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			<title>Ultimatewiki:General disclaimer</title>
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Using Ultimatewiki means that you agree to abide by our [[Ultimatewiki:Policies|Policies]] and this disclaimer:&lt;br /&gt;
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			<pubDate>Tue, 08 May 2007 16:18:01 GMT</pubDate>			<dc:creator>Admin</dc:creator>			<comments>http://72.14.177.54/ultimatewiki/Ultimatewiki_talk:General_disclaimer</comments>		</item>
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			<title>Pokemon Diamond</title>
			<link>http://72.14.177.54/ultimatewiki/Pokemon_Diamond</link>
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			<pubDate>Sun, 11 Mar 2007 19:33:11 GMT</pubDate>			<dc:creator>Admin</dc:creator>			<comments>http://72.14.177.54/ultimatewiki/Talk:Pokemon_Diamond</comments>		</item>
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A '''spoiler''' is a    piece of information in an article about a narrative work (such as a book, feature film, television show or video game) that may reduce one's enjoyment of reading, viewing, or playing the work by revealing certain plot events or twists. If someone hasn't read, watched or played the material to which the warning refers, they might wish to avoid reading the spoiler before fully reading the work.&lt;/div&gt;</description>
			<pubDate>Sun, 11 Mar 2007 19:32:26 GMT</pubDate>			<dc:creator>Admin</dc:creator>			<comments>http://72.14.177.54/ultimatewiki/Ultimatewiki_talk:Spoiler</comments>		</item>
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			<title>Pokémon</title>
			<link>http://72.14.177.54/ultimatewiki/Pok%C3%A9mon</link>
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&lt;div&gt;[[Category:Pokémon]]&lt;br /&gt;
[[Image:Pokemon logo.jpg|right|frame|The official ''Pokémon'' logo.]]&lt;br /&gt;
Pokémon (ポケモン, Pokemon?, IPA: [ˈpoʊ.keɪ.mɑn]) is a media franchise owned by video game giant Nintendo and created by Satoshi Tajiri around 1995. Originally released as a pair of interlinkable Game Boy role-playing video games, Pokémon has since become the second most successful and lucrative videogame-based media franchise in the world, falling only behind Nintendo's Mario series. Pokémon properties have since been merchandised into anime, manga, trading cards, toys, books, and other media. The franchise celebrated its tenth anniversary on February 27, 2006, and as of December 1, 2006, cumulative sold units of the video games (including home console versions) have reached more than 155 million copies.&lt;br /&gt;
&lt;br /&gt;
The name Pokémon is the romanized contraction of the Japanese brand, &amp;quot;Pocket Monsters&amp;quot; (ポケットモンスター, Poketto Monsutā?), as such contractions are very common in Japan. The term &amp;quot;Pokémon&amp;quot;, in addition to referring to the Pokémon franchise itself, also collectively refers to the 493 fictional species that have made appearances in Pokémon media as of the recent release of the newest Pokémon role-playing games (RPGs) for the Nintendo DS, Pokémon Diamond and Pearl. As with the words deer and sheep, the singular and plural forms of the word &amp;quot;Pokémon&amp;quot; do not differ, nor does each individual species name; in short, it is grammatically correct to say both &amp;quot;one Pokémon&amp;quot; and &amp;quot;many Pokémon&amp;quot;. Nintendo originally translated Poketto Monsutā literally, but a naming conflict with the Monster in My Pocket toy line caused Nintendo to rebrand the franchise as &amp;quot;Pokémon&amp;quot; in early 1996.[citation needed] The game's catchphrase in the Japanese language versions of the franchise is &amp;quot;ポケモンGETだぜ! (Pokémon Getto Daze! - Let's Get Pokémon!)&amp;quot;[citation needed]; in English language versions of the franchise, it was originally &amp;quot;Gotta catch 'em all!,&amp;quot; although it is now no longer officially used except in the spin-off anime series Pokémon Chronicles.&lt;br /&gt;
&lt;br /&gt;
In November 2005, 4Kids Entertainment, which had managed the non-game related licensing of Pokémon, announced that it had agreed not to renew the Pokémon representation agreement. Pokémon USA Inc., a subsidiary of Japan's Pokémon Co., now oversees all Pokémon licensing outside of Asia.&lt;br /&gt;
&lt;br /&gt;
==Collecting and playing==&lt;br /&gt;
The concept of the ''Pokémon'' universe, in both the video games and the general fictional world of ''Pokémon'', stems from the hobby of insect collecting, a popular pastime which ''Pokémon'' executive director Satoshi Tajiri had enjoyed as a child. Players of the games are designated as &amp;quot;Pokémon Trainers&amp;quot;, and the two general goals (in most ''Pokémon'' games) for such Trainers are to collect all of the available Pokémon species found in the fictional region where that game takes place, and to train a team of powerful Pokémon from those they have caught to compete against teams owned by other Trainers. These themes of training and battling are present in almost every version of the ''Pokémon'' franchise, including the video games, the Pokémon anime and manga series, and even the Pokémon Trading Card Game.&lt;br /&gt;
&lt;br /&gt;
In any incarnation of the fictional ''Pokémon'' universe, a Trainer that comes across a wild Pokémon in its natural habitat is able to capture that Pokémon by throwing at it a specially designed, mass-producible tool called a Poké Ball. If the Pokémon is unable to escape the confines of the Poké Ball, that Pokémon is officially considered under the ownership of that Trainer, and that Pokémon will obey whatever commands its new master and/or friend (depending on how that trainer treats Pokémon in general) issues to it from that point onward, unless the Trainer demonstrates enough of a lack of experience that the Pokémon would rather act on its own accord. Trainers can &amp;quot;send out&amp;quot; any of their Pokémon to wage a non-lethal battle against another Pokémon; if the opponent Pokémon is wild (Pokémon already owned by other Trainers cannot be captured, except under special circumstances in certain games), and if the opponent Pokémon is weakened enough by the Trainer's Pokémon's attacks, the Trainer can capture that second Pokémon with a Poké Ball, increaing his or her collection of creatures. If a Pokémon fully defeats an opponent Pokémon in battle so that the opponent is knocked out (&amp;quot;faints&amp;quot;), the winning Pokémon gains experience and may level up. When levelling up, the Pokémon's statistics, or &amp;quot;stats&amp;quot;, of battling aptitude may increase, including strength, vitality, speed, and so on. From time to time the Pokémon may also learn new &amp;quot;moves&amp;quot;, attacks and other strategies which are used in battle. In addition, many species of Pokémon possess the ability to undergo a form ofmetamorphosis and transform into a similar but stronger species of Pokémon, a process called &amp;quot;evolution&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
In the main series, each game's single-player mode requires the Trainer to raise a team of Pokémon to defeat many non-player character (NPC) Trainers and their Pokémon. Each game lays out a somewhat linear path, through a specific region of the Pokémon world, for the Trainer to journey through, completing events and battlling opponents along the way. Each game features eight especially powerful Trainers, referred to as Gym Leaders, that the Trainer must each defeat in a Pokémon battle in order to progress. As a reward, the Trainer receives a Gym Badge, and once all eight badges are collected, that Trainer is eligible to challenge the region's Pokémon League, where four immensely talented trainers (referred to collectively as the &amp;quot;Elite Four&amp;quot;) challenge the Trainer to four Pokémon battles in succession. If the trainer can overcome this gauntlet, he or she must then challenge the Regional Champion, the master Trainer who had previously defeated the Elite Four. Any Trainer who wins this last battle becomes the new champion and gains the title of Pokémon Master.&lt;br /&gt;
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==Generations==&lt;br /&gt;
The original Pokémon games were Japanese RPGs with an element of strategy, and were created by Satoshi Tajiri for the ''Game Boy''. These role-playing games, and their sequels, remakes, and English language translations, are still considered the &amp;quot;main&amp;quot; Pokémon games, and the games which most fans of the series are referring to when they use the term &amp;quot;Pokémon games.&amp;quot; &lt;br /&gt;
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All of the licensed Pokémon properties overseen by The Pokémon Company are divided roughly by generation. These generations are roughly chronological divisions by release; every several years, when an official sequel in the main RPG series is released that features a slew of new Pokémon, characters, and gameplay concepts, that sequel is considered the start of a new generation of the franchise. The main games and their spin-offs, the anime, the manga, and the trading card game are all updated with the new Pokémon properties each time a new generation begins. The franchise is currently in its fourth generation.&lt;br /&gt;
&lt;br /&gt;
The Pokémon franchise started off in its first generation with its initial release of ''Pokémon Red and Green'' for the Game Boy in Japan. When these games proved extremely popular, an enhanced ''Blue version'' was released sometime after, and the ''Blue version'' was reprogrammed as ''Pokémon Red'' and ''Blue'' for international release. The games launched in the United States on September 30, 1998. The original ''Red'' and ''Green'' versions were never released outside of Japan. Afterwards, a further enhanced remake titled ''Pokémon Yellow'' was released to partially take advantage of the color palette of the Game Boy Color, as well as to feature more of a stylistic resemblance to the popular Pokémon anime. This first generation of games introduced the original 151 species of Pokémon (in National Pokédex order, encompassing all Pokémon from Bulbasaur to Mew), as well as the basic game concepts of capturing, training, battling, and trading Pokémon with both computer and human players. These versions of the games take place within the fictional Kanto region, though the name &amp;quot;Kanto&amp;quot; was not used until the second generation. Spin-off first-generation titles include ''Pokémon Pinball'', an adaption of the ''Pokémon Trading Card Game'' for Game Boy Color, an on-rails photography simulator for Nintendo 64 titled ''Pokémon Snap'', a Nintendo 64 Pokémon-themed adaption of Tetris Attack named ''Pokémon Puzzle League'', a 3D Nintendo 64 incarnation of the handheld RPGs' battle system named ''Pokémon Stadium'', and a co-starring role for several species in the Nintendo 64 fighting game ''Super Smash Bros.''&lt;br /&gt;
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The second generation of Pokémon began in 2000 with the release of ''Pokémon Gold'' and ''Silver'' for Game Boy Color. Like the previous generation, an enhanced remake was later released titled ''Pokémon Crystal''. It introduced 100 new species of Pokémon (starting with Chikorita and ending with Celebi), with a total of 251 Pokémon to collect, train, and battle. New gameplay features include a day-and-night system (reflecting the time of the day in the real world) which influences events in the game; full utilization of the Game Boy Color's color palette; an improved interface and upgraded inventory system; better balance in the collection of Pokémon and their moves, statistics, and equippable items (a new addition); a Pokémon breeding aspect; and a new region named Johto. Unique to the second generation games is the fact that, after exploring Johto, the player can enter and explore the original Kanto region, which lies to the east of Johto. Spin-off second-generation titles include the Game Boy Color adaption of ''Pokémon Puzzle League'' named ''Pokémon Puzzle Challenge'', a Nintendo 64 pet simulator named ''Hey you, Pikachu!'', the ''Pokémon Stadium'' sequel ''Pokémon Stadium 2'' for Nintendo 64, several Pokémon mini-games for the e-Reader, and a co-starring role for many species in the ''Super Smash Bros.'' sequel ''Super Smash Bros. Melee'' for Nintendo Gamecube.&lt;br /&gt;
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''Pokémon'' entered its third generation with the 2003 release of ''Pokémon Ruby'' and ''Sapphire'' for Game Boy Advance and continued with the Game Boy Advance remakes of ''Pokémon Red and Blue'', ''Pokémon FireRed'' and ''LeafGreen'', and an enhanced remake of ''Pokémon Ruby and Sapphire'' titled ''Pokémon Emerald''. The third generation introduced 135 more new Pokémon (starting with Treecko and ending with Deoxys) for a total of 386 species. It also features a much more visually detailed environment compared to previous games, a new 2-on-2 Pokémon battling mechanic, a special ability system applying to each Pokémon in battle, the ''Pokémon Contest'' sub-game, and the new region of Hoenn. However, this generation also garnered some criticism for leaving out several gameplay features, including the day-and-night system, introduced in the previous generation, and it was also the first installment that encouraged the player to collect merely a selected assortment of the total number of Pokémon rather than every last existing species (202 out of 386 species are catchable in the ''Ruby'' and ''Sapphire'' versions). Third-generation spin-off titles include ''Pokémon Pinball: Ruby and Sapphire'' for Game Boy Advance; ''Pokémon Mystery Dungeon'' for Game Boy Advance and Nintendo DS; ''Pokémon Link!'', ''Pokémon Dash'', and ''Pokémon Ranger'' for Nintendo DS; ''Pokémon Channel'' and ''Pokémon Box'' for Nintendo GameCube; and a separate RPG series for Nintendo GameCube, consisting of the games ''Pokémon Colosseum'' and ''Pokémon XD: Gale of Darkness''.&lt;br /&gt;
In 2006, Japan began the fourth generation of the franchise with the release of ''Pokémon Diamond'' and ''Pearl'' for Nintendo DS, which will be released in North America on April 22, 2007. The fourth generation introduces another 107 new species of Pokémon (starting with Turtwig and ending with Arseus), bringing the current total of Pokémon species to 493. New gameplay concepts include a restructured move-classification system, online multiplayer trading and battling via Nintendo Wi-Fi Connection, the return (and expansion) of the second generation's day-and-night system, the expansion of the third generation's Pokémon Contests into &amp;quot;Super Contests&amp;quot;, and the new region of Sinnoh, which has an underground component for multiplayer gameplay in addition to the main overworld. Currently, spin-off titles in the fourth generation include the ''Pokémon Stadium'' follow-up ''Pokémon Battle Revolution'' for Wii (which will have Wi-Fi connectivity as well&lt;br /&gt;
&lt;br /&gt;
==Game mechanics==&lt;br /&gt;
&lt;br /&gt;
===Starter Pokémon===&lt;br /&gt;
One of the consistent aspects of most ''Pokémon'' games – spanning from ''Pokémon Red'' and ''Blue'' on the Nintendo Game Boy to the Nintendo DS game, ''Pokémon Diamond'' and ''Pearl'' – is the choice of three different Pokémon at the start of the player's adventures; these three are often labelled ''Starter Pokémon''.  Players can choose a Water-type, a Fire-type, or a Grass-type Pokémon indigenous to that particular region; the exception to this rule is ''Pokémon Yellow'' (a remake of the original games that follows the story of the ''Pokémon anime''), where players are given a Pikachu, an Electric-type mouse Pokémon, famous for being the mascot of the Pokémon media franchise; in this game, however, the three Red and Blue starter Pokémon can be obtained during the quest by a single player, something that is not possible in any other installment of the franchise.&lt;br /&gt;
{|style=&amp;quot;width:100%; margin-top:+.7em; background-color:#FFFFFF; border: 1px solid #AAAAAA&amp;quot;&lt;br /&gt;
|style=&amp;quot;width:56%;color:#000&amp;quot;|&lt;br /&gt;
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|-&lt;br /&gt;
| style=&amp;quot;width:280px;text-align:center; white-space: nowrap; color:#000&amp;quot; |&lt;br /&gt;
;First generation&lt;br /&gt;
*Charmander&lt;br /&gt;
*Bulbasaur&lt;br /&gt;
*Squirtle&lt;br /&gt;
*Pikachu (Yellow version only)&lt;br /&gt;
| style=&amp;quot;width:280px;text-align:center; white-space: nowrap; color:#000&amp;quot; |&lt;br /&gt;
;Third generation&lt;br /&gt;
*Torchic&lt;br /&gt;
*Treecko&lt;br /&gt;
*Mudkip&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:280px;text-align:center; white-space: nowrap; color:#000&amp;quot; |&lt;br /&gt;
;Second generation&lt;br /&gt;
*Cyndaquil&lt;br /&gt;
*Chikorita&lt;br /&gt;
*Totodile&lt;br /&gt;
| style=&amp;quot;width:280px;text-align:center; white-space: nowrap; color:#000&amp;quot; |&lt;br /&gt;
;Fourth generation&lt;br /&gt;
*Chimchar&lt;br /&gt;
*Turtwig&lt;br /&gt;
*Piplup&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
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===Pokédex===&lt;br /&gt;
The Pokédex is a fictional electronic device featured in the popular ''Pokémon'' video game and anime series. In the games, whenever a Pokémon is first captured, its data will be added to a player's Pokédex, but in the anime or manga, the Pokédex is a comprehensive electronic reference encyclopedia, usually referred to in order to deliver exposition. Of the fictional Pokémon world, Pokédex is used to refer to a list of Pokémon, usually a list of Pokémon by number.&lt;br /&gt;
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In the video games, a Pokémon Trainer is issued a blank device at the start of their journey. A trainer must then attempt to fill the Pokédex by encountering and at least briefly obtaining each of the various different species of Pokémon. A player will receive the name and image of a Pokémon after encountering one that was not previously in the Pokédex, typically after battling said Pokémon, either in the wild or in a trainer battle (with the exceptions of link battles and tournament battles, such as Battle Frontier). More detailed information is typically available after the player obtains a member of the species, either through capturing the Pokémon in the wild, evolving a previously captured Pokémon, hatching a Pokémon egg (from the second generation onwards), or through a trade with another trainer (with a NPC or with another player). This detailed information includes height, weight, species type, and a short description of the Pokémon. Later versions of the Pokédex have more detailed information, like the size of a certain Pokémon compared to the player, or Pokémon being sorted by their habitat (so far, the latter feature is only in the ''FireRed'' and ''LeafGreen''  versions). The GameCube games have a P*DA which is similar to the Pokédex, but tells you what types are effective against it and gives a description of their abilities.&lt;br /&gt;
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==In other media ==    &lt;br /&gt;
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===Anime series===&lt;br /&gt;
The ''Pokémon'' anime series and films are a meta-series of adventures separate from the canon that most of the ''Pokémon'' video games follow (with the exception of ''Pokémon Yellow'', a game based on the anime storyline).  The anime follows the quest of the main character, Ash Ketchum — an in-training Pokémon Master — as he and a small group of friends travel around the fictitious world of Pokémon along with their various Pokémon partners. &lt;br /&gt;
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The original series, titled ''Pocket Monsters'', or simply ''Pokémon'' in western countries, followed the storyline of the original games, ''Pokémon Red'' and ''Blue'', in the region of Kanto. The protagonist of the series, Ash Ketchum, began his adventure from his home, Pallet Town, where he received a Pikachu, differing from the games, where only Bulbasaur, Charmander or Squirtle could be chosen.&lt;br /&gt;
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Ash continued through Kanto, accompanied by Brock, an aspiring Pokémon breeder, and Misty, an up-and-coming Water Pokémon master, catching and battling with various Pokémon, including Butterfree, Pidgeotto, Charizard, Bulbasaur and Squirtle. After defeating eight of Kanto's gym leaders, Ash entered the Indigo League, a tournament of the best trainers in the region.&lt;br /&gt;
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After exiting the tournament, Ash, and his companions, proceeded to the Orange Archipelago, a group of exotic islands, to collect an ancient Poké Ball, dubbed the GS Ball, being studied by Professor Ivy, to be returned to Professor Oak. After collecting the GS Ball, Brock decided to stay at Professor Ivy's lab, and Ash, accompanied by Misty, and Tracey, an avid Pokémon watcher, continued through the various Orange Islands, battling the gym leaders, collectively known as the Orange Crew, and obtaining Pokémon, such as Lapras, and Snorlax. Ash finally battled the undefeated leader of the Orange Crew, Drake, defeating his strongest Pokémon, Dragonite, with his Pikachu, winning the tournament.&lt;br /&gt;
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The first, and the most familiar, is ''Pocket Monsters'' or simply ''Pokémon'' (often referred to as ''Pokémon: Gotta Catch Em All'' to distinguish it from the later series), which details the adventures of Ash Ketchum as he travels through Kanto. ''Pokémon: Adventures in the Orange Islands'' followed his adventures in the Orange Islands, a place not accessible in the games, and ''Pokémon: Johto Journeys'', ''Pokémon: Johto league champions'', and ''Pokémon: Master Quest'' following him in Johto. These series are based on the first and second generation games. Accompanying Ash on his journeys were Brock, the Pewter City Gym Leader; Misty, the youngest of the Gym Leader sisters from Cerulean City; and later on, Tracey Sketchit, an artist and &amp;quot;Pokémon watcher&amp;quot; who accompanied them in the Orange Islands in the second saga.&lt;br /&gt;
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The saga continued in ''Pokémon: Advanced, Pokémon: Advanced Challenge, and Pokémon: Advanced Battle'' where Ash and company travel to Hoenn, a southern region in the Pokémon World. Ash takes on the role of a teacher and mentor for a novice Pokémon trainer in this series named May. Her brother Max accompanies them, and though he isn't a trainer, he knows massive amounts of handy information. Brock (from the original series) soon catches up with Ash, but Misty has returned to Cerulean City to tend to her duties as a gym leader. This series is based on the third generation games. Eventually, the Advanced Generation was continued with the ''Battle Frontier'' saga, which was based off the ''Emerald'' version and had some aspects of ''FireRed'' and ''LeafGreen''. &lt;br /&gt;
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The most recent series is the ''Diamond and Pearl'' series, with Max leaving to pick his starter, and May going to the Grand Festival in Johto. Ash, Brock and a new companion named Hikari then go through the region of Sinnoh.&lt;br /&gt;
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===Pokémon Trading Card Game===  	  	 &lt;br /&gt;
The ''Pokémon Trading Card Game'' is a collectible card game similar in goal to a Pokémon battle in the video game series; players must use cards (with individual strengths and weaknesses) in an attempt to defeat their opponent by &amp;quot;knocking out&amp;quot; all of his or her cards. The game was first published in North America by Wizards of the Coast in 1999.&lt;br /&gt;
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However, with the release of the ''Pokémon Ruby'' and ''Sapphire'' Game Boy Advance video games, The Pokémon Company took back the card game from Wizards of the Coast and started publishing the cards themselves. The Expedition expansion introduced the ''Pokémon-e Trading Card Game'', the cards in which (for the most part) were compatible with the Nintendo e-Reader. Nintendo discontinued its production of e-Reader compatible cards with the release of EX FireRed &amp;amp; LeafGreen. &lt;br /&gt;
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In 1998, Nintendo released a Game Boy Color version of the trading card game in Japan. It was also released in the US and Europe in 2000. This game included digital versions cards from the original set of cards and the first two expansions (Jungle and Fossil), but also included several cards exclusive to the game. A sequel to this game exists, but was not released outside of Japan.&lt;br /&gt;
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===Manga===&lt;br /&gt;
There are various ''Pokémon'' manga series, four of which were released in English by Viz Communications, and seven of them released in English by Chuang Yi. &lt;br /&gt;
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;Manga released in English&lt;br /&gt;
* ''The Electric Tale of Pikachu'' (a.k.a ''Dengeki Pikachu''), a shōnen manga created by Toshihiro Ono. It was divided into four tankōbon, each given a separate title in the North American and English Singapore versions: ''The Electric Tale of Pikachu'', ''Pikachu Shocks Back'', ''Electric Pikachu Boogaloo'', and ''Surf’s Up, Pikachu''. The series is based loosely on the anime.&lt;br /&gt;
*''Pokémon Adventures'', a shōnen manga based on the video games.&lt;br /&gt;
*''Magical Pokémon Journey'' (a.k.a. Pokémon: PiPiPi Adventures), a [[shōjo manga]]&lt;br /&gt;
*''Pikachu Meets the Press'' (newspaper style comics, not released by Chuang Yi)&lt;br /&gt;
*''Ash &amp;amp; Pikachu'' (a.k.a. Satoshi to Pikachu, not released by Viz)&lt;br /&gt;
*''Pokémon Gold &amp;amp; Silver'' (not released by Viz)&lt;br /&gt;
*''Pokémon Ruby-Sapphire'' and ''Pokémon Pocket Monsters (not released by Viz)&lt;br /&gt;
*''Pokémon: Jirachi Wishmaker'' (not released by Viz)&lt;br /&gt;
*''Pokémon: Destiny Deoxys '' (not released by Viz)&lt;br /&gt;
*''Pokémon: Lucario and the Mystery of Mew'' (The third movie-to-comic adaptation.)&lt;br /&gt;
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;Manga not released in English&lt;br /&gt;
*''Pokémon Card Ni Natta Wake'' (''How I Became a Pokémon Card'') by Kagemaru Himeno, an artist for the TCG. There are six volumes and each includes a special promotional card. The stories tell the tales of the art behind some of Himeno’s cards.&lt;br /&gt;
*''Pokémon Getto Da ze!'' by Asada Miho &lt;br /&gt;
*''Poketto Monsutaa Chamo Chamo Puritei'' by Yumi Tsukirino, who also made ''Magical Pokémon Journey''.&lt;br /&gt;
*''Pokémon Card Master'' &lt;br /&gt;
*''Pocket Monsters Emerald Challenge!! Battle Frontier'' by Ihara Shigekatsu&lt;br /&gt;
*''Pocket Monsters Zensho'' by Satomi Nakamura&lt;br /&gt;
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==Criticism==&lt;br /&gt;
===Racism===&lt;br /&gt;
This original design of the Pokémon Jynx bore a striking, but possibly coincidental, resemblance to entertainers in blackface. A strong case can be made for Jynx being a parody of or homage to the Japanese Ganguro and Yamanba fashion trends, which were extremely popular when Pokémon was first released. Blackface-influenced characters have appeared elsewhere in anime and manga - examples can be found near the beginning of Osamu Tezuka's early graphic novel, ''Metropolis'' and also can be found with Dragon Ball Z's Mr. Popo.&lt;br /&gt;
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As Pokémon became more popular in the United States, this perceived similarity to a racist image from the United States' past offended some. In particular, it offended children's book author Carole Boston Weatherford, who accused Jynx of being a racist stereotype in an article titled &amp;quot;Politically Incorrect Pokémon&amp;quot; in the magazine ''Black World Today'', shortly after the anime episode ''Holiday Hi-Jynx'' aired. As a result, later episodes of the anime which feature Jynx were either banned or edited in the United States.&lt;br /&gt;
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In 2002, in response to this controversy, Nintendo changed Jynx's face from black to purple and its hands from blue to purple in the video game series, a change which would be reflected in the anime three years later.&lt;br /&gt;
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===Animal cruelty===&lt;br /&gt;
The primary mechanism of Pokémon has been compared to the generally-outlawed practice of cockfighting. Seen from this point of view, the game consists primarily of Pokémon trainers capturing and bartering in wild animals, coercing them to fight one another, and also features various performance-enhancing drugs to give them an edge in the fight. Some people believe that this may encourage children to commit acts of animal cruelty and illegal gambling.&lt;br /&gt;
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In spite of these allegations, Pokémon maintains a fan base that views the battling as a friendly competition between two teams of Pokémon and their trainers. Seen in this light, Pokémon are not being coerced to battle by their trainers. There are references to some Pokémon being territorial (e.g. Pidgeotto), but it is vastly different to the aggressively territorial nature of roosters, who will maim the &amp;quot;enemy&amp;quot; rooster until it or the other dies. Furthermore, trainers do not relish the idea of allowing two animals (or, in this case, Pokémon) to fight to the death while merely viewing from the edge of the &amp;quot;ring&amp;quot;; rather, Pokémon trainers are usually depicted as fighting alongside their Pokémon and providing moral support, not simply issuing commands for them to follow. In addition to all of the above, Pokémon do not actually die from battle; they either &amp;quot;faint&amp;quot; or are otherwise made unable to battle.&lt;br /&gt;
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In both the games and the anime, the audience is taught that fighting is not necessarily a means to an end, and those who would rather fight than compromise are often protrayed in a negative light. Furthermore, the use Pokémon for selfish or &amp;quot;evil&amp;quot; purposes is frowned upon, and organizations such as Team Rocket, which is often depicted using Pokémon solely for personal (and usually monetary) gain, are generally considered villains.&lt;br /&gt;
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===Health===&lt;br /&gt;
On December 16, 1997, more than 635 Japanese children were admitted to hospitals with convulsive epileptic seizures. It was determined that the seizures were caused by watching an episode of Pokémon, &amp;quot;''Dennō Senshi Porygon'',&amp;quot; (most commonly translated &amp;quot;Electric Soldier Porygon&amp;quot;, season 1, episode 43); as a result, this episode has not been aired since. In this particular episode, there were bright explosions with rapidly-alternating blue and red color patterns. It was determined in subsequent research that these strobing light effects cause some individuals to have epileptic seizures, even if the person had no previous history of epilepsy. As a consequence, many publishers (including [[Nintendo]]) added warning labels to their video game products (or made pre-existing labels more prominent), warning that exposure to video games may trigger seizures in individuals vulnerable to photosensitive epilepsy.&lt;br /&gt;
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This incident is the most common focus of Pokémon-related parodies in other media, and was lampooned by ''[[The Simpsons]]'' episode &amp;quot;Thirty Minutes over Tokyo&amp;quot; and the ''South Park'' episode &amp;quot;Chinpokomon,&amp;quot; among others.&lt;br /&gt;
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==Cultural influence==&lt;br /&gt;
A live action show called Pokémon Live! toured the United States in late 2000. It was based on the popular Pokémon anime, but had some continuity errors relating to it. In late 2002, it was scheduled to tour Europe, but was canceled for unknown reasons, possibly due to lack of interest.&lt;br /&gt;
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''Pokémon'', being a popular franchise, has undoubtedly left its mark on pop-culture. The ''Pokémon'' characters themselves have become pop-culture icons; examples include not one, but two different Pikachu balloons in the Macy's Thanksgiving Day Parade, a Pokémon-styled Boeing 747-400, thousands of merchandise items, and a theme park in Nagoya, Japan in 2005 and Taipei in 2006. Pokémon also appeared on the cover of Time Magazine in 1999. The Comedy Central show ''Drawn Together'' has a character named Ling-Ling which is a direct parody of Pikachu. Several other shows such as ''ReBoot'', ''The Simpsons'', ''South Park'' and ''All Grown Up!'' (rugrats spin-off) have made references and spoofs of ''Pokémon'', among other series.&lt;br /&gt;
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==See also==&lt;br /&gt;
*[[Pokemon Diamond and Pearl]]&lt;/div&gt;</description>
			<pubDate>Sun, 11 Mar 2007 19:29:14 GMT</pubDate>			<dc:creator>Admin</dc:creator>			<comments>http://72.14.177.54/ultimatewiki/Talk:Pok%C3%A9mon</comments>		</item>
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			<title>Pokémon</title>
			<link>http://72.14.177.54/ultimatewiki/Pok%C3%A9mon</link>
			<description>&lt;p&gt;Admin:&amp;#32;/* Starter Pokémon */&lt;/p&gt;
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&lt;div&gt;[[Category:Pokémon]]&lt;br /&gt;
[[Image:Pokemon logo.jpg|right|frame|The official ''Pokémon'' logo.]]&lt;br /&gt;
Pokémon (ポケモン, Pokemon?, IPA: [ˈpoʊ.keɪ.mɑn]) is a media franchise owned by video game giant Nintendo and created by Satoshi Tajiri around 1995. Originally released as a pair of interlinkable Game Boy role-playing video games, Pokémon has since become the second most successful and lucrative videogame-based media franchise in the world, falling only behind Nintendo's Mario series. Pokémon properties have since been merchandised into anime, manga, trading cards, toys, books, and other media. The franchise celebrated its tenth anniversary on February 27, 2006, and as of December 1, 2006, cumulative sold units of the video games (including home console versions) have reached more than 155 million copies.&lt;br /&gt;
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The name Pokémon is the romanized contraction of the Japanese brand, &amp;quot;Pocket Monsters&amp;quot; (ポケットモンスター, Poketto Monsutā?), as such contractions are very common in Japan. The term &amp;quot;Pokémon&amp;quot;, in addition to referring to the Pokémon franchise itself, also collectively refers to the 493 fictional species that have made appearances in Pokémon media as of the recent release of the newest Pokémon role-playing games (RPGs) for the Nintendo DS, Pokémon Diamond and Pearl. As with the words deer and sheep, the singular and plural forms of the word &amp;quot;Pokémon&amp;quot; do not differ, nor does each individual species name; in short, it is grammatically correct to say both &amp;quot;one Pokémon&amp;quot; and &amp;quot;many Pokémon&amp;quot;. Nintendo originally translated Poketto Monsutā literally, but a naming conflict with the Monster in My Pocket toy line caused Nintendo to rebrand the franchise as &amp;quot;Pokémon&amp;quot; in early 1996.[citation needed] The game's catchphrase in the Japanese language versions of the franchise is &amp;quot;ポケモンGETだぜ! (Pokémon Getto Daze! - Let's Get Pokémon!)&amp;quot;[citation needed]; in English language versions of the franchise, it was originally &amp;quot;Gotta catch 'em all!,&amp;quot; although it is now no longer officially used except in the spin-off anime series Pokémon Chronicles.&lt;br /&gt;
