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Retrieved from "https://en.wikipedia.org/w/index.php?title=Life_simulation_games&oldid=116725870"
Life simulation games form a subgenre of simulation video games in which the player lives or controls one or more virtual characters (human or otherwise). Such a game can revolve around "individuals and relationships, or it could be a simulation of an ecosystem". [1] Other terms include artificial life game [1] and simulated life game (SLG).
SimAnimals is a life simulation video game published by Electronic Arts for the Nintendo DS and Wii console systems. It was released on January 21, 2009, in North America. [1] It was released on January 30, 2009, in Europe and on February 5, 2009, in Australia. A sequel, SimAnimals Africa, was released for Wii and Nintendo DS on October 27, 2009.
Life simulation Commercial 10.2–10.4.11 Creatures Village: Kutoka Interactive, Inc. Life simulation Commercial 10.2–10.4.11 CreaVures: Muse Games 2011 Platform Commercial 10.5.8 or higher Creeper World: Creepy Mines: DanLab Games 2002 Arcade Shareware 9, 10.1–10.3 Creepy Mines 2: DanLab Games 2003 Arcade Shareware 10.2 or higher Cribbage
SimLife: The Genetic Playground is a video game produced by Maxis in 1992. [1] The concept of the game is to simulate an ecosystem; players may modify the genetics of the plants and animals that inhabit the virtual world.
SimAnt: The Electronic Ant Colony is a 1991 life simulation video game by Maxis and the company's third product, focusing on the lifecycle of ants. It was designed by Will Wright . In 1992, it was named "Best Simulation Game" at the Software Publishers Association 's Codie awards . [ 2 ]
SimEarth: The Living Planet is a life simulation game, the second designed by Will Wright, published in 1990 by Maxis. In SimEarth , the player controls the development of a planet . English scientist James Lovelock served as an advisor and his Gaia hypothesis of planet evolution was incorporated into the game.
Creatures is an artificial life simulation where the user hatches small furry animals and teaches them how to behave, or leaves them to learn on their own. These "Norns" can talk, feed themselves, and protect themselves against vicious creatures called Grendels. It was the first popular application of machine learning in an interactive simulation.