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* VideoGameCrueltyPotential: Aside from making the climate uninhabitable, if you want to actually ''have'' life, you can make life hellish (as is stated outright in the TurboGrafx-16 version) by setting Art and Philosophy down to zero.

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* VideoGameCrueltyPotential: Aside from making the climate uninhabitable, if you want to actually ''have'' life, you can make life hellish (as is stated outright in the TurboGrafx-16 [=TurboGrafx=]-16 version) by setting Art and Philosophy down to zero.

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Commenting out zero-context examples. Also, Spiritual Successor is YMMV, moving to the YMMV/ namespace.


* [[AnInteriorDesignerIsYou An Exterior Designer Is You]]

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* %%* [[AnInteriorDesignerIsYou An Exterior Designer Is You]]



* SpiritualSuccessor: Maxis' "[=SimEverything=]" game, ''VideoGame/{{Spore}}'' (released 18 years later).



* WideOpenSandbox

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* %%* WideOpenSandbox
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Trope was cut/disambiguated due to cleanup


''[=SimEarth: The Living Planet=]'' is a SimulationGame by Maxis, released for home computers in 1990 and the UsefulNotes/SuperNintendo in 1992. After ''VideoGame/SimCity'', it was the first "spinoff" in the VideoGame/SimSeries. The game leaves the player in control of a planet's terrain and biosphere over billions of years. As well as playing with a custom planet, you can try your hand at scenarios like terraforming Mars, solving modern-day Earth's problems, or exploring James Lovelock's [[http://en.wikipedia.org/wiki/Daisyworld Daisyworld]] hypothesis.

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''[=SimEarth: The Living Planet=]'' is a SimulationGame by Maxis, released for home computers in 1990 and the UsefulNotes/SuperNintendo Platform/SuperNintendo in 1992. After ''VideoGame/SimCity'', it was the first "spinoff" in the VideoGame/SimSeries. The game leaves the player in control of a planet's terrain and biosphere over billions of years. As well as playing with a custom planet, you can try your hand at scenarios like terraforming Mars, solving modern-day Earth's problems, or exploring James Lovelock's [[http://en.wikipedia.org/wiki/Daisyworld Daisyworld]] hypothesis.



** The Super NES version had [[https://www.freegameempire.com/games/SimEarth/manual a comparatively simple manual]], putting the most important info from the other versions' manuals in an in-game dictionary accessible from the main menu. The UsefulNotes/VirtualConsole version's operations guide condenses it much further, eschewing the earth sciences lessons entirely and covering just the basics of gameplay -- considering how complex the game is, this is [[ViewersAreGeniuses a flaw rather than a mercy]].

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** The Super NES version had [[https://www.freegameempire.com/games/SimEarth/manual a comparatively simple manual]], putting the most important info from the other versions' manuals in an in-game dictionary accessible from the main menu. The UsefulNotes/VirtualConsole Platform/VirtualConsole version's operations guide condenses it much further, eschewing the earth sciences lessons entirely and covering just the basics of gameplay -- considering how complex the game is, this is [[ViewersAreGeniuses a flaw rather than a mercy]].



* SaveGameLimits: Only one planet can be saved at a time on the UsefulNotes/VirtualConsole version due to the Wii [[PortingDisaster not having the same filesystem]] as the UsefulNotes/TurboGrafx16.

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* SaveGameLimits: Only one planet can be saved at a time on the UsefulNotes/VirtualConsole Platform/VirtualConsole version due to the Wii [[PortingDisaster not having the same filesystem]] as the UsefulNotes/TurboGrafx16.Platform/TurboGrafx16.

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* AllThereInTheManual: "All" being a crash course in earth sciences, from geology to biology, and a functional guide to climate modelling that is useful 20 years later in understanding IPCC reports. It was over 500 pages, went into exhaustive detail about the simulation's assumptions and underlying equations, and was [[DoorStopper larger than most modern game]] ''[[DoorStopper boxes]].''

