A hospital simulation game from The makers of Theme Park. Whilst its not an accurate simulator like Sim Healthcare, its still a lot of fun and has a lot of Bullfrog-type humor.
You start off with a blank empty hospital building, First thing to pop down is the reception desk, which is where patents will flock to when they first enter your hospital, of which they are then referred to the GP’s Office. Here you will want to build further diagnosis and treatment rooms as the patents demand for them.
GP’s Office: Used to find out what’s wrong with the patent. Usually a doctor in the GP’s office will be able to diagnose the patents depending on their skill set, but some will require the patient to refer to another diagnosis room to find out what type of illness the patient has. This room gets very busy as patients will return to this room until they are diagnosed, but not when they are cured. A good tactic is to build one near the diagnosis rooms like the X-ray or Scanner to help deduce the load. If you have a consultant doctor, you will want to place them in the GP’s Office as they are better at diagnosing illness than a regular or junior doctor.
Ward: Used for both diagnosis and treatment, this is managed by a Nurse. Wards can be sized quite large, and more than one bed can be placed. Patents will also rest here before entering the Operating Theatre. Beds can only be placed at a specific angle, so don’t make the room too big otherwise its wasted space.
Pharmacy: Used to administer a wide range of drugs used to cure patients. Operated by a nurse, you will need to build multiple Pharmacy’s later on in the game since this will cure a majority of illness.
Psychiatric: Like the ward this is also used for diagnosis and treatment. Requires a doctor with the Psychiatrist qualification. Bookcases and a skeleton can be added, not sure if this has any affect on the diagnosis?
Further diagnosis rooms consist of the Cardiogram, Scanner, X-Ray and Ultrascan, these are unlocked after research and require regular maintenance by an handyman. These machines get better through further research and can withstand multiple usage cycles and earthquakes. Since these rooms are only used to cure a single illness, you probably only need one per hospital, but in the case of emergency’s where up to 14 patients can arrive at the same time with the same illness, you may need to build another to satisfy demand.
Clinics are also treatment rooms that use machines to cure patients, again these are also unlocked as you progress through the game, the the inflation clinic being unlocked from the start. Slack Tongue Clinic and Fracture Clinic are two examples that are used to treat specific illness.
The Facilities are rooms that help your hospital to function and are required to progress to the next level: Toilets are used to stop patents from making a mess in your hospital, of which multiple toilets will need to be placed in larger hospitals. Usually one toilet per building is needed. A staff room allows staff to relax and replenish their energy with further objects being able to be researched like an arcade video game that reduced the time needed for staff to stay in the staff room. The Research Dept, unlocked from level 3 onwards allows your hospital to unlock new illnesses, rooms and machines, along with improving the effectiveness of your drugs which helps prevent accidental death by your staff. There is also an autopsy function that requires a sacrifice of a patient that will boost research for that illness, but carry’s a risk of a reputation drop if this is discovered.
Lastly there is a training room that allows doctors to learn new qualifications by a consultant level doctor. A problem here is doctors in training can also become consultants, which prevent them from learning new skills. This can be annoying when you are in the middle of training a new surgeon, only for him to become a consultant which stops skill progression.
As you run your hospital, there are several elements that you need to manage
Staff Happiness: How happy are your staff, placing them in larger rooms with plants and heating will make them happier, otherwise they may demand a salary increase
Heating: Radiators need to be installed and set to an acceptable level, cold hospitals can affect the reputation and happiness of staff
Upkeep: Patients will litter the hospital as they remain in your hospital, ensure you have Handymen to clean up after them. Plants also require watering by handymen. Lastly, rats can infest the hospital and can be shot by quickly placing your mouse cursor over a moving rat.
Emergency’s: These start to appear from level 3 onwards, you must cure the specified amount of patients within the time limited to earn the bonus.
Research: as you build the first Research Department, you can monitor and focus on different aspects of research, if you prefer to have a focus on drug effectiveness or for diagnosis machines
Epidemics: These start to occur past level 6 and require you to treat all patients with the specified illness before the health minister arrives at your hospital.
Earthquakes: These can actually happen which results in the screen shaking rapidly, patients may fall to the ground but I don’t believe they die. The main issue is the damage to the machines, make sure they have been repaired by the handyman and they have adequate strength or the machines will be destroyed, rendering the room to be useless. I recommend replacing machines that have less than 5 units of strength.
This requires a patch to be installed which adds network play support to the game which can then be accessed by choosing the middle part of the skull in the menu. The game is reliant on IPX or serial protocols to communicate with another player. For Windows 95/98 you need to ensure the IPX protocol stack is installed and enabled, which isn’t done by default. You can install it by clicking on the ‘Add’ button and selecting the Protocol, then IPX Comparable Protocol from the Microsoft group. You will have to reboot your system and might need the Windows 9x install CD to finish install.
I was able to get this working over 86Box using a PCap configured network using two 86BOX VMs, setting the VMWare network adaptors seemed to work the best. Both players have access to the same map and must complete with each other for land, when purchasing land a bidding war is started between all players on the map. Objectives are given every six months which determines who wins the game, the game continues until one player loses.
Original PC MS-DOS/Win32
A hybrid DOS/Windows 32bit game which can run under either environment. Whilst designed for Windows 95 it will happily work under Windows 98 and ME.
A patch was released for the game which fixes a few bugs, adds a difficultly level adjusted and support for IPX network play.
The game is also capable of running under DOS, which might be useful for low end PCs since its not reliant on Windows 95 running in the background.
No Macintosh version was release for this game, which is odd for a simulation game released in this era.
This is a remake of the original game using a custom engine designed for more modern Windows operating systems, and has been ported to Linux based operating systems. Highly recommend as this allows the game to un in higher resolutions (tested up to 2560×1440) and fixes a lot of bugs that plagued the original game.
The game was ported to the Sony PlayStation shortly after the PC release. Running in a lower resolution and missing the background music which removes a lot of charm to the game. Its also a bitch to play since the game has poorly adapted the user interface from the PC version. You have to use the controller to navigate the cursor onscreen to select the dialog boxes, instead of just mapping them to the PlayStation face buttons which makes it time consuming to perform simple actions.
Rooms are also fixed in size, which does make it easier to play via the controller.
This was also related as a PSone classic for the PlayStation 3 and PlayStation Portable.
Not to be outdone by Youview, Netgem has decided to add a few games to their Freeview TV service. These games can be accessed directly from the TV Guide and are played using the remote control.
