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- Path: menudo.uh.edu!usenet
- From: akiy@netcom.com (Jun Akiyama)
- Newsgroups: comp.sys.amiga.reviews
- Subject: REVIEW: SimLife
- Followup-To: comp.sys.amiga.games
- Date: 11 Aug 1993 18:03:19 GMT
- Organization: The Amiga Online Review Column - ed. Daniel Barrett
- Lines: 451
- Sender: amiga-reviews@math.uh.edu (comp.sys.amiga.reviews moderator)
- Distribution: world
- Message-ID: <24bc97$d9l@menudo.uh.edu>
- Reply-To: akiy@netcom.com (Jun Akiyama)
- NNTP-Posting-Host: karazm.math.uh.edu
- Keywords: game, simulation, commercial
-
-
- PRODUCT NAME
-
- SimLife, V1.00 Jun 18 1993 14:11:56
-
-
- BRIEF DESCRIPTION
-
- Build your own ecosystem and give life to creatures, designing
- animals and plants down to the genetic level. Brought to you from the
- makers of SimCity, SimAnt, SimEarth, and SimFarm (well, on other platforms,
- anyway).
-
-
- AUTHOR/COMPANY INFORMATION
-
- Name: Maxis, distributed by Mindscape International
- Address: 2 Theatre Square
- Suite 230
- Orinda, CA 94563-3346
-
- Telephone: (510) 254-9700
- FAX: (510) 253-3736
-
-
- LIST PRICE
-
- The list price as indicated in the Mindscape catalog included with
- the game is 34.99 pounds. (Mindscape is a British company.) Exchange rates
- as of this writing would make that equivalent to $59.64 (US).
-
- I was able to buy this product from a local store for $39.99 (US).
-
-
- SPECIAL HARDWARE AND SOFTWARE REQUIREMENTS
-
- HARDWARE
-
- There are two versions of this software: one for AGA
- machines (A1200, A4000), and another for all Amiga
- computers. (From this point on in the article, unless I
- specifically refer to the AGA version or the Standard
- version, "SimLife" will refer to both AGA and Standard
- versions.)
-
- The AGA version has golden stickers on the box saying "A1200
- Enhanced" and "Enhanced version for Amiga 1200/4000 only."
- The AGA version requires a machine which can handle AGA
- graphics such as the A1200 and the A4000. However, I do not
- know if AGA emulator boards (such as the Retina card) would
- be able to use this game. The AGA version also requires 2
- MB of RAM. A hard drive is recommended.
-
- The Standard version for all Amigas requires a minimum of 1
- MB of RAM (although 2 MB is recommended). A hard drive is
- recommended.
-
- There is a little ReadMe note on the disk for the AGA
- version with the following information:
-
- If you intend to play SimLife in HiRes Mode with
- only 2 Megabytes of RAM, you will only be able to
- play with Tiny and Small worlds. This is due to
- memory constraints. If you fit more memory, you will
- be able to play all configurations.
-
- I do not know if the above note also applies to the Standard
- version.
-
- If you don't have a hard drive, don't worry. The program
- can be decompressed onto three floppy disks. (Disk swapping
- is always so much fun, and can often relieve the tension in
- any program. Right?)
-
- A warning to those running on slower CPUs -- the game is
- quite CPU intensive! Although the game can run on any Amiga
- platform, I would not want to see this game running on a
- 68000-equipped machine as it tends to slow down even on my
- A4000. It has no problems running with my 68040, even with
- copyback mode on.
-
- Also, the AGA version runs in PAL mode, although this can be
- avoided (as explained later).
-
- SOFTWARE
-
- The AGA version requires Workbench 3.0 and above.
- The Standard version requires at least Workbench 1.3.
-
-
- COPY PROTECTION
-
- None. At all. Period. End of sentence. We should give Maxis a
- great big huzzah. Really. I did.
-
- The game installs beautifully onto a hard drive, without having to
- make any directory assigns. Another huzzah.