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* AllThereInTheManual: AllThereInTheManual:
**
"All" being a crash course in earth sciences, from geology to biology, and a functional guide to climate modelling that is useful 20 years later in understanding IPCC reports. It was over 500 pages, went into exhaustive detail about the simulation's assumptions and underlying equations, and was [[DoorStopper larger than most modern game]] ''[[DoorStopper boxes]].''
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* FinalBoss: The robots in Earth 2XXX. You must drive them to extinction and reintroduce life onto Earth to beat the campaign. You can also encounter them if you destroy a city that's advanced enough.
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* HellIsThatNoise: In the SNES port, triggering ThePlague disaster will be accompanied by a disturbing choir of electronically distorted voices saying ''"No, no, no, no! NO!"'' along with the corresponding animated skull-and-crossbones symbol.
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''[=SimEarth: The Living Planet=]'' is a SimulationGame by Maxis, released for home computers in 1990 and the UsefulNotes/SuperNintendo in 1992. The game leaves the player in control of a planet's terrain and biosphere over billions of years. As well as playing with a custom planet, you can try your hand at scenarios like terraforming Mars, solving modern-day Earth's problems, or exploring James Lovelock's [[http://en.wikipedia.org/wiki/Daisyworld Daisyworld]] hypothesis.

to:

''[=SimEarth: The Living Planet=]'' is a SimulationGame by Maxis, released for home computers in 1990 and the UsefulNotes/SuperNintendo in 1992. After ''VideoGame/SimCity'', it was the first "spinoff" in the VideoGame/SimSeries. The game leaves the player in control of a planet's terrain and biosphere over billions of years. As well as playing with a custom planet, you can try your hand at scenarios like terraforming Mars, solving modern-day Earth's problems, or exploring James Lovelock's [[http://en.wikipedia.org/wiki/Daisyworld Daisyworld]] hypothesis.
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* ILoveNuclearPower: Nuking a nanotech city will release robots into the wild, which generally [[GreyGoo outcompete any other organism in the wild]], and can easily become sentient.
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* StopPokingMe: Gaia gives this kind of response if you click her.
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De-wick The Reptilians per TRS


* LizardFolk: Dinosaurs or reptiles can become sentient, depending on the circumstances.



* TheReptilians: If dinosaurs or reptiles become sentient.
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one trope per example


* ArtisticLicenseBiology / ArtisticLicenseGeology: The Gaia Hypothesis that the entire game is based on is acknowledged by the manual as being not widely accepted in scientific circles at the time of release, and remains widely controversial to this day. However, it runs with it anyway because the result is an effective visual tool of how life and the environment on a planet can potentially develop regardless of the specifics.

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* ArtisticLicenseBiology / ArtisticLicenseGeology: ArtisticLicenseBiology: The Gaia Hypothesis that the entire game is based on is acknowledged by the manual as being not widely accepted in scientific circles at the time of release, and remains widely controversial to this day. However, it runs with it anyway because the result is an effective visual tool of how life and the environment on a planet can potentially develop regardless of the specifics.
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None


* VideoGameCrueltyPotential: Aside from making the climate uninhabitable, if you want to actually ''have'' life, you can make life hellish ([[GettingCrapPastTheRadar as is stated outright in the TurboGrafx-16 version]]) by setting Art and Philosophy down to zero.

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* VideoGameCrueltyPotential: Aside from making the climate uninhabitable, if you want to actually ''have'' life, you can make life hellish ([[GettingCrapPastTheRadar as (as is stated outright in the TurboGrafx-16 version]]) version) by setting Art and Philosophy down to zero.

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** The Super NES version had a comparatively simple manual, putting the most important info from the other versions' manuals in an in-game dictionary accessible from the main menu. The UsefulNotes/VirtualConsole version's operations guide condenses it much further, eschewing the earth sciences lessons entirely and covering just the basics of gameplay -- considering how complex the game is, this is [[ViewersAreGeniuses a flaw rather than a mercy]].

to:

** The Super NES version had [[https://www.freegameempire.com/games/SimEarth/manual a comparatively simple manual, manual]], putting the most important info from the other versions' manuals in an in-game dictionary accessible from the main menu. The UsefulNotes/VirtualConsole version's operations guide condenses it much further, eschewing the earth sciences lessons entirely and covering just the basics of gameplay -- considering how complex the game is, this is [[ViewersAreGeniuses a flaw rather than a mercy]].