A new Games tab can be seen from the main menu, taking you directly to a selection of games on offer, all of which are free (for now, unless they decide to implement pay to play like Sky did) Like the Youview games they are similar in scope to the Newgrounds Adobe Flash games of the time, but rendered in HD and played using the remote control.
Very similar to Outrun where you have to steer a car around the track with the objective to get to the finish line within the time limit, avoiding the obstacles and navigating the bending track.
Rowing 2 Sculls Challenge
A rowing game where you have to press the OK button when your boat passes over a green circle to boost. No steering or button mashing required, you just press a single button. Despite this timing is crucial, especially on the later levels, it also does not help the framerate takes a hit the more opponents there are on screen, and the remote isn’t exactly tactile so you have to compensate by pressing earlier.
Well its just Car Rush but with water. I guess this is similar in concept to Nintendo’s Wave Rush, or Namco’s Aqua Jet.
Slalom Ski Simulator
This ones a bitch to play, mainly due to the uneven frame rate which makes it difficult to anticipate the distance of the upcoming flag. Again its similar to , Cool Boarders, 1080 Snowboarding or Ski Free, where you have to steer and pass through the flags in order to progress to the next level. Very difficult as mentioned above due to the framerate and unresponsive controls, could be remedied by having three lives instead of a game over every time you miss a flag.
Set in space, you have to guide your ship using the arrow keys to navigate through the gaps. If you ship hits a wall, it is destroyed and the game is over, you only get one life.
A basketball games where you have to press the Ok button when the basketball indicator reaches in the middle, this game is reliant on your reaction time. Although you can select your character, I don’t think it has any affect on the game play itself.
Here you have to guide Santa around the obstacle in order to collect the dropped gifts. A star can be collected with will allow Santa to move faster
Build a city block, trying to keep it as straight as possible by pressing the OK button. You have to drop the block in the centre of the screen to get the best score.
Nugget Seeker Adventure
Like DigDug, you have to mine your way through the level, collecting the gold nuggets whilst avoiding the enemy diggers who will attack.
Pacman with rats
Objective here is to split the ball by pressing the Ok button, but you have to avoid the balls landing on you, which is easier said than done. I think the end goal is to make the balls as small as possible, but I’ve never managed to get past the first level.
Your typical snake game, eat/collect the dots to increase your score and the size of your snake.
A game where you need to aim and shoot the onscreen skeets, very difficult to aim and score.
A duck hunt clone, also this one has the controls intended for a PC keyboard, as it references using the spacebar to shoot. Different birds move at faster speeds which makes it harder to aim and shoot. You also get a bonus for how quick it takes to shoot a duck.
A flag memory/knowledge games where you have to match the country to their respective flag.
It’s a solitaire game alright
Ric Tac Toe
You can adjust the grid size from three options 3×3, 5×5 or 7×7. Two players can play, but you have to use the same remote and take turns.
A checkers game
2048 cuteness edition
Similar to that 2048 game on PlayWorks but with a bunch of animals and that damn ukulele music in the background that sounds like your watching a makeup tutorial.
Objective is to throw the dice with the aim of getting to the finish line first. Upto two players can play, and upto 6 players can be on screen at one, with the remaining being controlled by the CPU. This is one of the best games available on the service purley for the simple gameplay.
Snakes & Ladders
Classic snakes and ladders game, can be played upto 2 players, with 6 players in total being controlled by the CPU.
So its a good start and a nice addition for Netgem’s TV service, but the main let-down is the lack of horse power from the hardware. I’m not sure what SoC Netgem use but it seems to struggle with the more demanding games. The main issue is the remote, this just not designed for gaming with its stiff keys and hollow build quality, a wireless controller might be a better addition.
The next installment of the popular SimCity series of games, where the goal is to build and maintain your own city. All aspects of city-building have to be managed, from the power stations to building roads and zoning for different houses/buildings, all whilst being prepared for any disaster that might strike.
Residential: Where sims will live, the density relates to how large the buildings are, with low density being used for small houses, and higher density for apartments.
Commercial: Shops and businesses, where sims go to work and spend their money
Industrial: Another place where sims can work, but also where materials are manufactured and produced, and also helps with jobs for your sims. Farms are one of the types of industry available, but they are difficult to actually have them be built. Every time I zone for farmland, it does start to build a farm but eventually, it will lose out to dirty industry with farm lots being replaced with a bunch of smog-o-matics. I can’t see why they would not just give farms their own industry zone? Supposedly the key is to not give them any water, just power and roads. But then the news ticker will keep bugging about sims being too far from any water.
Versions / Ports
SimCity was ported to most of the popular PC platforms, even a port for Linux operating systems. Sadly a port for OS/2 was not released, as IBM had phased the operating system out by then.
SimCity 3000 was not released on any consoles of the era.
Windows (Original Release)
The Windows release only supports Windows 95 or 98 onwards, it does not support NT 4 unless service pack 3 or higher is installed. DirectX does not seem to be used, running solely through the Win32 API.
Released a year later and features a few changes compared to the original release.
The user interface was changed slightly, with the query button being moved to a more prominent place on the UI
The music was changed with some tracks being added and others being removed
This version of the game is available on gog.com and will run effortlessly on modern Windows versions.
New city templates have been added which are based off real-world locations, like Liverpool, London, Berlin, Madrid, etc
Some existing cities have been renamed, Metropolis has become Europolis but remains the same
Some existing cities have been removed in favor of the new cities: Littleburg, Big Mountain City, Sim Isle
New scenarios mode has been added, which are small cities that have objectives to complete
Outside of the game, new tools have been made like the scenario creator tool which uses the Microsoft Access engine to create and customize customs scenarios
Simcity 3000 was released for the PowerPC Mac OS platform and was targeted for the classic Mac OS. The Mac platform only had a port of the original Windows version, it did not receive the updated unlimited edition that was released for Windows and Linux.
Compared to the Windows version, there are a few differences, the opening FMV seems to have less compression compared to the Windows version and appears to be of higher quality, the animations on the menu buttons are much more fluid on the mac (Is this due to the graphics card?), lastly the close button on the menu box is on the left side for the mac, and on the right side for the PC.
Playing this on modern Macs is a challenge as modern MacOS does not have native support for PowerPC or applications using the older mac libraries. You must use emulation software like QEMU (screenshots above) or Sheepsaver. The last version of OS X to support PowerPC applications was OS X Leopard (10.5)
The installer worked, but the game would not run.
A Linux port of the game was released by Loki games in 2000, and is a port of the Windows PC version. It’s mostly accurate to the Windows version but is more difficult to install and get working, depending on the distro and the libraries/packages installed. I’ve tested it on a few distros of the era, and some more modern distros.