-
- The game boots from Workbench, and multitasks well, except for a few
- litle problems (see below for details).
-
- The game will save its data (save games, new species, etc.) using a
- file requester, so you have the power to place it wherever you wish.
-
-
- MACHINE USED FOR TESTING
-
- Amiga 4000/040
- 2 MB Chip RAM, 4 MB Fast RAM
- Kickstart 39.106, Workbench 39.29
-
-
- INSTALLATION
-
- As mentioned previously, the game is installable onto either the
- hard drive or onto three floppies.
-
- As in most Maxis games, SimLife comes in two different resolutions:
- hi-res, or low-res. The hi-res version is recommended for those with at
- least 2 MB of memory, and a multiscan monitor. (I guess the multiscan
- monitor is necessary to eliminate the flicker through DblPAL. The Standard
- version, although it does not use DblPAL, may use a flicker fixer instead.)
-
- Installation itself is a breeze. The installation program is
- started by booting up Disk 1, after which you will be asked whether you wish
- to have hi-res or low-res graphics and to install onto either the hard drive
- (in which case it also asks for a directory, creating it if necessary) or
- floppy drive. Then follow the on-screen instructions on which of the four
- disks the program wants, and after minimal disk-swapping, the game is
- installed.
-
-
- GETTING STARTED
-
- When starting up the game from Workbench, you must not leave any
- windows open which have tasks running. The requester saying "Could not
- close Workbench. Close all windows and restart!" will pop up. This means,
- for example, that you must not have any shells, GNU Emacs windows, nor
- ASokoban games running at the time you start the game. After you close
- the windows or iconify them, double click on the not-too attractive game
- icon, and start the game again. Once you start the game, you will notice a
- depth gadget at the top right hand corner; don't bother using it, as I found
- it does nothing. Use the Left-Amiga M combination to flip through the
- screens to get back to Workbench if you need to multitask. Be forewarned
- that the game takes up a lot of CPU cycles, and most everything else will be
- pretty slow.
-
- One of the first things you notice when you first boot the hi-res
- AGA version is that it's in DblPAL mode. (I don't know what the Standard
- version does.) For those people running in PAL, this is not a problem; for
- those of us running NTSC, the bottom 25% of the screen is clipped off. I
- use the public domain commodity ForceMonitor to promote all PAL screens to
- Multiscan:Productivity (my Workbench resolution), and the program seems to
- work fine. You might have to press Left-Amiga M to flip the screen
- sometimes to bring the SimLife screen to the front. In addition, if you're
- using a DblNTSC Workbench and wish to use SimLife AGA in DblNTSC,
- ForceMonitor can do that too; just be aware that you'll need to autoscroll a
- little bit to see the entire screen. (I also installed the low-res AGA
- version, and the screen opens up in PAL mode. Therefore, the same steps as
- above will probably have to be taken to open up a full-size screen.)
-
- After installation, the first instinct of all human beings having
- used a computer for more than five minutes is to dive into a program without
- having read the manual. Usually, only after the user has looked at all the
- menu items, pressed all the buttons, and basically gotten confused and
- frustrated do they open the manuals. In SimLife, looking at all the menu
- items and pressing all the buttons take a really long time, and getting
- confused and frustrated takes a very short one. Luckily, Maxis includes a
- pretty comprehensive tutorial.
-
- The tutorial world makes the user go through all of the basic
- functions of all of the menu items and buttons, so that the user can
- understand the 204 page user manual better afterwards. I thought the
- tutorial to be very helpful and well organized, although I found the "Click
- on window to continue" prompts a bit irritating. (The windows kept
- disappearing on me, since you're all wrapped up in placing Lucia's Llamas
- all across the land and clicking away, during which the window suddenly pops
- up and you inadvertently "Click on the window to continue." Of course,
- there's the "Redisplay Current Message" menu item, but it's still annoying,
- nonetheless.)
