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the Simpsons : Bart House of Weirdness
The Simpsons: Bart's House of Weirdness DOS Front Cover  The Simpsons: Bart's House of Weirdness DOS Back Cover

 Bart Simpson has been sent to his room and it’s up to you to help him escape and collect the items he’ll need to rescue his hero Krusty the Clown. Along with the standard side scroller jump/duck, Bart is armed with a variety of weapons such as a slingshot, spray paint, and water balloons which he can use to dispatch the space mutants, basement ghosts, and other uncool things getting in his way.

There are six levels for exploration including a spider infested attic, the Springfield Mall, and a twisted Itchy & Scratchy dream world. Ultimately, when Bart manages to complete all the levels, he is taken to Krustyland for a final showdown with his nemesis Sideshow Bob.

the Simpsons (Arcade)
Simpsons, The

 Waylon Smithers has just stolen a diamond from Springfield Jewelers for Mr. Burns. While trying to make a getaway, he crashes into Homer, which knocks the diamond out of his hand. Maggie catches it in her mouth, prompting Smithers to grab her and run off. The Simpsons decide to go after him, but Mr. Burns has tons of henchmen, who want to prevent the family getting their daughter back.

The Simpsons is basically a side-scrolling beat-em-up featuring the characters from The Simpsons TV show. The player can choose to play as each of the four Simpson characters. Homer, who punches and kicks; Marge, who swings her vacuum cleaner; Bart, who wields his skateboard; and Lisa, who uses a jump rope as a whip. Other weapons such as hammers and bowling balls are also available to use. The game's levels are Downtown Springfield, Krustyland, Springfield Discount Cemetery, Moe's Tavern, Springfield Gorge, Dreamland, the Channel 6 studio, and the Power Plant. Each level ends with a boss whose speed and strength will increase after taking a certain amount of damage. End level bosses are the wrestler Professor Werner von Brawn, a hot air balloon shaped like Krusty the Clown, a pair of bouncers, a drunk at Moe's Tavern, a henchman in a bear suit, an imaginary, gigantic bowling ball, and a martial arts sensei dressed like a kabuki actor. There's also the showdown finale against Smithers and Mr. Burns in a robotic outfit.

Between levels, the player can compete against the other characters in two mini-games to be first to complete a task (inflating a ballon and waking up their character).

the Sims
The Sims Windows Front Cover  The Sims Windows Back Cover

 The Sims is a real-time simulation game where you simulate the lives of one or more people in a family and their social activities in their immediate neighborhood.

Characters of the family may be custom created (including physical features) or simply chosen from pre-generated families. All the characters also have two age groups, children and adults. Each age group has different lifestyles, priorities and interests.

Game play in the Sims may be classified as the following:

[1] Life Simulation
This revolves around simulating their day-to-day lives. From eating, sleeping, entertainment, socializing and romance, you are in complete control of their actions if you choose to. Each Sim has a statistics that may be developed. Some of which identify certain desires the Sim in mention may require. Your role in simulating their lives is primarily to keep them happy by fulfilling their desires.

Controlling the Sims people is optional, as they follow their own Artificial Intelligence unless commanded otherwise by the player.

[2] The Architect
Designing and furnishing your home is an integral part of the game play. Pre-generated houses may be purchased at the beginning of the game, or you can design and build your future home from scratch. Furnishing consists of acquiring various items that may be manipulated by your Sims to fulfill their needs. Designing houses and furnishing costs money, which may be obtained through jobs.

[3] Character Development and Careers
Adult Sims may acquire jobs to pay for the many necessities of living a simulated life. There are several different job track available, from Entertainment, Law Enforcement, Politics and even a life of crime! Promotion in a job requires the Sim to advance in certain statistics (e.g. Charisma, Strength) which may be done so by manipulating the various items available for purchase.

the Sims 2
The Sims 2 Windows Front Cover  The Sims 2 Windows Back Cover
 
In this sequel to the The Sims, Maxis has created an entirely new, 3D engine, similar to the console Sim games. The player can rotate the camera in a 360° view, or shuffle the camera to the left and to the right.

The Sims are also fully animated, articulated characters. They have a wide range of movements, most of which are humorous. Eating, drinking, going to the bathroom, getting kissed, proposing marriage, etc. with each having a specific animation for it.

The Sims 2 has an expanded Build mode. The player can now create large houses, going up to four floors, with new types of wallpapers, carpets, stairs, fireplaces, and more. The player can connect parts of their house via a deck or patio, or a balcony-type catwalk.

When first playing the game, the player can choose to move their family into a pre-made neighborhood with different themes, or they can create one from scratch. If the player has SimCity 4 and/or Rush Hour installed, they can import cities into The Sims 2 to use custom neighborhoods.

The biggest change to the game is aging and fears/aspirations. The Sims will now age, from a newborn, onto a toddler, then to a child, then to an adult, and then finally to a senior. The Sims will also eventually die of old age (although they can die earlier by other means), but there is a way to prolong a Sims youth.

Fears and aspirations are just that. Each Sim has different fears and aspirations that must be avoided and met, respectively. If a Sim has a fear of a loved one dying, the Sim will experience difficulty for a time after that person dies. If a Sim has aspirations to get to the top of the corporate ladder, the Sim will earn aspiration points, which eventually turn into a Platinum meter. When enough points have been reached, the player can buy special items, like a Money Tree which releases bags of money every so often. Meeting a Sims fear results in their aspiration points being lowered.

Sims also have memories, which they will use to remember things throughout the course of their lives. This can deeply impact gameplay depending on how the game is played.