Installing and running the game on Ubuntu
Install the game as normal, remember to note the install directory – you will need it later
Run the patch installer, preferably as root. Easy way is to open a root terminal session (Should be an option in your Linux application launcher) Easy way is to copy the patch file to your home directory/folder, open the terminal and run the command: sudo sh sc3u-2.0a-x86.run -keep (Why you can’t just double-click to run the installer in Linux I do not know)
Once this is finished, you should see a success message
Now you need to run the game in a specific way, in the terminal you have to run the below command: LD_ASSUME_KERNEL=2.4.26 /usr/local/bin/sc3u
Hopefully, it should now start the game and you should see the intro movie play. This worked well on Ubuntu 4.04 running inside a VirtualBox VM, although there were a few issues. The sound was rather high-pitched and played too fast, and would stutter at high resolutions or when having a busy/large city map. Also running in a windowed mode wasn’t perfect, since it would display in the upper left part of the screen whilst the Ubuntu desktop remained in the background. The fullscreen mode works fine though. This could be due to the lack of drivers in my Ubuntu VM, it’s likely using stock/fail-safe drivers which provide little to no acceleration.
You could just use the Windows version running through Wine, although where is the fun in that? Plus it’s nice to play a native Linux game and in early 2000 there was a push for certain developers to embrace Linux as an alternative to Windows, That said, I can see why this didn’t take off…
Worked but had issues but these could be due to the emulation in 86box. The game installs and runs mostly Ok but some of the colors are messed up, the game also runs very slowly. Interestingly this uses a graphical installer which is missing when running in either Ubuntu or Corel Linux.
The sequel to the first Tekken game, released for arcades and was ported to the Sony PlayStation and eventually the Zeebo console
A lot of improvements have been made, with the graphics for the character models being improved and refinements to the character move-sets. The stage background have also been redesigned, featuring more detailed backdrops. Unlike the first Tekken, the stages don’t seem to be based off a specific location and the stage name no longer appears in the bottom right corner, rather they are inspired by a series of locations, e.g Jun’s stage is inspired by a European countryside, Lei is based off being at the top of a city skyscraper (Similar to Joe’s stage in Last Bronx) and King’s stage being set in a Church.
A removed feature is the view change option, In the first Tekken game you could change the viewing angle in the first 10 seconds of the match, now only one view is available in Tekken 2.
Lei: Jackie-Chan inspired cop, Namco forgot to give him a Time Crisis game
Jun: Greenpeace activist, and the only mainstream game she appears in (Also appears in the Tag Tournament spin offs)
Jack-2: Jack with with a upgraded processor
Baek: Tae Kwon Do fighter, similar to Hworang
Bruce: Muay Thai kickboxer
Roger: / Alex: Genetically altered animals who are capable of fighting
Angel: A literal Angel sent to save Kazuya’s soul
Most of the previous characters return from the previous game, except for the mysterious WildCard
Released in 1995 for the arcade and running on the same System 11 arcade platform as the previous game which allowed for operators to upgrade their machines by swapping out the ROM board.
There are a few versions of the arcade version, the original released and a Ver.B update that has a few game-play changes in regards to the AI behaviour. The title screen has also been amended indicating the new release.
MAME is able to run both versions of the game without any issues, although it has the imperfect graphics flag set. Zinc, a high level System 11 emulator is also capable of emulating Tekken 2, but was last updated in 2005 and its plugins are very outdated but they do enable bilinear filtering and upscaling.
Namco would later port this version to the PS2 with the release of Tekken 5, along with Tekken 1 & 3. This is not a direct port as some changes have been made. The audio from the PSone versions have been used since Namco System 11 uses its own custom sound hardware that the PS2 does not emulate. I’m also not sure if these games run on the PS2 I/O CPU, tapping into its native backwards compatibility or if Namco ported these games onto the PS2 Emotion Engine.
The Zinc emulator can be configured to apply texture filtering to reduce the blocky artifacts and enhance the overall image quality, resolution can also be increased too.
Unfortunatly where the Zinc emulator falls short is the emulation itself, suffering from various sound issues due to lack of mature Namco sound emulation. As such the music sounds out of tune and many sound elements are missing.
The game was ported to the PlayStation with some additional features added. The soundtrack was also revised with an arranged remix making used of the PlayStations CD audio, the arcade original music also exists and can be selected by the user.
Like the first Tekken home port, FMV endings have been added for each characters that details their backstory. Namco expanded these to have their own soundtrack, compared tot he first game where every characters would have the same music playing over the FMV.
Additional game modes have been added such as survival, training and team battle mode. Also, when pausing the game you can view the character move and command sets. These would also be carried over to future home releases of Tekken games.
Most emulators wont encounter any issues playing Tekken 2, but there are a few issues with PXGP being added. Polygons have a tendency to warp with this enabled, and the character portraits can go off model.
The game was ported to the Zeebo console in 2008 and was similar to the PlayStation version but with slightly improved graphics. The textures appear to be cleaned up from the PlayStation version with some filtering enabled. The music however was butchered beyond repair due to the limited ROM sizes of the game. Zeebo games were distributed over the mobile network using UMTS, which meant games had to be of a certain size in order for them to be downloaded quickly which limited the music of these game to polyphonic like sounds.
I’m also not aware of any emulators or known dumps of this version, so the only footage exists that was uploaded on Youtube.
Cart base racing game featuring popular Nicktoons of the time, complete with powerups
The opening FMV, and a look at the games menu and track selection screen
The character selection screen, You can choose from:
Rugrats: Tommy & Angelica
Hey Arnold: Arnold & Helga
Wild Thornberry’s: Eliza and Darwin
Spongebob Squarepants: Sprongebob and Patrick
Other playable characters include Ickis from Ahhh Real Monsters, Ren from Ren & Stimpy, Catdog The Angry Beavers, and a Mystery Rider that is unlocked by beating the game.
Many tracks are based upon each Nicktoon show and follow the respective art style of that show.
Many of the tracks have shortcuts, which the NPC drivers will use more on a higher difficulty level. There are also many pickups and speed boost pads spread across the track. Some tracks will branch and split into two different section which can vary in speed and difficulty, one path might be shorted but with less pickups, or might have a few tricky bends which have to be navigated.
I’m disappointed they didn’t expand on the Rugrats themed tracks, considering they already released Rugrats games previously, why not have tracks that were based off Search for Reptar? like Toy Palace, or the Mini Golf levels.