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In November 2005, 4Kids Entertainment, which had managed the non-game related licensing of Pokémon, announced that it had agreed not to renew the Pokémon representation agreement. Pokémon USA Inc., a subsidiary of Japan's Pokémon Co., now oversees all Pokémon licensing outside of Asia.&lt;br /&gt;
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==Collecting and playing==&lt;br /&gt;
The concept of the ''Pokémon'' universe, in both the video games and the general fictional world of ''Pokémon'', stems from the hobby of insect collecting, a popular pastime which ''Pokémon'' executive director Satoshi Tajiri had enjoyed as a child. Players of the games are designated as &amp;quot;Pokémon Trainers&amp;quot;, and the two general goals (in most ''Pokémon'' games) for such Trainers are to collect all of the available Pokémon species found in the fictional region where that game takes place, and to train a team of powerful Pokémon from those they have caught to compete against teams owned by other Trainers. These themes of training and battling are present in almost every version of the ''Pokémon'' franchise, including the video games, the Pokémon anime and manga series, and even the Pokémon Trading Card Game.&lt;br /&gt;
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In any incarnation of the fictional ''Pokémon'' universe, a Trainer that comes across a wild Pokémon in its natural habitat is able to capture that Pokémon by throwing at it a specially designed, mass-producible tool called a Poké Ball. If the Pokémon is unable to escape the confines of the Poké Ball, that Pokémon is officially considered under the ownership of that Trainer, and that Pokémon will obey whatever commands its new master and/or friend (depending on how that trainer treats Pokémon in general) issues to it from that point onward, unless the Trainer demonstrates enough of a lack of experience that the Pokémon would rather act on its own accord. Trainers can &amp;quot;send out&amp;quot; any of their Pokémon to wage a non-lethal battle against another Pokémon; if the opponent Pokémon is wild (Pokémon already owned by other Trainers cannot be captured, except under special circumstances in certain games), and if the opponent Pokémon is weakened enough by the Trainer's Pokémon's attacks, the Trainer can capture that second Pokémon with a Poké Ball, increaing his or her collection of creatures. If a Pokémon fully defeats an opponent Pokémon in battle so that the opponent is knocked out (&amp;quot;faints&amp;quot;), the winning Pokémon gains experience and may level up. When levelling up, the Pokémon's statistics, or &amp;quot;stats&amp;quot;, of battling aptitude may increase, including strength, vitality, speed, and so on. From time to time the Pokémon may also learn new &amp;quot;moves&amp;quot;, attacks and other strategies which are used in battle. In addition, many species of Pokémon possess the ability to undergo a form ofmetamorphosis and transform into a similar but stronger species of Pokémon, a process called &amp;quot;evolution&amp;quot;.&lt;br /&gt;
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In the main series, each game's single-player mode requires the Trainer to raise a team of Pokémon to defeat many non-player character (NPC) Trainers and their Pokémon. Each game lays out a somewhat linear path, through a specific region of the Pokémon world, for the Trainer to journey through, completing events and battlling opponents along the way. Each game features eight especially powerful Trainers, referred to as Gym Leaders, that the Trainer must each defeat in a Pokémon battle in order to progress. As a reward, the Trainer receives a Gym Badge, and once all eight badges are collected, that Trainer is eligible to challenge the region's Pokémon League, where four immensely talented trainers (referred to collectively as the &amp;quot;Elite Four&amp;quot;) challenge the Trainer to four Pokémon battles in succession. If the trainer can overcome this gauntlet, he or she must then challenge the Regional Champion, the master Trainer who had previously defeated the Elite Four. Any Trainer who wins this last battle becomes the new champion and gains the title of Pokémon Master.&lt;br /&gt;
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==Generations==&lt;br /&gt;
The original Pokémon games were Japanese RPGs with an element of strategy, and were created by Satoshi Tajiri for the ''Game Boy''. These role-playing games, and their sequels, remakes, and English language translations, are still considered the &amp;quot;main&amp;quot; Pokémon games, and the games which most fans of the series are referring to when they use the term &amp;quot;Pokémon games.&amp;quot; &lt;br /&gt;
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All of the licensed Pokémon properties overseen by The Pokémon Company are divided roughly by generation. These generations are roughly chronological divisions by release; every several years, when an official sequel in the main RPG series is released that features a slew of new Pokémon, characters, and gameplay concepts, that sequel is considered the start of a new generation of the franchise. The main games and their spin-offs, the anime, the manga, and the trading card game are all updated with the new Pokémon properties each time a new generation begins. The franchise is currently in its fourth generation.&lt;br /&gt;
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The Pokémon franchise started off in its first generation with its initial release of ''Pokémon Red and Green'' for the Game Boy in Japan. When these games proved extremely popular, an enhanced ''Blue version'' was released sometime after, and the ''Blue version'' was reprogrammed as ''Pokémon Red'' and ''Blue'' for international release. The games launched in the United States on September 30, 1998. The original ''Red'' and ''Green'' versions were never released outside of Japan. Afterwards, a further enhanced remake titled ''Pokémon Yellow'' was released to partially take advantage of the color palette of the Game Boy Color, as well as to feature more of a stylistic resemblance to the popular Pokémon anime. This first generation of games introduced the original 151 species of Pokémon (in National Pokédex order, encompassing all Pokémon from Bulbasaur to Mew), as well as the basic game concepts of capturing, training, battling, and trading Pokémon with both computer and human players. These versions of the games take place within the fictional Kanto region, though the name &amp;quot;Kanto&amp;quot; was not used until the second generation. Spin-off first-generation titles include ''Pokémon Pinball'', an adaption of the ''Pokémon Trading Card Game'' for Game Boy Color, an on-rails photography simulator for Nintendo 64 titled ''Pokémon Snap'', a Nintendo 64 Pokémon-themed adaption of Tetris Attack named ''Pokémon Puzzle League'', a 3D Nintendo 64 incarnation of the handheld RPGs' battle system named ''Pokémon Stadium'', and a co-starring role for several species in the Nintendo 64 fighting game ''Super Smash Bros.''&lt;br /&gt;
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The second generation of Pokémon began in 2000 with the release of ''Pokémon Gold'' and ''Silver'' for Game Boy Color. Like the previous generation, an enhanced remake was later released titled ''Pokémon Crystal''. It introduced 100 new species of Pokémon (starting with Chikorita and ending with Celebi), with a total of 251 Pokémon to collect, train, and battle. New gameplay features include a day-and-night system (reflecting the time of the day in the real world) which influences events in the game; full utilization of the Game Boy Color's color palette; an improved interface and upgraded inventory system; better balance in the collection of Pokémon and their moves, statistics, and equippable items (a new addition); a Pokémon breeding aspect; and a new region named Johto. Unique to the second generation games is the fact that, after exploring Johto, the player can enter and explore the original Kanto region, which lies to the east of Johto. Spin-off second-generation titles include the Game Boy Color adaption of ''Pokémon Puzzle League'' named ''Pokémon Puzzle Challenge'', a Nintendo 64 pet simulator named ''Hey you, Pikachu!'', the ''Pokémon Stadium'' sequel ''Pokémon Stadium 2'' for Nintendo 64, several Pokémon mini-games for the e-Reader, and a co-starring role for many species in the ''Super Smash Bros.'' sequel ''Super Smash Bros. Melee'' for Nintendo Gamecube.&lt;br /&gt;
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''Pokémon'' entered its third generation with the 2003 release of ''Pokémon Ruby'' and ''Sapphire'' for Game Boy Advance and continued with the Game Boy Advance remakes of ''Pokémon Red and Blue'', ''Pokémon FireRed'' and ''LeafGreen'', and an enhanced remake of ''Pokémon Ruby and Sapphire'' titled ''Pokémon Emerald''. The third generation introduced 135 more new Pokémon (starting with Treecko and ending with Deoxys) for a total of 386 species. It also features a much more visually detailed environment compared to previous games, a new 2-on-2 Pokémon battling mechanic, a special ability system applying to each Pokémon in battle, the ''Pokémon Contest'' sub-game, and the new region of Hoenn. However, this generation also garnered some criticism for leaving out several gameplay features, including the day-and-night system, introduced in the previous generation, and it was also the first installment that encouraged the player to collect merely a selected assortment of the total number of Pokémon rather than every last existing species (202 out of 386 species are catchable in the ''Ruby'' and ''Sapphire'' versions). Third-generation spin-off titles include ''Pokémon Pinball: Ruby and Sapphire'' for Game Boy Advance; ''Pokémon Mystery Dungeon'' for Game Boy Advance and Nintendo DS; ''Pokémon Link!'', ''Pokémon Dash'', and ''Pokémon Ranger'' for Nintendo DS; ''Pokémon Channel'' and ''Pokémon Box'' for Nintendo GameCube; and a separate RPG series for Nintendo GameCube, consisting of the games ''Pokémon Colosseum'' and ''Pokémon XD: Gale of Darkness''.&lt;br /&gt;
In 2006, Japan began the fourth generation of the franchise with the release of ''Pokémon Diamond'' and ''Pearl'' for Nintendo DS, which will be released in North America on April 22, 2007. The fourth generation introduces another 107 new species of Pokémon (starting with Turtwig and ending with Arseus), bringing the current total of Pokémon species to 493. New gameplay concepts include a restructured move-classification system, online multiplayer trading and battling via Nintendo Wi-Fi Connection, the return (and expansion) of the second generation's day-and-night system, the expansion of the third generation's Pokémon Contests into &amp;quot;Super Contests&amp;quot;, and the new region of Sinnoh, which has an underground component for multiplayer gameplay in addition to the main overworld. Currently, spin-off titles in the fourth generation include the ''Pokémon Stadium'' follow-up ''Pokémon Battle Revolution'' for Wii (which will have Wi-Fi connectivity as well&lt;br /&gt;
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==Game mechanics==&lt;br /&gt;
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===Starter Pokémon===&lt;br /&gt;
One of the consistent aspects of most ''Pokémon'' games – spanning from ''Pokémon Red'' and ''Blue'' on the Nintendo Game Boy to the Nintendo DS game, ''Pokémon Diamond'' and ''Pearl'' – is the choice of three different Pokémon at the start of the player's adventures; these three are often labelled ''Starter Pokémon''.  Players can choose a Water-type, a Fire-type, or a Grass-type Pokémon indigenous to that particular region; the exception to this rule is ''Pokémon Yellow'' (a remake of the original games that follows the story of the ''Pokémon anime''), where players are given a Pikachu, an Electric-type mouse Pokémon, famous for being the mascot of the Pokémon media franchise; in this game, however, the three Red and Blue starter Pokémon can be obtained during the quest by a single player, something that is not possible in any other installment of the franchise.&lt;br /&gt;
{|style=&amp;quot;width:100%; margin-top:+.7em; background-color:#FFFFFF; border: 1px solid #AAAAAA&amp;quot;&lt;br /&gt;
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{| style=&amp;quot;width:280px;border:solid 0px;background:none&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:280px;text-align:center; white-space: nowrap; color:#000&amp;quot; |&lt;br /&gt;
First generation&lt;br /&gt;
*Charmander&lt;br /&gt;
*Bulbasaur&lt;br /&gt;
*Squirtle&lt;br /&gt;
*Pikachu (Yellow version only)&lt;br /&gt;
| style=&amp;quot;width:280px;text-align:center; white-space: nowrap; color:#000&amp;quot; |&lt;br /&gt;
;Third generation&lt;br /&gt;
*Torchic&lt;br /&gt;
*Treecko&lt;br /&gt;
*Mudkip&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:280px;text-align:center; white-space: nowrap; color:#000&amp;quot; |&lt;br /&gt;
;Second generation&lt;br /&gt;
*Cyndaquil&lt;br /&gt;
*Chikorita&lt;br /&gt;
*Totodile&lt;br /&gt;
| style=&amp;quot;width:280px;text-align:center; white-space: nowrap; color:#000&amp;quot; |&lt;br /&gt;
;Fourth generation&lt;br /&gt;
*Chimchar&lt;br /&gt;
*Turtwig&lt;br /&gt;
*Piplup&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Pokédex===&lt;br /&gt;
The Pokédex is a fictional electronic device featured in the popular ''Pokémon'' video game and anime series. In the games, whenever a Pokémon is first captured, its data will be added to a player's Pokédex, but in the anime or manga, the Pokédex is a comprehensive electronic reference encyclopedia, usually referred to in order to deliver exposition. Of the fictional Pokémon world, Pokédex is used to refer to a list of Pokémon, usually a list of Pokémon by number.&lt;br /&gt;
&lt;br /&gt;
In the video games, a Pokémon Trainer is issued a blank device at the start of their journey. A trainer must then attempt to fill the Pokédex by encountering and at least briefly obtaining each of the various different species of Pokémon. A player will receive the name and image of a Pokémon after encountering one that was not previously in the Pokédex, typically after battling said Pokémon, either in the wild or in a trainer battle (with the exceptions of link battles and tournament battles, such as Battle Frontier). More detailed information is typically available after the player obtains a member of the species, either through capturing the Pokémon in the wild, evolving a previously captured Pokémon, hatching a Pokémon egg (from the second generation onwards), or through a trade with another trainer (with a NPC or with another player). This detailed information includes height, weight, species type, and a short description of the Pokémon. Later versions of the Pokédex have more detailed information, like the size of a certain Pokémon compared to the player, or Pokémon being sorted by their habitat (so far, the latter feature is only in the ''FireRed'' and ''LeafGreen''  versions). The GameCube games have a P*DA which is similar to the Pokédex, but tells you what types are effective against it and gives a description of their abilities.&lt;br /&gt;
&lt;br /&gt;
==In other media ==    &lt;br /&gt;
&lt;br /&gt;
===Anime series===&lt;br /&gt;
The ''Pokémon'' anime series and films are a meta-series of adventures separate from the canon that most of the ''Pokémon'' video games follow (with the exception of ''Pokémon Yellow'', a game based on the anime storyline).  The anime follows the quest of the main character, Ash Ketchum — an in-training Pokémon Master — as he and a small group of friends travel around the fictitious world of Pokémon along with their various Pokémon partners. &lt;br /&gt;
&lt;br /&gt;
The original series, titled ''Pocket Monsters'', or simply ''Pokémon'' in western countries, followed the storyline of the original games, ''Pokémon Red'' and ''Blue'', in the region of Kanto. The protagonist of the series, Ash Ketchum, began his adventure from his home, Pallet Town, where he received a Pikachu, differing from the games, where only Bulbasaur, Charmander or Squirtle could be chosen.&lt;br /&gt;
&lt;br /&gt;
Ash continued through Kanto, accompanied by Brock, an aspiring Pokémon breeder, and Misty, an up-and-coming Water Pokémon master, catching and battling with various Pokémon, including Butterfree, Pidgeotto, Charizard, Bulbasaur and Squirtle. After defeating eight of Kanto's gym leaders, Ash entered the Indigo League, a tournament of the best trainers in the region.&lt;br /&gt;
&lt;br /&gt;
After exiting the tournament, Ash, and his companions, proceeded to the Orange Archipelago, a group of exotic islands, to collect an ancient Poké Ball, dubbed the GS Ball, being studied by Professor Ivy, to be returned to Professor Oak. After collecting the GS Ball, Brock decided to stay at Professor Ivy's lab, and Ash, accompanied by Misty, and Tracey, an avid Pokémon watcher, continued through the various Orange Islands, battling the gym leaders, collectively known as the Orange Crew, and obtaining Pokémon, such as Lapras, and Snorlax. Ash finally battled the undefeated leader of the Orange Crew, Drake, defeating his strongest Pokémon, Dragonite, with his Pikachu, winning the tournament.&lt;br /&gt;
&lt;br /&gt;
The first, and the most familiar, is ''Pocket Monsters'' or simply ''Pokémon'' (often referred to as ''Pokémon: Gotta Catch Em All'' to distinguish it from the later series), which details the adventures of Ash Ketchum as he travels through Kanto. ''Pokémon: Adventures in the Orange Islands'' followed his adventures in the Orange Islands, a place not accessible in the games, and ''Pokémon: Johto Journeys'', ''Pokémon: Johto league champions'', and ''Pokémon: Master Quest'' following him in Johto. These series are based on the first and second generation games. Accompanying Ash on his journeys were Brock, the Pewter City Gym Leader; Misty, the youngest of the Gym Leader sisters from Cerulean City; and later on, Tracey Sketchit, an artist and &amp;quot;Pokémon watcher&amp;quot; who accompanied them in the Orange Islands in the second saga.&lt;br /&gt;
&lt;br /&gt;
The saga continued in ''Pokémon: Advanced, Pokémon: Advanced Challenge, and Pokémon: Advanced Battle'' where Ash and company travel to Hoenn, a southern region in the Pokémon World. Ash takes on the role of a teacher and mentor for a novice Pokémon trainer in this series named May. Her brother Max accompanies them, and though he isn't a trainer, he knows massive amounts of handy information. Brock (from the original series) soon catches up with Ash, but Misty has returned to Cerulean City to tend to her duties as a gym leader. This series is based on the third generation games. Eventually, the Advanced Generation was continued with the ''Battle Frontier'' saga, which was based off the ''Emerald'' version and had some aspects of ''FireRed'' and ''LeafGreen''. &lt;br /&gt;
&lt;br /&gt;
The most recent series is the ''Diamond and Pearl'' series, with Max leaving to pick his starter, and May going to the Grand Festival in Johto. Ash, Brock and a new companion named Hikari then go through the region of Sinnoh.&lt;br /&gt;
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===Pokémon Trading Card Game===  	  	 &lt;br /&gt;
The ''Pokémon Trading Card Game'' is a collectible card game similar in goal to a Pokémon battle in the video game series; players must use cards (with individual strengths and weaknesses) in an attempt to defeat their opponent by &amp;quot;knocking out&amp;quot; all of his or her cards. The game was first published in North America by Wizards of the Coast in 1999.&lt;br /&gt;
&lt;br /&gt;
However, with the release of the ''Pokémon Ruby'' and ''Sapphire'' Game Boy Advance video games, The Pokémon Company took back the card game from Wizards of the Coast and started publishing the cards themselves. The Expedition expansion introduced the ''Pokémon-e Trading Card Game'', the cards in which (for the most part) were compatible with the Nintendo e-Reader. Nintendo discontinued its production of e-Reader compatible cards with the release of EX FireRed &amp;amp; LeafGreen. &lt;br /&gt;
 &lt;br /&gt;
In 1998, Nintendo released a Game Boy Color version of the trading card game in Japan. It was also released in the US and Europe in 2000. This game included digital versions cards from the original set of cards and the first two expansions (Jungle and Fossil), but also included several cards exclusive to the game. A sequel to this game exists, but was not released outside of Japan.&lt;br /&gt;
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===Manga===&lt;br /&gt;
There are various ''Pokémon'' manga series, four of which were released in English by Viz Communications, and seven of them released in English by Chuang Yi. &lt;br /&gt;
&lt;br /&gt;
;Manga released in English&lt;br /&gt;
* ''The Electric Tale of Pikachu'' (a.k.a ''Dengeki Pikachu''), a shōnen manga created by Toshihiro Ono. It was divided into four tankōbon, each given a separate title in the North American and English Singapore versions: ''The Electric Tale of Pikachu'', ''Pikachu Shocks Back'', ''Electric Pikachu Boogaloo'', and ''Surf’s Up, Pikachu''. The series is based loosely on the anime.&lt;br /&gt;
*''Pokémon Adventures'', a shōnen manga based on the video games.&lt;br /&gt;
*''Magical Pokémon Journey'' (a.k.a. Pokémon: PiPiPi Adventures), a [[shōjo manga]]&lt;br /&gt;
*''Pikachu Meets the Press'' (newspaper style comics, not released by Chuang Yi)&lt;br /&gt;
*''Ash &amp;amp; Pikachu'' (a.k.a. Satoshi to Pikachu, not released by Viz)&lt;br /&gt;
*''Pokémon Gold &amp;amp; Silver'' (not released by Viz)&lt;br /&gt;
*''Pokémon Ruby-Sapphire'' and ''Pokémon Pocket Monsters (not released by Viz)&lt;br /&gt;
*''Pokémon: Jirachi Wishmaker'' (not released by Viz)&lt;br /&gt;
*''Pokémon: Destiny Deoxys '' (not released by Viz)&lt;br /&gt;
*''Pokémon: Lucario and the Mystery of Mew'' (The third movie-to-comic adaptation.)&lt;br /&gt;
&lt;br /&gt;
;Manga not released in English&lt;br /&gt;
*''Pokémon Card Ni Natta Wake'' (''How I Became a Pokémon Card'') by Kagemaru Himeno, an artist for the TCG. There are six volumes and each includes a special promotional card. The stories tell the tales of the art behind some of Himeno’s cards.&lt;br /&gt;
*''Pokémon Getto Da ze!'' by Asada Miho &lt;br /&gt;
*''Poketto Monsutaa Chamo Chamo Puritei'' by Yumi Tsukirino, who also made ''Magical Pokémon Journey''.&lt;br /&gt;
*''Pokémon Card Master'' &lt;br /&gt;
*''Pocket Monsters Emerald Challenge!! Battle Frontier'' by Ihara Shigekatsu&lt;br /&gt;
*''Pocket Monsters Zensho'' by Satomi Nakamura&lt;br /&gt;
&lt;br /&gt;
==Criticism==&lt;br /&gt;
===Racism===&lt;br /&gt;
This original design of the Pokémon Jynx bore a striking, but possibly coincidental, resemblance to entertainers in blackface. A strong case can be made for Jynx being a parody of or homage to the Japanese Ganguro and Yamanba fashion trends, which were extremely popular when Pokémon was first released. Blackface-influenced characters have appeared elsewhere in anime and manga - examples can be found near the beginning of Osamu Tezuka's early graphic novel, ''Metropolis'' and also can be found with Dragon Ball Z's Mr. Popo.&lt;br /&gt;
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As Pokémon became more popular in the United States, this perceived similarity to a racist image from the United States' past offended some. In particular, it offended children's book author Carole Boston Weatherford, who accused Jynx of being a racist stereotype in an article titled &amp;quot;Politically Incorrect Pokémon&amp;quot; in the magazine ''Black World Today'', shortly after the anime episode ''Holiday Hi-Jynx'' aired. As a result, later episodes of the anime which feature Jynx were either banned or edited in the United States.&lt;br /&gt;
&lt;br /&gt;
In 2002, in response to this controversy, Nintendo changed Jynx's face from black to purple and its hands from blue to purple in the video game series, a change which would be reflected in the anime three years later.&lt;br /&gt;
&lt;br /&gt;
===Animal cruelty===&lt;br /&gt;
The primary mechanism of Pokémon has been compared to the generally-outlawed practice of cockfighting. Seen from this point of view, the game consists primarily of Pokémon trainers capturing and bartering in wild animals, coercing them to fight one another, and also features various performance-enhancing drugs to give them an edge in the fight. Some people believe that this may encourage children to commit acts of animal cruelty and illegal gambling.&lt;br /&gt;
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In spite of these allegations, Pokémon maintains a fan base that views the battling as a friendly competition between two teams of Pokémon and their trainers. Seen in this light, Pokémon are not being coerced to battle by their trainers. There are references to some Pokémon being territorial (e.g. Pidgeotto), but it is vastly different to the aggressively territorial nature of roosters, who will maim the &amp;quot;enemy&amp;quot; rooster until it or the other dies. Furthermore, trainers do not relish the idea of allowing two animals (or, in this case, Pokémon) to fight to the death while merely viewing from the edge of the &amp;quot;ring&amp;quot;; rather, Pokémon trainers are usually depicted as fighting alongside their Pokémon and providing moral support, not simply issuing commands for them to follow. In addition to all of the above, Pokémon do not actually die from battle; they either &amp;quot;faint&amp;quot; or are otherwise made unable to battle.&lt;br /&gt;
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In both the games and the anime, the audience is taught that fighting is not necessarily a means to an end, and those who would rather fight than compromise are often protrayed in a negative light. Furthermore, the use Pokémon for selfish or &amp;quot;evil&amp;quot; purposes is frowned upon, and organizations such as Team Rocket, which is often depicted using Pokémon solely for personal (and usually monetary) gain, are generally considered villains.&lt;br /&gt;
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===Health===&lt;br /&gt;
On December 16, 1997, more than 635 Japanese children were admitted to hospitals with convulsive epileptic seizures. It was determined that the seizures were caused by watching an episode of Pokémon, &amp;quot;''Dennō Senshi Porygon'',&amp;quot; (most commonly translated &amp;quot;Electric Soldier Porygon&amp;quot;, season 1, episode 43); as a result, this episode has not been aired since. In this particular episode, there were bright explosions with rapidly-alternating blue and red color patterns. It was determined in subsequent research that these strobing light effects cause some individuals to have epileptic seizures, even if the person had no previous history of epilepsy. As a consequence, many publishers (including [[Nintendo]]) added warning labels to their video game products (or made pre-existing labels more prominent), warning that exposure to video games may trigger seizures in individuals vulnerable to photosensitive epilepsy.&lt;br /&gt;
&lt;br /&gt;
This incident is the most common focus of Pokémon-related parodies in other media, and was lampooned by ''[[The Simpsons]]'' episode &amp;quot;Thirty Minutes over Tokyo&amp;quot; and the ''South Park'' episode &amp;quot;Chinpokomon,&amp;quot; among others.&lt;br /&gt;
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==Cultural influence==&lt;br /&gt;
A live action show called Pokémon Live! toured the United States in late 2000. It was based on the popular Pokémon anime, but had some continuity errors relating to it. In late 2002, it was scheduled to tour Europe, but was canceled for unknown reasons, possibly due to lack of interest.&lt;br /&gt;
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''Pokémon'', being a popular franchise, has undoubtedly left its mark on pop-culture. The ''Pokémon'' characters themselves have become pop-culture icons; examples include not one, but two different Pikachu balloons in the Macy's Thanksgiving Day Parade, a Pokémon-styled Boeing 747-400, thousands of merchandise items, and a theme park in Nagoya, Japan in 2005 and Taipei in 2006. Pokémon also appeared on the cover of Time Magazine in 1999. The Comedy Central show ''Drawn Together'' has a character named Ling-Ling which is a direct parody of Pikachu. Several other shows such as ''ReBoot'', ''The Simpsons'', ''South Park'' and ''All Grown Up!'' (rugrats spin-off) have made references and spoofs of ''Pokémon'', among other series.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Pokemon Diamond and Pearl]]&lt;/div&gt;</description>
			<pubDate>Sun, 11 Mar 2007 19:28:48 GMT</pubDate>			<dc:creator>Admin</dc:creator>			<comments>http://72.14.177.54/ultimatewiki/Talk:Pok%C3%A9mon</comments>		</item>
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			<title>Pokémon</title>
			<link>http://72.14.177.54/ultimatewiki/Pok%C3%A9mon</link>
			<description>&lt;p&gt;Admin:&amp;#32;&lt;/p&gt;
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&lt;div&gt;[[Category:Pokémon]]&lt;br /&gt;
[[Image:Pokemon logo.jpg|right|frame|The official ''Pokémon'' logo.]]&lt;br /&gt;
Pokémon (ポケモン, Pokemon?, IPA: [ˈpoʊ.keɪ.mɑn]) is a media franchise owned by video game giant Nintendo and created by Satoshi Tajiri around 1995. Originally released as a pair of interlinkable Game Boy role-playing video games, Pokémon has since become the second most successful and lucrative videogame-based media franchise in the world, falling only behind Nintendo's Mario series. Pokémon properties have since been merchandised into anime, manga, trading cards, toys, books, and other media. The franchise celebrated its tenth anniversary on February 27, 2006, and as of December 1, 2006, cumulative sold units of the video games (including home console versions) have reached more than 155 million copies.&lt;br /&gt;
&lt;br /&gt;
The name Pokémon is the romanized contraction of the Japanese brand, &amp;quot;Pocket Monsters&amp;quot; (ポケットモンスター, Poketto Monsutā?), as such contractions are very common in Japan. The term &amp;quot;Pokémon&amp;quot;, in addition to referring to the Pokémon franchise itself, also collectively refers to the 493 fictional species that have made appearances in Pokémon media as of the recent release of the newest Pokémon role-playing games (RPGs) for the Nintendo DS, Pokémon Diamond and Pearl. As with the words deer and sheep, the singular and plural forms of the word &amp;quot;Pokémon&amp;quot; do not differ, nor does each individual species name; in short, it is grammatically correct to say both &amp;quot;one Pokémon&amp;quot; and &amp;quot;many Pokémon&amp;quot;. Nintendo originally translated Poketto Monsutā literally, but a naming conflict with the Monster in My Pocket toy line caused Nintendo to rebrand the franchise as &amp;quot;Pokémon&amp;quot; in early 1996.[citation needed] The game's catchphrase in the Japanese language versions of the franchise is &amp;quot;ポケモンGETだぜ! (Pokémon Getto Daze! - Let's Get Pokémon!)&amp;quot;[citation needed]; in English language versions of the franchise, it was originally &amp;quot;Gotta catch 'em all!,&amp;quot; although it is now no longer officially used except in the spin-off anime series Pokémon Chronicles.&lt;br /&gt;
&lt;br /&gt;
In November 2005, 4Kids Entertainment, which had managed the non-game related licensing of Pokémon, announced that it had agreed not to renew the Pokémon representation agreement. Pokémon USA Inc., a subsidiary of Japan's Pokémon Co., now oversees all Pokémon licensing outside of Asia.&lt;br /&gt;
&lt;br /&gt;
==Collecting and playing==&lt;br /&gt;
The concept of the ''Pokémon'' universe, in both the video games and the general fictional world of ''Pokémon'', stems from the hobby of insect collecting, a popular pastime which ''Pokémon'' executive director Satoshi Tajiri had enjoyed as a child. Players of the games are designated as &amp;quot;Pokémon Trainers&amp;quot;, and the two general goals (in most ''Pokémon'' games) for such Trainers are to collect all of the available Pokémon species found in the fictional region where that game takes place, and to train a team of powerful Pokémon from those they have caught to compete against teams owned by other Trainers. These themes of training and battling are present in almost every version of the ''Pokémon'' franchise, including the video games, the Pokémon anime and manga series, and even the Pokémon Trading Card Game.&lt;br /&gt;
&lt;br /&gt;
In any incarnation of the fictional ''Pokémon'' universe, a Trainer that comes across a wild Pokémon in its natural habitat is able to capture that Pokémon by throwing at it a specially designed, mass-producible tool called a Poké Ball. If the Pokémon is unable to escape the confines of the Poké Ball, that Pokémon is officially considered under the ownership of that Trainer, and that Pokémon will obey whatever commands its new master and/or friend (depending on how that trainer treats Pokémon in general) issues to it from that point onward, unless the Trainer demonstrates enough of a lack of experience that the Pokémon would rather act on its own accord. Trainers can &amp;quot;send out&amp;quot; any of their Pokémon to wage a non-lethal battle against another Pokémon; if the opponent Pokémon is wild (Pokémon already owned by other Trainers cannot be captured, except under special circumstances in certain games), and if the opponent Pokémon is weakened enough by the Trainer's Pokémon's attacks, the Trainer can capture that second Pokémon with a Poké Ball, increaing his or her collection of creatures. If a Pokémon fully defeats an opponent Pokémon in battle so that the opponent is knocked out (&amp;quot;faints&amp;quot;), the winning Pokémon gains experience and may level up. When levelling up, the Pokémon's statistics, or &amp;quot;stats&amp;quot;, of battling aptitude may increase, including strength, vitality, speed, and so on. From time to time the Pokémon may also learn new &amp;quot;moves&amp;quot;, attacks and other strategies which are used in battle. In addition, many species of Pokémon possess the ability to undergo a form ofmetamorphosis and transform into a similar but stronger species of Pokémon, a process called &amp;quot;evolution&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
In the main series, each game's single-player mode requires the Trainer to raise a team of Pokémon to defeat many non-player character (NPC) Trainers and their Pokémon. Each game lays out a somewhat linear path, through a specific region of the Pokémon world, for the Trainer to journey through, completing events and battlling opponents along the way. Each game features eight especially powerful Trainers, referred to as Gym Leaders, that the Trainer must each defeat in a Pokémon battle in order to progress. As a reward, the Trainer receives a Gym Badge, and once all eight badges are collected, that Trainer is eligible to challenge the region's Pokémon League, where four immensely talented trainers (referred to collectively as the &amp;quot;Elite Four&amp;quot;) challenge the Trainer to four Pokémon battles in succession. If the trainer can overcome this gauntlet, he or she must then challenge the Regional Champion, the master Trainer who had previously defeated the Elite Four. Any Trainer who wins this last battle becomes the new champion and gains the title of Pokémon Master.&lt;br /&gt;
&lt;br /&gt;
==Generations==&lt;br /&gt;
The original Pokémon games were Japanese RPGs with an element of strategy, and were created by Satoshi Tajiri for the ''Game Boy''. These role-playing games, and their sequels, remakes, and English language translations, are still considered the &amp;quot;main&amp;quot; Pokémon games, and the games which most fans of the series are referring to when they use the term &amp;quot;Pokémon games.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
