Many things have to be kept within a certain balanced range for a planet to be able to support multicellular animal life outside this range, only single-celled lifeforms, plants, robots, and lifeforms that have been civilized can survive. A planet without any water can have oceans brought back if hit by an "ice meteor" (a.k.a. Global warming can cause the planet's ice caps to melt and sea levels to rise, but if a planet gets very hot, the oceans boil away until there are no oceans left, only land. 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 and nuclear winter. Effects on the planet may be minor or major depending on the current conditions. The list of disasters ranges from natural occurrences, such as hurricanes and wild fires, to population-dependent disasters, such as plagues and pollution. In addition, the player is given options to place equipment or items that interfere with the planet's development, such as Oxygen Generators, which increase the amount of oxygen in the atmosphere, and the monolith, a take on the one found in 2001: A Space Odyssey, which aids in increasing intelligence of a lifeform through extraterrestrial contact. 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 this simulated planet, radiates have developed sentience and are beginning to form civilizations. 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. In addition, there is another game mode besides Random Planet and Scenario mode, called Daisy World, where the only biome on the planet is daisies, which change their color relative to the temperature. There are also eight scenarios that do have goals, the first three (Aquarium, Cambrian Earth, and Modern-day Earth) involving managing the evolution and development of Earth in different stages, the next four (Mars, Venus, Ice Planet, and Dune) involving terraforming other planets to support life, and the final scenario (Earth 2XXX) involving rescuing life and civilization on a future Earth from self-replicating robots and nuclear warfare and giving the player the option of causing a great flood to help achieve this goal. The development stages of the planet can be restored and repeated, until the planet "dies" ten billion years after its creation, the estimated time when the Sun will become a red giant and kill off all of the planet's life. The big (and difficult) challenge is to evolve sentient life and an advanced civilization. In the “Random Planet” game setting, the game is a software toy, without any required goals. In SimEarth, the player can vary a planet's atmosphere, temperature, landmasses, etc., then place various forms of life on the planet and watch them evolve. SimEarth was re-released in 1997 under the Classics label. In 1996, several of Maxis' simulation games were re-released under the Maxis Collector Series with greater compatibility with Windows 95 and differing box art, including the addition of Classics beneath the title. It was re-released for the Wii Virtual Console. ![]() Versions were made for the Macintosh, Atari ST, Amiga, IBM PC, Super Nintendo Entertainment System, Sega CD, and TurboGrafx-16. English scientist James Lovelock served as an advisor and his Gaia hypothesis of planet evolution was incorporated into the game. In SimEarth, the player controls the development of a planet. SimEarth is a life simulation game, the second designed by Will Wright.
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