Game can be installed to the hard drive and offers a minimal or a full install, with the full install including the opening FMV and music. At the end the user is given a choice to register their copy of the game.
The PC version benefits from a higher framerate, resolution and texture quality compared to the PlayStation version.
The game was ported to the PlayStation in 2001 and is a straight port of the PC version, with lower resolution graphics. However this version has issues when the CD drive is played at a higher speed and can lead to the opening FMV video skipping, which can also happen with the music. When being played on Duckstation, it is recommended to use the default CD drive speeds (2X/ 300K)
The PlayStation was the only console the game was released on, and did not see a release on any sixth generation console, despite the game being released from 2000-2003
An arcade version was released in 2003 and was an adaption of the PC version and was distributed by Chicago Gaming Company
Set in Japan (But from the title you would assume Brooklyn, new York) the game features actual real life locations set in Japan. It was the first Sega fighting game to use motion capture footage giving the character detailed and accurate move sets compared to Virtua Fighter.
The fights typically take place in the evening or night, and most of the stages have a dark urban tone to them in contract to Virtual Fighter 2 where most stages take place in the daytime since its meant to be based on a worldwide tournament, Last Bronx has a more underground fight club like feel to it.
All characters have their own stage, but when you select their characters their personal stage is skipped until the end, where you will face Red Eye on that characters stage
Cross Street: which is complete with advertising billboards and may be based off the Tokyo/Shibuya crossing. This is the first stage for all characters, unless you choose Tommy then Tears Bridge will be the first
Tears Bridge: is set near a warehouse / cargo park near a large bridge, hence the name. At this point the game is set in the evening, and most stages thereafter have a night time ambiance to them.
Dark Rooftop: reminds me a lot of Lei Wulong’s stage in Tekken 2, as its set on top of a skyscraper helicopter pad, with many building in the background. From the sky it looks like its set in the evening sunset, but Tears bridge gives the impression it is already night time, assuming the game is intended to simulate nightfall.
Moonlight Garden: A nice stage which is a departure from the industrial urban settings, this appears to be set on a garden or a large park and is a nice departure form the other stages
Lust Subway: Which is your typical Japanese underground subway, complete with display monitors. Thankfully this isn’t set at rush hour. This will be Yoko’s stage
Nightmare Island: Set on a construction or a building site, despite the name insisting its an island, you will fight Zaimoku on this stage.
Naked Airport: Set on an airport runway and reminds me of the Shooting Hoops track from Ridge Racer Type 4 This is Yusaku’s stage
Radical Parking Lot: Kurosawa’s stage, not much to say here except its set on a moderately used parking lot.
Brilliant Room: Hidden and only available if you beat Red Eye with the lowest time
Arcade: The main game mode, you choose a character and progress through 8 stages, with a bonus 9th stage if you complete the game with a new time record.
Saturn/PC mode: Similar to arcade player but features a story mode complete with cut scenes, and opponents are chosen at random
Team Battle: Pick multiple fighters who will battle
Survival Mode: You only have one life, and the health bar carries over to the next round. Objective here is to last the longest
Training Mode: A basic training mode that show the different fighting moves across the roster
Network Play: On the PC version, allows two players to play over a LAN
There is also an extra mode in the Saturn/PC version that allows you to view unlocked FMVs
The game was released on the Sega Model 2 arcade board, and was designed to be an upgrade for Virtua Fighter 2. This version has the best graphics, and it makes full use of the Model 2 graphics hardware which was more powerful than the Sega Saturn or common Windows PC’s of the time, in terms of 3D performance. However this version lacks FMV endings. It should be noted that the AI in this version is difficult to beat, since it was intended for the player to use multiple credits within a single play-through, you’d be surprised at how hard it is to beat on a single credit, despite using the easy settings in the games config.
This version of the game is fully playable in the Nebula Model 2 emulator, but is still unplayable in MAME as of 2021.
Most of the other screenshots captured are from the arcade version, except where noted.
Introduced a Saturn Mode which is similar to arcade mode but the opponents are randomized. This has a few changes compared to the arcade version, with the 3D background options being exchanged for sprite based background which are handled flawlessly by the Saturn’s VDP2. You will mostly notice the effect when the charicters move to an extent where the camera has to pan to follow the player. FMV videos are also present in the Saturn mode. Although they are in Japaneese, English subtitles are provided.
Most Saturn emulators will play this game, being a 3D titles it will play slowly on less powerful hardware. The Nvidia Shield struggles to play at full speed using the Yaba SanShiro emulator, and the FMV videos pixilate whilst playing. Mednafen Saturn will work the best
A Windows PC port was released in 1998 and is very similar to the Sega Saturn version, and makes use of DirectX. Saturn game mode is renamed to PC Mode but remains the same with random opponents. The PC version supports higher resolutions then the Saturn version, and retains most graphical effects but lacks the texture quality and geometry of the arcade version.
Like most PC titles that were released in the 90s, the game is reliant on using analogue CD audio, which can cause problems on modern systems that use SATA or IDE CD drives without the CD audio line being connected. The reason is that from Windows 2000/ME on wards, Microsoft introduced digital audio for CD decoding, where audio is sent via the IDE cable itself rather then than the CD audio line. There’s no easy workaround unless you play the game in Pcem or 86box, otherwise the game will play but with no background audio or music.
I’ve not tested the game on modern Windows NT based release, but can confirm the game to be playablle using PCem or 86Box using any Windows 9x based operating system with a 3DFX or S3 based accellerator.
Sega’s hit racing game and part of the new generation of 3D arcade titles. Here we are introduced to texture mapped polygons, an upgrade from the flat shaded graphics from Virtua Racing. Daytona would be in prime competition with Ridge Racer, which was released by Namco.
Beginner: A simple track but has 40 opponent cars, this track can get crowded in places. The only track on the game that begins with a rolling start and features a pit in area. There are 8 laps to race in total, but this can be extended to 20 or 40 with the Grand prix or endurance modes.
Advanced: A regaular track but has a couple of sharp turns. ‘Lets Go Away’ is the song that plays for this track, which a portion also plays during the games attract mode. Theres a few hidden messages in this track that appears in the grass during the race.
Expert: The hardest track with frequent sharp turns and a couple of obstickles in the track, Thankfully these don’t affect your cars speed and are mostly for visual effect. Powersldiing is reccomended to get the best lap times.
The tracks would be renamed in later releases after further tracks would be added.