-
-
- GAME PLAY
-
- The game itself revolves basically around observation. It is no
- horrendously thumb-numbing shoot-'em up game, nor is it a mind-wrenching
- dungeon-delving adventure. (Only BLAZEMONGER can be both at the same time,
- and then some. :-)) Most of the time, I found myself influencing the world
- in some manner, then waiting to see what happened in reaction to it. I guess
- if there is a god, that's what he's doing at this moment.
-
- However, don't take this in the wrong way; you wouldn't buy this
- game if you wished for action, adventure, blood, guts, and glory. You're
- going to have to be pretty patient with this game; it takes a long time for
- something to happen, just like in real evolution! Don't expect your
- humpback whales to start walking on land in one minute; it takes a lot longer
- than that. Sit back, and observe, young ones.
-
- First, you create the earth upon which your creatures and plants
- will reside. Such parameters as average moisture, average temperature,
- numbers of rivers and lakes (and seas -- no distinction between salt and
- fresh water), and even the numbers of toxins and mutagens can be
- configured. Don't worry if the world you get doesn't suit your godly
- aesthetic sense; during the game itself, you can raise or sink land (a la
- Populous) and increase or decrease rain fall and temperature. Heck, spell
- your name with a land mass. You also get to choose the size of the world --
- tiny, small, large, medium, and large. Continental drift does not seem to
- be integrated into this game, but I'm sure you can emulate it through
- ingenious manipulations of the land.
-
- After creating your landmasses, it's time to place your plants and
- creatures. The program gives several options on how to place them. You can
- place individual creatures wherever you wish (which is very close to
- painting with a paint program with a brush with the grid turned on), or you
- can have the program place creatures for you; the options available for you
- to control the computer's placement of the creatures include placing them in
- a group or individually scattered, on land only, in water only, or any other
- combination. You can also choose to place individual species or the entire
- catalog of plants or animals onto the map. (Of course, you can place those
- humpback whales on land, if you wish, or throw some ground squirrels into
- the water; either way, you are punished (rewarded?) by a pretty quick "Oooh"
- sound, signaling the demise of some of your creations.)
-
- Each one of these species consists of a group of settings
- corresponding to the creature's (or plant's) biological descriptions. For
- example, you can control whether your animal will be a high intelligence
- carnivore which walks and lives in the mountains and has a long gestation
- time but few children (like a llama), or if it will be a low intelligence
- filter-feeder which flies and lives in the ocean with a short gestation time
- and bears many children (like something from a cheap B movie). Also, you
- can design the picture of the creature/plant in child/seed and adult/plant
- modes, so you can distinguish them on the screen easily. You decide. Yes,
- it can get pretty silly, but I think that's one of the features of the game.
-
- Even during the game, you can pick out each animal on the screen and
- change its genome features. You can make one of those llamas to suddenly
- turn into a flying super-stealthy acute-visioned fly-sized animal, if you
- want. Make that humpback whale asexual! Create some immortal chickens! The
- program will keep track of each and every single living creature on your
- earth.
-
- As the days pass by, the seasons roll past, and the years flit away
- into history, you get to watch evolution in action as animals and plants
- mutate into different species. If you're feeling bored, you can really play
- divinity and fly a comet into the earth, induce a plague, introduce a
- sexually transmitted disease, or even (gasp!) bring civilization onto the
- land (whereupon little bulldozers start appearing, creating luxury homes and
- leaving pollution behind them)!
-
- While you're at it, you can start to change the basic physics of
- nature on your planet. If you suddenly feel that seeds should have more
- food value than animals, you can do so. You have total freedom to make
- flying take less movement costs than walking, or to raise the mutation
- rate. It's all up to you.
-
- Of course, all this would go to naught if the program didn't keep
- track of what happened when, and all other records. The game keeps track of
- when what species was introduced, what is eating what, the population of
- each species, diversity graphs, and basically all of the data a biologist
- would love to have on an ecosystem.
-
- Yes, there are many, many settings and variables you can change, but
- who said life was uncomplicated?
-
-
- DOCUMENTATION
-
- There are three manuals included with the game: the user manual, the
- SimLife lab book, and the addendum and quickstart guide.