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* EnergyEconomy:
** The player has to pay with energy for each action, such as triggering floods or using TheMonolith.
** Each civilization use energy to invest in aspects such as philosophy, art and sciences by allocating energy.


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* TechnologyLevels: Civilizations have seven levels to progress in, from the Stone Age to the the Nanotech Age, determinating how efficiently they can use given energy sources.
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* WorkInfoTitle: The "Sim" in the title lets you know it's a SimulationGame.
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''[=SimEarth: The Living Planet=]'' is a SimulationGame by Maxis, released for home computers in 1990 and the SuperNintendo in 1992. The game leaves the player in control of a planet's terrain and biosphere over billions of years. As well as playing with a custom planet, you can try your hand at scenarios like terraforming Mars, solving modern-day Earth's problems, or exploring James Lovelock's [[http://en.wikipedia.org/wiki/Daisyworld Daisyworld]] hypothesis.

to:

''[=SimEarth: The Living Planet=]'' is a SimulationGame by Maxis, released for home computers in 1990 and the SuperNintendo UsefulNotes/SuperNintendo in 1992. The game leaves the player in control of a planet's terrain and biosphere over billions of years. As well as playing with a custom planet, you can try your hand at scenarios like terraforming Mars, solving modern-day Earth's problems, or exploring James Lovelock's [[http://en.wikipedia.org/wiki/Daisyworld Daisyworld]] hypothesis.
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None

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* TimedMission: All worlds are on an absolute time limit: In ten billion years, the dying Sun will expand far enough to destroy the planet. Due to how time passes at very different rates depending on what era your world is in -- from 10 million years per cycle in the Geologic Time Scale to one year per cycle in the Technology Time Scale -- in practice this limit only becomes a danger if you spend too much time in the pre-civilization eras, where time passes ''very'' quickly. Some scenarios also have their own time limits, such as terraforming and colonizing Mars and Venus within a set number of centuries.
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** The Super NES version had a comparatively simple manual, putting the most important info from the other versions' manuals in an in-game dictionary accessible from the main menu. The VirtualConsole version's operations guide condenses it much further, eschewing the earth sciences lessons entirely and covering just the basics of gameplay -- considering how complex the game is, this is [[ViewersAreGeniuses a flaw rather than a mercy]].

to:

** The Super NES version had a comparatively simple manual, putting the most important info from the other versions' manuals in an in-game dictionary accessible from the main menu. The VirtualConsole UsefulNotes/VirtualConsole version's operations guide condenses it much further, eschewing the earth sciences lessons entirely and covering just the basics of gameplay -- considering how complex the game is, this is [[ViewersAreGeniuses a flaw rather than a mercy]].



* SaveGameLimits: Only one planet can be saved at a time on the VirtualConsole version due to the Wii [[PortingDisaster not having the same filesystem]] as the TurboGrafx16.

to:

* SaveGameLimits: Only one planet can be saved at a time on the VirtualConsole UsefulNotes/VirtualConsole version due to the Wii [[PortingDisaster not having the same filesystem]] as the TurboGrafx16.UsefulNotes/TurboGrafx16.
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None


* CruelPlayerCharacterGod: Crank up the sun and bake the planet into a desert wasteland! Or maybe dial it down and trigger a whole new Ice Age! Wipe out cities with plagues, smash continents with asteroids, and make your species favor war by turning them away from philosophy!

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* CruelPlayerCharacterGod: Crank up the sun and bake the planet into a desert wasteland! Or maybe dial it down and trigger a whole new Ice Age! Wipe out cities with plagues, smash continents with asteroids, and [[ArsonMurderAndJaywalking make your species favor war by turning them away from philosophy!philosophy]]!



* YouNukeEm: One of the disasters available to be triggered by the player. [[NighInvulnerable Useless]] for stopping robots, though.

