SimEarth: The Living Planet is a simulation computer game designed by Will Wright and published in 1990 by Maxis, in which the player controls the development of an entire planet. Although the game was much admired when it was released, it was not a big seller compared to its hit predecessor SimCity. Versions were made for the Apple Macintosh, TurboGrafx 16 / TurboDuo, Commodore Amiga, IBM PC and the SNES (which was developed and published by FCI in 1992).
The game models the Gaia hypothesis of James Lovelock (who assisted with the design and wrote an introduction to the manual), and one of the options available to the player is the simplified "Daisyworld" model.
The player's control of the planet in the game is quite comprehensive; display panels allow the player to regulate everything from atmospheric gases, with percentages to three decimal places, to the rate of continental drift, to the rate of reproduction and mutation of lifeforms. In addition, the player is given options to place equipments or items that interfere with the planet's development, such as Oxygen Generators, which increase the composition of oxygen in the atmosphere, and the Monolith, a take on the one found in A Space Odyssey (film), which aids in increasing intelligence of a lifeform through extraterrestrial contact.
The list of disasters ranges from natural occurrences, such as hurricanes and wild fires, to population-dependent disasters, such as plagues and pollution. Effects on the planet may be minor or major. Increased volcanic eruptions, for example, increase the amount of dust in the atmosphere, lowering global temperature; earthquakes in a body of water may produce tsunamis; and the shortage of nuclear fuel for a nuclear power-dependent civilization may potentially trigger nuclear war.
All player-triggered actions have a cost specified in "energy units" or "omega (Ω) units"; for example, 50 energy units are required to lay down a single terrain square, while 500 units are required to lay down a terraforming device. The energy budget is determined by the level of development of the planet, and the chosen difficulty level; on the lowest difficulty level, the energy budget is unlimited.
Despite the humor, both in game and manual, game play itself can be somewhat mystifying; species may thrive or die out for no apparent reason. Mass extinctions, however, are often followed by periods of renewed evolutionary diversification, allowing the player to experiment with new sets of species and ecosystems. The open-ended nature of the game and the lack of a clear end-point may help explain its lack of popularity.
An interesting feature of the game is that all phyla of multicellular organisms are on an equal footing, and thus it is possible to evolve intelligent molluscs and the like. The two single-celled lifeform 'phyla', Prokaryotes and Eukaryotes (or Bacteria and Amoebas) are treated specially. Some examples of animal phyla include Radiates and Cetaceans as well as more well known phyla such as fish and birds. There is also machine life, which can appear if a city of the highest technology level (nanotechnology) is destroyed by a nuclear explosion.
A scenario is bolded if it appears only in the IBM PC version, while a scenario is italicized if it appears only in the SNES version:
1990 computer and video games | Amiga games | DOS games | Mac OS games | Maxis Sim games | God games | Sega CD games | Super NES games | Windows games
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