-
- The user guide is a comprehensive 204 page text, complete with
- glossary and an index (which deserves the third huzzah). Many illustrations
- grace the pages of this manual to ease identification of the many windows,
- buttons, and menus in the game. All in all, I found it to be very easy to
- use.
-
- There is also an addendum and "quickstart" guide for the Amiga
- version of the game which tells you of the installation procedures and a
- keyboard shortcut chart in the back.
-
- Lastly, there is a SimLife lab book in which you are to "make a
- photocopy of it for your personal use and mark that up. No selling copies
- of the lab book in dark alleys to minors while wearing a trench coat."
- Basically, this lab book allows you to record the various settings of the
- program. Will I ever use it? I don't think so. If you see someone selling
- copies of it in dark alleys to minors while *not* wearing a trench coat,
- it's probably some other pervert. Not me.
-
-
- LIKES, DISLIKES, AND OPINIONS
-
- I really like the premises upon which this product was built. The
- idea of watching life evolve and being able to observe (and influence)
- directly the interactions of different species ("You scratch my back, and
- I'll eat you") can only be done on computers (for now).
-
- However, for a non-biologically oriented person like me, I felt
- pretty overwhelmed by the number of options, settings, and variables
- presented before me. Now, I'm not saying that this is a drawback
- necessarily (although the "However" at the beginning of the paragraph may
- say otherwise); it's just that sometimes, simple is best. For people who
- want to sit around for hours, twiddling each little gene and adjusting
- settings, then loading, saving, then recording each session, this program
- may be ideal. However, I did not have the patience to sit out decades and
- decades of artificial time to see what happened to a species of plant. I
- suppose I could play this game at a more shallow level without getting into
- the specifics (like manipulating the genes for water storage in a plant),
- but then, I would feel as though I'm not playing the game to the fullest.
- Maybe it's just me. I don't know.
-
- Therefore, for those people who enjoy working with many variables,
- and would like to have the power (and time) to adjust nearly each and every
- aspect of life, this game is for you. For others, it may be a type of
- diversion close to a fractal program; you can watch a lot of things moving
- on the screen, then come back a few hours later and check the history to see
- what's still alive and when things went extinct.
-
- Perhaps if there were some real "scoring" mechanism for SimLife as
- there was for SimCity (in which money was a limited resource; in SimLife,
- life itself can be created pretty much infinitely, and without any cost,
- which I find pretty unrealistic), the game could be more playable. Although
- the "physics" aspect of the game limits the player somewhat, the game play
- is hindered by allowing the player simply to say "poof" and add some more
- animals here and delete some plants here.
-
- In addition to the built-in scenarios, included in the directory
- itself are several "saved" games which are interesting. For example, one of
- the scenarios is as follows:
-
- The main workers are the Square Pegs, who chase the Round
- Wholes, and Marketers, who chase Customers. Money Trees, with
- golden flowers that give off a red scent, are the main food source
- for the workers. The Water Bottles are where the workers congregate
- and drink. The Executive Wash Room/Lounge (in the lower left
- corner) is where the executives congregate, drink and use the
- trees. Everyone wants to catch the Runnin' BigBucks, but they are
- hard to catch -- they avoid everyone but upper management. Everyone
- has grass growing under their feet, but tries to hide it, or at
- least eat it. The shopping carts are the candy dispensers and
- popcorn machines. Upper Management sits around and waits for the
- BigBucks to come.
-
- The game is an obvious port from the Macintosh platform, as the
- requesters are taken right from the Macintosh operating system. I found
- some of these requesters annoying, probably because I'm used to seeing
- Workbench compliant programs these days. The game play is hindered at
- points because of this noncompliance, as some menus (such as from the Help
- button) do not pop up readily, meaning you may have to click on a button
- multiple times, which is irritating. Because the game is pretty slow at
- times, the reaction time of a button press may be delayed. Maybe more care
- could have been taken by the people at Maxis to round out the user interface
- to that more suitable for the Amiga, and not just supposed that the
- Macintosh interface would suffice for the picky tastes of some Amiga users
- (myself included). I think it would have sped things up a little bit too.