These can be set in the options menu (Test mode on the arcade release)
Standard: The default option with 8 laps for the beginner track, 4 for the advanced and two for expert
Grand Prix: Addidtional laps are added which expands the game’s length, with 20 laps for the beginner, 10 for advanced and 5 for the expert. With these laps you will want to use the pit stop to replace the cars tyers.
Endurance: 80 laps for beginner mode, 40 for advanced and 20 for expert mode.
There is also a time attack mode which can be accessed by holding down the 1P Start button on the arcade version whilst choosing transmission.
Where it all started, running on Sega’s Model 2 hardware. This was initially released in 1993, and a updated version came out in 1994 to promote the Sega Saturn version. This version also amended the HUD elements slightly. 3 tracks are present in this version and lcoal multiplayer is avalible by linking the arcade machines together. This version of the game runs at a constant 57fps and a higher resolutiob compared to the Saturn, but lower then the PC version.
Can be emulated using the Nebula Model 2 emulator, or recently MAME. However the Model 2 core is still under development and there has been some improvements to the MAME core.
Daytona USA Arcade had three releases, all of which run on the original Model 2
1993 release that was exclusive to Japan
1994 release that was worldwide that amended the on screen counter display
Sega Saturn update that added adverts for the console, for before and after the consoles release (Changeable in the games test mode the Model 2 had no RTC clock)
There were a couple of unofficial modifications that were done by a few third party programmers that added RPG like elements to the game, known as GTX edition and To the Maxx
The game was only compatible with the original Model 2 board.
The first version that was ported for the home market, this was a rushed port due to wanting to be a Saturn launch title and the difficultly of the Saturn’s hardware for the developers. Also, its no secret that 3D wasn’t the Saturn’s strong point, being built primarily as a 2D sprite scaling system, and Daytona USA being designed for the 3D model 2 arcade board. The music is altered in this version, taking advantage of the red-book CD audio.
There are two game modes, an arcade mode which plays the same as the arcade original, and a Saturn mode which gives the option of selecting a car. Mirror tracks are also selectable for all tracks in the game and a 60 lap endurance mode. This version has no support for multiplayer.
Sega would later release a revised version for the Sega Saturn that corrected a couple of issues that the original port recieved.
Very similar to the Saturn version, the game is designed to run on Windows 95 but features little graphics acceleration, rending entirely in software mode (on the CPU). The game uses DirectX 2 which limits it to Windows 95, although it will work on later Windows 9x releases, things start to break on more modern systems.
This release is not recommended since a better version was released a few years later, and the limited resolution and graphics settings this game offers. There’s also black bars at the top and bottom which makes it feel like I’m playing an ported PAL game, either that or they thought Daytona PC needed to be cinematic?
Arcade version is running in the Nebula Model 2 emulator with default settings, Saturn is running the NTSC build in Retroarch Beetle Saturn, Windows is running in a PCem virtual machine running Windows Me.
The home versions remain very faithful to the arcade original when it comes to the menu layout
Car transmission selection
Saturn version has the worst draw distance, to the extent that some background elements don’t appear fully and look like they are floating
Only major difference being the lap time dispay, with other HUD elements remaining consistant.
Daytona USA would go on to become very popular in the arcades thanks to the pioneering 3D graphics technology, despite the high price of the Model 2 hardware. The home ports were not greatly recieved, with the Saturn port having a negative reception in comparision to Ridge Racer, which was also ported from the arcade to the Playstation and was considered a bettrer adaption.
Sega would later release newer home versions of Daytona USA, being the Champtionship edition which helps fix the issues of the initil Saturn port and was ported to the PC shortly after. It was released again for the Sega Dreamcast in 2001 with slightly remastered graphics.
In the arcades, Sega would follow up with Daytona USA 2, being a showcase for the Model 3 platform.
Set in one of the World Wars, here you are the commander who is responsible for the lives of up to six men, and possibly the rest of Europe.
The games uses an isometric view, similar to the Sims but without the rotatable camera. Locations start off in Europe, but also range to Africa. The game is played using an isometric 2D view from only one angle, similar to The Sims. There are a couple of FMV sequences with footage from the time period itself which is related to the mission, this makes the game a good history lesson. Unfortunately in order to run on 1998 era hardware the footage ha to be heavily compressed to fit on a CD-ROM. The games cover art is rendered in 3D, and there are some renders of the main character themselves. Sadly this is never used in game but would be ideal if the game was to be remade.
The game is mainly played in single player, but a multiplayer mode using LAN is supported. Here one player runs a server which will allow the clients to connect, and missions can be played cooperatively.
There are six character in the game, each has their own voice and skills depending on their branch in the military. Each character will have a different loadout depending on the mission, and some missions require a certain character to be above in order to complete the objective, otherwise its game over.
• Green Beret: The badass from Ireland, defiantly the man you want on your side during the World War. He is one of the more common characters you will command, being present in nearly every mission. Typical load-out consists of a pistol, a decoy radio to distract enemies, a knife to stab enemies in close contact. The green beret can also climb certain surfaces without the use of a ladder and can move barrels and corpses to hide from the enemy which prevents the alarm from being set off. In certain missions he can also bury himself in the terrain (typically snow). The green beret will be the most used character in the game, so its worth keeping him alive. • The Sapper: Expert in explosives and demolitions of which there are two types of bombs that he carried, a timed explosive which is deployed and explodes after a short amount of time, and a trigger explosive which is triggered by using a switch. Grenades are also equipped which can be used to destroy a group of enemies, but the loud noise will cause the alarm to sound. The explosives are only used towards the end of the mission. • The Driver: An American soldier., Is mainly present in missions where a truck or a vehicle is being used. He also functions as the medic and can heal other commandos if they lose any health. He also carries a machine gun if things get a little heated. • The Sniper: A well mannered Sniper with a deadly weapon, also services as the teams medic if the Driver is not present on the mission • The Marine: An Australian who is able to go underwater. Ideal for maps that contain a lot of water or a river, which may be needed to navigate to certain areas. The marine carries a diving suit that allows him to swim underwater, and will sometimes have a inflatable raft that can carry up to two other commandos. • The Spy: A French former soldier who can wear the Nazi uniform as a disguise, although this only fools regular Nazi soldiers and has no effect on commanders, who will see through the disguise. Carries a syringe loaded with leather poison to silently take out enemies making I’m sort of like an assassin. • There are two over controllable characters that appear in some missions, the Pilot which is used to escape at the end in a plane (Level 10), and the prisoner who your commando will have to rescue as part of the mission (Level 12)
First few levels are set in Norway, and feature green terrain with some parts of snow on the ground. Be mindful of this as enemies can see your footprint in the snow and will investigate. Level 5 is completely covered in snow and takes a while for them to disappear.