All of the licensed Pokémon properties overseen by The Pokémon Company are divided roughly by generation. These generations are roughly chronological divisions by release; every several years, when an official sequel in the main RPG series is released that features a slew of new Pokémon, characters, and gameplay concepts, that sequel is considered the start of a new generation of the franchise. The main games and their spin-offs, the anime, the manga, and the trading card game are all updated with the new Pokémon properties each time a new generation begins. The franchise is currently in its fourth generation.&lt;br /&gt;
&lt;br /&gt;
The Pokémon franchise started off in its first generation with its initial release of ''Pokémon Red and Green'' for the Game Boy in Japan. When these games proved extremely popular, an enhanced ''Blue version'' was released sometime after, and the ''Blue version'' was reprogrammed as ''Pokémon Red'' and ''Blue'' for international release. The games launched in the United States on September 30, 1998. The original ''Red'' and ''Green'' versions were never released outside of Japan. Afterwards, a further enhanced remake titled ''Pokémon Yellow'' was released to partially take advantage of the color palette of the Game Boy Color, as well as to feature more of a stylistic resemblance to the popular Pokémon anime. This first generation of games introduced the original 151 species of Pokémon (in National Pokédex order, encompassing all Pokémon from Bulbasaur to Mew), as well as the basic game concepts of capturing, training, battling, and trading Pokémon with both computer and human players. These versions of the games take place within the fictional Kanto region, though the name &amp;quot;Kanto&amp;quot; was not used until the second generation. Spin-off first-generation titles include ''Pokémon Pinball'', an adaption of the ''Pokémon Trading Card Game'' for Game Boy Color, an on-rails photography simulator for Nintendo 64 titled ''Pokémon Snap'', a Nintendo 64 Pokémon-themed adaption of Tetris Attack named ''Pokémon Puzzle League'', a 3D Nintendo 64 incarnation of the handheld RPGs' battle system named ''Pokémon Stadium'', and a co-starring role for several species in the Nintendo 64 fighting game ''Super Smash Bros.''&lt;br /&gt;
&lt;br /&gt;
The second generation of Pokémon began in 2000 with the release of ''Pokémon Gold'' and ''Silver'' for Game Boy Color. Like the previous generation, an enhanced remake was later released titled ''Pokémon Crystal''. It introduced 100 new species of Pokémon (starting with Chikorita and ending with Celebi), with a total of 251 Pokémon to collect, train, and battle. New gameplay features include a day-and-night system (reflecting the time of the day in the real world) which influences events in the game; full utilization of the Game Boy Color's color palette; an improved interface and upgraded inventory system; better balance in the collection of Pokémon and their moves, statistics, and equippable items (a new addition); a Pokémon breeding aspect; and a new region named Johto. Unique to the second generation games is the fact that, after exploring Johto, the player can enter and explore the original Kanto region, which lies to the east of Johto. Spin-off second-generation titles include the Game Boy Color adaption of ''Pokémon Puzzle League'' named ''Pokémon Puzzle Challenge'', a Nintendo 64 pet simulator named ''Hey you, Pikachu!'', the ''Pokémon Stadium'' sequel ''Pokémon Stadium 2'' for Nintendo 64, several Pokémon mini-games for the e-Reader, and a co-starring role for many species in the ''Super Smash Bros.'' sequel ''Super Smash Bros. Melee'' for Nintendo Gamecube.&lt;br /&gt;
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''Pokémon'' entered its third generation with the 2003 release of ''Pokémon Ruby'' and ''Sapphire'' for Game Boy Advance and continued with the Game Boy Advance remakes of ''Pokémon Red and Blue'', ''Pokémon FireRed'' and ''LeafGreen'', and an enhanced remake of ''Pokémon Ruby and Sapphire'' titled ''Pokémon Emerald''. The third generation introduced 135 more new Pokémon (starting with Treecko and ending with Deoxys) for a total of 386 species. It also features a much more visually detailed environment compared to previous games, a new 2-on-2 Pokémon battling mechanic, a special ability system applying to each Pokémon in battle, the ''Pokémon Contest'' sub-game, and the new region of Hoenn. However, this generation also garnered some criticism for leaving out several gameplay features, including the day-and-night system, introduced in the previous generation, and it was also the first installment that encouraged the player to collect merely a selected assortment of the total number of Pokémon rather than every last existing species (202 out of 386 species are catchable in the ''Ruby'' and ''Sapphire'' versions). Third-generation spin-off titles include ''Pokémon Pinball: Ruby and Sapphire'' for Game Boy Advance; ''Pokémon Mystery Dungeon'' for Game Boy Advance and Nintendo DS; ''Pokémon Link!'', ''Pokémon Dash'', and ''Pokémon Ranger'' for Nintendo DS; ''Pokémon Channel'' and ''Pokémon Box'' for Nintendo GameCube; and a separate RPG series for Nintendo GameCube, consisting of the games ''Pokémon Colosseum'' and ''Pokémon XD: Gale of Darkness''.&lt;br /&gt;
In 2006, Japan began the fourth generation of the franchise with the release of ''Pokémon Diamond'' and ''Pearl'' for Nintendo DS, which will be released in North America on April 22, 2007. The fourth generation introduces another 107 new species of Pokémon (starting with Turtwig and ending with Arseus), bringing the current total of Pokémon species to 493. New gameplay concepts include a restructured move-classification system, online multiplayer trading and battling via Nintendo Wi-Fi Connection, the return (and expansion) of the second generation's day-and-night system, the expansion of the third generation's Pokémon Contests into &amp;quot;Super Contests&amp;quot;, and the new region of Sinnoh, which has an underground component for multiplayer gameplay in addition to the main overworld. Currently, spin-off titles in the fourth generation include the ''Pokémon Stadium'' follow-up ''Pokémon Battle Revolution'' for Wii (which will have Wi-Fi connectivity as well&lt;br /&gt;
&lt;br /&gt;
==Game mechanics==&lt;br /&gt;
&lt;br /&gt;
===Starter Pokémon===&lt;br /&gt;
One of the consistent aspects of most ''Pokémon'' games – spanning from ''Pokémon Red'' and ''Blue'' on the Nintendo Game Boy to the Nintendo DS game, ''Pokémon Diamond'' and ''Pearl'' – is the choice of three different Pokémon at the start of the player's adventures; these three are often labelled ''Starter Pokémon''.  Players can choose a Water-type, a Fire-type, or a Grass-type Pokémon indigenous to that particular region; the exception to this rule is ''Pokémon Yellow'' (a remake of the original games that follows the story of the ''Pokémon anime''), where players are given a Pikachu, an Electric-type mouse Pokémon, famous for being the mascot of the Pokémon media franchise; in this game, however, the three Red and Blue starter Pokémon can be obtained during the quest by a single player, something that is not possible in any other installment of the franchise.&lt;br /&gt;
{|style=&amp;quot;width:100%; margin-top:+.7em; background-color:#FFFFFF; border: 1px solid #AAAAAA&amp;quot;&lt;br /&gt;
|style=&amp;quot;width:56%;color:#000&amp;quot;|&lt;br /&gt;
{| style=&amp;quot;width:280px;border:solid 0px;background:none&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:280px;text-align:center; white-space: nowrap; color:#000&amp;quot; |&lt;br /&gt;
First generation&lt;br /&gt;
*[[Charmander]]&lt;br /&gt;
*[[Bulbasaur]]&lt;br /&gt;
*[[Squirtle]]&lt;br /&gt;
*[[Pikachu]] (Yellow version only)&lt;br /&gt;
| style=&amp;quot;width:280px;text-align:center; white-space: nowrap; color:#000&amp;quot; |&lt;br /&gt;
;Third generation&lt;br /&gt;
*[[Torchic]]&lt;br /&gt;
*[[Treecko]]&lt;br /&gt;
*[[Mudkip]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:280px;text-align:center; white-space: nowrap; color:#000&amp;quot; |&lt;br /&gt;
;Second generation&lt;br /&gt;
*[[Cyndaquil]]&lt;br /&gt;
*[[Chikorita]]&lt;br /&gt;
*[[Totodile]]&lt;br /&gt;
| style=&amp;quot;width:280px;text-align:center; white-space: nowrap; color:#000&amp;quot; |&lt;br /&gt;
;Fourth generation&lt;br /&gt;
*[[Chimchar]]&lt;br /&gt;
*[[Turtwig]]&lt;br /&gt;
*[[Piplup]]&lt;br /&gt;
|}&lt;br /&gt;
===Pokédex===&lt;br /&gt;
The Pokédex is a fictional electronic device featured in the popular ''Pokémon'' video game and anime series. In the games, whenever a Pokémon is first captured, its data will be added to a player's Pokédex, but in the anime or manga, the Pokédex is a comprehensive electronic reference encyclopedia, usually referred to in order to deliver exposition. Of the fictional Pokémon world, Pokédex is used to refer to a list of Pokémon, usually a list of Pokémon by number.&lt;br /&gt;
&lt;br /&gt;
In the video games, a Pokémon Trainer is issued a blank device at the start of their journey. A trainer must then attempt to fill the Pokédex by encountering and at least briefly obtaining each of the various different species of Pokémon. A player will receive the name and image of a Pokémon after encountering one that was not previously in the Pokédex, typically after battling said Pokémon, either in the wild or in a trainer battle (with the exceptions of link battles and tournament battles, such as Battle Frontier). More detailed information is typically available after the player obtains a member of the species, either through capturing the Pokémon in the wild, evolving a previously captured Pokémon, hatching a Pokémon egg (from the second generation onwards), or through a trade with another trainer (with a NPC or with another player). This detailed information includes height, weight, species type, and a short description of the Pokémon. Later versions of the Pokédex have more detailed information, like the size of a certain Pokémon compared to the player, or Pokémon being sorted by their habitat (so far, the latter feature is only in the ''FireRed'' and ''LeafGreen''  versions). The GameCube games have a P*DA which is similar to the Pokédex, but tells you what types are effective against it and gives a description of their abilities.&lt;br /&gt;
&lt;br /&gt;
==In other media ==    &lt;br /&gt;
&lt;br /&gt;
===Anime series===&lt;br /&gt;
The ''Pokémon'' anime series and films are a meta-series of adventures separate from the canon that most of the ''Pokémon'' video games follow (with the exception of ''Pokémon Yellow'', a game based on the anime storyline).  The anime follows the quest of the main character, Ash Ketchum — an in-training Pokémon Master — as he and a small group of friends travel around the fictitious world of Pokémon along with their various Pokémon partners. &lt;br /&gt;
&lt;br /&gt;
The original series, titled ''Pocket Monsters'', or simply ''Pokémon'' in western countries, followed the storyline of the original games, ''Pokémon Red'' and ''Blue'', in the region of Kanto. The protagonist of the series, Ash Ketchum, began his adventure from his home, Pallet Town, where he received a Pikachu, differing from the games, where only Bulbasaur, Charmander or Squirtle could be chosen.&lt;br /&gt;
&lt;br /&gt;
Ash continued through Kanto, accompanied by Brock, an aspiring Pokémon breeder, and Misty, an up-and-coming Water Pokémon master, catching and battling with various Pokémon, including Butterfree, Pidgeotto, Charizard, Bulbasaur and Squirtle. After defeating eight of Kanto's gym leaders, Ash entered the Indigo League, a tournament of the best trainers in the region.&lt;br /&gt;
&lt;br /&gt;
After exiting the tournament, Ash, and his companions, proceeded to the Orange Archipelago, a group of exotic islands, to collect an ancient Poké Ball, dubbed the GS Ball, being studied by Professor Ivy, to be returned to Professor Oak. After collecting the GS Ball, Brock decided to stay at Professor Ivy's lab, and Ash, accompanied by Misty, and Tracey, an avid Pokémon watcher, continued through the various Orange Islands, battling the gym leaders, collectively known as the Orange Crew, and obtaining Pokémon, such as Lapras, and Snorlax. Ash finally battled the undefeated leader of the Orange Crew, Drake, defeating his strongest Pokémon, Dragonite, with his Pikachu, winning the tournament.&lt;br /&gt;
&lt;br /&gt;
The first, and the most familiar, is ''Pocket Monsters'' or simply ''Pokémon'' (often referred to as ''Pokémon: Gotta Catch Em All'' to distinguish it from the later series), which details the adventures of Ash Ketchum as he travels through Kanto. ''Pokémon: Adventures in the Orange Islands'' followed his adventures in the Orange Islands, a place not accessible in the games, and ''Pokémon: Johto Journeys'', ''Pokémon: Johto league champions'', and ''Pokémon: Master Quest'' following him in Johto. These series are based on the first and second generation games. Accompanying Ash on his journeys were Brock, the Pewter City Gym Leader; Misty, the youngest of the Gym Leader sisters from Cerulean City; and later on, Tracey Sketchit, an artist and &amp;quot;Pokémon watcher&amp;quot; who accompanied them in the Orange Islands in the second saga.&lt;br /&gt;
&lt;br /&gt;
The saga continued in ''Pokémon: Advanced, Pokémon: Advanced Challenge, and Pokémon: Advanced Battle'' where Ash and company travel to Hoenn, a southern region in the Pokémon World. Ash takes on the role of a teacher and mentor for a novice Pokémon trainer in this series named May. Her brother Max accompanies them, and though he isn't a trainer, he knows massive amounts of handy information. Brock (from the original series) soon catches up with Ash, but Misty has returned to Cerulean City to tend to her duties as a gym leader. This series is based on the third generation games. Eventually, the Advanced Generation was continued with the ''Battle Frontier'' saga, which was based off the ''Emerald'' version and had some aspects of ''FireRed'' and ''LeafGreen''. &lt;br /&gt;
&lt;br /&gt;
The most recent series is the ''Diamond and Pearl'' series, with Max leaving to pick his starter, and May going to the Grand Festival in Johto. Ash, Brock and a new companion named Hikari then go through the region of Sinnoh.&lt;br /&gt;
&lt;br /&gt;
===Pokémon Trading Card Game===  	  	 &lt;br /&gt;
The ''Pokémon Trading Card Game'' is a collectible card game similar in goal to a Pokémon battle in the video game series; players must use cards (with individual strengths and weaknesses) in an attempt to defeat their opponent by &amp;quot;knocking out&amp;quot; all of his or her cards. The game was first published in North America by Wizards of the Coast in 1999.&lt;br /&gt;
&lt;br /&gt;
However, with the release of the ''Pokémon Ruby'' and ''Sapphire'' Game Boy Advance video games, The Pokémon Company took back the card game from Wizards of the Coast and started publishing the cards themselves. The Expedition expansion introduced the ''Pokémon-e Trading Card Game'', the cards in which (for the most part) were compatible with the Nintendo e-Reader. Nintendo discontinued its production of e-Reader compatible cards with the release of EX FireRed &amp;amp; LeafGreen. &lt;br /&gt;
 &lt;br /&gt;
In 1998, Nintendo released a Game Boy Color version of the trading card game in Japan. It was also released in the US and Europe in 2000. This game included digital versions cards from the original set of cards and the first two expansions (Jungle and Fossil), but also included several cards exclusive to the game. A sequel to this game exists, but was not released outside of Japan.&lt;br /&gt;
&lt;br /&gt;
===Manga===&lt;br /&gt;
There are various ''Pokémon'' manga series, four of which were released in English by Viz Communications, and seven of them released in English by Chuang Yi. &lt;br /&gt;
&lt;br /&gt;
;Manga released in English&lt;br /&gt;
* ''The Electric Tale of Pikachu'' (a.k.a ''Dengeki Pikachu''), a shōnen manga created by Toshihiro Ono. It was divided into four tankōbon, each given a separate title in the North American and English Singapore versions: ''The Electric Tale of Pikachu'', ''Pikachu Shocks Back'', ''Electric Pikachu Boogaloo'', and ''Surf’s Up, Pikachu''. The series is based loosely on the anime.&lt;br /&gt;
*''Pokémon Adventures'', a shōnen manga based on the video games.&lt;br /&gt;
*''Magical Pokémon Journey'' (a.k.a. Pokémon: PiPiPi Adventures), a [[shōjo manga]]&lt;br /&gt;
*''Pikachu Meets the Press'' (newspaper style comics, not released by Chuang Yi)&lt;br /&gt;
*''Ash &amp;amp; Pikachu'' (a.k.a. Satoshi to Pikachu, not released by Viz)&lt;br /&gt;
*''Pokémon Gold &amp;amp; Silver'' (not released by Viz)&lt;br /&gt;
*''Pokémon Ruby-Sapphire'' and ''Pokémon Pocket Monsters (not released by Viz)&lt;br /&gt;
*''Pokémon: Jirachi Wishmaker'' (not released by Viz)&lt;br /&gt;
*''Pokémon: Destiny Deoxys '' (not released by Viz)&lt;br /&gt;
*''Pokémon: Lucario and the Mystery of Mew'' (The third movie-to-comic adaptation.)&lt;br /&gt;
&lt;br /&gt;
;Manga not released in English&lt;br /&gt;
*''Pokémon Card Ni Natta Wake'' (''How I Became a Pokémon Card'') by Kagemaru Himeno, an artist for the TCG. There are six volumes and each includes a special promotional card. The stories tell the tales of the art behind some of Himeno’s cards.&lt;br /&gt;
*''Pokémon Getto Da ze!'' by Asada Miho &lt;br /&gt;
*''Poketto Monsutaa Chamo Chamo Puritei'' by Yumi Tsukirino, who also made ''Magical Pokémon Journey''.&lt;br /&gt;
*''Pokémon Card Master'' &lt;br /&gt;
*''Pocket Monsters Emerald Challenge!! Battle Frontier'' by Ihara Shigekatsu&lt;br /&gt;
*''Pocket Monsters Zensho'' by Satomi Nakamura&lt;br /&gt;
&lt;br /&gt;
==Criticism==&lt;br /&gt;
===Racism===&lt;br /&gt;
This original design of the Pokémon Jynx bore a striking, but possibly coincidental, resemblance to entertainers in blackface. A strong case can be made for Jynx being a parody of or homage to the Japanese Ganguro and Yamanba fashion trends, which were extremely popular when Pokémon was first released. Blackface-influenced characters have appeared elsewhere in anime and manga - examples can be found near the beginning of Osamu Tezuka's early graphic novel, ''Metropolis'' and also can be found with Dragon Ball Z's Mr. Popo.&lt;br /&gt;
&lt;br /&gt;
As Pokémon became more popular in the United States, this perceived similarity to a racist image from the United States' past offended some. In particular, it offended children's book author Carole Boston Weatherford, who accused Jynx of being a racist stereotype in an article titled &amp;quot;Politically Incorrect Pokémon&amp;quot; in the magazine ''Black World Today'', shortly after the anime episode ''Holiday Hi-Jynx'' aired. As a result, later episodes of the anime which feature Jynx were either banned or edited in the United States.&lt;br /&gt;
&lt;br /&gt;
In 2002, in response to this controversy, Nintendo changed Jynx's face from black to purple and its hands from blue to purple in the video game series, a change which would be reflected in the anime three years later.&lt;br /&gt;
&lt;br /&gt;
===Animal cruelty===&lt;br /&gt;
The primary mechanism of Pokémon has been compared to the generally-outlawed practice of cockfighting. Seen from this point of view, the game consists primarily of Pokémon trainers capturing and bartering in wild animals, coercing them to fight one another, and also features various performance-enhancing drugs to give them an edge in the fight. Some people believe that this may encourage children to commit acts of animal cruelty and illegal gambling.&lt;br /&gt;
&lt;br /&gt;
In spite of these allegations, Pokémon maintains a fan base that views the battling as a friendly competition between two teams of Pokémon and their trainers. Seen in this light, Pokémon are not being coerced to battle by their trainers. There are references to some Pokémon being territorial (e.g. Pidgeotto), but it is vastly different to the aggressively territorial nature of roosters, who will maim the &amp;quot;enemy&amp;quot; rooster until it or the other dies. Furthermore, trainers do not relish the idea of allowing two animals (or, in this case, Pokémon) to fight to the death while merely viewing from the edge of the &amp;quot;ring&amp;quot;; rather, Pokémon trainers are usually depicted as fighting alongside their Pokémon and providing moral support, not simply issuing commands for them to follow. In addition to all of the above, Pokémon do not actually die from battle; they either &amp;quot;faint&amp;quot; or are otherwise made unable to battle.&lt;br /&gt;
&lt;br /&gt;
In both the games and the anime, the audience is taught that fighting is not necessarily a means to an end, and those who would rather fight than compromise are often protrayed in a negative light. Furthermore, the use Pokémon for selfish or &amp;quot;evil&amp;quot; purposes is frowned upon, and organizations such as Team Rocket, which is often depicted using Pokémon solely for personal (and usually monetary) gain, are generally considered villains.&lt;br /&gt;
&lt;br /&gt;
===Health===&lt;br /&gt;
On December 16, 1997, more than 635 Japanese children were admitted to hospitals with convulsive epileptic seizures. It was determined that the seizures were caused by watching an episode of Pokémon, &amp;quot;''Dennō Senshi Porygon'',&amp;quot; (most commonly translated &amp;quot;Electric Soldier Porygon&amp;quot;, season 1, episode 43); as a result, this episode has not been aired since. In this particular episode, there were bright explosions with rapidly-alternating blue and red color patterns. It was determined in subsequent research that these strobing light effects cause some individuals to have epileptic seizures, even if the person had no previous history of epilepsy. As a consequence, many publishers (including [[Nintendo]]) added warning labels to their video game products (or made pre-existing labels more prominent), warning that exposure to video games may trigger seizures in individuals vulnerable to photosensitive epilepsy.&lt;br /&gt;
&lt;br /&gt;
This incident is the most common focus of Pokémon-related parodies in other media, and was lampooned by ''[[The Simpsons]]'' episode &amp;quot;Thirty Minutes over Tokyo&amp;quot; and the ''South Park'' episode &amp;quot;Chinpokomon,&amp;quot; among others.&lt;br /&gt;
&lt;br /&gt;
==Cultural influence==&lt;br /&gt;
A live action show called Pokémon Live! toured the United States in late 2000. It was based on the popular Pokémon anime, but had some continuity errors relating to it. In late 2002, it was scheduled to tour Europe, but was canceled for unknown reasons, possibly due to lack of interest.&lt;br /&gt;
&lt;br /&gt;
''Pokémon'', being a popular franchise, has undoubtedly left its mark on pop-culture. The ''Pokémon'' characters themselves have become pop-culture icons; examples include not one, but two different Pikachu balloons in the Macy's Thanksgiving Day Parade, a Pokémon-styled Boeing 747-400, thousands of merchandise items, and a theme park in Nagoya, Japan in 2005 and Taipei in 2006. Pokémon also appeared on the cover of Time Magazine in 1999. The Comedy Central show ''Drawn Together'' has a character named Ling-Ling which is a direct parody of Pikachu. Several other shows such as ''ReBoot'', ''The Simpsons'', ''South Park'' and ''All Grown Up!'' (rugrats spin-off) have made references and spoofs of ''Pokémon'', among other series.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Pokemon Diamond and Pearl]]&lt;/div&gt;</description>
			<pubDate>Sun, 11 Mar 2007 19:27:50 GMT</pubDate>			<dc:creator>Admin</dc:creator>			<comments>http://72.14.177.54/ultimatewiki/Talk:Pok%C3%A9mon</comments>		</item>
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			<title>Pokémon</title>
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&lt;div&gt;[[Category:Pokémon]]&lt;br /&gt;
[[Image:Pokemon logo.jpg|right|frame|The official ''Pokémon'' logo.]]&lt;br /&gt;
Pokémon (ポケモン, Pokemon?, IPA: [ˈpoʊ.keɪ.mɑn]) is a media franchise owned by video game giant Nintendo and created by Satoshi Tajiri around 1995. Originally released as a pair of interlinkable Game Boy role-playing video games, Pokémon has since become the second most successful and lucrative videogame-based media franchise in the world, falling only behind Nintendo's Mario series. Pokémon properties have since been merchandised into anime, manga, trading cards, toys, books, and other media. The franchise celebrated its tenth anniversary on February 27, 2006, and as of December 1, 2006, cumulative sold units of the video games (including home console versions) have reached more than 155 million copies.&lt;br /&gt;
&lt;br /&gt;
The name Pokémon is the romanized contraction of the Japanese brand, &amp;quot;Pocket Monsters&amp;quot; (ポケットモンスター, Poketto Monsutā?), as such contractions are very common in Japan. The term &amp;quot;Pokémon&amp;quot;, in addition to referring to the Pokémon franchise itself, also collectively refers to the 493 fictional species that have made appearances in Pokémon media as of the recent release of the newest Pokémon role-playing games (RPGs) for the Nintendo DS, Pokémon Diamond and Pearl. As with the words deer and sheep, the singular and plural forms of the word &amp;quot;Pokémon&amp;quot; do not differ, nor does each individual species name; in short, it is grammatically correct to say both &amp;quot;one Pokémon&amp;quot; and &amp;quot;many Pokémon&amp;quot;. Nintendo originally translated Poketto Monsutā literally, but a naming conflict with the Monster in My Pocket toy line caused Nintendo to rebrand the franchise as &amp;quot;Pokémon&amp;quot; in early 1996.[citation needed] The game's catchphrase in the Japanese language versions of the franchise is &amp;quot;ポケモンGETだぜ! (Pokémon Getto Daze! - Let's Get Pokémon!)&amp;quot;[citation needed]; in English language versions of the franchise, it was originally &amp;quot;Gotta catch 'em all!,&amp;quot; although it is now no longer officially used except in the spin-off anime series Pokémon Chronicles.&lt;br /&gt;
&lt;br /&gt;
In November 2005, 4Kids Entertainment, which had managed the non-game related licensing of Pokémon, announced that it had agreed not to renew the Pokémon representation agreement. Pokémon USA Inc., a subsidiary of Japan's Pokémon Co., now oversees all Pokémon licensing outside of Asia.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Pokemon Diamond and Pearl]]&lt;/div&gt;</description>
			<pubDate>Sun, 11 Mar 2007 17:10:56 GMT</pubDate>			<dc:creator>Admin</dc:creator>			<comments>http://72.14.177.54/ultimatewiki/Talk:Pok%C3%A9mon</comments>		</item>
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			<title>Category:Pokémon</title>
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&lt;div&gt;Find out all about one of the best selling series in gaming in the Pokémon category. For more information, see our article on [[Pokémon]].&lt;/div&gt;</description>
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			<title>Pokemon Diamond and Pearl</title>
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&lt;div&gt;Pokémon Diamond (ポケットモンスター ダイヤモンド, Poketto Monsutā Daiyamondo?, Pocket Monsters Diamond) and Pokémon Pearl (ポケットモンスター パール, Poketto Monsutā Pāru?, Pocket Monsters Pearl) are the two fourth-generation Pokémon role-playing video games developed by Game Freak and published by Nintendo. They are the first of the traditional Pokémon role-playing games for the Nintendo DS video game console. The games were earlier released in Japan in 2006. Pokémon Diamond and Pokémon Pearl had the most successful launch week of games in the Pokémon series in Japan, and the best launch week for any Nintendo DS game in Japan. Additionally, the games set the record of being the fastest selling Pokémon games in Japan within three months of sales. Set in the fictional region of Sinnoh, the games cover the adventure of a single protagonist embarking on a quest to capture and train Pokémon while simultaneously thwarting the agenda of the criminal organization Team Galactic.&lt;br /&gt;
&lt;br /&gt;
Diamond and Pearl, like the past generations of Pokémon games, add an extensive amount of new features, such as internet play over the Nintendo Wi-Fi Connection, while building on older game concepts such as Pokémon Contests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Setting and plot==&lt;br /&gt;
''Diamond'' and ''Pearl'' are set in the region of Sinnoh, which is based upon the Hokkaidō prefecture of Japan. Sinnoh is characterized by both mountainous and snow-covered areas, and contains three lakes central to the plot.&lt;br /&gt;
&lt;br /&gt;
The game contains 107 new Pokémon and chronicles the adventures of a new Pokémon trainer who strives to become the Pokémon League Champion, collecting and training various species of Pokémon along the way. As do most games in the series, ''Diamond'' and ''Pearl'' feature eight Pokémon Gyms led by Gym Leaders, professional trainers whose expertise lies in a particular Pokémon type. Gym Leaders serve as bosses and reward skilled trainers with gym badges of merit, key to the advancement of the plot.&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
''Diamond'' and ''Pearl'' begin in Twinleaf Town. After viewing a television report about disturbances at a distant lake by a red Gyarados, the protagonist and his/her rival travel together to investigate the local lake. They spot Professor Rowan, an expert in Pokémon evolution, and the protagonist’s second rival, who is the playable character not selected. After a short discussion the pair exits from the lake, leaving a briefcase behind. When they are attacked by wild Starly, the protagonist and his or her rival examine the case. The player is then given a choice between three Pokémon found in the briefcase, Turtwig, Chimchar or Piplup. After defeating the Starly, they return the briefcase to the professor. Noticing that a bond has been forged between the young protagonist and his/her chosen Pokémon, Rowan offers it to him/her, asking that he embark on a journey and fill his/her Pokédex.&lt;br /&gt;
&lt;br /&gt;
As the plot continues, the protagonist encounters Team Galactic, and their motives are made clear. Team Galactic captures Yuxie, Agnome and Emrit, of Sinnoh’s three lakes, and imprisons them, making it the player’s responsibility to free them. Upon releasing the trio, he/she is able to travel to the sacred shrine atop Tengan Mountain and enter the cave, where the leader of Team Galactic awakens either Dialga, in ''Diamond'', or Palkia in ''Pearl''. Dialga or Palkia’s powers begin to “overwhelm” Sinnoh, causing the newly free Yuxie, Agnome and Emrit to attempt to stop it. It is then that the player is able to engage in a battle with the version-appropriate legendary Pokémon.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
Gameplay is very similar to previous Pokémon RPGs, but there are several changes and additions.&lt;br /&gt;
&lt;br /&gt;
Within each species, Pokémon now feature varying levels of gender dimorphism, including aspects such as differently sized or absent distinctive physical features. For example, a female Wooper has smaller antennae than its male counterpart and a male Scizor has a smaller abdomen than a female. As in Pokémon Crystal and Emerald, opposing Pokémon each have a short animation (e.g., a Geodude will flex its arms) when entering battle. New abilities, such as “Belligerence” and “Natural”, have been added. Baby Pokémon in Diamond and Pearl, such as Roselia’s pre-evolution Budew, can be found in the wild, whereas in previous generations attaining one usually required breeding. Pokémon also hatch from their eggs at Level 1, rather than Level 5 as in the previous games.&lt;br /&gt;
&lt;br /&gt;
Pokémon Contests, events where one’s Pokémon compete in a show of sorts to win ribbons, return from Pokémon Ruby and Sapphire as “Super Contests”, with similarities and differences. Super Contests consist of three rounds. In the Visual Judgment round, players utilize the Nintendo DS’s stylus to place accessories and objects on their Pokémon to appeal to a particular trait, such as “Cool” or “Cute”, and earn points. In the Dance Judgment round, Pokémon compete with opponents in a test of rhythm and balance. The final round, Performance Judgment, is identical in premise to Pokémon Contests of the third generation of games; Pokémon use their techniques strategically to appeal to the judges and crowd. Assuming the same role as Pokéblocks in the 3rd generation, a baked substance called Pofin can be made through use of the touchscreen and fed to Pokémon in order to increase certain traits and, consequently, the likelihood of success in a relevant Contest.&lt;br /&gt;
&lt;br /&gt;
First introduced in Pokémon Gold and Silver, Pokémon Diamond and Pearl features sensitivity to the time of day and day of the week, which is reflected in a number of facets, such as the lighting of the overworld and locations of non-player characters, the availability of certain species of Pokémon, and even the lighting during battles. The scale of the day and night cycle has grown from the original cycle of morning, day, and night; Diamond and Pearl's cycle features five different time periods: morning, day, afternoon, evening and night.&lt;br /&gt;
&lt;br /&gt;
A new device called the Pokétch, resembling a wristwatch, can be obtained and plays host to a wide variety of features, including a time management system, a calculator, a map, a counter, a wireless link up search, and drawing pad.&lt;br /&gt;
&lt;br /&gt;
Below Sinnoh is a large underground area, used for multiplayer gaming. Players can create and decorate “secret bases” (first featured in Pokémon Ruby and Sapphire) and participate in minigames, one of which will allow the player to unearth fossilized Pokémon such as Zugaidos and Shieldon. These Pokémon, as well as Mikaruge, can only be obtained by exploring this underground area.&lt;br /&gt;
&lt;br /&gt;
Diamond and Pearl employ support for the Nintendo Wi-Fi Connection, allowing players to trade, battle and communicate through “voice chat” online. The main system for trade is the Global Trade Station trading system. This allows players to search for any Pokémon they have seen on a worldwide scale, with the resulting list showing people around the world who are willing to trade that Pokémon, as well as the Pokémon they want in return for it. The trade does not have to be instant and an offer can be left for other players to browse and complete, even while the player is offline. Some centers serve different purposes - one allows the player to enter battles against friends over an internet connection, while another allows the player to enter the Pokémon Union, a chat room in which the player can communicate with others on the player's Friends List.&lt;br /&gt;
&lt;br /&gt;
Along with the fifty existing Technical Machines (TMs), which teach Pokémon a new move, forty-two new TMs have been added to the game while the previous fifty have been retained, bringing the total to ninety-two. This marks the first time an entire fifty-TM set has been left intact between generations, and the first time the total number has exceeded fifty (fifty-eight counting HMs). Two of the eight Hidden Machines (HMs), which, like TMs, teach Pokémon a new move (but permanently), have also been changed, and one former HM has been downgraded to a TM.&lt;br /&gt;
&lt;br /&gt;
==Connectivity with other games==&lt;br /&gt;