-
- Lastly, let me try to warn a few people. I don't think you're going
- to be able to use this program to recreate the movie Jurassic Park. (There
- are no omnivorous animals, so it'd be hard to create humans in the first
- place. And, no using "frog" DNA in dinosaurs, either.) Nor do I think you
- are going to be able to recreate life on earth as it is today, because of
- such limitations. Perhaps with a lot of patience and time, you might be
- able to; but then again, a game is a game. Maybe Maxis will come out with
- SimInteractionBetweenHumansAndOtherBeingsOnEarth someday.
-
-
- COMPARISON TO OTHER SIMILAR PRODUCTS
-
- Of course, in comparing this game with the other "Sim" games, I
- think that this game is the most "simulation"-like than the other "Sim"
- games. As said above, unlike SimCity, there are really no limited
- resources, and there is really no big objective in SimLife. SimAnt had an
- objective to take over the entire yard. SimEarth gave the objective of
- evolving a lifeform intelligent enough to go to another solar system. I
- guess that the main objective of SimLife would be to create a stable
- ecosystem through the creation of your own lifeforms. Maybe it's just me.
- I just might not have the patience to sit this one through.
-
-
- BUGS
-
- It seemed as though there was a strange bug when the program used
- the "autospeciate" feature to create a new species from an old one (when
- organisms diverge so much from their originals that they wouldn't be able to
- mate with the old ones) and the user deleted some of the organisms (or did
- something that irritated the program), the pictures for each of the organisms
- shifted around, the wrong image representing some of the species.
- Therefore, I sometimes saw sharks flying across mountains, and squirrels
- suddenly turned into humpback whales when it walked to the left. I haven't
- contacted Maxis about this, as I'm not really too sure when this occurs
- (except for the aforementioned approximate details). If anything ensues,
- I'll submit a followup article.
-
-
- VENDOR SUPPORT
-
- I have never talked to anyone at Maxis, as far as I know, unless
- they have undercover agents or something.
-
- The registration card has to be sent to England (to Mindscape), and
- the technical support hotline is an international call. However, I'd think
- calling Maxis directly (in California) would be better, so take a look at
- the phone numbers up above for details.
-
- I am in no way, shape nor form, associated with Maxis. I just play
- their games (or rather, run their simulations).
-
-
- WARRANTY
-
- Sending in the registration card entitles the user to "technical
- support, advance notification of upgrades, and special offers on future
- Mindscape products," says the registration card.
-
-
- CONCLUSIONS
-
- All in all, I feel SimLife to be a very accomplished simulation with
- a whole plethora of variables and a world of outcomes to be explored.
-
- On a scale from one to ten ducks (one duck being the equivalent to
- "Pond Scum," and ten ducks garnering a "Totally ducky!" description), I'd
- probably give it seven ducks.
-
- COPYRIGHT NOTICE
-
- I hereby relinquish the copyrights to this review to Daniel Barrett,
- as he is such a cool guy and posts funny articles to Usenet. Whatever he
- wishes to do with my inane words, he is free to do so. So nyaah.
-
-
- BLAZEMONGER NOTICE
-
- For you BLAZEMONGER II players out there, this review, in its
- entirety (including the headers), is the secret password for level
- 323,832,123.021. Just type it in during the .00002 millisecond title screen,
- and you're there. Wow. How did the BLAZEMONGER programmers know?
-
- ---
- UCLA undergrad trying to [] "Denn des Anchauns, siehe, ist eine Grenze
- graduate and get a job [] Und die geschautere Welt will in
- after studying NLP at [] der Liebe gedeihn."
- Tokyo Inst. of Tech. [] -- Rainer Maria Rilke, "Wendung"
-
- A
- ---
-
- Daniel Barrett, Moderator, comp.sys.amiga.reviews
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