Levels 8 – 12 onwards are set in North Africa, and you will notice the new terrain as well as the new outfits your commands will be wearing. In these levels oil canister’s can be used to set building and vehicles alight, with the game considering this as an explosion and trigging an alarm. You can place multiple barriers nearby to create a chain reaction explosion.
Level 13 – 15 and onwards are set in Normandy and features a varied terrain.
Finally levels 16 – 20 are set in Germany.
There are also a few tutorial levels available to learn the game mechanics.
Guards – these will be populated throughout the map and are your main enemy. Some of these will be stationary but will others will follow a preset patrol route. There can also be a group of guards, typically 3 but sometimes up to 8 following a preset route. You will need to study their route and make sure your commando does not fall into their field of view. If the tertian contains snow, make sure they don’t catch your footprints.
Enemies can also be stationed in machine guns or armed vehicles, and may also be hiding in various building indicated by the Nazi flag.
Alarm – If a group of soldiers notice any dead fellow officers (They shout something along the lines of uncle Lester), or hear any gunfire or explosive, an alarm will sound which will cause more enemies to appear on the map, and will often patrol more quicker. This makes it harder to complete the objects since guards will be on higher alert, and you will have to be more stealthy from then on. Sometimes soldiers will should Alarm, but one will not sound as they are too far from base. You can use this to your advantage by studying the map to see where the nearest bunker is. In some levels, sounding the alarm is an instant mission fail.
Submissive to enemy halt, if your commando gets caught by the enemy, this option determines if they halt their existing command, or if they will continue as normal.
Laconic commands refers to the acknowledgment your commando will make when you issue a command, if this gets annoying you can disable it and will mute your commandos.
The third option I would assume refers to background noise, but I wasn’t able to change this option.
There are two ways to player a multiplayer game, either locally using IPX, or over the internet using TCP/IP. Both options are difficult to do since IPX support has been deprecated in modern versions of Windows (XP onwards) and the MPlayer service, which the game relied on for its central server is longer online. Trying to connect results in the above error message.
However it may be possible if you use two Windows 98 machines, and dedicate one as the server, since the server application is simply a console/MS-DOS program that runs in background.
A dancing/rhythm based game for the original PlayStation, released in Europe, US and Japan with each having some minor changed being made across the different regions. A very niche game and one that could only exist an a console.
The game is played by monitoring the beats within rhythm, there are four beats. You press the directional buttons and on the fourth beat you press either the Circle or Square button to execute your character dance move. Whilst this seems easy a lot of the timing is based on the current song being played, and on some songs this can be difficult (Like Kelly’s stage, which is at a slower BPM than the other songs) Timing is crucial and on some emulators its hard to play the game because the delay in response makes it near impossible to play. This is something to consider when playing on a system that has wireless controllers. You can look at the two faces icons at the top left or right of the screen for an idea of which beat you are on. The green bar that shows the buttons to enter also flash to indicate the beat.
There is only one round per level, and score is determined by the complexity of the dance moves performed. The commands to enter are displaced on screen, and after completing the first two combos, you have two possible combinations to enter which alter the dance moves your character does, some being more complex.
Its possible for your enemy player to attack interrupt and break your combo for a maximum of two chances per round. If your quick to respond, you can jump and avoid the attack by pressing triangle. You cannot attack or be attacked during a solo. Otherwise if your hit you will lose whatever combo you were building and will have to start again.
A normal play-through features 12 levels, each getting harder as you progress. Capoeira serves as the mid boss, whilst Robo-Z serves as the final boss. Completing the main game mode unlocks that character for Dance View use, which is where you can select that character and crate your own sequence using the different dance moves that character has.
Fever Time: If you score high enough, your character will enter what is called fever time at the end of the game, this is a bonus dance moves that your character does and does not require any additional input from you, the player.
Each charicters has their own dance moveset, along with a unique stage and music. Except for Columbo and Burger Dog, which reuse Shorty’s and Hamm’s music and stage respectivly.
Heat: The poster character of the game, basically the Kazaya of Bust A Groove (For those who are familiar with Tekken). Supposedly got indo a race-car accident and is now able to expel flames from his body. Dances to the break-dance style.
Frida: A Hippie/Beech chick who lives on a beech shack and is a keen graphic artist.When you attain a high score a tropical storm blows her shack to bits, leaving her homeless.
Pinky: A Dancer, looks like RuPaul
Hamm: A hiphop rapper who loves burgers, sounds like Kermit the Frog. Despite his size he is able to pull off some moves
Strike: A gangster rapper, inspired by Snopp Dogg and Coolio. Drinks from a flash in the Japaneese version which is missing in the US/Europe versions.
Shorty: A 12 year old girl who deiced to enter a dance competition, has a pet mouse
Kelly: Blonde woman who has a fetish for milkshake and baby items, her level can potentially cause a seizure if you’re doing well.
Gas-O: Wears a gas suit, some sort of scientist?
Hiro: Disco dancer, also has a hairy chest. The official description of him shows hes is shy and works with his computer each night (On the disco Reddit?)
Kitty N:Might be A Furry? Has a catchy theme music
Capoeria: Two aliens (Lala and Kiki) who serve as the mid-boss. You can guess what their dance style is. Unlocked when you complete the game on normal.They have supposedly come to earth to collect enough billboard to construct a giant fan (To combat global warming?)
Robo-Z: A vogue dancing robot, and the final boss of the game. Unlocked when you beat the game on hard.
Columbo: Unlocked when you beat the game with Shortly, her pet mouse/ferret.
BurgerDog: You can see him in Ham’s stage behind the counter. Can be unlocked by playing with Hamm once you have unlocked Robo-Z, uses Hamms move set.
Screenshots are captured from the Mednafen emulator running on elementaryOS, using the Mednaffle fronted, up scaled to 2x the resolution
You can choose from the default soundtrack which features vocals, or just the instrumental versions. You can also hear the various samples and sound-effects.
There are references to an arcade version of the game that was released in Japan only, most likely running on Namco System 10 or Sony ZN hardware which was PlayStation based. There isn’t much footage of this available online and there are no MAME roms that exist so I would assume this game was never fully released, or was only produced in small numbers.
The first exclusive console release of The Sims, and sequel to the original console port. The Sims Bustin Out reuses a lot of assets from the original game with many objects returning along with their animations, however a revised user interface for both Live and the Build/Buy modes. Sims themselves have been redesigned along with new hairstyles, customizations and clothes styles.