The last major addition is the ability to create movies using Sims. The player can capture the Sims actions, and then edit the video to make a movie of sorts. The player has the option of adding special effects, like slow motion or blur.

the Sims 3
The Sims 3 Macintosh Front Cover  The Sims 3 Macintosh Back Cover

The Sims 3 is, like its predecessors, a real-time simulation game where the player controls the lives of one or more people in a family including their work life and social activities. In order to do so, at the start of the game the player creates one or more characters on the character creation screen which has been even more expanded since The Sims 2. Besides more choices in terms of look, clothes, colors and such, the player also chooses five personality traits from a set of 63 sorted in four groups "Mental", "Physical", "Social" and "Lifestyle" as well as a lifetime-goal. The personality traits influence how the Sim reacts to each event in the game. The trait "work-a-holic" for example makes the Sim love to go to work and allows him to use a computer at home to put in additional hours.

The lifetime goal, on the other hand, is similar to wishes but requires a lot of work to get to. While granting wishes can be as simple as ordering a pizza, one lifetime goal requires the player to make his Sim a CEO of a big corporation which can't be done over night. As a compensation, the fulfilling of a lifetime goal grants the player a very large amount of lifetime points as opposed to the normal wishes. These lifetime points are used to buy numerous forms of relief including the ability to make the Sim immune to hunger. This allows the player to focus less on fulfilling the basic needs of a Sim but more on advancing his skills and socializing with neighbors, co-workers and other people in the city. The six needs themselves are the same as before including fun, hygiene and hunger.

As opposed to its predecessors, the game isn't limited to the property a Sim owns with loading times in-between traveling to other places like family retreats. Instead The Sims 3 now simulates a full city the player's Sim is free to move around in and do what he wants, including working and socializing, but also buying groceries or books and visiting classes to further advance his personal skills. However, not every house can be seen from the inside. While the gym functions like a normal house with the ability to remove the walls and look inside, other places including the workplace, book store and hospital the Sim just enters and vanishes until his duty has been fulfilled there. The only influence the player can make in case of the workplace is how his Sim should go about his work. Should he work through lunch, get friendly with the boss or talk to his co-workers and such. All this influences both his happiness and his job performance and once his job performance reaches a certain level, he get's promoted which includes a higher pay and sometimes different work hours. during his visits the Sim can also collect stones, gems, metals, bugs, butterflies and seeds to be used in his garden, as decoration or jewelery. If he is really bored he can even go fishing at one of the lakes and rivers.

With the money a Sim starts with and earns during the game, he either buys a pre-created lot or builds/expands his own house from ground up including all of the interior decoration. This time around stuff can even be placed in an 45° angle.

The console versions introduce karma powers where players receive godlike powers to influence the life of their sims for better or worse.
the Sims 4  
The Sims 4 Windows Front Cover  The Sims 4 Windows Back Cover

 The Sims 4 is the fourth main game in the real-time life simulation / management series. Just like the previous games one or more custom characters are created through Create-a-Sim to live in a house designed by the player. As their lives unfold based on the environment, relationships and specific traits, the player gets to manage the life, needs to organize activities, attend to needs, and react to moods, with non-linear gameplay and no direct control.

The character creation process has been expanded. Players choose a gender, age (from child to elder), look and outfit. The voice can be adjusted from clear to brash and a specific walking style can be chosen to reflect the personality. Next to a selection of various facial and body features, every element of the character can also be tweaked by holding and dragging with a large choice of colours and accessories. Players also choose a lifetime aspiration from a number of fields such as athleticism, creativity, family, knowledge, love ... with deeper choices for each. Next, three traits (one less than the previous game) are selected such as active, cheerful, gloomy, romantic or self-assured, and specific characteristics such as hobbies, lifestyle and social intelligence. The game puts a larger emphasis on personalities and social interactions. Sims are now for instance also able to multitask, rather than completing actions one by one, and these are also affected by moodlets and emotions. While playing players are rewarded for reacting to moods, providing temporary buffs or permanent enhancements to the Sims, for small accomplishments. The available interactions are largely based on the chosen personality.

The bottom left of the interface holds an action queue where various activities the Sim wants to do are listed. At the bottom are time controls to manage how time passes. There is free camera rotation and various zoom levels to follow the activity from any angle. Sims level up by practicing activities. The game's main currency Simoleons is used to provide for the chosen lifestyle and to buy new items. The build mode has been made easier as items now often click together to form a coherent structure. Entire rooms can be picked up and placed elsewhere and the push-and-pull tool from the character creation mode can be used to alter the walls. The game has two neighbourhoods with ten public venues in total, such as bars, a museum, a park, a gym, and a library. Work locations and co-workers are not shown in the game.

The Create-a-Style mode from the previous game where surfaces and textiles could be painted with a custom design has been dropped in favour of predetermined colour sets. The game also no longer employs a seamless open world for different locations, but links together smaller environments with loading screens. All of the terrain has been flattened, without hills, and transportation is no longer present.

Sim Theme Park
Sim Theme Park Windows Front Cover  Sim Theme Park Windows Back Cover

 Sim Theme Park is the sequel to Theme Park and the second game in the series. It is a theme park management game where players build their own theme park with roller coasters, rides and food stalls. Each building can be customized for its appearance, prices and also the length of the ride. Roller coasters play an important role as the main attraction for visitors. Players can design a custom ride and then test it from a first-person view.

In this version the park can be built in four different worlds: Lost Kingdom (prehistoric theme), Halloween World (spooky theme), Wonderland (fantasy theme) and Space Zone (futuristic theme). The game boasts 3D graphics and players can walk around in their park as if they were one of the guests, and go on the rides. Golden Tickets can be won by doing great things to the park and these can be used to buy new rides and parks.

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