Diamond and Pearl boast compatibility with many other Pokémon games. They can connect with the Game Boy Advance Pokémon RPGs after earning the National Pokédex, when the Pokémon Game Boy Advance cartridge is inserted into slot 2 (the Game Boy Advance cartridge and accessory slot of the Nintendo DS) while Diamond or Pearl is in slot 1 (the DS card slot). After uploading six Pokémon, players go to an area called Pal Park and must capture them in the wild. Pokémon uploads are restricted to six per day per GBA cartridge. The player will have to re-capture such transferred Pokémon in Pal Park by the means of a special Park Ball that has 100% chance of capture, before transferring from another GBA game. Pokémon cannot be transferred from an English GBA game to a Japanese DS game, and the player cannot transfer any of the Pokémon back to the GBA cartridge once they are transferred to Diamond or Pearl.&lt;br /&gt;
&lt;br /&gt;
In the Japanese versions of Diamond and Pearl, certain species of Pokémon transferred from a foreign Game Boy Advance Pokémon game to a Japanese game and then uploaded via Pal Park to Pokémon Diamond or Pearl will have a Pokédex entry in the language of the game it originated from. In addition, a new function added to the player’s Pokédex allows the player to switch between multiple languages in those same Pokémon's entries, including Japanese, English, French, German, Spanish and Italian.&lt;br /&gt;
&lt;br /&gt;
The use of Pal Park is necessary if a player wishes to obtain the starter or legendary Pokémon from a previous generation of Pokémon games. All other Pokémon can be found and caught or obtained in Diamond and Pearl. Some Pokémon, however, are only available while the player has a Game Boy Advance Pokémon RPG inserted in Slot 2 of the Nintendo DS.&lt;br /&gt;
&lt;br /&gt;
In addition, Diamond and Pearl are able to connect to Pokémon Ranger. Using this feature, a player will be able to send a Manaphy egg from Pokémon Ranger to Diamond or Pearl after completing a special mission in Ranger. Diamond and Pearl also feature Wi-Fi connectivity with the Wii Pokémon title Pokémon Battle Revolution, allowing players to upload Pokémon wirelessly via the Nintendo DS into the game.&lt;br /&gt;
&lt;br /&gt;
==Pokémon==&lt;br /&gt;
On May 14, 2004, the first Pokémon of the fourth generation, Munchlax, was revealed. Following the pre-evolved form of Snorlax, several other new Pokémon to appear in Diamond and Pearl were revealed in articles in CoroCoro Comic. Early in production, it was intended that Pokémon introduced in previous generations of the series would receive new, pre-evolved forms; Pokémon available from as far back as Pokémon Red and Blue can now be bred to produce new infantile species, such as Mr. Mime who is preceded by Mime Jr. and Chansey by Happiny. Pokémon have been given new, further evolved forms; for example, Electabuzz can now evolve into Electivire and Roselia can now evolve into Roserade. The games introduce more legendary Pokémon than any set of games before them.&lt;br /&gt;
&lt;br /&gt;
The de facto mascots of Pokémon Diamond and Pearl were confirmed as Dialga and Palkia, like Groudon and Kyogre or Ho-Oh and Lugia before them, when video game packaging for the games was released in late June 2006; as their names suggest, Dialga represents Diamond, and Palkia represents Pearl.&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
Music in Diamond and Pearl was scored by Hitomi Sato and Junichi Masuda under the supervision of Go Ichinose. A two-disc soundtrack featuring music from the games was released on December 22, 2006.&lt;br /&gt;
&lt;br /&gt;
==Reception==&lt;br /&gt;
Pokémon Diamond and Pearl have been met with positive reception in Japan. Though two million copies of the games were shipped for Japan alone, there were still shortages in response to a large demand. The games became the fastest selling Nintendo DS titles in Japan for the first week of sales since its release, a record previously held by New Super Mario Bros. Within forty-six days, the games sold three million units, becoming the fastest DS game to do so, and by the end of the year, the number increased to five million units in just under three months, marking itself as the fastest- and best-selling Pokémon game in Japan alone.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gaming]] [[Category:Pokémon]]&lt;/div&gt;</description>
			<pubDate>Sun, 11 Mar 2007 17:06:51 GMT</pubDate>			<dc:creator>Admin</dc:creator>			<comments>http://72.14.177.54/ultimatewiki/Talk:Pokemon_Diamond_and_Pearl</comments>		</item>
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			<title>Viva Piñata</title>
			<link>http://72.14.177.54/ultimatewiki/Viva_Pi%C3%B1ata</link>
			<description>&lt;p&gt;Admin:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
'''''Viva Piñata''''' is an animated television series, being produced in conjunction with the Xbox 360 game.&lt;br /&gt;
&lt;br /&gt;
==Synopsis==&lt;br /&gt;
In a garden on Piñata Island, a multitude of happy, colorful Piñata species live and frolic and dance (Piñatas love to dance) and grow and (in some cases) develop deep-seated neuroses.  The Piñatas live to fill themselves full of the most delicious candies a child could ever want, and they eagerly await the glorious day when they’re chosen by Piñata Central to entertain at birthday parties, bar mitzvahs, retirement parties and other special celebrations all over the world!  &lt;br /&gt;
 &lt;br /&gt;
It is here in the garden, among the burrowing Profitamole, the bovine Moozipan, and the tree-swinging Cinnamonkey that we will find a small band of Piñata friends that have known one another since they were children (back in their black and white days, when they first came to the garden).  &lt;br /&gt;
 &lt;br /&gt;
Fergy Fudgehog, Paulie Pretztail, Franklin Fizzlybear, Tina and Teddington Twingersnap, Les Galagoogoo, and Hudson the Horstacio - for each of these fast friends, being a Piñata means something very different.  Some Piñatas can’t wait to reach maximum candy-osity so that they can blast off from the Piñata Factory over and over again, bringing joy to children and partygoers all over the world.  Others respond to the prospect of being shipped off to a strange place where happy children in festive hats hang you from a tree, bludgeon you until your limbs fall off and devour your innards, as suicide. Still others physically train for the parties as if they were off to the Olympic Games – hardening their bodies to create a challenge for the little tykes clamoring to get at their candy. &lt;br /&gt;
 &lt;br /&gt;
Why is it that Piñata Island is the only place in the world Piñatas can be found? Even the Piñatas don’t really know – but with so much happening in the garden, what with weird new Piñatas arriving all the time, crazed black-market Piñata poachers trying to muscle in on Piñata Central action, mysteries to solve, violent garden pests (referred to as “Sours”) to contend with, and constant opportunities to dance  - who has time to worry about it? &lt;br /&gt;
 &lt;br /&gt;
The only thing upon which these Piñatas can agree is that on Piñata Island, anything can happen…&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
* '''The Bonboon''' - A con-man Bonboon who pretends to be an all-knowing guru to get candy from gullible piñatas. He is often found by the group meditating.  Paulie's the only one who can see through his ruse.&lt;br /&gt;
&lt;br /&gt;
* '''Cecil Cocoadile''' - A dull-sounding Cocoadile. Cecil is the only piñata on the island who thinks Chortles Chippopotamus' jokes, which cause him to laugh so hard he cries, are funny. Cocoadile tears make excellent plant fertilizer (In the Viva Piñata universe), so he helps Chortles out with his garden.&lt;br /&gt;
&lt;br /&gt;
* '''Chortles Chippopotamus''' - A Chippopotamus with a horrible sense of humor, but fantastic gardening skills. Only Cecil Cocoadile thinks his jokes are funny, and Chortles uses Cecil's tears to help his garden grow.&lt;br /&gt;
&lt;br /&gt;
* '''Hudson Horstachio''' - A Horstachio who is very famous, Hudson is the most handsome piñata of Piñata Island. Despite that, he appears less frequently than other characters, although does have a lot of cameos. Hudson ranked First place in the 4kids Viva pinata Character poll.&lt;br /&gt;
&lt;br /&gt;
* '''Franklin Fizzlybear''' - A Fizzlybear who has a stereotypical surfer accent and lack of common sense. He is quite a bit more laid back than other piñatas.&lt;br /&gt;
&lt;br /&gt;
* '''Fergy Fudgehog''' - A Fudgehog who is in love with candy but terrified of going to parties. He is frequently sought out by Langston to attend parties but always manages to find a way out at the last moment.&lt;br /&gt;
&lt;br /&gt;
* '''Langston Lickatoad''' - The Lickatoad who operates the cannoñata. He's always trying to catch Fergy and make him go to a party.&lt;br /&gt;
&lt;br /&gt;
* '''Mable Moozipan''' - A Moozipan with a stereotypical southern accent and manner. She owns a vegetable garden and is friends with Florence Fizzlybear.&lt;br /&gt;
&lt;br /&gt;
* '''Paulie Pretztail''' - A no-nonsense Pretztail who could be easily considered to be &amp;quot;the smart one&amp;quot; of the main cast. He shares in Fergy's aversion for parties and frequently avoids attending.&lt;br /&gt;
&lt;br /&gt;
* '''Teddington and Tina Twingersnap''' - A two-headed Twingersnap, they share a love-hate relationship.  Tina is down-to-earth and adventurous, while Teddington is a blue-blooded wannabe.  They argue constantly, much to the annoyance of their friends.&lt;br /&gt;
&lt;br /&gt;
* '''Ella Elephanilla''' - An Elephanilla who suffers from short-term memory loss. Basically the opposite of the phrase &amp;quot;an elephant never forgets&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* '''Les Galagoogoo''' - A Galagoogoo who is the smartest piñata on the island and even has ninja skills. Unfortunately, whenever Les speaks, it comes out as high-pitched gibbering. Les ranked second place in the 4Kids Viva Pinata character poll.&lt;br /&gt;
&lt;br /&gt;
* '''Pecky Pudgeon''' - A Pudgeon who takes pictures for the local newspaper of Piñata Island, the Piñata Yada Yada. He loves gossiping about everyone and will go to great lengths to get a good scoop for the paper.&lt;br /&gt;
&lt;br /&gt;
* '''Pierre Parrybo''' - A stereotypically french Parrybo who organizes various activities on Piñata Island. He's also the DJ for a call-in radio show.&lt;br /&gt;
&lt;br /&gt;
* '''Professor Pester''' - The main villain of the series. In all episodes he appears in, he and his Ruffians try to destroy a piñata, if not all of them, to get their candy.&lt;br /&gt;
&lt;br /&gt;
* '''The Ruffians''' - Professor Pester's bumbling henchmen that usually ruin his plans, although they often seem quite capable of handling the job, and are intimidating in appearance.&lt;br /&gt;
&lt;br /&gt;
==Piñata Species==&lt;br /&gt;
Each Piñata is based off each animal. Here are the known species of Piñatas and the animal they're based off of in Alphabetical Order:&lt;br /&gt;
&lt;br /&gt;
* '''Arocknid''' - Spider&lt;br /&gt;
* '''Badgesicle''' - Badger&lt;br /&gt;
* '''Barkbark''' - Dog&lt;br /&gt;
* '''Bonboon''' - Mandrill&lt;br /&gt;
* '''Bunnycomb''' - Rabbit&lt;br /&gt;
* '''Buzzenge''' - Buzzard&lt;br /&gt;
* '''Buzzlegum''' - Bumblebee&lt;br /&gt;
* '''Candary''' - Canary&lt;br /&gt;
* '''Chewnicorn''' - Unicorn&lt;br /&gt;
* '''Chippopotamus''' - Hippopotamus&lt;br /&gt;
* '''Cinnamonkey''' - Monkey&lt;br /&gt;
* '''Cluckles''' - Chicken&lt;br /&gt;
* '''Cocoadile''' - Crocodile&lt;br /&gt;
* '''Crowla''' - Crow&lt;br /&gt;
* '''Doenut''' - Deer&lt;br /&gt;
* '''Dragonache''' - Dragon&lt;br /&gt;
* '''Dragumfly''' - Dragonfly&lt;br /&gt;
* '''Eaglair''' - Eagle&lt;br /&gt;
* '''Elephanilla''' - Elephant&lt;br /&gt;
* '''Fizzlybear''' - Grizzly Bear&lt;br /&gt;
* '''Fourheads''' - Four-Headed Snake&lt;br /&gt;
* '''Fudgehog''' - Hedgehog&lt;br /&gt;
* '''Galagoogoo''' - Galago (Bushbaby)&lt;br /&gt;
* '''Goobaa''' - Sheep&lt;br /&gt;
* '''Horstachio''' - Horse&lt;br /&gt;
* '''Jameleon''' - Chameleon&lt;br /&gt;
* '''Juicygoose''' - Goose&lt;br /&gt;
* '''Kittyfloss''' - Cat&lt;br /&gt;
* '''Lackatoad''' - Poison Dart Frog&lt;br /&gt;
* '''Lickatoad''' - Frog&lt;br /&gt;
* '''Macaraccoon''' - Raccoon&lt;br /&gt;
* '''Mallowolf''' - Wolf&lt;br /&gt;
* '''Moozipan''' - Cow&lt;br /&gt;
* '''Mothdrop''' - Moth&lt;br /&gt;
* '''Mousemallow''' - Mouse&lt;br /&gt;
* '''Newtgat''' - Newt&lt;br /&gt;
* '''Parrybo''' - Parrot&lt;br /&gt;
* '''Pigxie''' - Flying Pig&lt;br /&gt;
* '''Ponocky''' - Pony&lt;br /&gt;
* '''Pretztail''' - Fox&lt;br /&gt;
* '''Profitamole''' - Mole&lt;br /&gt;
* '''Pudgeon''' - Pigeon&lt;br /&gt;
* '''Quackberry''' - Duck&lt;br /&gt;
* '''Raisant''' - Ant&lt;br /&gt;
* '''Rashberry''' - Pig&lt;br /&gt;
* '''Reddhott''' - Firefly&lt;br /&gt;
* '''Roario''' - Lion&lt;br /&gt;
* '''Salamango''' - Salamander&lt;br /&gt;
* '''Shellybean''' - Snail&lt;br /&gt;
* '''Sherbat''' - Bat&lt;br /&gt;
* '''Sparrowmint''' - Sparrow&lt;br /&gt;
* '''Squazzil''' - Squirrel&lt;br /&gt;
* '''Swanana''' - Swan&lt;br /&gt;
* '''Sweetooth''' - Beaver&lt;br /&gt;
* '''Syrupent''' - Grass Snake&lt;br /&gt;
* '''Taffly''' - Fly&lt;br /&gt;
* '''Twingersnap''' - Two-Headed Snake&lt;br /&gt;
* '''Whirlm''' - Worm&lt;br /&gt;
* '''White Flutterscotch''' - Butterfly&lt;br /&gt;
* '''Zumbug''' - Zebra&lt;br /&gt;
&lt;br /&gt;
==Broadcast information==&lt;br /&gt;
''Viva Piñata'' launched on the Fox Network's Saturday morning lineup, 4Kids TV in the U.S. on August 26, 2006 and Canada's YTV on September 9, 2006, as a part of their brand new Saturday morning block &amp;quot;Crunch&amp;quot;. The episodes are also avaliable to download free of charge via Xbox Marketplace. Viva Piñata first aired in the UK on Monday 5th March on Nicktoons at 4.30pm&lt;br /&gt;
&lt;br /&gt;
==Theme Song==&lt;br /&gt;
This is the theme song from the TV series, the opening theme also appears on the game.&lt;br /&gt;
===Opening Theme===&lt;br /&gt;
(spoken)It's party time! &lt;br /&gt;
&lt;br /&gt;
Viva Piñata &amp;lt;br&amp;gt;&lt;br /&gt;
Filled with fun (filled with fun!) &amp;lt;br&amp;gt;&lt;br /&gt;
Viva Piñata &amp;lt;br&amp;gt;&lt;br /&gt;
Don't beat 'em, join 'em (woo!) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Viva Piñata &amp;lt;br&amp;gt;&lt;br /&gt;
Filled with fun (filled with fun!) &amp;lt;br&amp;gt;&lt;br /&gt;
Viva Piñata &amp;lt;br&amp;gt;&lt;br /&gt;
Don't beat 'em, join 'em (don't beat 'em, join 'em!) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(spoken)Welcome to picturesque Pinata Island. In its many gardens all matter of pinatas live, dance, and dream that one day they will be chosen to entertain at a party as only pinatas can. Well, most pinatas that is. &amp;lt;br&amp;gt;&lt;br /&gt;
Oh fudge! &lt;br /&gt;
&lt;br /&gt;
Shake it, shake it, shake it like a party animal &amp;lt;br&amp;gt;&lt;br /&gt;
Break it, break it, break it like a party animal &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Shake it, shake it, shake it like a party animal &amp;lt;br&amp;gt;&lt;br /&gt;
Break it, break it, break it, break it, break it, break it, break it &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Viva Piñata &amp;lt;br&amp;gt;&lt;br /&gt;
Filled with fun (filled with fun!) &amp;lt;br&amp;gt;&lt;br /&gt;
Viva Piñata &amp;lt;br&amp;gt;&lt;br /&gt;
Don't beat 'em, join 'em (woo!) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Viva Piñata &amp;lt;br&amp;gt;&lt;br /&gt;
Filled with fun (filled with fun!) &amp;lt;br&amp;gt;&lt;br /&gt;
Viva Piñata &amp;lt;br&amp;gt;&lt;br /&gt;
Don't beat 'em, join 'em &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Viva Piñata! &lt;br /&gt;
&lt;br /&gt;
===Closing theme===&lt;br /&gt;
(spoken)&lt;br /&gt;
Franklin: Are you ready to rock? &amp;lt;br&amp;gt;&lt;br /&gt;
Paulie: Yeah, baby! &amp;lt;br&amp;gt;&lt;br /&gt;
Hudson: If you want to find us dont you look in a book, &amp;lt;br&amp;gt;&lt;br /&gt;
Fergie: (There's a book?) We're on Pinata Island, come take a look! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Paulie: We're filling up with fun to give your party a swing, &amp;lt;br&amp;gt;&lt;br /&gt;
Franklyn: You know that parties our thing! &amp;lt;br&amp;gt;&lt;br /&gt;
Paulie: (You know I'm dancing!) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(sung)&amp;lt;br&amp;gt;&lt;br /&gt;
All: Viva Pinata, we dance in the sun! &amp;lt;br&amp;gt;&lt;br /&gt;
Paulie: (In the sun, baby!) &amp;lt;br&amp;gt;&lt;br /&gt;
All: You've got Pinata, the party's begun! &amp;lt;br&amp;gt;&lt;br /&gt;
Hudson: (Come on now!) &amp;lt;br&amp;gt;&lt;br /&gt;
All: Just taste our candy, we're sure you'll agree, &amp;lt;br&amp;gt;&lt;br /&gt;
saying Pinata's are the ones for me! &amp;lt;br&amp;gt;&lt;br /&gt;
Franklin: One more time! &amp;lt;br&amp;gt;&lt;br /&gt;
All: Saying Pinata's are the ones for me! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(spoken)&lt;br /&gt;
Fergie: Oh, I think I pulled something! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Thanks to [http://www.pinataisland.info PinataIsland.info] for the lyrics.''&lt;br /&gt;
&lt;br /&gt;
[[Category:TV]]&lt;/div&gt;</description>
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			<title>Game Of The Week</title>
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&lt;div&gt;[[Category:Gaming]][[Category:TechTeam]]&lt;br /&gt;
The Game Of The Week is a weekly thing on the Ultimate Site in where [[James]] posts a new game each week.&lt;br /&gt;
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*Dr. Carter and the Cave of Despair&lt;/div&gt;</description>
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			<title>Template:Did you know</title>
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&lt;hr /&gt;
&lt;div&gt;*...that [[Nintendo]] was founded in '''1889'''?&lt;br /&gt;
*...that [[Spongebob SquarePants]] is the most popular cartoon in the US?&lt;br /&gt;
*...that [[Mario]] is 5' 1&amp;quot; tall?&lt;/div&gt;</description>
			<pubDate>Fri, 09 Mar 2007 13:54:56 GMT</pubDate>			<dc:creator>Admin</dc:creator>			<comments>http://72.14.177.54/ultimatewiki/Template_talk:Did_you_know</comments>		</item>
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&lt;hr /&gt;
&lt;div&gt;*...that [[Nintendo]] was founded in '''1889'''?&lt;br /&gt;
*...that [[Spongebob SquarePants]] is the most popular cartoon in the US?&lt;br /&gt;
*...that [[Mario]] is 5' 1'' tall?&lt;/div&gt;</description>
			<pubDate>Fri, 09 Mar 2007 13:54:32 GMT</pubDate>			<dc:creator>Admin</dc:creator>			<comments>http://72.14.177.54/ultimatewiki/Template_talk:Did_you_know</comments>		</item>
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			<title>Mario</title>
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&lt;div&gt;[[Category:Gaming]]&lt;br /&gt;
[[image:Mario2small.jpg|frame|right|Mario: [[Nintendo]]'s mascot for over 25 years.]]&lt;br /&gt;
Mario is a popular video game character created by the company [[Nintendo]], and is also the titular hero of numerous successful video games, many of the platforming genre. He is Nintendo's mascot and the typical protagonist of the company's best selling video game series. Therefore, the character, aside from a few exceptions, only appears on Nintendo's consoles. With over 193 million units sold, Mario is not only Nintendo's most successful franchise, but the most successful video game series of all time. Furthermore, Mario is considered the most well-known video game character in the world. In 2005, he was honored with a star on the Walk of Game.&lt;br /&gt;
&lt;br /&gt;
Mario is a 155 cm (5'1&amp;quot;) tall, pudgy, Italian-accented, moustachioed man with a blue pair of overalls, red shirt, white gloves, and red cap with an 'M' emblem on it. Some of his typical catchphrases are &amp;quot;Mamma mia!&amp;quot; and &amp;quot;It's a-me, Mario!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
At first answering to the name of &amp;quot;Jumpman&amp;quot; and was a carpenter in the successful arcade game ''Donkey Kong'', he first attained the worldwide title of &amp;quot;Mario&amp;quot; and became a plumber in ''Donkey Kong Junior.''&lt;br /&gt;
&lt;br /&gt;
The franchise was developed further by constant extension of the freedom of movement for Mario, and exerted crucial influence on the platformer genre of video games. A largely popular series due to its easily-accessible gameplay and exceptional level design, Mario's mascot image was cemented, and he quickly went on to appear in many forms of merchandise. Today, Mario is a household name in many countries worldwide.&lt;br /&gt;
&lt;br /&gt;
===Beginnings===&lt;br /&gt;
&lt;br /&gt;
====Donkey Kong====&lt;br /&gt;
The Japanese video game manufacturer Nintendo tried to find success in the USA just as they have in Japan through the arcade game market. Their arcade game ''Radar Scope'', while successful in Japan, didn't help the subsidiary company Nintendo of America, with only one-third of the shipped ''Radar Scope'' games sold when Nintendo was hoping for a breakthrough. Nintendo president Hiroshi Yamauchi turned to the young game developer [[Shigeru Miyamoto]] and entrusted him with the development of a new game, which would be built from the remaining ''Radar Scope'' units. With a ''Popeye'' game, they hoped to find their desired success in America. However, Nintendo lost the rights to the Popeye character before the planned publication of the finished game.&lt;br /&gt;
&lt;br /&gt;
Thereupon, Miyamoto received an order to sketch a game based on the original game. Miyamoto developed the game ''Donkey Kong'', which tells a story of a carpenter whose girlfriend is kidnapped by a gorilla. The task of the player was to steer the carpenter around barrels and other objects, while trying to catch up to the gorilla and save the girlfriend. For the then-nameless carpenter, Miyamoto wanted to sketch a simple character, which players could identify with themselves. The result was an early Mario, with a tubular nose, red pair of overalls, blue shirt, and red cap.&lt;br /&gt;
&lt;br /&gt;
The design was strongly affected by the technical limitations of the hardware, which permitted only 16 by 16 pixels for the main character. The mustache was better representable than a mouth, and formed the image of a large nose. The multicolored clothes formed a contrast with the black background, and the overalls served as a distinction between the body and the arms, so that one recognized their movement. Because of the cap, it wasn't necessary to represent the movement of Mario's hair if he jumped. The game was finished in 1981, and the game sold over 65,000 units, the most successful arcade game since Pac-Man, bringing Nintendo of America its desired breakthrough. The character, named &amp;quot;Jumpman&amp;quot; by Miyamoto was renamed by Hiroshi Yamauchi due to his physical similarity with Nintendo of America's landlord, Mario Segale, and the character was identified as Italian. The color combination of the shirt and overalls was modified in later games from blue-red to red-brown to red-blue. Despite more efficient video game hardware and the improved possibilities of realistic graphics, Mario has kept this appearance even today.&lt;br /&gt;
&lt;br /&gt;
====Mario Bros.====&lt;br /&gt;
After his appearance in ''Donkey Kong Junior'', Mario appeared again in 1983 in ''Mario Bros.'', Mario's first appearance as the titular hero. After a colleague cited that Mario looked more like a plumber than a carpenter, Miyamoto changed his occupation accordingly. In this game, which was originally called ''Pipe Jump'', Mario and his brother Luigi must exterminate Koopa Troopas and other pests that entered from the underground pipes by jumping up against the platform where the Koopa Troopa was. Although the game's success steadily declined, it was not the brothers' last appearance.&lt;br /&gt;
&lt;br /&gt;
===Platformers===&lt;br /&gt;
The current image reached by Mario through the platformer franchise ''Super Mario'' for Nintendo's home consoles is described here.&lt;br /&gt;
&lt;br /&gt;
====Super Mario Bros.====&lt;br /&gt;
The Family Computer (Famicom) was released in 1983. Since only good software titles could ensure a durable success of the system, Hiroshi Yamauchi, the president, turned to [[Shigeru Miyamoto]] to develop a new game for the Nintendo console. ''Super Mario Bros.'' was published in Japan on September 13, 1985, and marked a milestone in video game history.&lt;br /&gt;
&lt;br /&gt;
Mario and Luigi now live in the Mushroom Kingdom where they must rescue Princess Toadstool from the evil clutches of the Koopa Bowser. The player controls Mario through laterally-scrolling levels the size of several screens, jumping over abysses and defeating enemies in order to reach the end of the level. By hitting certain blocks, power-ups are released. The Super Mushroom allows Mario to become Super Mario, who is able to destroy certain blocks, but will shrink back into regular Mario if he is hit by an enemy. Normally, Mario can defeat his enemies by jumping on top of them, but by collecting the Fire Flower, Mario can throw fireballs, which can be used for the same purpose.The 1-up mushroom is hidden in diverse locations around the game.If mario collects this Mushroom he will be granted another life. The Power Star makes him temporarily invulnerable. The game can either be played alone or alternating with another, the second player playing as Luigi.&lt;br /&gt;
&lt;br /&gt;
''Super Mario Bros.'' is substantially more extensive than Miyamoto's earlier games, and was, upon its publication, the longest and most complex video game of them all. Like ''Donkey Kong'', the game follows the &amp;quot;hero saves kidnapped girl&amp;quot; story, but the levels have expanded to enormous proportions. Miyamoto created an extensive game world with branched paths and underground caves, while in most past games, the individual levels were limited to the size of the screen. Although there is also a point counter, a high score was an object of little interest to most gamers, as getting extra points does nothing to benefit the gamer.&lt;br /&gt;
&lt;br /&gt;
The game mechanics from ''Mario Bros.'' were extended by new elements. Miyamoto apparently took inspirations from many books and stories. The idea of mushrooms that make Mario larger and stronger is identical to ''Alice's Adventures in Wonderland'', and the warps and hidden exits used to move forward many levels ahead are reminiscent of ''Star Trek: The Original Series''. Graphically, ''Super Mario Bros.'' pushed the boundaries of technology at its time. The concept of scrolling levels wasn't new, but no previous game used the technology so effectively, or had such even transitions.&lt;br /&gt;
&lt;br /&gt;
Endless depth, colorful graphics, a memorable soundtrack, and good gameplay helped make ''Super Mario Bros.'' a hit. In Japan, a &amp;quot;Mario Boom&amp;quot; developed: A strategy guide, which contained exact maps of the game levels and all the hidden extras, quickly became a best-seller. Mario mangas and an anime film were published. In North America, the game helped the Nintendo Entertainment System, the American version of the Famicom, reach a breakthrough in 1986 and resulted in a Nintendo mania. This brought the video game crash of 1983 to an end. The game has since been bundled with the console, and went on to sell 40 million copies, and is now listed in the Guinness World Records as the best-selling game of all time.&lt;br /&gt;
&lt;br /&gt;
====Super Mario Bros.: The Lost Levels====&lt;br /&gt;
In Japan, a sequel, ''Super Mario Bros. 2'', was already released exclusively for the Famicom Disk System. The game was identical to its predecessor, with the addition of Poison Mushrooms that shrink Mario, and gusts of wind. The game was successful in Japan, but was deemed too difficult for non-Japanese gamers, and was not published outside Japan during the NES's peak years.  The Japanese ''Super Mario Bros. 2'' was finally released in western markets in 1993 as ''The Lost Levels'', released as part of the collection ''Super Mario All-Stars'' for the Super Nintendo Entertainment System.&lt;br /&gt;
&lt;br /&gt;
====Super Mario Bros. 2====&lt;br /&gt;
Because the Japanese game Super Mario 2 was deemed too difficult for the western market, and the then president of American operations Howard Lincoln personally disliked the game, Nintendo acquired the rights to the Fuji Television game ''Yume Kojo: Doki Doki Panic'', inserted Mario characters into the game, and brought the game outside of Japan in 1988 as ''Super Mario Bros. 2: Mario Madness''. For this reason, the gameplay differs clearly from its predecessor at certain points. For example, a simple jump to the head is no longer enough to defeat an enemy, but the enemy must also be thrown into another to be completely defeated. Mario's freedom of movement was also increased: in contrast to the first game and the Japanese version, the screen not only scrolled from left to right, but could also turn around, and even scroll vertically. ''Super Mario Bros. 2'' was a success, and was later released in Japan as ''Super Mario Bros. USA'' in 1992.&lt;br /&gt;
&lt;br /&gt;
====Super Mario Bros. 3====&lt;br /&gt;
The third installment in the series was released in 1990, and was the most-anticipated, so much in fact that it appeared in the Fred Savage film ''The Wizard'' before even being officially released. ''Super Mario Bros. 3'' was the most extensive installment in the series.This marked the second 2 dimensional game for Mario to be much like the original version with more powerups. The gameplay and story were similar to the first installment, but there were some innovations. The game world was now represented as a generic map, where Mario could choose where he would go. Various suits were also added, which lent Mario special abilities. For example, the frog suit improved Mario's jumping and swimming capabilities, and the Tanooki suit allowed Mario to turn into a statue and hide from enemies. The freedom of movement was again increased with improved scrolling: the screen can now move in all directions, with the underwater sections being able to scroll vertically and diagonally. There are also levels that automatically scroll, in which the player must keep moving to keep Mario on the screen. Over 18 million copies were sold worldwide, making ''Super Mario Bros. 3'' the best-selling non-bundled video game of all time, earning 500 million dollars in the process.&lt;br /&gt;
&lt;br /&gt;
====Super Mario World====&lt;br /&gt;
When the Super Famicom was published in 1990, Yamauchi assigned Miyamoto with the development of a game that would demonstrate the technical possibilities of the system. The new game followed the same path as its predecessors: Mario and Luigi had to save the princess from Bowser's claws by crossing many levels, which are accessible from a map. One of the largest innovations was the dinosaur Yoshi, which served as an animal for Mario and Luigi to ride on, and could use its long tongue to eat enemies. As its color changed, so did its abilities.&lt;br /&gt;
&lt;br /&gt;
The 72 levels had 96 exits; hiding many secret levels greatly increased both the player's freedom to choose as well as the replay value of the game. ''Super Mario World'' became a large success, and Nintendo bundled it with the Super Famicom, in Japan, and the Super Nintendo Entertainment System, elsewhere.&lt;br /&gt;
&lt;br /&gt;
====Super Mario World 2====&lt;br /&gt;
Nintendo released the successor, ''Super Mario World 2: Yoshi's Island'', in 1995. Nintendo's marketing department rejected Miyamoto's original version of the game, because they considered the game's graphics outdated, especially since games with 3-D rendered graphics, such as ''Donkey Kong Country'',  proved to be a large success. Thus, Miyamoto changed the graphics to resemble pastels drawings.&lt;br /&gt;
&lt;br /&gt;
In ''Super Mario World 2: Yoshi's Island'', the player controlled Yoshi, who had Baby Mario on its back, both having to rescue Baby Luigi, who Baby Bowser imprisoned. While the game is still a 2-D platformer, the new main character brought new possibilities with it. Among other things, Yoshi could throw eggs, implement a ramming attack, and transform into a helicopter to reach new heights. Like its predecessors, ''Super Mario World 2'' was a success, and gamers consider it one of the best platformer games.&lt;br /&gt;
&lt;br /&gt;
====Super Mario 64====&lt;br /&gt;
A Mario game also accompanied the publication of Nintendo's next home console, the Nintendo 64. ''Super Mario 64'' advanced the plumber into the third dimension and defined the term &amp;quot;3-D platformer&amp;quot;. The game was not as linear as the previous installments, and the new Analog Stick made an extensive repertoire of precise movements in all directions possible. Mario could now not only run, jump, swim, and carry certain objects, but he could also punch, perform a Triple Jump, don a Wing Cap, and more. It is also the first game in the main Super Mario series to feature the voice acting of Charles Martinet for Mario.&lt;br /&gt;
&lt;br /&gt;
Mario must once again save Princess Peach from Bowser, and free as much as 120 Power Stars from the paintings and return them to her castle. Each painting furnishes a unique world, where Mario must fulfill several different tasks to free a Star. Nintendo did not bundle ''Super Mario 64'' with the Nintendo 64 at first, but it was a large success nevertheless, contributing to the success of the system. Gamers consider Mario's 3-D debut one of the most influential games.&lt;br /&gt;
&lt;br /&gt;
====Paper Mario====&lt;br /&gt;
{{main|Paper Mario}}&lt;br /&gt;
&lt;br /&gt;
In 2001 Paper Mario was released in North America on the Nintendo 64 platform as a spiritual sequel to the 1996 Super Nintendo game Super Mario RPG: Legend of the Seven Stars.  The role playing game featured Mario and the other characters as 2D paper cutouts in a 3D world.  Sales and popularity were hindered because it was released at the end of the Nintendo 64 lifespan.&lt;br /&gt;
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====Super Mario Sunshine====&lt;br /&gt;
2002's Nintendo Gamecube marks the first time a Mario game wasn't published as a launch title. Instead, Luigi appeared in the main role in ''Luigi's Mansion'', where Mario only played a minor role. The long-expected successor to ''Super Mario 64'' followed only some months later. In ''Super Mario Sunshine'', Mario and Peach travel to Isle Delfino for a vacation. However, a Mario double appears and vandalizes the entire island. With the help of FLUDD (and because Mario was sentenced to an indefinite amount of hours of community service), it's up to Mario to clean up the entire island.&lt;br /&gt;
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The gameplay here is identical to that of its predecessor: from the Piazza Delfino, Mario enters different worlds, in which he must master different tasks in order to receive a Shine Sprite (120 in total). The largest innovation in this game is the FLUDD: By using different nozzles, Mario can not only spray water forward, but can also spray downward, rocket up into the air, and receive a boost of speed. Thus, there is an even bigger freedom of movement here than its predecessor. However, there is some sections in which Mario is without FLUDD, and must overcome a fastidious obstacle course. This also marks Yoshi's first playable appearance in a 3D platformer game.&lt;br /&gt;
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====Paper Mario: The Thousand Year Door====&lt;br /&gt;
''Paper Mario: The Thousand-Year Door'' was released in 2004 on the Gamecube.  The game play is similar to its predecessor, Paper Mario.  The graphics ability of the Gamecube enabled the &amp;quot;paper&amp;quot; element to truly come into play.  &lt;br /&gt;
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====Super Paper Mario====&lt;br /&gt;
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''Super Paper Mario'' is currently being developed for the Wii console, and was formerly to appear at the end of 2006. It is a platformer game that takes on the 2-D look of the ''Paper Mario'' role-playing series.&lt;br /&gt;
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====Super Mario Galaxy====&lt;br /&gt;