The game builds from the previous console instalment and a lot of objects looks familiar. An improvement is the lighting engine, sunrise and sunsets are gradual and look more natural comparted to the previous title, which would blank the screen whilst it switch to day or night mode. The lots themselves are more details with various background elements that set the environment, like moms house being set on a barn, Clubb Rubb being set in a city downtown, Shiny Things Labs being set in a waste plant and Casa Caliente set on a beach.
Bustin Out Mode
The main game mode that is similar to Get A life mode from the first release. You start off at Mom’s house and then progress onto different lots, gaining several job promotions along the way. As you gain promotions and unlock goals you will unlock new objects and social interactions, many of which were exclusive to The Sims Bustin out.
Like the previous game, Most levels had a few common goals that most be completed in order to unlock new locations, social interactions and objects
Parties can be started by using the Throw Party option on the telephone, which is available from 8am to 11pm. Once started, a random collection of sims will arrive to your house (Just like the MySpace bulletin parties back in the day). To throw a good parties you have to keep your guests needs satisfied. Complete this by serving a few meals (Pizza, BBQ burgers or a meal from the fridge), have plenty of toilets of which you may want to build more outside the house since some lots only have one bathroom. A large table with plenty of room, a few free counters and a dishwasher are also highly recommended. A hot tub is a must, although its quite expensive to buy. Lastly have some music in the background and some entertainment objects. Either a good TV, the unlockable game console,
Its worth noting that if your guests motives fall low, your guests will leave automatically. You can call sims individually if you require a specific guest, which is needed for a few goals. A little cheat you can do is using the Aromaster, and choose the Juniper and Rosemary setting in increate your sims energy in that room.
Upgrade or make improvements: Just spend a certain amount of cash on new objects, or sell and buy new objects to replace the old ones.
Get to know (Sim) Better: Make friends with the named sim, this normally unlocks a new social interaction or a item of clothing.
Dream Club: The opening dream sequence where you are in a nightclub. You have to kiss your admirer, who turns out to be Candy/Peter from Free Street. This lot is very similar to 3 Free Street in Free play mode judging by the environment surrounding the lot. Sadly this lot does not appear again, the closest to it would be Club Rubb.
Mom’s House: the starting level, House is like a cottage barn. No bus will arrive here for work but is a great place to upgrade your skills, and if your money goes under 200 you will receive a phone call will a reward as a way to earn money. The only annoying bit is Mom like to turn the jukebox/radio on at night.
Mimi’s House: Unlocked after you get a job, some careers will branch here. It’s a decent lot with two bedrooms so there’s plenty of space. Mimi herself is annoying and will constantly make meals and try to interact with out, often standing in the way. The house on the other hard is pretty much complete with little to no improvements needed, its just a bit too .. pink? Probably just purchase a computer or a skill building item, and change the carpet to a more masculine colour.
Dudley’s Trailer: Also unlocked after you get a job, this lot is used for certain careers and is set on a desert trailer park. Like Mimi, Dudley will also try to interact with you and will cook food constantly. As for the lot itself it’s a bit shit, but not the worst the game has to offer, you will have to clean up the entire lot since there’s a lot of trash. You will want to improve the kitchen area, and replace the couch for a more comfortable one. Also build or expand the bathroom, since sims tend to get stuck in there due to how cramped it is, maybe create an outhouse keeping with the trailer park theme.
Goth Manor: Remember the Goth family from the first Sims game? They reappear here albeit without Cassandra. This might mean the game was set before Cassandra was born, or they just abandoned her. Bella and Mortimer are present, along with a large synthesizer that they love to play at 2am of the morning, thankfully this is in a separate room and won’t wake your sim which is surprising considering how loud it is. You can only control your sim and Mortimer (or Bella if your sim is female) so one if them is guaranteed to be playing the synth. Also if you invite guests round, they start playing the synth too.
Like other Goth households in the sims, this one is haunted and has a chance of ghosts appearing at night. There is even a mission goal for communicating and convincing the ghosts to leave by using the crystal ball.
Studio 8: This is supposed to be an art gallery although I found it a pain to live in since half the lot is dedicated for the gallery. Not much fun items here so you will need to buy a TV or have your sim paint on the easel to increate their fun, which wont be possible if they are in a bad mood. Just don’t sell the art items, since they tend to increase in value over time.
Toane’s Gym: Another crap lot to live in since this is supposed to be a gym but you only have one back room for all sims on a lot to sleep in. It would make sense it this game supported two-story buildings so you could at least have an apartment on the second floor instead of having a couple of rooms squished at the back.
At this point its worth mentioning some of these levels from this point forward have goals relating to marriage, you only have to get married once and it will unlock on every lot you move in. Same applies for the children goal.
Casa Caliente: Some sort of beach shack, set on a tropical beach. You will need to purchase two beds since Malcom will take the existing (unlockable) bed. Overall this is a nice lot to play on since its set on a beech and you have background noise of the waves to listen to.
Club Rubb: A nightclub, this is similar but not the same as the club in the dream sequence when you first started the game. Sadly Malcom takes the dance floor and the laser thing. There are also no bedrooms, and there is some hut at the back of the lot with a recliner and a toaster oven. There are also no bathrooms or showers.
Shiny Things Labs: My favorite lot, this is themed after a desert laboratory, like the Curious family from The Sims 2, Strangetown neighborhood. Its also well equipped with beds, proper bathrooms. Only thing its missing is a living area but there’s plenty of items to increase your sims fun rating.
Tinsel Bluffs: looks like a Hollywood themed house, with a garden that overlooks the city. Plenty of well equipped items on this lot although Malcom does take the high end TV.
Pixel Acres: A nudist colony, bet you’d never thought you would see this on The Sims. Thankfully the sim themselves are censored. A gripe with this levels is there’s near to no fucking rooms! That means if you purchase a TV or a stereo , ensure it is turned off otherwise it will wake your sim, since it and the sims beds are in the same room (Outside, which the game considered to be one large room). Also make sure you hire a maid, or ensure you clean up after your sim since dirty plates will cause the room score to plummet. Honestly this is one of the worst levels of the game since there are little rooms built. I ended up building a small hut just for my sim and partner. Chase and Ying were left outside however, if they choose to live like that that’s their choice.
The Octagon: This is a military themed lot, similar to the Grunt family in The Sims 2, you might want to upgrade some of the objects here since the beds are quite basic. Everything else seems to be Ok.
Malcom’s Mansion: The final level of the game, and it’s a nice one being set in a typical mansion. Still only one floor though. The good news is Malcom gets kicked out of the house, allowing for your sim to move in freely.