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* YouNukeEm: One of the disasters available to be triggered by the player. [[NighInvulnerable Useless]] for stopping robots, though.though (and in fact, the main means of summoning them).
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None

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* ArtisticLicenseBiology / ArtisticLicenseGeology: The Gaia Hypothesis that the entire game is based on is acknowledged by the manual as being not widely accepted in scientific circles at the time of release, and remains widely controversial to this day. However, it runs with it anyway because the result is an effective visual tool of how life and the environment on a planet can potentially develop regardless of the specifics.
Is there an issue? Send a MessageReason:
None


** The Super NES version had a comparatively simple manual, putting the most important info from the other versions' manuals in an in-game dictionary accessible from the main menu. The VirtualConsole version's operations guide condenses it much further, eschewing the earth sciences lessons entirely and covering just the basics of gameplay.

to:

** The Super NES version had a comparatively simple manual, putting the most important info from the other versions' manuals in an in-game dictionary accessible from the main menu. The VirtualConsole version's operations guide condenses it much further, eschewing the earth sciences lessons entirely and covering just the basics of gameplay.gameplay -- considering how complex the game is, this is [[ViewersAreGeniuses a flaw rather than a mercy]].
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None


** Thankfully, this was condensed to just twelve pages in the VirtualConsole version, covering just the basics of gameplay.

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** Thankfully, this was condensed to just twelve pages in The Super NES version had a comparatively simple manual, putting the most important info from the other versions' manuals in an in-game dictionary accessible from the main menu. The VirtualConsole version, version's operations guide condenses it much further, eschewing the earth sciences lessons entirely and covering just the basics of gameplay.

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* DueToTheDead: ''Averted'' by Gaia herself. If your sentient species goes extinct and you check up on her immediately after, what does she have to say?

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* DueToTheDead: ''Averted'' by Gaia herself.herself in the [=TurboGrafx-16=] version. If your sentient species goes extinct and you check up on her immediately after, what does she have to say?


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* IdleGame: Deliberate manipulation of the planet is easier than it looks and can end the game quickly. Most of the enjoyment in the game comes from seeing how a random planet develops on its own.

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* LaymansTerms: The Super NES port renames and simplifies many of the species names for [[AnimationAgeGhetto the expected younger age of the Nintendo audience]]; "Eukaryotes" are known as "Amoeba", "Cetaceans" are known as "Whales", et cetera.



* VideoGameCrueltyPotential: Aside from making the climate uninhabitable, if you want to actually ''have'' life, you can make life hellish ([[GettingCrapPastTheRadar as is said in the game]]) by setting Art and Philosophy down to zero.

to:

* VideoGameCrueltyPotential: Aside from making the climate uninhabitable, if you want to actually ''have'' life, you can make life hellish ([[GettingCrapPastTheRadar as is said stated outright in the game]]) TurboGrafx-16 version]]) by setting Art and Philosophy down to zero.


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* WaddlingHead: Gaia, in the Super NES version only, is a globe with a face and cartoony limbs. The other versions don't have limbs.

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* CopyProtection: Based around solar system trivia.

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* CopyProtection: Based Only in the MS-DOS version, based around solar system trivia.trivia listed in the manual.


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* DueToTheDead: ''Averted'' by Gaia herself. If your sentient species goes extinct and you check up on her immediately after, what does she have to say?
-->''"Good riddance!"''
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* ColonizedSolarSystem: In two scenarios, the player's mission is to terraform and colonize Mars or Venus.
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* CharacterTiers: [[EnforcedTrope Enforced]] due to different species having different likelihoods of attaining sentience. [[InfinityPlusOneSword Robots]] are the most likely if introduced. Below them are [[HumansAreSpecial mammals]] and [[TheReptilians dinosaurs]], the most likely sentient species to occur by laissez-faire play. At the bottom are Trichordates, which even TheMonolith will frequently fail when used on, and below even that are Carniferns, which not only need specific conditions to appear in the first place, they are very difficult to control enough to develop intelligence before another species beats them to it. [[DifficultButAwesome Still, though, sentient carniferns]].

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