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''Super Mario Galaxy'', the successor to ''Super Mario Sunshine'', is in development for the latest Nintendo console Wii. It is slated for release in the year 2007. Super Mario Galaxy is being developed by EAD Tokyo, which was also responsible for ''Donkey Kong Jungle Beat''.&lt;br /&gt;
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In this videogame, Mario must once again rescue the kidnapped princess, this time in the reaches of space. Because of the low gravity in space, it is now possible for Mario to jump higher than ever before. This and other new movements are executed by the player with the new Wii Remote. The remote is used to point at things and deflecting attacks. New moves include a spinning attack and flying between planets with stars.&lt;br /&gt;
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===Handheld platformers===&lt;br /&gt;
====Game &amp;amp; Watch====&lt;br /&gt;
The Game &amp;amp; Watch Handheld electronic game series already began in 1980, but with the publication of several Game &amp;amp; Watch titles from 1982 to 1984 based on the ''Donkey Kong'' arcade games and ''Mario Bros.'', its popularity rose. In the year 1983, ''Mario's Cement Factory'' was published, where Mario must empty cement from the hoppers into the cement trucks below. In addition, two titles based on ''Super Mario Bros.'' appeared in 1986 and 1988.&lt;br /&gt;
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====Game Boy====&lt;br /&gt;
''Super Mario Land'' was released at the same time the portable video game system Game Boy was published. Although Shigeru Miyamoto wasn't involved in the development, the game became a large success. Following this game were 1992's ''Super Mario Land 2: 6 Golden Coins'' and 1994's ''Wario Land: Super Mario Land 3''. ''Super Mario Land 2'' served as the introduction to Wario, an antagonist to Mario, who would go on to become the main character in ''Wario Land''. Four ''Wario Land'' platformers and other games followed this.&lt;br /&gt;
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====Game Boy Color====&lt;br /&gt;
At the same time the Game Boy Color was released in 1999, ''Super Mario Bros. Deluxe'', an improved version of ''Super Mario Bros.'', was released, with a two-player mode and Game Boy Printer support.&lt;br /&gt;
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====Game Boy Advance====&lt;br /&gt;
''Super Mario Advance'', an improved version of ''Super Mario Bros. 2: Mario Madness'', was released for the Game Boy Advance in 2001. Following this game were ''Super Mario World: Super Mario Advance 2'', ''Super Mario Advance 3: Yoshi's Island'', and ''[[Super Mario Advance 4: Super Mario Bros. 3'', all of them improved versions of past Mario titles. However, an original title was released in 2004, under the name ''Mario vs. Donkey Kong''. In this game, Mario must master different levels by solving puzzles, and recover Mini Mario toys stolen by Donkey Kong.&lt;br /&gt;
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====Nintendo DS====&lt;br /&gt;
''Super Mario 64 DS'' was released in the USA and Japan in 2004, and in Europe and Australia in 2005. The game is a portable version of ''Super Mario 64'', with a multi-player mode among other innovations. Another title, ''Yoshi Touch &amp;amp; Go'', was released in 2005, starring Baby Mario as well as Yoshi. ''New Super Mario Bros.'' was released for the Nintendo DS in 2006, a platformer that mixed classic Mario 2-D gameplay with modern 3-D graphics, new motion possibilities, and play modes for up to four players.In late 2006, ''Yoshi's Island DS'' and ''Mario Hoops 3 on 3'' were released for the DS.&lt;br /&gt;
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===Other games===&lt;br /&gt;
Apart from his platformer appearances, Mario has appeared in many other games (usually on Nintendo's systems), and has made guest appearances in non-Mario games, such as in ''Mike Tyson's Punch-Out!!'', where he is a referee. Apart from these guest appearances, Mario has appeared in non-platformer games as the protagonist of other successful series. Mario's popularity proved helpful in establishing these games and game series at the market. These games are published by Nintendo, but developed by another company, such as Hudson Soft or Camelot Software Planning. Mario has even appeared as a playable character in ''NBA Street V3'' and ''SSX On Tour'', both from Electronic Arts.&lt;br /&gt;
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====Single-player games====&lt;br /&gt;
After the relatively unknown Game &amp;amp; Watch title ''Mario Bombs Away'', Mario's first non-platformer game was released in 1990. ''Dr. Mario'''s gameplay was similar to ''Tetris'', which was later converted for nearly all of Nintendo's consoles. Mario later explored other genres. Two examples include the educational game ''Mario Paint'', which appeared in 1992 for the Super Nintendo Entertainment System, and ''Mario Pinball Land'' for the Game Boy Advance. 1996's ''Super Mario RPG: Legend of the Seven Stars'' for the Super Nintendo Entertainment System marked Mario's first role-playing game. Since then, four role-playing games have followed: ''Paper Mario'' for the Nintendo 64, ''Mario &amp;amp; Luigi: Superstar Saga'' for the Game Boy Advance, ''Paper Mario: The Thousand-Year Door'' for the Nintendo Gamecube, and ''Mario &amp;amp; Luigi: Partners in Time'' for the Nintendo DS.&lt;br /&gt;
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====Multi-player games====&lt;br /&gt;
Mario's multiplayer games represent a more important subrange of Mario games. The ''Mario Kart'' franchise began with 1992's ''Super Mario Kart'' for the Super Nintendo Entertainment System, and still continues to be the most successful and longest-running kart-racing franchise today. Apart from racing, Mario is also active in the Camelot sports game franchises ''Mario Golf'' and ''Mario Tennis''. In 1999, the Hudson game ''Mario Party'' was released for the Nintendo 64, a set of minigames for up to four players, with the seventh installment released in 2005 for the Gamecube. The eighth installment is soon to come to Wii. 2005 also saw the release of ''Dance Dance Revolution: Mario Mix'' by Konami, the soccer game ''Super Mario Strikers'' by Next Level Games, and the baseball game ''Mario Superstar Baseball'' by Namco. The basketball game ''Mario Hoops 3-on-3'' by Square-Enix was released in 2006. Their multiplayer aspect and gradual learning curve have made each series quite popular. In each game, Mario and other characters play against each other, nearly all of them being playable, including Luigi, Yoshi, Donkey Kong, Princess Peach, Toad, Princess Daisy, Wario, and Waluigi.&lt;br /&gt;
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====Spin-offs====&lt;br /&gt;
The Mario series is considered to have the most successful spin-offs.&lt;br /&gt;
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Wario made his first appearance in ''Super Mario Land 2'', and became a protagonist in ''Super Mario Land 3''. From this point on, the ''Wario Land'' franchise was created, and established Wario as an independent game protagonist, who's success has manifested itself into the ''WarioWare'' series.&lt;br /&gt;
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Yoshi developed likewise into a titular character of several games, and so has Luigi with the Gamecube game ''Luigi's Mansion''.Furthermore, 2005's ''Super Princess Peach'' marked the first time Peach is seen as the main playable character.&lt;br /&gt;
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====Plagiarisms====&lt;br /&gt;
Besides the arcade games ''Donkey Kong'', ''Donkey Kong Jr.'' and ''Mario Bros.'' (all which were converted to various game consoles by other manufacturers), the edutainment PC titles, and ''Hotel Mario'' (which came out of a license agreement with Philips CD-i in 1994), Mario has appeared exclusively on Nintendo systems. However, there were attempts to copy the successful concept of his games onto other hardware platforms. In 1987, the video game ''Great Giana Sisters'' was developed in West Germany by Rainbow Arts and released for the home computer Commodore 64, Atari ST, and Amiga. Players and critics agree that it's one of the best games for the Commodore 64. A crucial reason for the quality and popularity of ''Giana Sisters'' however was that it oriented itself very strongly around ''Super Mario Bros.'' For this reason, Nintendo forced the withdrawal of all versions of the game.&lt;br /&gt;
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==Mascot==&lt;br /&gt;
After the success of Super Mario Bros., Mario became Nintendo's official mascot. Soon after, numerous rival businesses tried to emulate the successful concept of a video game mascot. One particular competitor, Sega, tried to establish a similar cult figure with the blue hedgehog Sonic, and the competition between Sega and Nintendo during the first half of the 90s was at the same time a pitting of &amp;quot;Sonic vs. Mario&amp;quot;. The Sonic platformer games for Sega consoles established the character as a successful video game hero, who now represents Sega's mascot. During the following years an animated series, comics, as well as numerous video games of different categories were produced, among them the racing game Sonic R, the pinball game Sonic Spinball, and the party game Sonic Shuffle. However, despite all this, Sonic never quite reached the popularity of Mario. Sony also found a mascot in the platformer character Crash Bandicoot for their PlayStation consoles. Parallel to Mario's Mario Kart was Crash's Crash Team Racing, the same case being for Mario Party and Crash Bash. The original Crash platformers also pay tribute to Mario's own platformers. Crash proved to be a large success, but he stayed PlayStation's official mascot for only a relatively short time, and just like Sonic, he now makes appearances on other consoles.&lt;/div&gt;</description>
			<pubDate>Fri, 09 Mar 2007 13:50:20 GMT</pubDate>			<dc:creator>Admin</dc:creator>			<comments>http://72.14.177.54/ultimatewiki/Talk:Mario</comments>		</item>
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			<title>Mario</title>
			<link>http://72.14.177.54/ultimatewiki/Mario</link>
			<description>&lt;p&gt;Admin:&amp;#32;&lt;/p&gt;
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&lt;div&gt;[[Category:Gaming]]&lt;br /&gt;
[[image:Mario2small.jpg|frame|right|Mario: [[Nintendo]]'s mascot for over 25 years.]]&lt;br /&gt;
Mario is a popular video game character created by the company [[Nintendo]], and is also the titular hero of numerous successful video games, many of the platforming genre. He is Nintendo's mascot and the typical protagonist of the company's best selling video game series. Therefore, the character, aside from a few exceptions, only appears on Nintendo's consoles. With over 193 million units sold, Mario is not only Nintendo's most successful franchise, but the most successful video game series of all time. Furthermore, Mario is considered the most well-known video game character in the world. In 2005, he was honored with a star on the Walk of Game.&lt;br /&gt;
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Mario is a 155 cm (5'1&amp;quot;) tall, pudgy, Italian-accented, moustachioed man with a blue pair of overalls, red shirt, white gloves, and red cap with an 'M' emblem on it. Some of his typical catchphrases are &amp;quot;Mamma mia!&amp;quot; and &amp;quot;It's a-me, Mario!&amp;quot;&lt;br /&gt;
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==History==&lt;br /&gt;
At first answering to the name of &amp;quot;Jumpman&amp;quot; and was a carpenter in the successful arcade game ''Donkey Kong'', he first attained the worldwide title of &amp;quot;Mario&amp;quot; and became a plumber in ''Donkey Kong Junior.''&lt;br /&gt;
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The franchise was developed further by constant extension of the freedom of movement for Mario, and exerted crucial influence on the platformer genre of video games. A largely popular series due to its easily-accessible gameplay and exceptional level design, Mario's mascot image was cemented, and he quickly went on to appear in many forms of merchandise. Today, Mario is a household name in many countries worldwide.&lt;br /&gt;
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===Beginnings===&lt;br /&gt;
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====Donkey Kong====&lt;br /&gt;
The Japanese video game manufacturer Nintendo tried to find success in the USA just as they have in Japan through the arcade game market. Their arcade game ''Radar Scope'', while successful in Japan, didn't help the subsidiary company Nintendo of America, with only one-third of the shipped ''Radar Scope'' games sold when Nintendo was hoping for a breakthrough. Nintendo president Hiroshi Yamauchi turned to the young game developer [[Shigeru Miyamoto]] and entrusted him with the development of a new game, which would be built from the remaining ''Radar Scope'' units. With a ''Popeye'' game, they hoped to find their desired success in America. However, Nintendo lost the rights to the Popeye character before the planned publication of the finished game.&lt;br /&gt;
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Thereupon, Miyamoto received an order to sketch a game based on the original game. Miyamoto developed the game ''Donkey Kong'', which tells a story of a carpenter whose girlfriend is kidnapped by a gorilla. The task of the player was to steer the carpenter around barrels and other objects, while trying to catch up to the gorilla and save the girlfriend. For the then-nameless carpenter, Miyamoto wanted to sketch a simple character, which players could identify with themselves. The result was an early Mario, with a tubular nose, red pair of overalls, blue shirt, and red cap.&lt;br /&gt;
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The design was strongly affected by the technical limitations of the hardware, which permitted only 16 by 16 pixels for the main character. The mustache was better representable than a mouth, and formed the image of a large nose. The multicolored clothes formed a contrast with the black background, and the overalls served as a distinction between the body and the arms, so that one recognized their movement. Because of the cap, it wasn't necessary to represent the movement of Mario's hair if he jumped. The game was finished in 1981, and the game sold over 65,000 units, the most successful arcade game since Pac-Man, bringing Nintendo of America its desired breakthrough. The character, named &amp;quot;Jumpman&amp;quot; by Miyamoto was renamed by Hiroshi Yamauchi due to his physical similarity with Nintendo of America's landlord, Mario Segale, and the character was identified as Italian. The color combination of the shirt and overalls was modified in later games from blue-red to red-brown to red-blue. Despite more efficient video game hardware and the improved possibilities of realistic graphics, Mario has kept this appearance even today.&lt;br /&gt;
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====Mario Bros.====&lt;br /&gt;
After his appearance in ''Donkey Kong Junior'', Mario appeared again in 1983 in ''Mario Bros.'', Mario's first appearance as the titular hero. After a colleague cited that Mario looked more like a plumber than a carpenter, Miyamoto changed his occupation accordingly. In this game, which was originally called ''Pipe Jump'', Mario and his brother Luigi must exterminate Koopa Troopas and other pests that entered from the underground pipes by jumping up against the platform where the Koopa Troopa was. Although the game's success steadily declined, it was not the brothers' last appearance.&lt;br /&gt;
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===Platformers===&lt;br /&gt;
The current image reached by Mario through the platformer franchise ''Super Mario'' for Nintendo's home consoles is described here.&lt;br /&gt;
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====Super Mario Bros.====&lt;br /&gt;
The Family Computer (Famicom) was released in 1983. Since only good software titles could ensure a durable success of the system, Hiroshi Yamauchi, the president, turned to [[Shigeru Miyamoto]] to develop a new game for the Nintendo console. ''Super Mario Bros.'' was published in Japan on September 13, 1985, and marked a milestone in video game history.&lt;br /&gt;
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Mario and Luigi now live in the Mushroom Kingdom where they must rescue Princess Toadstool from the evil clutches of the Koopa Bowser. The player controls Mario through laterally-scrolling levels the size of several screens, jumping over abysses and defeating enemies in order to reach the end of the level. By hitting certain blocks, power-ups are released. The Super Mushroom allows Mario to become Super Mario, who is able to destroy certain blocks, but will shrink back into regular Mario if he is hit by an enemy. Normally, Mario can defeat his enemies by jumping on top of them, but by collecting the Fire Flower, Mario can throw fireballs, which can be used for the same purpose.The 1-up mushroom is hidden in diverse locations around the game.If mario collects this Mushroom he will be granted another life. The Power Star makes him temporarily invulnerable. The game can either be played alone or alternating with another, the second player playing as Luigi.&lt;br /&gt;
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''Super Mario Bros.'' is substantially more extensive than Miyamoto's earlier games, and was, upon its publication, the longest and most complex video game of them all. Like ''Donkey Kong'', the game follows the &amp;quot;hero saves kidnapped girl&amp;quot; story, but the levels have expanded to enormous proportions. Miyamoto created an extensive game world with branched paths and underground caves, while in most past games, the individual levels were limited to the size of the screen. Although there is also a point counter, a high score was an object of little interest to most gamers, as getting extra points does nothing to benefit the gamer.&lt;br /&gt;
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The game mechanics from ''Mario Bros.'' were extended by new elements. Miyamoto apparently took inspirations from many books and stories. The idea of mushrooms that make Mario larger and stronger is identical to ''Alice's Adventures in Wonderland'', and the warps and hidden exits used to move forward many levels ahead are reminiscent of ''Star Trek: The Original Series''. Graphically, ''Super Mario Bros.'' pushed the boundaries of technology at its time. The concept of scrolling levels wasn't new, but no previous game used the technology so effectively, or had such even transitions.&lt;br /&gt;
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Endless depth, colorful graphics, a memorable soundtrack, and good gameplay helped make ''Super Mario Bros.'' a hit. In Japan, a &amp;quot;Mario Boom&amp;quot; developed: A strategy guide, which contained exact maps of the game levels and all the hidden extras, quickly became a best-seller. Mario mangas and an anime film were published. In North America, the game helped the Nintendo Entertainment System, the American version of the Famicom, reach a breakthrough in 1986 and resulted in a Nintendo mania. This brought the video game crash of 1983 to an end. The game has since been bundled with the console, and went on to sell 40 million copies, and is now listed in the Guinness World Records as the best-selling game of all time.&lt;br /&gt;
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====Super Mario Bros.: The Lost Levels====&lt;br /&gt;
In Japan, a sequel, ''Super Mario Bros. 2'', was already released exclusively for the Famicom Disk System. The game was identical to its predecessor, with the addition of Poison Mushrooms that shrink Mario, and gusts of wind. The game was successful in Japan, but was deemed too difficult for non-Japanese gamers, and was not published outside Japan during the NES's peak years.  The Japanese ''Super Mario Bros. 2'' was finally released in western markets in 1993 as ''The Lost Levels'', released as part of the collection ''Super Mario All-Stars'' for the Super Nintendo Entertainment System.&lt;br /&gt;
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====Super Mario Bros. 2====&lt;br /&gt;
Because the Japanese game Super Mario 2 was deemed too difficult for the western market, and the then president of American operations Howard Lincoln personally disliked the game, Nintendo acquired the rights to the Fuji Television game ''Yume Kojo: Doki Doki Panic'', inserted Mario characters into the game, and brought the game outside of Japan in 1988 as ''Super Mario Bros. 2: Mario Madness''. For this reason, the gameplay differs clearly from its predecessor at certain points. For example, a simple jump to the head is no longer enough to defeat an enemy, but the enemy must also be thrown into another to be completely defeated. Mario's freedom of movement was also increased: in contrast to the first game and the Japanese version, the screen not only scrolled from left to right, but could also turn around, and even scroll vertically. ''Super Mario Bros. 2'' was a success, and was later released in Japan as ''Super Mario Bros. USA'' in 1992.&lt;br /&gt;
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====Super Mario Bros. 3====&lt;br /&gt;
The third installment in the series was released in 1990, and was the most-anticipated, so much in fact that it appeared in the Fred Savage film ''The Wizard'' before even being officially released. ''Super Mario Bros. 3'' was the most extensive installment in the series.This marked the second 2 dimensional game for Mario to be much like the original version with more powerups. The gameplay and story were similar to the first installment, but there were some innovations. The game world was now represented as a generic map, where Mario could choose where he would go. Various suits were also added, which lent Mario special abilities. For example, the frog suit improved Mario's jumping and swimming capabilities, and the Tanooki suit allowed Mario to turn into a statue and hide from enemies. The freedom of movement was again increased with improved scrolling: the screen can now move in all directions, with the underwater sections being able to scroll vertically and diagonally. There are also levels that automatically scroll, in which the player must keep moving to keep Mario on the screen. Over 18 million copies were sold worldwide, making ''Super Mario Bros. 3'' the best-selling non-bundled video game of all time, earning 500 million dollars in the process.&lt;br /&gt;
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====Super Mario World====&lt;br /&gt;
When the Super Famicom was published in 1990, Yamauchi assigned Miyamoto with the development of a game that would demonstrate the technical possibilities of the system. The new game followed the same path as its predecessors: Mario and Luigi had to save the princess from Bowser's claws by crossing many levels, which are accessible from a map. One of the largest innovations was the dinosaur Yoshi, which served as an animal for Mario and Luigi to ride on, and could use its long tongue to eat enemies. As its color changed, so did its abilities.&lt;br /&gt;
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The 72 levels had 96 exits; hiding many secret levels greatly increased both the player's freedom to choose as well as the replay value of the game. ''Super Mario World'' became a large success, and Nintendo bundled it with the Super Famicom, in Japan, and the Super Nintendo Entertainment System, elsewhere.&lt;br /&gt;
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====Super Mario World 2====&lt;br /&gt;
Nintendo released the successor, ''Super Mario World 2: Yoshi's Island'', in 1995. Nintendo's marketing department rejected Miyamoto's original version of the game, because they considered the game's graphics outdated, especially since games with 3-D rendered graphics, such as ''Donkey Kong Country'',  proved to be a large success. Thus, Miyamoto changed the graphics to resemble pastels drawings.&lt;br /&gt;
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In ''Super Mario World 2: Yoshi's Island'', the player controlled Yoshi, who had Baby Mario on its back, both having to rescue Baby Luigi, who Baby Bowser imprisoned. While the game is still a 2-D platformer, the new main character brought new possibilities with it. Among other things, Yoshi could throw eggs, implement a ramming attack, and transform into a helicopter to reach new heights. Like its predecessors, ''Super Mario World 2'' was a success, and gamers consider it one of the best platformer games.&lt;br /&gt;
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====Super Mario 64====&lt;br /&gt;
A Mario game also accompanied the publication of Nintendo's next home console, the Nintendo 64. ''Super Mario 64'' advanced the plumber into the third dimension and defined the term &amp;quot;3-D platformer&amp;quot;. The game was not as linear as the previous installments, and the new Analog Stick made an extensive repertoire of precise movements in all directions possible. Mario could now not only run, jump, swim, and carry certain objects, but he could also punch, perform a Triple Jump, don a Wing Cap, and more. It is also the first game in the main Super Mario series to feature the voice acting of Charles Martinet for Mario.&lt;br /&gt;
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Mario must once again save Princess Peach from Bowser, and free as much as 120 Power Stars from the paintings and return them to her castle. Each painting furnishes a unique world, where Mario must fulfill several different tasks to free a Star. Nintendo did not bundle ''Super Mario 64'' with the Nintendo 64 at first, but it was a large success nevertheless, contributing to the success of the system. Gamers consider Mario's 3-D debut one of the most influential games.&lt;br /&gt;
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====Paper Mario====&lt;br /&gt;
{{main|Paper Mario}}&lt;br /&gt;
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In 2001 Paper Mario was released in North America on the Nintendo 64 platform as a spiritual sequel to the 1996 Super Nintendo game Super Mario RPG: Legend of the Seven Stars.  The role playing game featured Mario and the other characters as 2D paper cutouts in a 3D world.  Sales and popularity were hindered because it was released at the end of the Nintendo 64 lifespan.&lt;br /&gt;
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====Super Mario Sunshine====&lt;br /&gt;
2002's Nintendo Gamecube marks the first time a Mario game wasn't published as a launch title. Instead, Luigi appeared in the main role in ''Luigi's Mansion'', where Mario only played a minor role. The long-expected successor to ''Super Mario 64'' followed only some months later. In ''Super Mario Sunshine'', Mario and Peach travel to Isle Delfino for a vacation. However, a Mario double appears and vandalizes the entire island. With the help of FLUDD (and because Mario was sentenced to an indefinite amount of hours of community service), it's up to Mario to clean up the entire island.&lt;br /&gt;
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The gameplay here is identical to that of its predecessor: from the Piazza Delfino, Mario enters different worlds, in which he must master different tasks in order to receive a Shine Sprite (120 in total). The largest innovation in this game is the FLUDD: By using different nozzles, Mario can not only spray water forward, but can also spray downward, rocket up into the air, and receive a boost of speed. Thus, there is an even bigger freedom of movement here than its predecessor. However, there is some sections in which Mario is without FLUDD, and must overcome a fastidious obstacle course. This also marks Yoshi's first playable appearance in a 3D platformer game.&lt;br /&gt;
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====Paper Mario: The Thousand Year Door====&lt;br /&gt;
''Paper Mario: The Thousand-Year Door'' was released in 2004 on the Gamecube.  The game play is similar to its predecessor, Paper Mario.  The graphics ability of the Gamecube enabled the &amp;quot;paper&amp;quot; element to truly come into play.  &lt;br /&gt;
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====Super Paper Mario====&lt;br /&gt;
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''Super Paper Mario'' is currently being developed for the Wii console, and was formerly to appear at the end of 2006. It is a platformer game that takes on the 2-D look of the ''Paper Mario'' role-playing series.&lt;br /&gt;
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====Super Mario Galaxy====&lt;br /&gt;
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''Super Mario Galaxy'', the successor to ''Super Mario Sunshine'', is in development for the latest Nintendo console Wii. It is slated for release in the year 2007. Super Mario Galaxy is being developed by EAD Tokyo, which was also responsible for ''Donkey Kong Jungle Beat''.&lt;br /&gt;
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In this videogame, Mario must once again rescue the kidnapped princess, this time in the reaches of space. Because of the low gravity in space, it is now possible for Mario to jump higher than ever before. This and other new movements are executed by the player with the new Wii Remote. The remote is used to point at things and deflecting attacks. New moves include a spinning attack and flying between planets with stars.&lt;br /&gt;
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===Handheld platformers===&lt;br /&gt;
====Game &amp;amp; Watch====&lt;br /&gt;
The Game &amp;amp; Watch Handheld electronic game series already began in 1980, but with the publication of several Game &amp;amp; Watch titles from 1982 to 1984 based on the ''Donkey Kong'' arcade games and ''Mario Bros.'', its popularity rose. In the year 1983, ''Mario's Cement Factory'' was published, where Mario must empty cement from the hoppers into the cement trucks below. In addition, two titles based on ''Super Mario Bros.'' appeared in 1986 and 1988.&lt;br /&gt;
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====Game Boy====&lt;br /&gt;
''Super Mario Land'' was released at the same time the portable video game system Game Boy was published. Although Shigeru Miyamoto wasn't involved in the development, the game became a large success. Following this game were 1992's ''Super Mario Land 2: 6 Golden Coins'' and 1994's ''Wario Land: Super Mario Land 3''. ''Super Mario Land 2'' served as the introduction to Wario, an antagonist to Mario, who would go on to become the main character in ''Wario Land''. Four ''Wario Land'' platformers and other games followed this.&lt;br /&gt;
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====Game Boy Color====&lt;br /&gt;
At the same time the Game Boy Color was released in 1999, ''Super Mario Bros. Deluxe'', an improved version of ''Super Mario Bros.'', was released, with a two-player mode and Game Boy Printer support.&lt;br /&gt;
&lt;br /&gt;
====Game Boy Advance====&lt;br /&gt;
''Super Mario Advance'', an improved version of ''Super Mario Bros. 2: Mario Madness'', was released for the Game Boy Advance in 2001. Following this game were ''Super Mario World: Super Mario Advance 2'', ''Super Mario Advance 3: Yoshi's Island'', and ''[[Super Mario Advance 4: Super Mario Bros. 3'', all of them improved versions of past Mario titles. However, an original title was released in 2004, under the name ''Mario vs. Donkey Kong''. In this game, Mario must master different levels by solving puzzles, and recover Mini Mario toys stolen by Donkey Kong.&lt;br /&gt;
&lt;br /&gt;
====Nintendo DS====&lt;br /&gt;
''Super Mario 64 DS'' was released in the USA and Japan in 2004, and in Europe and Australia in 2005. The game is a portable version of ''Super Mario 64'', with a multi-player mode among other innovations. Another title, ''Yoshi Touch &amp;amp; Go'', was released in 2005, starring Baby Mario as well as Yoshi. ''New Super Mario Bros.'' was released for the Nintendo DS in 2006, a platformer that mixed classic Mario 2-D gameplay with modern 3-D graphics, new motion possibilities, and play modes for up to four players.In late 2006, ''Yoshi's Island DS'' and ''Mario Hoops 3 on 3'' were released for the DS.&lt;br /&gt;
&lt;br /&gt;
===Other games===&lt;br /&gt;
Apart from his platformer appearances, Mario has appeared in many other games (usually on Nintendo's systems), and has made guest appearances in non-Mario games, such as in ''Mike Tyson's Punch-Out!!'', where he is a referee. Apart from these guest appearances, Mario has appeared in non-platformer games as the protagonist of other successful series. Mario's popularity proved helpful in establishing these games and game series at the market. These games are published by Nintendo, but developed by another company, such as Hudson Soft or Camelot Software Planning. Mario has even appeared as a playable character in ''NBA Street V3'' and ''SSX On Tour'', both from Electronic Arts.&lt;br /&gt;
&lt;br /&gt;
====Single-player games====&lt;br /&gt;
After the relatively unknown Game &amp;amp; Watch title ''Mario Bombs Away'', Mario's first non-platformer game was released in 1990. ''Dr. Mario'''s gameplay was similar to ''Tetris'', which was later converted for nearly all of Nintendo's consoles. Mario later explored other genres. Two examples include the educational game ''Mario Paint'', which appeared in 1992 for the Super Nintendo Entertainment System, and ''Mario Pinball Land'' for the Game Boy Advance. 1996's ''Super Mario RPG: Legend of the Seven Stars'' for the Super Nintendo Entertainment System marked Mario's first role-playing game. Since then, four role-playing games have followed: ''Paper Mario'' for the Nintendo 64, ''Mario &amp;amp; Luigi: Superstar Saga'' for the Game Boy Advance, ''Paper Mario: The Thousand-Year Door'' for the Nintendo Gamecube, and ''Mario &amp;amp; Luigi: Partners in Time'' for the Nintendo DS.&lt;br /&gt;
&lt;br /&gt;
====Multi-player games====&lt;br /&gt;
Mario's multiplayer games represent a more important subrange of Mario games. The ''Mario Kart'' franchise began with 1992's ''Super Mario Kart'' for the Super Nintendo Entertainment System, and still continues to be the most successful and longest-running kart-racing franchise today. Apart from racing, Mario is also active in the Camelot sports game franchises ''Mario Golf'' and ''Mario Tennis''. In 1999, the Hudson game ''Mario Party'' was released for the Nintendo 64, a set of minigames for up to four players, with the seventh installment released in 2005 for the Gamecube. The eighth installment is soon to come to Wii. 2005 also saw the release of ''Dance Dance Revolution: Mario Mix'' by Konami, the soccer game ''Super Mario Strikers'' by Next Level Games, and the baseball game ''Mario Superstar Baseball'' by Namco. The basketball game ''Mario Hoops 3-on-3'' by Square-Enix was released in 2006. Their multiplayer aspect and gradual learning curve have made each series quite popular. In each game, Mario and other characters play against each other, nearly all of them being playable, including Luigi, Yoshi, Donkey Kong, Princess Peach, Toad, Princess Daisy, Wario, and Waluigi.&lt;br /&gt;
&lt;br /&gt;
====Spin-offs====&lt;br /&gt;
The Mario series is considered to have the most successful spin-offs.&lt;br /&gt;
&lt;br /&gt;
Wario made his first appearance in ''Super Mario Land 2'', and became a protagonist in ''Super Mario Land 3''. From this point on, the ''Wario Land'' franchise was created, and established Wario as an independent game protagonist, who's success has manifested itself into the ''WarioWare'' series.&lt;br /&gt;
&lt;br /&gt;
