SimSafari

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SimSafari
SimSafari Coverart.jpg
North American Box Art
Basic Information
Type(s)
Video Game
Maxis Software
Electronic Arts, Maxis Software
Dice Multimedia Europe B.V.
Dice Multimedia Europe B.V.
Simulation
CD-ROM
Keyboard, Mouse
Microsoft Windows and Mac OS
Ratings
This title has been rated E by the ESRBThis title has been classified 3+ by the ELSPA
Main Credits
Roxana Wolosenko
Retail Minimum Specifications
CPU(s)
Intel 80486 DX4 100 MHz
RAM
16 MB
Display
SVGA 256 colors
GPU(s)
SVGA, DirectX 5.0 & DirectDraw-compatible
Microsoft Windows DirectX
5.0
HDD Space
20 MB
Sound
DirectX 5.0-compatible
Optical Drive
2X CD-ROM
CanadaUnited StatesMexico North American Release Date(s)
Microsoft Windows and Mac OS
March 151998
Achievements | Awards | Changelog | Cheats
Codes | Codex | Compatibility | Covers | Credits | DLC
Help | Localization | Manifest | Modding | Patches
Ratings | Reviews | Screenshots | Soundtrack
Videos | Walkthrough

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 software, more as an educational tool for children to learn about environmental balance. It was first released on March 15, 1998.

Gameplay[edit | edit source]

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 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 rabbits, one must place many animals that prey on rabbits, or catch them all in nets. To contain fire, the player must bulldoze around it to keep it from spreading.

It gained moderate reviews.[citation needed]

Park[edit | edit source]

The park was where the player could buy animals and made sure they were not 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.

Camp[edit | edit source]

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.

Village[edit | edit source]

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.

External links[edit | edit source]