SimSafari
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| SimSafari | |
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![]() Cover art |
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| Developer(s) | Electronic Arts, Maxis Software |
| Publisher(s) | Maxis Software |
| Designer(s) | Roxana Wolosenko |
| Platform(s) | Microsoft Windows, Mac OS |
| Release date(s) | NA March 4, 1998 |
| Genre(s) | Construction and management simulation |
| Media | CD |
| Input methods | Keyboard, Mouse |
SimSafari is a construction and management simulation game almost identical to SimPark, except that the park is set in Africa rather than in North America, and therefore has African animals and plants. It was created by Maxis, more as an educational tool for children to learn about enviromental balance. It was first released on March 15, 1998.
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[edit] Gameplay
Unlike SimPark, the game is divided into three different zones, the nature park, the tourist grounds and the African village. The ultimate aim was for the players' park to reach five stars although like most Sims games the player could continue playing indefinitely. To gain five stars this the player had to make sure each zone was being run properly. The player can control tourism and staff.
The game had a paragraph of information on every species in it, with short animations for the animals. Scenarios including one where the park is overrun by rabbits and another where the camp is burned down. To contain rabits one must place many animals that prey on rabbits, or Net them all, and to contain fire the player must bulldoze around it to keep it from spreading.
It gained moderate reviews.[citation needed]
[edit] The Park
The park was where the player could buy animals and made sure they weren't being over-eaten or underfed. The player can control the species of animals, grasses, shrubs and trees that were built here. Natural disasters could happen like fires, droughts, locusts, and twisters.
[edit] The Camp
The Camp, also known as the Tourist Ground, was where tourists stayed. The player can build restaurants, hotels, swimming pools, cottages, tents, etc for guests. The buildings were staffed by workers hired from the village.
[edit] The Village
The player had the least control over the village because it was up to the AI to decide what to build. In the village the player could hire drivers, naturalists, guides, cooks and attendants to staff your tourist grounds. The more staff was hired, the better the village did and if the player didn't hire staff the village would begin poaching your park's animals. If things went very badly, the village might even stop working for you altogether.
[edit] External links
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