Yoshi developed likewise into a titular character of several games, and so has Luigi with the Gamecube game ''Luigi's Mansion''.Furthermore, 2005's ''Super Princess Peach'' marked the first time Peach is seen as the main playable character.&lt;br /&gt;
&lt;br /&gt;
====Plagiarisms====&lt;br /&gt;
Besides the arcade games ''Donkey Kong'', ''Donkey Kong Jr.'' and ''Mario Bros.'' (all which were converted to various game consoles by other manufacturers), the edutainment PC titles, and ''Hotel Mario'' (which came out of a license agreement with Philips CD-i in 1994), Mario has appeared exclusively on Nintendo systems. However, there were attempts to copy the successful concept of his games onto other hardware platforms. In 1987, the video game ''Great Giana Sisters'' was developed in West Germany by Rainbow Arts and released for the home computer Commodore 64, Atari ST, and Amiga. Players and critics agree that it's one of the best games for the Commodore 64. A crucial reason for the quality and popularity of ''Giana Sisters'' however was that it oriented itself very strongly around ''Super Mario Bros.'' For this reason, Nintendo forced the withdrawal of all versions of the game.&lt;/div&gt;</description>
			<pubDate>Fri, 09 Mar 2007 13:49:48 GMT</pubDate>			<dc:creator>Admin</dc:creator>			<comments>http://72.14.177.54/ultimatewiki/Talk:Mario</comments>		</item>
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			<pubDate>Fri, 09 Mar 2007 13:48:36 GMT</pubDate>			<dc:creator>Admin</dc:creator>			<comments>http://72.14.177.54/ultimatewiki/File_talk:Mario2small.jpg</comments>		</item>
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			<title>Ultimatewiki:About</title>
			<link>http://72.14.177.54/ultimatewiki/Ultimatewiki:About</link>
			<description>&lt;p&gt;Admin:&amp;#32;&lt;/p&gt;
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&lt;div&gt;'''UltimateWiki''' is a free encyclopedia on gaming, computers and other technology. UltimateWiki is edited by volunteers all around the world, but is based in the UK. Its articles can be edited by any visitors, simply by clicking ''edit'' at the top of each page.&lt;br /&gt;
&lt;br /&gt;
In every article, links will guide you to associated articles, often with additional information. You are welcome to add further information, cross-references, or citations, so long as you do so within UltimateWiki's editing [[Ultimatewiki:Policies|policies]] and to an appropriate standard. You do not need to fear accidentally damaging UltimateWiki when you add or improve information, as other editors and TechTeam administrators are always around to advise or correct obvious errors, if needed, and the UltimateWiki software, known as MediaWiki, is carefully designed to allow easy reversal of editorial mistakes.&lt;br /&gt;
&lt;br /&gt;
Because UltimateWiki is an on-going work to which in principle anybody can contribute, it differs from a paper-based reference source in some very important ways. In particular, older articles tend to be more comprehensive and balanced, while newer articles may still contain significant misinformation, unencyclopedic content, or vandalism. Users need to be aware of this in order to obtain valid information and avoid misinformation which has been recently added and not yet removed. However, unlike a paper reference source, UltimateWiki can be constantly updated, with articles on topical events being created or updated within minutes or hours, rather than months or years for printed encyclopedias.&lt;br /&gt;
&lt;br /&gt;
UltimateWiki is administrated by the [[Ultimatewiki:Administrators|UltimateWiki Administrators]], who run the site on behalf of TechTeam.&lt;br /&gt;
&lt;br /&gt;
UltimateWiki is owned and operated by [[TechTeam]], who have created a family of websites based on technology, including [[The Ultimate Site]]. [[Ultimatewiki:General disclaimer|Copyright information]]&lt;/div&gt;</description>
			<pubDate>Thu, 08 Mar 2007 18:42:07 GMT</pubDate>			<dc:creator>Admin</dc:creator>			<comments>http://72.14.177.54/ultimatewiki/Ultimatewiki_talk:About</comments>		</item>
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			<title>Ultimatewiki:Administrators</title>
			<link>http://72.14.177.54/ultimatewiki/Ultimatewiki:Administrators</link>
			<description>&lt;p&gt;Admin:&amp;#32;&lt;/p&gt;
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&lt;div&gt;TechTeam's UltimateWiki administrators are the ones who make it all happen. They edit most of the site, make sure all visitor edits are legitimate and try to make sure that you have as good a time as possible when you visit UltimateWiki or any of TechTeam's sites.&lt;br /&gt;
&lt;br /&gt;
==Current UltimateWiki Administrators==&lt;br /&gt;
*[[James]]&lt;br /&gt;
*[[Ben]]&lt;/div&gt;</description>
			<pubDate>Thu, 08 Mar 2007 18:40:42 GMT</pubDate>			<dc:creator>Admin</dc:creator>			<comments>http://72.14.177.54/ultimatewiki/Ultimatewiki_talk:Administrators</comments>		</item>
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			<title>MySims</title>
			<link>http://72.14.177.54/ultimatewiki/MySims</link>
			<description>&lt;p&gt;Admin:&amp;#32;&lt;/p&gt;
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&lt;div&gt;'''''MySims''''' (ぼくとシムのまち, Boku to Sim no Machi?), previously known as '''''The Sims Wii''''', is an upcoming title developed by EA Games for Nintendo's Wii and DS consoles based on Maxis' The Sims series. The game is slated for a Fall 2007 release.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
[[image:Simswii.jpg|frame|right|The ''MySims'' town.]]&lt;br /&gt;
Wii ''MySims'' gameplay revolves around players fixing up a house in their grandparents' rundown town where only a few residents live. The mayor also gives you the opportunity to try lure new residents to the town. It is also revealed that &amp;quot;miserable&amp;quot; residents who don't like the player's town will migrate to a volcanic game location.&lt;br /&gt;
&lt;br /&gt;
In contrast, the DS version takes place in a vacation resort with the player tasked with the job to lure in tourists.&lt;br /&gt;
&lt;br /&gt;
Apart from creating a custom Mii-like character, players can also modify their houses and build furniture and appliances using a selection of building blocks. There will be up to 80 characters to interact with in the Wii version (30 characters in the DS version), including a mad scientist, a magician, a chef, a hair dresser and a florist amongst others. Some of these characters may ask the player to build things for them; for example the chef may request an oven be constructed for him. As with other Sims games, meeting people and forming relationships will be a major gameplay focus.&lt;br /&gt;
&lt;br /&gt;
Other features include the ability to grow flowers and plants by planting seeds outside, and extracting &amp;quot;essences&amp;quot; from the player's objects which can be used for decoration. The DS version will have a number of mini games including fishing. On the Wii, the Nunchuk will be utilized for &amp;quot;direct movement&amp;quot;, with the remote for object moving and building. The DS version will support the touch screen and microphone.&lt;br /&gt;
&lt;br /&gt;
Compared to previous Sims titles, ''MySims'' has a more cartoonish and anime-inspired look, with chibified character designs. They are modeled after the popular Japanese dolls ''Pinky Street''. This was the idea of Emmy Toyonaga; in ''Official Nintendo Magazine'' she quotes &amp;quot;Well, Mario and other Nintendo characters are pretty short and stubby. Also, being Japanese I'm used to the mindset that fun games should have shorter, stubbier characters. So these characters kind of came naturally.&amp;quot; In ''Nintendo Power'', designer Robin Hunicke claims that the character designs also imply &amp;quot;youthfulness &amp;quot;, and that the aesthetic was chosen for &amp;quot;world-wide appeal&amp;quot;, while referencing the lesser sales of previous Sims games in Japan compared to other territories.&lt;/div&gt;</description>
			<pubDate>Thu, 08 Mar 2007 18:37:05 GMT</pubDate>			<dc:creator>Admin</dc:creator>			<comments>http://72.14.177.54/ultimatewiki/Talk:MySims</comments>		</item>
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			<title>File:Simswii.jpg</title>
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			<pubDate>Thu, 08 Mar 2007 18:36:18 GMT</pubDate>			<dc:creator>Admin</dc:creator>			<comments>http://72.14.177.54/ultimatewiki/File_talk:Simswii.jpg</comments>		</item>
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			<title>MySims</title>
			<link>http://72.14.177.54/ultimatewiki/MySims</link>
			<description>&lt;p&gt;Admin:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''''MySims''''' (ぼくとシムのまち, Boku to Sim no Machi?), previously known as '''''The Sims Wii''''', is an upcoming title developed by EA Games for Nintendo's Wii and DS consoles based on Maxis' The Sims series. The game is slated for a Fall 2007 release.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Wii ''MySims'' gameplay revolves around players fixing up a house in their grandparents' rundown town where only a few residents live. The mayor also gives you the opportunity to try lure new residents to the town. It is also revealed that &amp;quot;miserable&amp;quot; residents who don't like the player's town will migrate to a volcanic game location.&lt;br /&gt;
&lt;br /&gt;
In contrast, the DS version takes place in a vacation resort with the player tasked with the job to lure in tourists.&lt;br /&gt;
&lt;br /&gt;
Apart from creating a custom Mii-like character, players can also modify their houses and build furniture and appliances using a selection of building blocks. There will be up to 80 characters to interact with in the Wii version (30 characters in the DS version), including a mad scientist, a magician, a chef, a hair dresser and a florist amongst others. Some of these characters may ask the player to build things for them; for example the chef may request an oven be constructed for him. As with other Sims games, meeting people and forming relationships will be a major gameplay focus.&lt;br /&gt;
&lt;br /&gt;
Other features include the ability to grow flowers and plants by planting seeds outside, and extracting &amp;quot;essences&amp;quot; from the player's objects which can be used for decoration. The DS version will have a number of mini games including fishing. On the Wii, the Nunchuk will be utilized for &amp;quot;direct movement&amp;quot;, with the remote for object moving and building. The DS version will support the touch screen and microphone.&lt;br /&gt;
&lt;br /&gt;
Compared to previous Sims titles, ''MySims'' has a more cartoonish and anime-inspired look, with chibified character designs. They are modeled after the popular Japanese dolls ''Pinky Street''. This was the idea of Emmy Toyonaga; in ''Official Nintendo Magazine'' she quotes &amp;quot;Well, Mario and other Nintendo characters are pretty short and stubby. Also, being Japanese I'm used to the mindset that fun games should have shorter, stubbier characters. So these characters kind of came naturally.&amp;quot; In ''Nintendo Power'', designer Robin Hunicke claims that the character designs also imply &amp;quot;youthfulness &amp;quot;, and that the aesthetic was chosen for &amp;quot;world-wide appeal&amp;quot;, while referencing the lesser sales of previous Sims games in Japan compared to other territories.&lt;/div&gt;</description>
			<pubDate>Thu, 08 Mar 2007 18:34:16 GMT</pubDate>			<dc:creator>Admin</dc:creator>			<comments>http://72.14.177.54/ultimatewiki/Talk:MySims</comments>		</item>
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			<title>The Sims 2</title>
			<link>http://72.14.177.54/ultimatewiki/The_Sims_2</link>
			<description>&lt;p&gt;Admin:&amp;#32;/* Console and handheld releases */&lt;/p&gt;
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&lt;div&gt;[[Category:Gaming]]&lt;br /&gt;
'''''The Sims 2''''' is a strategic life simulation computer game developed by Maxis and published by Electronic Arts. It is the sequel to the best-selling computer game in history, The Sims. It was released on September 17, 2004 and sold a record one million copies in its first ten days. The Sims 2 has been released for Windows, Mac OS X, and several game consoles. Five expansion packs and three stuff packs have been released to date. Its music was composed by Mark Mothersbaugh.&lt;br /&gt;
&lt;br /&gt;
In The Sims 2, players control simulated human characters called Sims, as they interact with their virtual environments, engaging in activities and forming relationships in a manner similar to real life. It builds on its predecessor by allowing Sims to age through six stages of life and incorporating a more powerful 3D graphics engine. A sequel,The Sims 3, was announced in November 2006 by EA.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
''The Sims 2'' does not have a defined final goal; gameplay is open-ended. The player has the freedom to direct his or her Sims as he or she sees fit. A player's Sims can experience a life generally reflective of reality, growing up, working, marrying, having children and eventually dying, all while trying to advance in a chosen career and build a home. However, having a family, or even a steady job, is not necessarily required; therefore the life cycle is not absolute.&lt;br /&gt;
===Neighborhoods and Lots===&lt;br /&gt;
Sims inhabit neighborhoods, which are self-contained; Sims from one neighborhood cannot interact with Sims from another. In The Sims 2, three neighborhoods created by Maxis, Pleasantview, Strangetown and Veronaville, were included. Each expansion pack usually adds a new area for the player to explore. For example, players associate a college with their neighborhood in The Sims 2: University, a downtown area in The Sims 2: Nightlife and a shopping district in The Sims 2: Open for Business. The Sims 2: Pets broke this tradition and did not include a new area. The Sims 2: Seasons, the fifth expansion pack, introduced a new base neighborhood named Riverblossom Hills.&lt;br /&gt;
&lt;br /&gt;
Each neighborhood contains lots. There are two types of lots: residential and community. Sims live and build their homes on residential lots and are able to visit community lots by taxi. A player can build a variety of recreational destinations for his or her Sims, ranging from supermarkets to public swimming pools. Expansion packs add lots specialized to new gameplay introduced. For example, Pets includes new parks and stores for pets and Nightlife includes restaurants and bowling alleys. University also came with the option to have dorm lots, which are colleges only.&lt;br /&gt;
&lt;br /&gt;
===Sims===&lt;br /&gt;
====Age groups====&lt;br /&gt;
Sims, like humans, age, have needs, develop dreams and goals, exhibit personality, form relationships, hold jobs and eventually die. They progress through six (or seven) unique life stages: baby (babies must be born; unlike other age groups, they cannot be created in the Create-a-Sim screen), toddler, child, teen, young adult (only with The Sims 2: University), adult and elder.&lt;br /&gt;
&lt;br /&gt;
Throughout life, a Sim's role in his or her family changes to suit his or her age. Babies are dependent on older Sims to nurture and take care of them. As a toddler, Sims are taught fundamental skills, such as walking and talking. Children attend school and gain a new, yet still limited, independence. Teen Sims are more self-sufficient and are able to cook for themselves and work in three-tiered careers to earn Simoleons.[6] Adults are completely self-reliant, having virtually no restrictions. Elders are suited to a life of retirement, and often have to sleep and use the toilet more than adults.&lt;br /&gt;
====Need-based motives====&lt;br /&gt;
Sims are driven principally by their needs. In The Sims 2, Sims have up to eight needs or motives depending on their age, such as bladder, or the need to urinate, energy, or the need to sleep. The importance of certain needs outweighs that of others. For example, a Sim's neglect of his or her hunger could lead to starvation, but ignorance of hygiene does not result in fatality. A Sim's current levels in needs are averaged to determine a Sim's mood. If motives are collectively low, a Sim's mood will be negative, preventing him or her from engaging in certain activities. In the Seasons expansion pack, needs are affected in more ways.&lt;br /&gt;
====Aspirations====&lt;br /&gt;
As toddlers and children, Sims aspire only to &amp;quot;Grow Up,&amp;quot; but upon becoming teens, the player chooses one of five (or six) life aspirations for them: family, fortune, knowledge, popularity, romance, and pleasure (only with The Sims 2: Nightlife). Each Sim has wants and fears that correspond to his or her aspiration, stage of life and present circumstances. When a want is achieved, such as to &amp;quot;play with a relative,&amp;quot; aspiration points are alloted to the aspiration meter. Conversely, when a fear is realized, such as the death of a spouse, aspiration points are penalized. There are six levels to the meter, the highest being platinum, then gold, two levels of green and two of red. Aspiration levels play a part in determining the length of time a Sim will live as an elder before death. For example, a Sim who transitioned to the elder stage with a platinum level will live a much longer life than one who transitioned with a red level. Aspiration points are used to purchase special objects with helpful uses, whose beneficial effects are potentially made negative if the user's aspiration level is below gold.&lt;br /&gt;
====Personalities====&lt;br /&gt;
Personality is a quantified way of measuring a Sim's behavioral characteristics. There are five personality traits, each described by its opposing qualities. For example, a Sim can be active, lazy or somewhere in between the two extremes. These traits determine how fast a Sim learns skills, the rate at which specific needs decay, the types of interactions a Sim will autonomously engage in, the likelihood of accepting certain interactions and the likelihood of bringing home a friend from school or work. Sims want, fear, and behave according to his or her personality. For example, shy Sims will fear having parties and often become nervous before engaging socially, while outgoing Sims must interact constantly to satisfy their social needs and will point and wave to others as they pass by. Neat Sims will fear using public toilets, while sloppy Sims will urinate in the shower and even on bushes if desperate.&lt;br /&gt;
====Careers====&lt;br /&gt;
Adult careers have ten levels, while Teen and Elder careers are restricted to three. Upon adulthood, a Teen automatically joins the Adult version of his extant career. Elders are not able to surpass the third level. Advancement in career tracks, such as business and science, requires achieving certain skill levels and maintaining a certain number of family friends. The Sims 2 comes with 10 Adult careers, and some subsequent expansions add more.&lt;br /&gt;
====Relationships====&lt;br /&gt;
Sims form two kinds of relationships with one another: daily and lifetime. Daily relationships are influenced by recent interactions with other Sims, with lifetime relationships are reflective of a pair's relationship as a whole. For example, if two Sims meet they are able to improve their daily relationship to a perfect score of 100 but are essentially unable to do the same to their lifetime relationship. Lifetime relationships strengthen over time, while daily relationships weaken without recurring interaction. Lifetime relationships can be directly and more quickly affected by strong interactions, typically romantic.&lt;br /&gt;
&lt;br /&gt;
Sims can lead a bisexual or homosexual lifestyle with few differences from heterosexual lifestyles. Gay or lesbian partners are described as being &amp;quot;joined&amp;quot; (in a process identical to marrying - i.e. two women will wear wedding gowns) rather than married, and they may move in together and &amp;quot;WooHoo&amp;quot;. The &amp;quot;joined&amp;quot; may be seen as a reference to civil unions.&lt;br /&gt;
====Death====&lt;br /&gt;
Death is carried out in The Sims 2 by the NPC Reaper, equipped with the uniform scythe and robes. The Reaper is often seen with a cell phone or other incongruous utilities.&lt;br /&gt;
&lt;br /&gt;
Sims can die several ways. If a Sim reaches the end of the Elder life stage, he or she will die of old age. Sims close to the deceased receive an amount of inheritance determined by the benefactor's relationship at death. In addition, Sims can also meet premature ends by various means, such as electrocution or drowning. Sims leave behind tombstones or urns, which are typically possessed by their ghosts. As long as the memorium is left on the lot, ghosts will haunt the household.&lt;br /&gt;
====Ghosts====&lt;br /&gt;
Ghosts behave differently depending on their type of death and other circumstances. For example, Sims that died from starvation will steal food from the fridge, Sims that drowned will leaves puddles on the floor as they walk around and fill bathtubs with water, leaving them dirty, and Sims whose spouses have since remarried will become angry and jealous. Ghosts come in different colors, depending on their cause of death (e.g. Sims who die of old age will be white, Sims who die of sickness will be green). Ghosts became an idea of the creators of the Sims as a consequence of an unexpected bug, in which Sims became transparent and inaccessible. Ghosts also make it harder for a Sim to live by waking up easily frightened Sims and other annoyances. A ghost can also scare a sim to death if their motives are low.&lt;br /&gt;
&lt;br /&gt;
===Types of Sims===&lt;br /&gt;
''Playable Sims'' are the Sims a player controls directly. All gameplay is executed through actions of Playable Sims. Playable Sims are created in one of three ways. A playable Sim may be created using the Create-a-Family feature and placed in the game, by birth or adoption into an existing family, or by being a non-playable Sim moved into a lot.&lt;br /&gt;
&lt;br /&gt;
There are two types of non-playable Sims:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Townie&amp;quot; Sims are those which are roughly equivalent to playable Sims, having jobs and other characteristics of a playable Sim, except they do not live on an actual lot. They populate the Community lots and can be interacted with just like any other Sim. They don't age until they move in with another Sim and become playable Sims. With certain exceptions, any Townie may become a playable Sim if he or she accepts an invitation to move in or be married.&lt;br /&gt;
* Non-playable Sims that perform specific functions are called NPCs. NPCs can be hired to work for residential lots as maids, nannies, and gardeners. There are also cashiers who work at community lots, as well as NPC Sims with special tasks, such as social workers, police officers, and repo men. Most NPCs may become a Playable Sim through union or moving in, but unlike Townies, NPC Sims will lose their job upon moving in, appearing unemployed. Their role, now empty, is automatically filled by a new NPC.&lt;br /&gt;
&lt;br /&gt;
===Plot===&lt;br /&gt;
Although gameplay is open-ended, The Sims 2 has characters with histories, and the game is designed to accommodate story-based gameplay should the player wish to do so through expanded photo album features, such as a neighborhood photo album. The three (later four, with Seasons) pre-loaded neighborhoods each have a storyline told through the existing photo albums and the Sims' personal biographies, though playing characters in these neighborhoods is still open-ended. The story can even be completely disregarded should the player wish to.&lt;br /&gt;
&lt;br /&gt;
The Sims 2 is based loosely on the original plot lines of The Sims, by containing information about families extant in the first game. Several pre-loaded families in The Sims 2 have subtle clues, hinting that this game exists about 20 years after the first game.&lt;br /&gt;
&lt;br /&gt;
Utilizing the complex ancestry system, The Sims 2 incorporates details that link families in this game to the first. The Broke family has a series of Newbies in their genealogical history. The Newbies were a family from the first game. The Goth family is a canon element in The Sims games. In this game, their daughter from the first game has grown into a woman about to be married, further emphasizing the passage of time. The Goths in The Sims 2 also provide a basis for story-driven play, as a plot involving their vanished mother and impending marriage is hinted at throughout gameplay. Other returning families from earlier games include the Pleasants (for whom &amp;quot;Pleasantville&amp;quot; is named), the Burbs, and the Kats (Pets expansion only). One of the new families was also married to Michael Bachelor, who is now deceased and also identified within the Sims 2 as being Bella Goth's brother.&lt;br /&gt;
&lt;br /&gt;
==Compared to ''The Sims''==&lt;br /&gt;
&lt;br /&gt;
Graphically, The Sims 2 is far more accurate and true to real life than The Sims, immersing the player in a fully 3D world. Unlike earlier Sim games, such as SimCity 2000, which used dimetric projection and fixed resolutions, the camera in The Sims 2 allows the player to view things from many angles. Sims themselves are much more intricately detailed than they were in The Sims. Both in The Sims and The Sims 2, Sims are 3D meshes, but The Sims 2 introduces far more detail in mesh quality, texture quality, and animation capability. A Sim's facial features are customizable and unique. The player can adjust, for example, a Sim's nose to be very large or very small in The Sims 2's Create-a-Sim. Texturing is still achieved through use of raster images, though it appears more lifelike. Movements are more smooth, natural and true to humans and Sims are in general more animated.&lt;br /&gt;
&lt;br /&gt;
There is also an increased realism in gameplay. Sims have new experiences unavailable in The Sims, such as aging and eventual death. Sims may engage in &amp;quot;WooHoo,&amp;quot; a euphemism for sexual intercourse, in order to become pregnant and have a child. In The Sims, female Sims did not become pregnant; instead, infants were spawned after two Sims' repeatedly kissed. Additionally, babies in The Sims 2 progress through life stages to become adults, while babies in The Sims only become children before ceasing to continue aging. Sims take on genetic characteristics of their parents, such as eye color, hair color and personality traits.&lt;br /&gt;
&lt;br /&gt;
==Game Customisation==&lt;br /&gt;
===Custom Content===&lt;br /&gt;
Like many games, a large number of players have worked to modify both the game content and behavior of ''The Sims 2''. Such fans are often called modders. Modders alter the game in ways as simple as creating new floor and wall textures using a downloadable tool from and as complicated as writing patches for the game code to customize its behavior. Such modifications are all loosely referred to as &amp;quot;custom content.&amp;quot; Specifically, custom content can be divided into four categories: exporting (creating Sims and lots in-game or using the game's included Body Shop and exporting them to a file), recoloring (creating a new texture for an object), meshing (creating an object or modifying its shape) and hacking (writing code that manipulates game and object behaviors).&lt;br /&gt;
&lt;br /&gt;
The modding community for The Sims 2 is self-supporting, with more advanced modders writing tools and tutorials to help in creating custom content and modifying the game environment. One such program is SimPE, which is an editor for game files. SimPE also facilitates the creation of custom content through several wizards and package management tools.&lt;br /&gt;
&lt;br /&gt;
The official The Sims 2 website lists more than 500 registered fansites, many of which feature custom content. More than 250,000 Sims and lots have been uploaded to the Sims 2 Exchange on the site. Some fansites require either a one-time fee or a subscription to access some of all of the content on the site. Most of the sites do not charge for usage, some however, do allow voluntary donations to offset the cost of website maintenance.&lt;br /&gt;
&lt;br /&gt;
The topic of paysites is controversial in The Sims 2 community. Although the license agreement specifically forbids charging money for content created with or for The Sims 2, to date EA Games has not commented on the controversy, and is not allowing any discussion of this on the official Sims 2 BBS.&lt;br /&gt;
===The Sims 2 Body Shop===&lt;br /&gt;
The Sims 2 Body Shop is a program shipped with The Sims 2 that allows users to create custom clothing and body recolors, such as eyes, hair and skin tone. These custom created parts can be imported directly into the game, or can be uploaded onto the official The Sims 2 Exchange. These parts can be then added to other users' games.&lt;br /&gt;
&lt;br /&gt;
==Game editions and add-on releases==&lt;br /&gt;
For the PC, there have been three released editions of the core game, five released expansion packs and three released stuff packs. Many of these have been ported to Mac OS X by Aspyr. ''The Sims 2'' has been released for a number of game consoles, The Sims 2 Seasons has just been released.&lt;br /&gt;
===Core game===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Name &lt;br /&gt;
! [[Microsoft Windows|Windows]] Release date (USA) &lt;br /&gt;
! [[Mac OS]] X port Release &lt;br /&gt;
! Features&lt;br /&gt;
|- &lt;br /&gt;
| '''''The Sims 2''''' &lt;br /&gt;
| September 17, 2004 &lt;br /&gt;
| June 13, 2005 &lt;br /&gt;
| First release of the core game&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Special DVD Edition''''' &lt;br /&gt;
| September 17, 2004 &lt;br /&gt;
| n/a &lt;br /&gt;
| Core game, Bonus DVD content&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Expansion packs===&lt;br /&gt;
''The Sims 2'' expansion packs provide additional game features and items.  Generally, expansion packs add one central gameplay element, several peripheral elements, a new type of &amp;quot;expansion neighborhood&amp;quot;, a new &amp;quot;supernatural&amp;quot; element (Zombies, in ''University''), and approximately 125 new objects. Five expansion packs have been released.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Name &lt;br /&gt;
! [[Microsoft Windows|Windows]] Release date (USA) &lt;br /&gt;
! (EU) &lt;br /&gt;
! [[Mac OS]] X port Release &lt;br /&gt;
! Major Additions&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: University''''' &lt;br /&gt;
| March 1, 2005 &lt;br /&gt;
| March 2, 2005 &lt;br /&gt;
| December 12, 2005 &lt;br /&gt;
| College Towns, ''Young Adult'' life stage, pranks, Influence, Four graduate careers, Zombies&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Nightlife''''' &lt;br /&gt;
| September 13, 2005 &lt;br /&gt;
| September 13, 2005 &lt;br /&gt;
| March 27, 2006 &lt;br /&gt;
| Dating system, Downtown community area, ''Pleasure'' Aspiration, fury, Drivable cars, Vampires &lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Open for Business''''' &lt;br /&gt;
| March 2, 2006 &lt;br /&gt;
| March 3, 2006 &lt;br /&gt;
| September 4, 2006 &lt;br /&gt;
| Business system, Shopping districts, ''talent badges'', perk system, Robots&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Pets''''' &lt;br /&gt;
| October 17, 2006 &lt;br /&gt;
| October 20, 2006 &lt;br /&gt;
|  November 6, 2006 &lt;br /&gt;
| Pets system, pet store lots, Werewolves&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Seasons''''' &lt;br /&gt;
| February 27, 2007 &lt;br /&gt;
| March 2, 2007 &lt;br /&gt;
| n/a &lt;br /&gt;
| Seasons environment, Riverblossom Hills neighborhood, six careers, Plantsims&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Stuff packs===&lt;br /&gt;
Stuff packs are add-ons to the base game that add only new objects. There are currently four released. Stuff packs were originally called booster packs, as seen in the release of ''The Sims 2: Holiday Party Pack''. Current releases are called &amp;quot;Stuff Packs&amp;quot; and include certain gameplay elements introduced in previous expansion packs (as opposed to ''Holiday Party Pack'', which only added a package file containing object data). Stuff packs typically add around 60 new items. None have been ported to [[Mac OS]] X.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Name &lt;br /&gt;
! [[Microsoft Windows|Windows]] Release date (USA) &lt;br /&gt;
! Major Components&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Holiday Edition|The Sims 2: Holiday Party Pack''''' &lt;br /&gt;
| November 17, 2005 &lt;br /&gt;
| Christmas, Halloween, Thanksgiving, Hanukkah, Kwanzaa&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Family Fun Stuff''''' &lt;br /&gt;
| April 13, 2006 &lt;br /&gt;
| Medieval, Tropical&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Glamour Life Stuff''''' &lt;br /&gt;
| August 31, 2006 &lt;br /&gt;
| Luxury, Couture&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Happy Holiday Stuff''''' &lt;br /&gt;
| November 7, 2006 &lt;br /&gt;
| Similar to ''Holiday Party Pack'', but adds the Chinese New Year theme. Packaged with base game for a limited time&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Celebration Stuff''''' &lt;br /&gt;
| TBC&lt;br /&gt;
| Celebrations, Fiestas&lt;br /&gt;
|}&lt;br /&gt;
===Console and handheld releases===&lt;br /&gt;
* The Sims 2 was released for Nintendo DS, Nintendo Game Boy Advance, Nintendo GameCube, PlayStation 2 and Microsoft Xbox October 24, 2005 in North America. The same games were released in Europe November 4. The game was released for PlayStation Portable in December 2005, with European release January 13, 2006. The game is also available via mobile/cell phones, with availability depending on carrier. The Sims 2: Pets was also ported to the PlayStation 2, GameCube, PSP, Nintendo DS, as well as the Game Boy Advance. The Console versions are very similar to the PC game, except that they posses an alternate Story Mode, and Adult is the only age group, meaning that Sims can't age or have children.&lt;br /&gt;
&lt;br /&gt;
* GameSpot rated all console versions at 6.5 (on a 10-point scale), saying that &amp;quot;The Sims 2 loses something in translation from PC to consoles. Namely, its addictive, entertaining gameplay.&amp;quot;  The Xbox edition was rated 4.5 out of 5 by GamePro Magazine. The console games have a number of different mechanics than the PC/Mac editions. The console games feature two modes of control; direct mode allows the player to act directly as the Sim, while classic mode uses the game controls to select objects to use.&lt;br /&gt;
&lt;br /&gt;
* A Sims game for the new Wii, ''[[MySims]]'' has been announced for release in 2007. The screenshots reveal that it has a more cartoonish and anime-influenced feel to it, with the characters resembling that consoles' Miis. It will also be released for the Nintendo DS.&lt;/div&gt;</description>
			<pubDate>Thu, 08 Mar 2007 18:32:38 GMT</pubDate>			<dc:creator>Admin</dc:creator>			<comments>http://72.14.177.54/ultimatewiki/Talk:The_Sims_2</comments>		</item>
		<item>
			<title>The Sims 2</title>
			<link>http://72.14.177.54/ultimatewiki/The_Sims_2</link>
			<description>&lt;p&gt;Admin:&amp;#32;/* Console and handheld releases */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Gaming]]&lt;br /&gt;
'''''The Sims 2''''' is a strategic life simulation computer game developed by Maxis and published by Electronic Arts. It is the sequel to the best-selling computer game in history, The Sims. It was released on September 17, 2004 and sold a record one million copies in its first ten days. The Sims 2 has been released for Windows, Mac OS X, and several game consoles. Five expansion packs and three stuff packs have been released to date. Its music was composed by Mark Mothersbaugh.&lt;br /&gt;
&lt;br /&gt;