Free Play Mode
This is the sandbox mode of the Sims game and is quite a downgrade compared to the previous release. You only have three lots to play with on this game, compared to the six on the previous console instalment. And you have a different set of careers in this mode which we will talk about later.
The game save for this mode is intertwined with the bustin out mode which means sims from that mode will appear once your sim progresses to a certain point. The intention is that your player sim can marry and have one of those free play sims move in with your sim, rather than being stuck with your premade sim.
Up to 8 save games can be made, when you take into account the three lots per sim you have up to 24 different sims that can be saved. However only three can be interacted with at a time, its not possible for sims from one save file to appear in another save. Also each save games will have its objects locked again, unless you unlock them again in Bustin Out Mode.
Honestly this mode seems to restrictive and feels like it was tacked on at the last minute. For open ended gameplay you are best of sticking with the PC version of the Sims, or if you prefer playing on s console or like 3D graphics, the original Sims release for consoles.
Tutti: A sausage party consisting of four males, intended to be married by a female sim in Bustin Out mode. If you have played the previous console instalment you will recognise some of the names
Frutti: All female version of the Tutti family
There are seen new careers in Bustin Out mode and five new careers in Free Play mode. These careers remain exclusive to the game and do not appear in the PC counterpart. I’m not sure why the careers are separated by the game mode, as it would have been fun to play this in both Bustin Out and Free Play mode.
Bustin Out Mode:
Paramilitary, Movie Star, Mad Scientist, Jock, Gangster, Fashion Victim and Counter Culture.
Free Play Mode:
Slacker, Swindler, Rock Star, Computer Geek and Artist.
A few unique objects that are exclusive to the game, many of these are related to skill building
Tumultech Sim-Phony Synthesizer
Like the piano it increases the sims creative skill. The tune that it plays depends on your sims creative level. Bella and Mortimer love to play this at 2am of the morning
Can be used to tell your sims fortune and to communicate with the dead, required to complete a goal at Goth manor.
Use this to create your sims logic skill and to create a mutant plant which will eat your sims trash. Unlocked after being promoted to virus breeder in the Scientist career.
Sham-Shag Polar Rug
A carpet for your sims to relax on, required to complete a goal as Casa Caliente
Sims can perform a single, double or a triple flip, which is required for a later goal. Sims can die if they perform tricks if their needs are low.
Great for parties since it can serve 5 people at a time and is very satisfying for hunger. This can also be used for an outdoor table
Ping pong table
Another fun group activity that raises fun and social with other sims.
Multiple sims can play with this. Unlocked by promotion to Love Guru in the Counter Culture Career Path
Also good for parties, sims can make and serve drinks for other sims and builds the cooking skill
Floyd Co. laser Light Show
Emits laser effects and can boost your sims mood. Unlocked at Fingernail Painter in the Fashion Victim Career path.
Kraftking Potters Wheel
Like the artist block, finished pots can be sold. Higher the creative skill, the more valuable the pots will be.
A programmable robot, similar to the Servo object in The Sims Livin Large. Can be set to clean, socialize and guard. Unlocked after being promoted to Robotician in the Scientist career.
Looks similar to the one in The Sims 2, builds the body skill the fastest. Unlocked by completing the “Seek and Destroy Bioweapons” goal
Hellagraphix 1024 Diamond Edition
A holograph powered game console, does not require a TV and good for playing with multiple sims. Service NPCs can also play with this in a group session. Unlocked following promotion to Boot Polisher in the Paramilitary career.
Also in the first console game but not the PC release. Supposedly vibrates all the dirt of your sim with sound, ideal for sims with low neat personality since it does not flood.
Fastest way to build the charisma skill, unlocked after getting promoted to Sex Symbol in the Movie Star Career Path.
Information Overload by Bu Butubu
A TV with 9 screens and a snack dispenser, unlocked after reaching Head Coach in the Jock Career Path
Console Specific Features
PlayStation 2 – Online Weekend: Exclusive to the PS2 version, this was an online mode that used the PS2 network adaptor to connect online. This has since ben shut down, but has been resurrected using the same netcode as the Sims Online ran on.
Strangely the Xbox version lacks any sort of online play, which is an odd decision by EA since every Xbox has an ethernet port and was designed for online play, whilst older PS2 units require a network adaptor to go online (The PS2 slim wasn’t a thing when this game was released) Therefore the install base for online play would have been smaller for the PS2 compared to the Xbox, despite the PS2 selling much more consoles.
Xbox – High Definition: The Xbox version is capable of running in high definition with the use of a component cable for the NTSC version of the console. PAL/Europe consoles have this feature disabled since HD wasn’t a standard until the launch of the Xbox 360, but can be enabled by softmodding the console and changing the consoles EEPROM to NTSC and using the component cable. The only issues is the UI does not scale very well with the opening FMV being centered in a pilliarbox, but the 3D environment itself does and is a noticeable improvement with the higher resolution.
(How does this compare to emulated Gamecube/PS2 versions? that are upscaled)
Gamecube – Gameboy Link: The Gamecube version can link with the GameBoy advance version to exchange minigames.
Screenshots from the Gamecube version, captured on the Nintendo Wii using DIOS MIOS. Textures are slightly downgraded, but is hardly noticeable compared to the Xbox version.
Lights – They keep breaking. Literally after a few days of your sim being on a lot all the light will be out, with the interaction ‘Replace Bulb’ needed to fix the light. This is common amongst all three console versions and require your sim to constantly repair the lights otherwise the lot will be in darkness. Hiring a handyman will help, but they will soon break, one by one. I even had one break a couple of seconds after it was fixed.
Gossip – This social interaction is a huge pain. First is every sim loves to do it, it’s the most used autonomous social interaction so your sims will often be doing it. The second issue is the time it takes to perform the interaction, sims will often gossip 3-4 times per interaction. Lastly its hard to cancel, literally nothing can stop this interaction once it starts. I’ve had sims miss work because they were stuck gossiping with a sim
Dialogue Boxes – Affects Bustin out mode. NPC sims will often try to tell to you directly though the game, usually by telling you a certain hints on how to complete certain goals or general game mechanics like taking care of your needs. Usually this is fine if there was a way to disable them, but you can’t.
Object Limiter: See the bar on the left when you’re in buy mode? That’s the object limiter since these console has a restriction on the amount of objects that could be placed because of the limited Ram these console had. It’s the same throughout despite the console having varying amounts of RAM (PS2 had 32MB, Xbox 64MB)