John W ite, Ann Winblad, Steve Wozniak, William Wulf, John Yc Wizards and Their Wonders: Portraits in Computing Wizards and Their Wonders: Portraits in Computing is a tribute by The Computer Museum and the Association for Computing Machinery (ACM) to the many people who made the computer come alive in this century. It is unabashedly American in slant: the people in this book were either born in the United States or have done their major work there. -
The Cord Weekly (May 28, 2008)
The Cord WeeklyThe tie that binds since 1926 TUITION FRUITION DEADLY DISASTERS SIM-TERVIEW Why tuition is increasing, and what Earthquakes, tornadoes and floods A chat with the co-founder of Maxis can be done ... about it... PAGES 10-11 damage the globe ... PAGE 6 Software, Jeff Braun PAGE 17 Volume 49 Issue 1 WEDNESDAY MAY 28, 2008 www.cordweekly.com WLUSU board's big budget Largest Board to date; so really we just take whatever received $49,844.61, $32,329 and budget majority spent on training and chair salary money we have in our bank ac- $32,091.50respectively, this year 13 countsright now and spend as little percent of the overall WLUSU bud- LAURA CARLSON budget for the Students' Union. of WLUSU. as possible to get us through the getwent direcdy to the BOD. SPECIAL PROJECTS EDITOR The BOD's own portion repre- LeFevre noted that the Presi- summer, but still [allow us to] be a "This year's budget is definitely sents $31,575.87 of the budget. dent's interim budget is quite stan- functional organization," he added. the biggest I'm aware of," noted Asif Fresh into its new term, the Wilfrid "Interim budgets from the op- dard compared to those approved While departments such as Bacchus, chair of the BOD, regard- Laurier University Students' Union erations side are literally a budget in the past, and within $300 of last Marketing, Brantford and Human ing the $31,575.87 allotted to the (WLUSU) Board of Directors (BOD) that gets you through the summer," year's interim budget. -
Simcity's Success Has Been Phenomenal
Note to grader: This paper is late because I received an extension from Dr. Lowood. I would also like to mention that I was unable to find many solid, concrete sources, except for Geoff Keighley’s “Simply Divine.” Though this made for harder research, perhaps this case history is actually something new! Either way, enjoy reading it! Manu Lakkur Maxis’s Metropolis The Evolution of the SimCity Series Manu Lakkur | STS 145 | Prof. Lowood imCity’s success has been phenomenal. A brainchild of videogame designer Will S Wright, the original SimCity, released in 1987, sold over a million copies worldwide and attracted a widespread audience among adults, children, hardcore gamers, and even teachers. Lucy Bradshaw, the current manager of Maxis, the company that produces SimCity, once discovered with surprise that even her New York taxi cab driver had played the game. SimCity’s popularity transcends not only age, but also gender. Bradshaw’s statistics indicate that over one-fourth of its players are women, an impressive figure considering the overwhelmingly male clientele of most computer games. Given its success, SimCity inevitably spawned sequels. SimCity 2000, SimCity 3000, and this year’s SimCity 4 are each blockbuster videogames in their own right, and they expand on the original title with more complex simulation, engaging game play, and impressive graphics. But another trend in the evolution of SimCity is apparent: the new installments have proven less fixated on numeric data and the raw power of simulation and more focused on pleasing players with entertaining visuals. In the most general sense, the story of the development of SimCity is about balancing accurate city simulation with easy and enjoyable game play in a quest to create realistic cities.