In The Sims 2, players control simulated human characters called Sims, as they interact with their virtual environments, engaging in activities and forming relationships in a manner similar to real life. It builds on its predecessor by allowing Sims to age through six stages of life and incorporating a more powerful 3D graphics engine. A sequel,The Sims 3, was announced in November 2006 by EA.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
''The Sims 2'' does not have a defined final goal; gameplay is open-ended. The player has the freedom to direct his or her Sims as he or she sees fit. A player's Sims can experience a life generally reflective of reality, growing up, working, marrying, having children and eventually dying, all while trying to advance in a chosen career and build a home. However, having a family, or even a steady job, is not necessarily required; therefore the life cycle is not absolute.&lt;br /&gt;
===Neighborhoods and Lots===&lt;br /&gt;
Sims inhabit neighborhoods, which are self-contained; Sims from one neighborhood cannot interact with Sims from another. In The Sims 2, three neighborhoods created by Maxis, Pleasantview, Strangetown and Veronaville, were included. Each expansion pack usually adds a new area for the player to explore. For example, players associate a college with their neighborhood in The Sims 2: University, a downtown area in The Sims 2: Nightlife and a shopping district in The Sims 2: Open for Business. The Sims 2: Pets broke this tradition and did not include a new area. The Sims 2: Seasons, the fifth expansion pack, introduced a new base neighborhood named Riverblossom Hills.&lt;br /&gt;
&lt;br /&gt;
Each neighborhood contains lots. There are two types of lots: residential and community. Sims live and build their homes on residential lots and are able to visit community lots by taxi. A player can build a variety of recreational destinations for his or her Sims, ranging from supermarkets to public swimming pools. Expansion packs add lots specialized to new gameplay introduced. For example, Pets includes new parks and stores for pets and Nightlife includes restaurants and bowling alleys. University also came with the option to have dorm lots, which are colleges only.&lt;br /&gt;
&lt;br /&gt;
===Sims===&lt;br /&gt;
====Age groups====&lt;br /&gt;
Sims, like humans, age, have needs, develop dreams and goals, exhibit personality, form relationships, hold jobs and eventually die. They progress through six (or seven) unique life stages: baby (babies must be born; unlike other age groups, they cannot be created in the Create-a-Sim screen), toddler, child, teen, young adult (only with The Sims 2: University), adult and elder.&lt;br /&gt;
&lt;br /&gt;
Throughout life, a Sim's role in his or her family changes to suit his or her age. Babies are dependent on older Sims to nurture and take care of them. As a toddler, Sims are taught fundamental skills, such as walking and talking. Children attend school and gain a new, yet still limited, independence. Teen Sims are more self-sufficient and are able to cook for themselves and work in three-tiered careers to earn Simoleons.[6] Adults are completely self-reliant, having virtually no restrictions. Elders are suited to a life of retirement, and often have to sleep and use the toilet more than adults.&lt;br /&gt;
====Need-based motives====&lt;br /&gt;
Sims are driven principally by their needs. In The Sims 2, Sims have up to eight needs or motives depending on their age, such as bladder, or the need to urinate, energy, or the need to sleep. The importance of certain needs outweighs that of others. For example, a Sim's neglect of his or her hunger could lead to starvation, but ignorance of hygiene does not result in fatality. A Sim's current levels in needs are averaged to determine a Sim's mood. If motives are collectively low, a Sim's mood will be negative, preventing him or her from engaging in certain activities. In the Seasons expansion pack, needs are affected in more ways.&lt;br /&gt;
====Aspirations====&lt;br /&gt;
As toddlers and children, Sims aspire only to &amp;quot;Grow Up,&amp;quot; but upon becoming teens, the player chooses one of five (or six) life aspirations for them: family, fortune, knowledge, popularity, romance, and pleasure (only with The Sims 2: Nightlife). Each Sim has wants and fears that correspond to his or her aspiration, stage of life and present circumstances. When a want is achieved, such as to &amp;quot;play with a relative,&amp;quot; aspiration points are alloted to the aspiration meter. Conversely, when a fear is realized, such as the death of a spouse, aspiration points are penalized. There are six levels to the meter, the highest being platinum, then gold, two levels of green and two of red. Aspiration levels play a part in determining the length of time a Sim will live as an elder before death. For example, a Sim who transitioned to the elder stage with a platinum level will live a much longer life than one who transitioned with a red level. Aspiration points are used to purchase special objects with helpful uses, whose beneficial effects are potentially made negative if the user's aspiration level is below gold.&lt;br /&gt;
====Personalities====&lt;br /&gt;
Personality is a quantified way of measuring a Sim's behavioral characteristics. There are five personality traits, each described by its opposing qualities. For example, a Sim can be active, lazy or somewhere in between the two extremes. These traits determine how fast a Sim learns skills, the rate at which specific needs decay, the types of interactions a Sim will autonomously engage in, the likelihood of accepting certain interactions and the likelihood of bringing home a friend from school or work. Sims want, fear, and behave according to his or her personality. For example, shy Sims will fear having parties and often become nervous before engaging socially, while outgoing Sims must interact constantly to satisfy their social needs and will point and wave to others as they pass by. Neat Sims will fear using public toilets, while sloppy Sims will urinate in the shower and even on bushes if desperate.&lt;br /&gt;
====Careers====&lt;br /&gt;
Adult careers have ten levels, while Teen and Elder careers are restricted to three. Upon adulthood, a Teen automatically joins the Adult version of his extant career. Elders are not able to surpass the third level. Advancement in career tracks, such as business and science, requires achieving certain skill levels and maintaining a certain number of family friends. The Sims 2 comes with 10 Adult careers, and some subsequent expansions add more.&lt;br /&gt;
====Relationships====&lt;br /&gt;
Sims form two kinds of relationships with one another: daily and lifetime. Daily relationships are influenced by recent interactions with other Sims, with lifetime relationships are reflective of a pair's relationship as a whole. For example, if two Sims meet they are able to improve their daily relationship to a perfect score of 100 but are essentially unable to do the same to their lifetime relationship. Lifetime relationships strengthen over time, while daily relationships weaken without recurring interaction. Lifetime relationships can be directly and more quickly affected by strong interactions, typically romantic.&lt;br /&gt;
&lt;br /&gt;
Sims can lead a bisexual or homosexual lifestyle with few differences from heterosexual lifestyles. Gay or lesbian partners are described as being &amp;quot;joined&amp;quot; (in a process identical to marrying - i.e. two women will wear wedding gowns) rather than married, and they may move in together and &amp;quot;WooHoo&amp;quot;. The &amp;quot;joined&amp;quot; may be seen as a reference to civil unions.&lt;br /&gt;
====Death====&lt;br /&gt;
Death is carried out in The Sims 2 by the NPC Reaper, equipped with the uniform scythe and robes. The Reaper is often seen with a cell phone or other incongruous utilities.&lt;br /&gt;
&lt;br /&gt;
Sims can die several ways. If a Sim reaches the end of the Elder life stage, he or she will die of old age. Sims close to the deceased receive an amount of inheritance determined by the benefactor's relationship at death. In addition, Sims can also meet premature ends by various means, such as electrocution or drowning. Sims leave behind tombstones or urns, which are typically possessed by their ghosts. As long as the memorium is left on the lot, ghosts will haunt the household.&lt;br /&gt;
====Ghosts====&lt;br /&gt;
Ghosts behave differently depending on their type of death and other circumstances. For example, Sims that died from starvation will steal food from the fridge, Sims that drowned will leaves puddles on the floor as they walk around and fill bathtubs with water, leaving them dirty, and Sims whose spouses have since remarried will become angry and jealous. Ghosts come in different colors, depending on their cause of death (e.g. Sims who die of old age will be white, Sims who die of sickness will be green). Ghosts became an idea of the creators of the Sims as a consequence of an unexpected bug, in which Sims became transparent and inaccessible. Ghosts also make it harder for a Sim to live by waking up easily frightened Sims and other annoyances. A ghost can also scare a sim to death if their motives are low.&lt;br /&gt;
&lt;br /&gt;
===Types of Sims===&lt;br /&gt;
''Playable Sims'' are the Sims a player controls directly. All gameplay is executed through actions of Playable Sims. Playable Sims are created in one of three ways. A playable Sim may be created using the Create-a-Family feature and placed in the game, by birth or adoption into an existing family, or by being a non-playable Sim moved into a lot.&lt;br /&gt;
&lt;br /&gt;
There are two types of non-playable Sims:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Townie&amp;quot; Sims are those which are roughly equivalent to playable Sims, having jobs and other characteristics of a playable Sim, except they do not live on an actual lot. They populate the Community lots and can be interacted with just like any other Sim. They don't age until they move in with another Sim and become playable Sims. With certain exceptions, any Townie may become a playable Sim if he or she accepts an invitation to move in or be married.&lt;br /&gt;
* Non-playable Sims that perform specific functions are called NPCs. NPCs can be hired to work for residential lots as maids, nannies, and gardeners. There are also cashiers who work at community lots, as well as NPC Sims with special tasks, such as social workers, police officers, and repo men. Most NPCs may become a Playable Sim through union or moving in, but unlike Townies, NPC Sims will lose their job upon moving in, appearing unemployed. Their role, now empty, is automatically filled by a new NPC.&lt;br /&gt;
&lt;br /&gt;
===Plot===&lt;br /&gt;
Although gameplay is open-ended, The Sims 2 has characters with histories, and the game is designed to accommodate story-based gameplay should the player wish to do so through expanded photo album features, such as a neighborhood photo album. The three (later four, with Seasons) pre-loaded neighborhoods each have a storyline told through the existing photo albums and the Sims' personal biographies, though playing characters in these neighborhoods is still open-ended. The story can even be completely disregarded should the player wish to.&lt;br /&gt;
&lt;br /&gt;
The Sims 2 is based loosely on the original plot lines of The Sims, by containing information about families extant in the first game. Several pre-loaded families in The Sims 2 have subtle clues, hinting that this game exists about 20 years after the first game.&lt;br /&gt;
&lt;br /&gt;
Utilizing the complex ancestry system, The Sims 2 incorporates details that link families in this game to the first. The Broke family has a series of Newbies in their genealogical history. The Newbies were a family from the first game. The Goth family is a canon element in The Sims games. In this game, their daughter from the first game has grown into a woman about to be married, further emphasizing the passage of time. The Goths in The Sims 2 also provide a basis for story-driven play, as a plot involving their vanished mother and impending marriage is hinted at throughout gameplay. Other returning families from earlier games include the Pleasants (for whom &amp;quot;Pleasantville&amp;quot; is named), the Burbs, and the Kats (Pets expansion only). One of the new families was also married to Michael Bachelor, who is now deceased and also identified within the Sims 2 as being Bella Goth's brother.&lt;br /&gt;
&lt;br /&gt;
==Compared to ''The Sims''==&lt;br /&gt;
&lt;br /&gt;
Graphically, The Sims 2 is far more accurate and true to real life than The Sims, immersing the player in a fully 3D world. Unlike earlier Sim games, such as SimCity 2000, which used dimetric projection and fixed resolutions, the camera in The Sims 2 allows the player to view things from many angles. Sims themselves are much more intricately detailed than they were in The Sims. Both in The Sims and The Sims 2, Sims are 3D meshes, but The Sims 2 introduces far more detail in mesh quality, texture quality, and animation capability. A Sim's facial features are customizable and unique. The player can adjust, for example, a Sim's nose to be very large or very small in The Sims 2's Create-a-Sim. Texturing is still achieved through use of raster images, though it appears more lifelike. Movements are more smooth, natural and true to humans and Sims are in general more animated.&lt;br /&gt;
&lt;br /&gt;
There is also an increased realism in gameplay. Sims have new experiences unavailable in The Sims, such as aging and eventual death. Sims may engage in &amp;quot;WooHoo,&amp;quot; a euphemism for sexual intercourse, in order to become pregnant and have a child. In The Sims, female Sims did not become pregnant; instead, infants were spawned after two Sims' repeatedly kissed. Additionally, babies in The Sims 2 progress through life stages to become adults, while babies in The Sims only become children before ceasing to continue aging. Sims take on genetic characteristics of their parents, such as eye color, hair color and personality traits.&lt;br /&gt;
&lt;br /&gt;
==Game Customisation==&lt;br /&gt;
===Custom Content===&lt;br /&gt;
Like many games, a large number of players have worked to modify both the game content and behavior of ''The Sims 2''. Such fans are often called modders. Modders alter the game in ways as simple as creating new floor and wall textures using a downloadable tool from and as complicated as writing patches for the game code to customize its behavior. Such modifications are all loosely referred to as &amp;quot;custom content.&amp;quot; Specifically, custom content can be divided into four categories: exporting (creating Sims and lots in-game or using the game's included Body Shop and exporting them to a file), recoloring (creating a new texture for an object), meshing (creating an object or modifying its shape) and hacking (writing code that manipulates game and object behaviors).&lt;br /&gt;
&lt;br /&gt;
The modding community for The Sims 2 is self-supporting, with more advanced modders writing tools and tutorials to help in creating custom content and modifying the game environment. One such program is SimPE, which is an editor for game files. SimPE also facilitates the creation of custom content through several wizards and package management tools.&lt;br /&gt;
&lt;br /&gt;
The official The Sims 2 website lists more than 500 registered fansites, many of which feature custom content. More than 250,000 Sims and lots have been uploaded to the Sims 2 Exchange on the site. Some fansites require either a one-time fee or a subscription to access some of all of the content on the site. Most of the sites do not charge for usage, some however, do allow voluntary donations to offset the cost of website maintenance.&lt;br /&gt;
&lt;br /&gt;
The topic of paysites is controversial in The Sims 2 community. Although the license agreement specifically forbids charging money for content created with or for The Sims 2, to date EA Games has not commented on the controversy, and is not allowing any discussion of this on the official Sims 2 BBS.&lt;br /&gt;
===The Sims 2 Body Shop===&lt;br /&gt;
The Sims 2 Body Shop is a program shipped with The Sims 2 that allows users to create custom clothing and body recolors, such as eyes, hair and skin tone. These custom created parts can be imported directly into the game, or can be uploaded onto the official The Sims 2 Exchange. These parts can be then added to other users' games.&lt;br /&gt;
&lt;br /&gt;
==Game editions and add-on releases==&lt;br /&gt;
For the PC, there have been three released editions of the core game, five released expansion packs and three released stuff packs. Many of these have been ported to Mac OS X by Aspyr. ''The Sims 2'' has been released for a number of game consoles, The Sims 2 Seasons has just been released.&lt;br /&gt;
===Core game===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Name &lt;br /&gt;
! [[Microsoft Windows|Windows]] Release date (USA) &lt;br /&gt;
! [[Mac OS]] X port Release &lt;br /&gt;
! Features&lt;br /&gt;
|- &lt;br /&gt;
| '''''The Sims 2''''' &lt;br /&gt;
| September 17, 2004 &lt;br /&gt;
| June 13, 2005 &lt;br /&gt;
| First release of the core game&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Special DVD Edition''''' &lt;br /&gt;
| September 17, 2004 &lt;br /&gt;
| n/a &lt;br /&gt;
| Core game, Bonus DVD content&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Expansion packs===&lt;br /&gt;
''The Sims 2'' expansion packs provide additional game features and items.  Generally, expansion packs add one central gameplay element, several peripheral elements, a new type of &amp;quot;expansion neighborhood&amp;quot;, a new &amp;quot;supernatural&amp;quot; element (Zombies, in ''University''), and approximately 125 new objects. Five expansion packs have been released.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Name &lt;br /&gt;
! [[Microsoft Windows|Windows]] Release date (USA) &lt;br /&gt;
! (EU) &lt;br /&gt;
! [[Mac OS]] X port Release &lt;br /&gt;
! Major Additions&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: University''''' &lt;br /&gt;
| March 1, 2005 &lt;br /&gt;
| March 2, 2005 &lt;br /&gt;
| December 12, 2005 &lt;br /&gt;
| College Towns, ''Young Adult'' life stage, pranks, Influence, Four graduate careers, Zombies&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Nightlife''''' &lt;br /&gt;
| September 13, 2005 &lt;br /&gt;
| September 13, 2005 &lt;br /&gt;
| March 27, 2006 &lt;br /&gt;
| Dating system, Downtown community area, ''Pleasure'' Aspiration, fury, Drivable cars, Vampires &lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Open for Business''''' &lt;br /&gt;
| March 2, 2006 &lt;br /&gt;
| March 3, 2006 &lt;br /&gt;
| September 4, 2006 &lt;br /&gt;
| Business system, Shopping districts, ''talent badges'', perk system, Robots&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Pets''''' &lt;br /&gt;
| October 17, 2006 &lt;br /&gt;
| October 20, 2006 &lt;br /&gt;
|  November 6, 2006 &lt;br /&gt;
| Pets system, pet store lots, Werewolves&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Seasons''''' &lt;br /&gt;
| February 27, 2007 &lt;br /&gt;
| March 2, 2007 &lt;br /&gt;
| n/a &lt;br /&gt;
| Seasons environment, Riverblossom Hills neighborhood, six careers, Plantsims&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Stuff packs===&lt;br /&gt;
Stuff packs are add-ons to the base game that add only new objects. There are currently four released. Stuff packs were originally called booster packs, as seen in the release of ''The Sims 2: Holiday Party Pack''. Current releases are called &amp;quot;Stuff Packs&amp;quot; and include certain gameplay elements introduced in previous expansion packs (as opposed to ''Holiday Party Pack'', which only added a package file containing object data). Stuff packs typically add around 60 new items. None have been ported to [[Mac OS]] X.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Name &lt;br /&gt;
! [[Microsoft Windows|Windows]] Release date (USA) &lt;br /&gt;
! Major Components&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Holiday Edition|The Sims 2: Holiday Party Pack''''' &lt;br /&gt;
| November 17, 2005 &lt;br /&gt;
| Christmas, Halloween, Thanksgiving, Hanukkah, Kwanzaa&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Family Fun Stuff''''' &lt;br /&gt;
| April 13, 2006 &lt;br /&gt;
| Medieval, Tropical&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Glamour Life Stuff''''' &lt;br /&gt;
| August 31, 2006 &lt;br /&gt;
| Luxury, Couture&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Happy Holiday Stuff''''' &lt;br /&gt;
| November 7, 2006 &lt;br /&gt;
| Similar to ''Holiday Party Pack'', but adds the Chinese New Year theme. Packaged with base game for a limited time&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Celebration Stuff''''' &lt;br /&gt;
| TBC&lt;br /&gt;
| Celebrations, Fiestas&lt;br /&gt;
|}&lt;br /&gt;
===Console and handheld releases===&lt;br /&gt;
* The Sims 2 was released for Nintendo DS, Nintendo Game Boy Advance, Nintendo GameCube, PlayStation 2 and Microsoft Xbox October 24, 2005 in North America. The same games were released in Europe November 4. The game was released for PlayStation Portable in December 2005, with European release January 13, 2006. The game is also available via mobile/cell phones, with availability depending on carrier. The Sims 2: Pets was also ported to the PlayStation 2, GameCube, PSP, Nintendo DS, as well as the Game Boy Advance. The Console versions are very similar to the PC game, except that they posses an alternate Story Mode, and Adult is the only age group, meaning that Sims can't age or have children.&lt;br /&gt;
&lt;br /&gt;
* GameSpot rated all console versions at 6.5 (on a 10-point scale), saying that &amp;quot;The Sims 2 loses something in translation from PC to consoles. Namely, its addictive, entertaining gameplay.&amp;quot;  The Xbox edition was rated 4.5 out of 5 by GamePro Magazine. The console games have a number of different mechanics than the PC/Mac editions. The console games feature two modes of control; direct mode allows the player to act directly as the Sim, while classic mode uses the game controls to select objects to use.&lt;br /&gt;
&lt;br /&gt;
* A Sims game for the new Wii, [[MySims]] has been announced for release in 2007. The screenshots reveal that it has a more cartoonish and anime-influenced feel to it, with the characters resembling that consoles' Miis. It will also be released for the Nintendo DS.&lt;/div&gt;</description>
			<pubDate>Thu, 08 Mar 2007 18:32:22 GMT</pubDate>			<dc:creator>Admin</dc:creator>			<comments>http://72.14.177.54/ultimatewiki/Talk:The_Sims_2</comments>		</item>
		<item>
			<title>The Sims 2</title>
			<link>http://72.14.177.54/ultimatewiki/The_Sims_2</link>
			<description>&lt;p&gt;Admin:&amp;#32;/* Game editions and add-on releases */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Gaming]]&lt;br /&gt;
'''''The Sims 2''''' is a strategic life simulation computer game developed by Maxis and published by Electronic Arts. It is the sequel to the best-selling computer game in history, The Sims. It was released on September 17, 2004 and sold a record one million copies in its first ten days. The Sims 2 has been released for Windows, Mac OS X, and several game consoles. Five expansion packs and three stuff packs have been released to date. Its music was composed by Mark Mothersbaugh.&lt;br /&gt;
&lt;br /&gt;
In The Sims 2, players control simulated human characters called Sims, as they interact with their virtual environments, engaging in activities and forming relationships in a manner similar to real life. It builds on its predecessor by allowing Sims to age through six stages of life and incorporating a more powerful 3D graphics engine. A sequel,The Sims 3, was announced in November 2006 by EA.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
''The Sims 2'' does not have a defined final goal; gameplay is open-ended. The player has the freedom to direct his or her Sims as he or she sees fit. A player's Sims can experience a life generally reflective of reality, growing up, working, marrying, having children and eventually dying, all while trying to advance in a chosen career and build a home. However, having a family, or even a steady job, is not necessarily required; therefore the life cycle is not absolute.&lt;br /&gt;
===Neighborhoods and Lots===&lt;br /&gt;
Sims inhabit neighborhoods, which are self-contained; Sims from one neighborhood cannot interact with Sims from another. In The Sims 2, three neighborhoods created by Maxis, Pleasantview, Strangetown and Veronaville, were included. Each expansion pack usually adds a new area for the player to explore. For example, players associate a college with their neighborhood in The Sims 2: University, a downtown area in The Sims 2: Nightlife and a shopping district in The Sims 2: Open for Business. The Sims 2: Pets broke this tradition and did not include a new area. The Sims 2: Seasons, the fifth expansion pack, introduced a new base neighborhood named Riverblossom Hills.&lt;br /&gt;
&lt;br /&gt;
Each neighborhood contains lots. There are two types of lots: residential and community. Sims live and build their homes on residential lots and are able to visit community lots by taxi. A player can build a variety of recreational destinations for his or her Sims, ranging from supermarkets to public swimming pools. Expansion packs add lots specialized to new gameplay introduced. For example, Pets includes new parks and stores for pets and Nightlife includes restaurants and bowling alleys. University also came with the option to have dorm lots, which are colleges only.&lt;br /&gt;
&lt;br /&gt;
===Sims===&lt;br /&gt;
====Age groups====&lt;br /&gt;
Sims, like humans, age, have needs, develop dreams and goals, exhibit personality, form relationships, hold jobs and eventually die. They progress through six (or seven) unique life stages: baby (babies must be born; unlike other age groups, they cannot be created in the Create-a-Sim screen), toddler, child, teen, young adult (only with The Sims 2: University), adult and elder.&lt;br /&gt;
&lt;br /&gt;
Throughout life, a Sim's role in his or her family changes to suit his or her age. Babies are dependent on older Sims to nurture and take care of them. As a toddler, Sims are taught fundamental skills, such as walking and talking. Children attend school and gain a new, yet still limited, independence. Teen Sims are more self-sufficient and are able to cook for themselves and work in three-tiered careers to earn Simoleons.[6] Adults are completely self-reliant, having virtually no restrictions. Elders are suited to a life of retirement, and often have to sleep and use the toilet more than adults.&lt;br /&gt;
====Need-based motives====&lt;br /&gt;
Sims are driven principally by their needs. In The Sims 2, Sims have up to eight needs or motives depending on their age, such as bladder, or the need to urinate, energy, or the need to sleep. The importance of certain needs outweighs that of others. For example, a Sim's neglect of his or her hunger could lead to starvation, but ignorance of hygiene does not result in fatality. A Sim's current levels in needs are averaged to determine a Sim's mood. If motives are collectively low, a Sim's mood will be negative, preventing him or her from engaging in certain activities. In the Seasons expansion pack, needs are affected in more ways.&lt;br /&gt;
====Aspirations====&lt;br /&gt;
As toddlers and children, Sims aspire only to &amp;quot;Grow Up,&amp;quot; but upon becoming teens, the player chooses one of five (or six) life aspirations for them: family, fortune, knowledge, popularity, romance, and pleasure (only with The Sims 2: Nightlife). Each Sim has wants and fears that correspond to his or her aspiration, stage of life and present circumstances. When a want is achieved, such as to &amp;quot;play with a relative,&amp;quot; aspiration points are alloted to the aspiration meter. Conversely, when a fear is realized, such as the death of a spouse, aspiration points are penalized. There are six levels to the meter, the highest being platinum, then gold, two levels of green and two of red. Aspiration levels play a part in determining the length of time a Sim will live as an elder before death. For example, a Sim who transitioned to the elder stage with a platinum level will live a much longer life than one who transitioned with a red level. Aspiration points are used to purchase special objects with helpful uses, whose beneficial effects are potentially made negative if the user's aspiration level is below gold.&lt;br /&gt;
====Personalities====&lt;br /&gt;
Personality is a quantified way of measuring a Sim's behavioral characteristics. There are five personality traits, each described by its opposing qualities. For example, a Sim can be active, lazy or somewhere in between the two extremes. These traits determine how fast a Sim learns skills, the rate at which specific needs decay, the types of interactions a Sim will autonomously engage in, the likelihood of accepting certain interactions and the likelihood of bringing home a friend from school or work. Sims want, fear, and behave according to his or her personality. For example, shy Sims will fear having parties and often become nervous before engaging socially, while outgoing Sims must interact constantly to satisfy their social needs and will point and wave to others as they pass by. Neat Sims will fear using public toilets, while sloppy Sims will urinate in the shower and even on bushes if desperate.&lt;br /&gt;
====Careers====&lt;br /&gt;
Adult careers have ten levels, while Teen and Elder careers are restricted to three. Upon adulthood, a Teen automatically joins the Adult version of his extant career. Elders are not able to surpass the third level. Advancement in career tracks, such as business and science, requires achieving certain skill levels and maintaining a certain number of family friends. The Sims 2 comes with 10 Adult careers, and some subsequent expansions add more.&lt;br /&gt;
====Relationships====&lt;br /&gt;
Sims form two kinds of relationships with one another: daily and lifetime. Daily relationships are influenced by recent interactions with other Sims, with lifetime relationships are reflective of a pair's relationship as a whole. For example, if two Sims meet they are able to improve their daily relationship to a perfect score of 100 but are essentially unable to do the same to their lifetime relationship. Lifetime relationships strengthen over time, while daily relationships weaken without recurring interaction. Lifetime relationships can be directly and more quickly affected by strong interactions, typically romantic.&lt;br /&gt;
&lt;br /&gt;
Sims can lead a bisexual or homosexual lifestyle with few differences from heterosexual lifestyles. Gay or lesbian partners are described as being &amp;quot;joined&amp;quot; (in a process identical to marrying - i.e. two women will wear wedding gowns) rather than married, and they may move in together and &amp;quot;WooHoo&amp;quot;. The &amp;quot;joined&amp;quot; may be seen as a reference to civil unions.&lt;br /&gt;
====Death====&lt;br /&gt;
Death is carried out in The Sims 2 by the NPC Reaper, equipped with the uniform scythe and robes. The Reaper is often seen with a cell phone or other incongruous utilities.&lt;br /&gt;
&lt;br /&gt;
Sims can die several ways. If a Sim reaches the end of the Elder life stage, he or she will die of old age. Sims close to the deceased receive an amount of inheritance determined by the benefactor's relationship at death. In addition, Sims can also meet premature ends by various means, such as electrocution or drowning. Sims leave behind tombstones or urns, which are typically possessed by their ghosts. As long as the memorium is left on the lot, ghosts will haunt the household.&lt;br /&gt;
====Ghosts====&lt;br /&gt;
Ghosts behave differently depending on their type of death and other circumstances. For example, Sims that died from starvation will steal food from the fridge, Sims that drowned will leaves puddles on the floor as they walk around and fill bathtubs with water, leaving them dirty, and Sims whose spouses have since remarried will become angry and jealous. Ghosts come in different colors, depending on their cause of death (e.g. Sims who die of old age will be white, Sims who die of sickness will be green). Ghosts became an idea of the creators of the Sims as a consequence of an unexpected bug, in which Sims became transparent and inaccessible. Ghosts also make it harder for a Sim to live by waking up easily frightened Sims and other annoyances. A ghost can also scare a sim to death if their motives are low.&lt;br /&gt;
&lt;br /&gt;
===Types of Sims===&lt;br /&gt;
''Playable Sims'' are the Sims a player controls directly. All gameplay is executed through actions of Playable Sims. Playable Sims are created in one of three ways. A playable Sim may be created using the Create-a-Family feature and placed in the game, by birth or adoption into an existing family, or by being a non-playable Sim moved into a lot.&lt;br /&gt;
&lt;br /&gt;
There are two types of non-playable Sims:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Townie&amp;quot; Sims are those which are roughly equivalent to playable Sims, having jobs and other characteristics of a playable Sim, except they do not live on an actual lot. They populate the Community lots and can be interacted with just like any other Sim. They don't age until they move in with another Sim and become playable Sims. With certain exceptions, any Townie may become a playable Sim if he or she accepts an invitation to move in or be married.&lt;br /&gt;
* Non-playable Sims that perform specific functions are called NPCs. NPCs can be hired to work for residential lots as maids, nannies, and gardeners. There are also cashiers who work at community lots, as well as NPC Sims with special tasks, such as social workers, police officers, and repo men. Most NPCs may become a Playable Sim through union or moving in, but unlike Townies, NPC Sims will lose their job upon moving in, appearing unemployed. Their role, now empty, is automatically filled by a new NPC.&lt;br /&gt;
&lt;br /&gt;
===Plot===&lt;br /&gt;
Although gameplay is open-ended, The Sims 2 has characters with histories, and the game is designed to accommodate story-based gameplay should the player wish to do so through expanded photo album features, such as a neighborhood photo album. The three (later four, with Seasons) pre-loaded neighborhoods each have a storyline told through the existing photo albums and the Sims' personal biographies, though playing characters in these neighborhoods is still open-ended. The story can even be completely disregarded should the player wish to.&lt;br /&gt;
&lt;br /&gt;
The Sims 2 is based loosely on the original plot lines of The Sims, by containing information about families extant in the first game. Several pre-loaded families in The Sims 2 have subtle clues, hinting that this game exists about 20 years after the first game.&lt;br /&gt;
&lt;br /&gt;
Utilizing the complex ancestry system, The Sims 2 incorporates details that link families in this game to the first. The Broke family has a series of Newbies in their genealogical history. The Newbies were a family from the first game. The Goth family is a canon element in The Sims games. In this game, their daughter from the first game has grown into a woman about to be married, further emphasizing the passage of time. The Goths in The Sims 2 also provide a basis for story-driven play, as a plot involving their vanished mother and impending marriage is hinted at throughout gameplay. Other returning families from earlier games include the Pleasants (for whom &amp;quot;Pleasantville&amp;quot; is named), the Burbs, and the Kats (Pets expansion only). One of the new families was also married to Michael Bachelor, who is now deceased and also identified within the Sims 2 as being Bella Goth's brother.&lt;br /&gt;
&lt;br /&gt;
==Compared to ''The Sims''==&lt;br /&gt;
&lt;br /&gt;
Graphically, The Sims 2 is far more accurate and true to real life than The Sims, immersing the player in a fully 3D world. Unlike earlier Sim games, such as SimCity 2000, which used dimetric projection and fixed resolutions, the camera in The Sims 2 allows the player to view things from many angles. Sims themselves are much more intricately detailed than they were in The Sims. Both in The Sims and The Sims 2, Sims are 3D meshes, but The Sims 2 introduces far more detail in mesh quality, texture quality, and animation capability. A Sim's facial features are customizable and unique. The player can adjust, for example, a Sim's nose to be very large or very small in The Sims 2's Create-a-Sim. Texturing is still achieved through use of raster images, though it appears more lifelike. Movements are more smooth, natural and true to humans and Sims are in general more animated.&lt;br /&gt;
&lt;br /&gt;
There is also an increased realism in gameplay. Sims have new experiences unavailable in The Sims, such as aging and eventual death. Sims may engage in &amp;quot;WooHoo,&amp;quot; a euphemism for sexual intercourse, in order to become pregnant and have a child. In The Sims, female Sims did not become pregnant; instead, infants were spawned after two Sims' repeatedly kissed. Additionally, babies in The Sims 2 progress through life stages to become adults, while babies in The Sims only become children before ceasing to continue aging. Sims take on genetic characteristics of their parents, such as eye color, hair color and personality traits.&lt;br /&gt;
&lt;br /&gt;
==Game Customisation==&lt;br /&gt;
===Custom Content===&lt;br /&gt;
Like many games, a large number of players have worked to modify both the game content and behavior of ''The Sims 2''. Such fans are often called modders. Modders alter the game in ways as simple as creating new floor and wall textures using a downloadable tool from and as complicated as writing patches for the game code to customize its behavior. Such modifications are all loosely referred to as &amp;quot;custom content.&amp;quot; Specifically, custom content can be divided into four categories: exporting (creating Sims and lots in-game or using the game's included Body Shop and exporting them to a file), recoloring (creating a new texture for an object), meshing (creating an object or modifying its shape) and hacking (writing code that manipulates game and object behaviors).&lt;br /&gt;
&lt;br /&gt;
The modding community for The Sims 2 is self-supporting, with more advanced modders writing tools and tutorials to help in creating custom content and modifying the game environment. One such program is SimPE, which is an editor for game files. SimPE also facilitates the creation of custom content through several wizards and package management tools.&lt;br /&gt;
&lt;br /&gt;
The official The Sims 2 website lists more than 500 registered fansites, many of which feature custom content. More than 250,000 Sims and lots have been uploaded to the Sims 2 Exchange on the site. Some fansites require either a one-time fee or a subscription to access some of all of the content on the site. Most of the sites do not charge for usage, some however, do allow voluntary donations to offset the cost of website maintenance.&lt;br /&gt;
&lt;br /&gt;
The topic of paysites is controversial in The Sims 2 community. Although the license agreement specifically forbids charging money for content created with or for The Sims 2, to date EA Games has not commented on the controversy, and is not allowing any discussion of this on the official Sims 2 BBS.&lt;br /&gt;
===The Sims 2 Body Shop===&lt;br /&gt;
The Sims 2 Body Shop is a program shipped with The Sims 2 that allows users to create custom clothing and body recolors, such as eyes, hair and skin tone. These custom created parts can be imported directly into the game, or can be uploaded onto the official The Sims 2 Exchange. These parts can be then added to other users' games.&lt;br /&gt;
&lt;br /&gt;
==Game editions and add-on releases==&lt;br /&gt;
For the PC, there have been three released editions of the core game, five released expansion packs and three released stuff packs. Many of these have been ported to Mac OS X by Aspyr. ''The Sims 2'' has been released for a number of game consoles, The Sims 2 Seasons has just been released.&lt;br /&gt;
===Core game===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Name &lt;br /&gt;
! [[Microsoft Windows|Windows]] Release date (USA) &lt;br /&gt;
! [[Mac OS]] X port Release &lt;br /&gt;
! Features&lt;br /&gt;
|- &lt;br /&gt;
| '''''The Sims 2''''' &lt;br /&gt;
| September 17, 2004 &lt;br /&gt;
| June 13, 2005 &lt;br /&gt;
| First release of the core game&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Special DVD Edition''''' &lt;br /&gt;
| September 17, 2004 &lt;br /&gt;
| n/a &lt;br /&gt;
| Core game, Bonus DVD content&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Expansion packs===&lt;br /&gt;
''The Sims 2'' expansion packs provide additional game features and items.  Generally, expansion packs add one central gameplay element, several peripheral elements, a new type of &amp;quot;expansion neighborhood&amp;quot;, a new &amp;quot;supernatural&amp;quot; element (Zombies, in ''University''), and approximately 125 new objects. Five expansion packs have been released.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Name &lt;br /&gt;
! [[Microsoft Windows|Windows]] Release date (USA) &lt;br /&gt;
! (EU) &lt;br /&gt;
! [[Mac OS]] X port Release &lt;br /&gt;
! Major Additions&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: University''''' &lt;br /&gt;
| March 1, 2005 &lt;br /&gt;
| March 2, 2005 &lt;br /&gt;
| December 12, 2005 &lt;br /&gt;
| College Towns, ''Young Adult'' life stage, pranks, Influence, Four graduate careers, Zombies&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Nightlife''''' &lt;br /&gt;
| September 13, 2005 &lt;br /&gt;
| September 13, 2005 &lt;br /&gt;
| March 27, 2006 &lt;br /&gt;
| Dating system, Downtown community area, ''Pleasure'' Aspiration, fury, Drivable cars, Vampires &lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Open for Business''''' &lt;br /&gt;
| March 2, 2006 &lt;br /&gt;
| March 3, 2006 &lt;br /&gt;
| September 4, 2006 &lt;br /&gt;
| Business system, Shopping districts, ''talent badges'', perk system, Robots&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Pets''''' &lt;br /&gt;
| October 17, 2006 &lt;br /&gt;
| October 20, 2006 &lt;br /&gt;
|  November 6, 2006 &lt;br /&gt;
| Pets system, pet store lots, Werewolves&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Seasons''''' &lt;br /&gt;
| February 27, 2007 &lt;br /&gt;
| March 2, 2007 &lt;br /&gt;
| n/a &lt;br /&gt;
| Seasons environment, Riverblossom Hills neighborhood, six careers, Plantsims&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Stuff packs===&lt;br /&gt;
Stuff packs are add-ons to the base game that add only new objects. There are currently four released. Stuff packs were originally called booster packs, as seen in the release of ''The Sims 2: Holiday Party Pack''. Current releases are called &amp;quot;Stuff Packs&amp;quot; and include certain gameplay elements introduced in previous expansion packs (as opposed to ''Holiday Party Pack'', which only added a package file containing object data). Stuff packs typically add around 60 new items. None have been ported to [[Mac OS]] X.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Name &lt;br /&gt;
! [[Microsoft Windows|Windows]] Release date (USA) &lt;br /&gt;
! Major Components&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Holiday Edition|The Sims 2: Holiday Party Pack''''' &lt;br /&gt;
| November 17, 2005 &lt;br /&gt;
| Christmas, Halloween, Thanksgiving, Hanukkah, Kwanzaa&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Family Fun Stuff''''' &lt;br /&gt;
| April 13, 2006 &lt;br /&gt;
| Medieval, Tropical&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Glamour Life Stuff''''' &lt;br /&gt;
| August 31, 2006 &lt;br /&gt;
| Luxury, Couture&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Happy Holiday Stuff''''' &lt;br /&gt;
| November 7, 2006 &lt;br /&gt;
| Similar to ''Holiday Party Pack'', but adds the Chinese New Year theme. Packaged with base game for a limited time&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Celebration Stuff''''' &lt;br /&gt;
| TBC&lt;br /&gt;
| Celebrations, Fiestas&lt;br /&gt;
|}&lt;br /&gt;
===Console and handheld releases===&lt;br /&gt;
    * The Sims 2 was released for Nintendo DS, Nintendo Game Boy Advance, Nintendo GameCube, PlayStation 2 and Microsoft Xbox October 24, 2005 in North America. The same games were released in Europe November 4. The game was released for PlayStation Portable in December 2005, with European release January 13, 2006. The game is also available via mobile/cell phones, with availability depending on carrier. The Sims 2: Pets was also ported to the PlayStation 2, GameCube, PSP, Nintendo DS, as well as the Game Boy Advance. The Console versions are very similar to the PC game, except that they posses an alternate Story Mode, and Adult is the only age group, meaning that Sims can't age or have children.&lt;br /&gt;
&lt;br /&gt;
    * GameSpot rated all console versions at 6.5 (on a 10-point scale), saying that &amp;quot;The Sims 2 loses something in translation from PC to consoles. Namely, its addictive, entertaining gameplay.&amp;quot;  The Xbox edition was rated 4.5 out of 5 by GamePro Magazine. The console games have a number of different mechanics than the PC/Mac editions. The console games feature two modes of control; direct mode allows the player to act directly as the Sim, while classic mode uses the game controls to select objects to use.&lt;br /&gt;
&lt;br /&gt;
    * A Sims game for the new Wii, [[MySims]] has been announced for release in 2007. The screenshots reveal that it has a more cartoonish and anime-influenced feel to it, with the characters resembling that consoles' Mii's. It will also be released for the Nintendo DS.&lt;/div&gt;</description>
			<pubDate>Thu, 08 Mar 2007 18:31:50 GMT</pubDate>			<dc:creator>Admin</dc:creator>			<comments>http://72.14.177.54/ultimatewiki/Talk:The_Sims_2</comments>		</item>
		<item>
			<title>The Sims 2</title>
			<link>http://72.14.177.54/ultimatewiki/The_Sims_2</link>
			<description>&lt;p&gt;Admin:&amp;#32;/* Stuff packs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Gaming]]&lt;br /&gt;
'''''The Sims 2''''' is a strategic life simulation computer game developed by Maxis and published by Electronic Arts. It is the sequel to the best-selling computer game in history, The Sims. It was released on September 17, 2004 and sold a record one million copies in its first ten days. The Sims 2 has been released for Windows, Mac OS X, and several game consoles. Five expansion packs and three stuff packs have been released to date. Its music was composed by Mark Mothersbaugh.&lt;br /&gt;
&lt;br /&gt;
In The Sims 2, players control simulated human characters called Sims, as they interact with their virtual environments, engaging in activities and forming relationships in a manner similar to real life. It builds on its predecessor by allowing Sims to age through six stages of life and incorporating a more powerful 3D graphics engine. A sequel,The Sims 3, was announced in November 2006 by EA.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
''The Sims 2'' does not have a defined final goal; gameplay is open-ended. The player has the freedom to direct his or her Sims as he or she sees fit. A player's Sims can experience a life generally reflective of reality, growing up, working, marrying, having children and eventually dying, all while trying to advance in a chosen career and build a home. However, having a family, or even a steady job, is not necessarily required; therefore the life cycle is not absolute.&lt;br /&gt;
===Neighborhoods and Lots===&lt;br /&gt;
Sims inhabit neighborhoods, which are self-contained; Sims from one neighborhood cannot interact with Sims from another. In The Sims 2, three neighborhoods created by Maxis, Pleasantview, Strangetown and Veronaville, were included. Each expansion pack usually adds a new area for the player to explore. For example, players associate a college with their neighborhood in The Sims 2: University, a downtown area in The Sims 2: Nightlife and a shopping district in The Sims 2: Open for Business. The Sims 2: Pets broke this tradition and did not include a new area. The Sims 2: Seasons, the fifth expansion pack, introduced a new base neighborhood named Riverblossom Hills.&lt;br /&gt;
&lt;br /&gt;
Each neighborhood contains lots. There are two types of lots: residential and community. Sims live and build their homes on residential lots and are able to visit community lots by taxi. A player can build a variety of recreational destinations for his or her Sims, ranging from supermarkets to public swimming pools. Expansion packs add lots specialized to new gameplay introduced. For example, Pets includes new parks and stores for pets and Nightlife includes restaurants and bowling alleys. University also came with the option to have dorm lots, which are colleges only.&lt;br /&gt;
&lt;br /&gt;
===Sims===&lt;br /&gt;
====Age groups====&lt;br /&gt;
Sims, like humans, age, have needs, develop dreams and goals, exhibit personality, form relationships, hold jobs and eventually die. They progress through six (or seven) unique life stages: baby (babies must be born; unlike other age groups, they cannot be created in the Create-a-Sim screen), toddler, child, teen, young adult (only with The Sims 2: University), adult and elder.&lt;br /&gt;
&lt;br /&gt;
Throughout life, a Sim's role in his or her family changes to suit his or her age. Babies are dependent on older Sims to nurture and take care of them. As a toddler, Sims are taught fundamental skills, such as walking and talking. Children attend school and gain a new, yet still limited, independence. Teen Sims are more self-sufficient and are able to cook for themselves and work in three-tiered careers to earn Simoleons.[6] Adults are completely self-reliant, having virtually no restrictions. Elders are suited to a life of retirement, and often have to sleep and use the toilet more than adults.&lt;br /&gt;
====Need-based motives====&lt;br /&gt;
Sims are driven principally by their needs. In The Sims 2, Sims have up to eight needs or motives depending on their age, such as bladder, or the need to urinate, energy, or the need to sleep. The importance of certain needs outweighs that of others. For example, a Sim's neglect of his or her hunger could lead to starvation, but ignorance of hygiene does not result in fatality. A Sim's current levels in needs are averaged to determine a Sim's mood. If motives are collectively low, a Sim's mood will be negative, preventing him or her from engaging in certain activities. In the Seasons expansion pack, needs are affected in more ways.&lt;br /&gt;
====Aspirations====&lt;br /&gt;
As toddlers and children, Sims aspire only to &amp;quot;Grow Up,&amp;quot; but upon becoming teens, the player chooses one of five (or six) life aspirations for them: family, fortune, knowledge, popularity, romance, and pleasure (only with The Sims 2: Nightlife). Each Sim has wants and fears that correspond to his or her aspiration, stage of life and present circumstances. When a want is achieved, such as to &amp;quot;play with a relative,&amp;quot; aspiration points are alloted to the aspiration meter. Conversely, when a fear is realized, such as the death of a spouse, aspiration points are penalized. There are six levels to the meter, the highest being platinum, then gold, two levels of green and two of red. Aspiration levels play a part in determining the length of time a Sim will live as an elder before death. For example, a Sim who transitioned to the elder stage with a platinum level will live a much longer life than one who transitioned with a red level. Aspiration points are used to purchase special objects with helpful uses, whose beneficial effects are potentially made negative if the user's aspiration level is below gold.&lt;br /&gt;
====Personalities====&lt;br /&gt;
Personality is a quantified way of measuring a Sim's behavioral characteristics. There are five personality traits, each described by its opposing qualities. For example, a Sim can be active, lazy or somewhere in between the two extremes. These traits determine how fast a Sim learns skills, the rate at which specific needs decay, the types of interactions a Sim will autonomously engage in, the likelihood of accepting certain interactions and the likelihood of bringing home a friend from school or work. Sims want, fear, and behave according to his or her personality. For example, shy Sims will fear having parties and often become nervous before engaging socially, while outgoing Sims must interact constantly to satisfy their social needs and will point and wave to others as they pass by. Neat Sims will fear using public toilets, while sloppy Sims will urinate in the shower and even on bushes if desperate.&lt;br /&gt;
====Careers====&lt;br /&gt;
Adult careers have ten levels, while Teen and Elder careers are restricted to three. Upon adulthood, a Teen automatically joins the Adult version of his extant career. Elders are not able to surpass the third level. Advancement in career tracks, such as business and science, requires achieving certain skill levels and maintaining a certain number of family friends. The Sims 2 comes with 10 Adult careers, and some subsequent expansions add more.&lt;br /&gt;
====Relationships====&lt;br /&gt;
Sims form two kinds of relationships with one another: daily and lifetime. Daily relationships are influenced by recent interactions with other Sims, with lifetime relationships are reflective of a pair's relationship as a whole. For example, if two Sims meet they are able to improve their daily relationship to a perfect score of 100 but are essentially unable to do the same to their lifetime relationship. Lifetime relationships strengthen over time, while daily relationships weaken without recurring interaction. Lifetime relationships can be directly and more quickly affected by strong interactions, typically romantic.&lt;br /&gt;
&lt;br /&gt;
Sims can lead a bisexual or homosexual lifestyle with few differences from heterosexual lifestyles. Gay or lesbian partners are described as being &amp;quot;joined&amp;quot; (in a process identical to marrying - i.e. two women will wear wedding gowns) rather than married, and they may move in together and &amp;quot;WooHoo&amp;quot;. The &amp;quot;joined&amp;quot; may be seen as a reference to civil unions.&lt;br /&gt;
====Death====&lt;br /&gt;
Death is carried out in The Sims 2 by the NPC Reaper, equipped with the uniform scythe and robes. The Reaper is often seen with a cell phone or other incongruous utilities.&lt;br /&gt;
&lt;br /&gt;
Sims can die several ways. If a Sim reaches the end of the Elder life stage, he or she will die of old age. Sims close to the deceased receive an amount of inheritance determined by the benefactor's relationship at death. In addition, Sims can also meet premature ends by various means, such as electrocution or drowning. Sims leave behind tombstones or urns, which are typically possessed by their ghosts. As long as the memorium is left on the lot, ghosts will haunt the household.&lt;br /&gt;
====Ghosts====&lt;br /&gt;
Ghosts behave differently depending on their type of death and other circumstances. For example, Sims that died from starvation will steal food from the fridge, Sims that drowned will leaves puddles on the floor as they walk around and fill bathtubs with water, leaving them dirty, and Sims whose spouses have since remarried will become angry and jealous. Ghosts come in different colors, depending on their cause of death (e.g. Sims who die of old age will be white, Sims who die of sickness will be green). Ghosts became an idea of the creators of the Sims as a consequence of an unexpected bug, in which Sims became transparent and inaccessible. Ghosts also make it harder for a Sim to live by waking up easily frightened Sims and other annoyances. A ghost can also scare a sim to death if their motives are low.&lt;br /&gt;
&lt;br /&gt;
===Types of Sims===&lt;br /&gt;
''Playable Sims'' are the Sims a player controls directly. All gameplay is executed through actions of Playable Sims. Playable Sims are created in one of three ways. A playable Sim may be created using the Create-a-Family feature and placed in the game, by birth or adoption into an existing family, or by being a non-playable Sim moved into a lot.&lt;br /&gt;
&lt;br /&gt;
There are two types of non-playable Sims:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Townie&amp;quot; Sims are those which are roughly equivalent to playable Sims, having jobs and other characteristics of a playable Sim, except they do not live on an actual lot. They populate the Community lots and can be interacted with just like any other Sim. They don't age until they move in with another Sim and become playable Sims. With certain exceptions, any Townie may become a playable Sim if he or she accepts an invitation to move in or be married.&lt;br /&gt;
* Non-playable Sims that perform specific functions are called NPCs. NPCs can be hired to work for residential lots as maids, nannies, and gardeners. There are also cashiers who work at community lots, as well as NPC Sims with special tasks, such as social workers, police officers, and repo men. Most NPCs may become a Playable Sim through union or moving in, but unlike Townies, NPC Sims will lose their job upon moving in, appearing unemployed. Their role, now empty, is automatically filled by a new NPC.&lt;br /&gt;
&lt;br /&gt;
===Plot===&lt;br /&gt;
Although gameplay is open-ended, The Sims 2 has characters with histories, and the game is designed to accommodate story-based gameplay should the player wish to do so through expanded photo album features, such as a neighborhood photo album. The three (later four, with Seasons) pre-loaded neighborhoods each have a storyline told through the existing photo albums and the Sims' personal biographies, though playing characters in these neighborhoods is still open-ended. The story can even be completely disregarded should the player wish to.&lt;br /&gt;
&lt;br /&gt;
The Sims 2 is based loosely on the original plot lines of The Sims, by containing information about families extant in the first game. Several pre-loaded families in The Sims 2 have subtle clues, hinting that this game exists about 20 years after the first game.&lt;br /&gt;
&lt;br /&gt;
Utilizing the complex ancestry system, The Sims 2 incorporates details that link families in this game to the first. The Broke family has a series of Newbies in their genealogical history. The Newbies were a family from the first game. The Goth family is a canon element in The Sims games. In this game, their daughter from the first game has grown into a woman about to be married, further emphasizing the passage of time. The Goths in The Sims 2 also provide a basis for story-driven play, as a plot involving their vanished mother and impending marriage is hinted at throughout gameplay. Other returning families from earlier games include the Pleasants (for whom &amp;quot;Pleasantville&amp;quot; is named), the Burbs, and the Kats (Pets expansion only). One of the new families was also married to Michael Bachelor, who is now deceased and also identified within the Sims 2 as being Bella Goth's brother.&lt;br /&gt;
&lt;br /&gt;
==Compared to ''The Sims''==&lt;br /&gt;
&lt;br /&gt;
Graphically, The Sims 2 is far more accurate and true to real life than The Sims, immersing the player in a fully 3D world. Unlike earlier Sim games, such as SimCity 2000, which used dimetric projection and fixed resolutions, the camera in The Sims 2 allows the player to view things from many angles. Sims themselves are much more intricately detailed than they were in The Sims. Both in The Sims and The Sims 2, Sims are 3D meshes, but The Sims 2 introduces far more detail in mesh quality, texture quality, and animation capability. A Sim's facial features are customizable and unique. The player can adjust, for example, a Sim's nose to be very large or very small in The Sims 2's Create-a-Sim. Texturing is still achieved through use of raster images, though it appears more lifelike. Movements are more smooth, natural and true to humans and Sims are in general more animated.&lt;br /&gt;
&lt;br /&gt;
There is also an increased realism in gameplay. Sims have new experiences unavailable in The Sims, such as aging and eventual death. Sims may engage in &amp;quot;WooHoo,&amp;quot; a euphemism for sexual intercourse, in order to become pregnant and have a child. In The Sims, female Sims did not become pregnant; instead, infants were spawned after two Sims' repeatedly kissed. Additionally, babies in The Sims 2 progress through life stages to become adults, while babies in The Sims only become children before ceasing to continue aging. Sims take on genetic characteristics of their parents, such as eye color, hair color and personality traits.&lt;br /&gt;
&lt;br /&gt;
==Game Customisation==&lt;br /&gt;
===Custom Content===&lt;br /&gt;
Like many games, a large number of players have worked to modify both the game content and behavior of ''The Sims 2''. Such fans are often called modders. Modders alter the game in ways as simple as creating new floor and wall textures using a downloadable tool from and as complicated as writing patches for the game code to customize its behavior. Such modifications are all loosely referred to as &amp;quot;custom content.&amp;quot; Specifically, custom content can be divided into four categories: exporting (creating Sims and lots in-game or using the game's included Body Shop and exporting them to a file), recoloring (creating a new texture for an object), meshing (creating an object or modifying its shape) and hacking (writing code that manipulates game and object behaviors).&lt;br /&gt;
&lt;br /&gt;
The modding community for The Sims 2 is self-supporting, with more advanced modders writing tools and tutorials to help in creating custom content and modifying the game environment. One such program is SimPE, which is an editor for game files. SimPE also facilitates the creation of custom content through several wizards and package management tools.&lt;br /&gt;
&lt;br /&gt;
The official The Sims 2 website lists more than 500 registered fansites, many of which feature custom content. More than 250,000 Sims and lots have been uploaded to the Sims 2 Exchange on the site. Some fansites require either a one-time fee or a subscription to access some of all of the content on the site. Most of the sites do not charge for usage, some however, do allow voluntary donations to offset the cost of website maintenance.&lt;br /&gt;
&lt;br /&gt;
The topic of paysites is controversial in The Sims 2 community. Although the license agreement specifically forbids charging money for content created with or for The Sims 2, to date EA Games has not commented on the controversy, and is not allowing any discussion of this on the official Sims 2 BBS.&lt;br /&gt;
===The Sims 2 Body Shop===&lt;br /&gt;
The Sims 2 Body Shop is a program shipped with The Sims 2 that allows users to create custom clothing and body recolors, such as eyes, hair and skin tone. These custom created parts can be imported directly into the game, or can be uploaded onto the official The Sims 2 Exchange. These parts can be then added to other users' games.&lt;br /&gt;
&lt;br /&gt;
==Game editions and add-on releases==&lt;br /&gt;
For the PC, there have been three released editions of the core game, five released expansion packs and three released stuff packs. Many of these have been ported to Mac OS X by Aspyr. ''The Sims 2'' has been released for a number of game consoles, The Sims 2 Seasons has just been released.&lt;br /&gt;
===Core game===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Name &lt;br /&gt;
! [[Microsoft Windows|Windows]] Release date (USA) &lt;br /&gt;
! [[Mac OS]] X port Release &lt;br /&gt;
! Features&lt;br /&gt;
|- &lt;br /&gt;
| '''''The Sims 2''''' &lt;br /&gt;
| September 17, 2004 &lt;br /&gt;
| June 13, 2005 &lt;br /&gt;
| First release of the core game&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Special DVD Edition''''' &lt;br /&gt;
| September 17, 2004 &lt;br /&gt;
| n/a &lt;br /&gt;
| Core game, Bonus DVD content&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Expansion packs===&lt;br /&gt;
''The Sims 2'' expansion packs provide additional game features and items.  Generally, expansion packs add one central gameplay element, several peripheral elements, a new type of &amp;quot;expansion neighborhood&amp;quot;, a new &amp;quot;supernatural&amp;quot; element (Zombies, in ''University''), and approximately 125 new objects. Five expansion packs have been released.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Name &lt;br /&gt;
! [[Microsoft Windows|Windows]] Release date (USA) &lt;br /&gt;
! (EU) &lt;br /&gt;
! [[Mac OS]] X port Release &lt;br /&gt;
! Major Additions&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: University''''' &lt;br /&gt;
| March 1, 2005 &lt;br /&gt;
| March 2, 2005 &lt;br /&gt;
| December 12, 2005 &lt;br /&gt;
| College Towns, ''Young Adult'' life stage, pranks, Influence, Four graduate careers, Zombies&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Nightlife''''' &lt;br /&gt;
| September 13, 2005 &lt;br /&gt;
| September 13, 2005 &lt;br /&gt;
| March 27, 2006 &lt;br /&gt;
| Dating system, Downtown community area, ''Pleasure'' Aspiration, fury, Drivable cars, Vampires &lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Open for Business''''' &lt;br /&gt;
| March 2, 2006 &lt;br /&gt;
| March 3, 2006 &lt;br /&gt;
| September 4, 2006 &lt;br /&gt;
| Business system, Shopping districts, ''talent badges'', perk system, Robots&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Pets''''' &lt;br /&gt;
| October 17, 2006 &lt;br /&gt;
| October 20, 2006 &lt;br /&gt;
|  November 6, 2006 &lt;br /&gt;
| Pets system, pet store lots, Werewolves&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Seasons''''' &lt;br /&gt;
| February 27, 2007 &lt;br /&gt;
| March 2, 2007 &lt;br /&gt;
| n/a &lt;br /&gt;
| Seasons environment, Riverblossom Hills neighborhood, six careers, Plantsims&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Stuff packs===&lt;br /&gt;
Stuff packs are add-ons to the base game that add only new objects. There are currently four released. Stuff packs were originally called booster packs, as seen in the release of ''The Sims 2: Holiday Party Pack''. Current releases are called &amp;quot;Stuff Packs&amp;quot; and include certain gameplay elements introduced in previous expansion packs (as opposed to ''Holiday Party Pack'', which only added a package file containing object data). Stuff packs typically add around 60 new items. None have been ported to [[Mac OS]] X.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Name &lt;br /&gt;
! [[Microsoft Windows|Windows]] Release date (USA) &lt;br /&gt;
! Major Components&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Holiday Edition|The Sims 2: Holiday Party Pack''''' &lt;br /&gt;
| November 17, 2005 &lt;br /&gt;
| Christmas, Halloween, Thanksgiving, Hanukkah, Kwanzaa&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Family Fun Stuff''''' &lt;br /&gt;
| April 13, 2006 &lt;br /&gt;
| Medieval, Tropical&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Glamour Life Stuff''''' &lt;br /&gt;
| August 31, 2006 &lt;br /&gt;
| Luxury, Couture&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Happy Holiday Stuff''''' &lt;br /&gt;
| November 7, 2006 &lt;br /&gt;
| Similar to ''Holiday Party Pack'', but adds the Chinese New Year theme. Packaged with base game for a limited time&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Celebration Stuff''''' &lt;br /&gt;
| TBC&lt;br /&gt;
| Celebrations, Fiestas&lt;br /&gt;
|}&lt;/div&gt;</description>
			<pubDate>Thu, 08 Mar 2007 18:30:02 GMT</pubDate>			<dc:creator>Admin</dc:creator>			<comments>http://72.14.177.54/ultimatewiki/Talk:The_Sims_2</comments>		</item>
		<item>
			<title>The Sims 2</title>
			<link>http://72.14.177.54/ultimatewiki/The_Sims_2</link>
			<description>&lt;p&gt;Admin:&amp;#32;/* Expansion packs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Gaming]]&lt;br /&gt;
'''''The Sims 2''''' is a strategic life simulation computer game developed by Maxis and published by Electronic Arts. It is the sequel to the best-selling computer game in history, The Sims. It was released on September 17, 2004 and sold a record one million copies in its first ten days. The Sims 2 has been released for Windows, Mac OS X, and several game consoles. Five expansion packs and three stuff packs have been released to date. Its music was composed by Mark Mothersbaugh.&lt;br /&gt;
&lt;br /&gt;
In The Sims 2, players control simulated human characters called Sims, as they interact with their virtual environments, engaging in activities and forming relationships in a manner similar to real life. It builds on its predecessor by allowing Sims to age through six stages of life and incorporating a more powerful 3D graphics engine. A sequel,The Sims 3, was announced in November 2006 by EA.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
''The Sims 2'' does not have a defined final goal; gameplay is open-ended. The player has the freedom to direct his or her Sims as he or she sees fit. A player's Sims can experience a life generally reflective of reality, growing up, working, marrying, having children and eventually dying, all while trying to advance in a chosen career and build a home. However, having a family, or even a steady job, is not necessarily required; therefore the life cycle is not absolute.&lt;br /&gt;
===Neighborhoods and Lots===&lt;br /&gt;
Sims inhabit neighborhoods, which are self-contained; Sims from one neighborhood cannot interact with Sims from another. In The Sims 2, three neighborhoods created by Maxis, Pleasantview, Strangetown and Veronaville, were included. Each expansion pack usually adds a new area for the player to explore. For example, players associate a college with their neighborhood in The Sims 2: University, a downtown area in The Sims 2: Nightlife and a shopping district in The Sims 2: Open for Business. The Sims 2: Pets broke this tradition and did not include a new area. The Sims 2: Seasons, the fifth expansion pack, introduced a new base neighborhood named Riverblossom Hills.&lt;br /&gt;
&lt;br /&gt;
Each neighborhood contains lots. There are two types of lots: residential and community. Sims live and build their homes on residential lots and are able to visit community lots by taxi. A player can build a variety of recreational destinations for his or her Sims, ranging from supermarkets to public swimming pools. Expansion packs add lots specialized to new gameplay introduced. For example, Pets includes new parks and stores for pets and Nightlife includes restaurants and bowling alleys. University also came with the option to have dorm lots, which are colleges only.&lt;br /&gt;
&lt;br /&gt;
===Sims===&lt;br /&gt;
====Age groups====&lt;br /&gt;
Sims, like humans, age, have needs, develop dreams and goals, exhibit personality, form relationships, hold jobs and eventually die. They progress through six (or seven) unique life stages: baby (babies must be born; unlike other age groups, they cannot be created in the Create-a-Sim screen), toddler, child, teen, young adult (only with The Sims 2: University), adult and elder.&lt;br /&gt;
&lt;br /&gt;
Throughout life, a Sim's role in his or her family changes to suit his or her age. Babies are dependent on older Sims to nurture and take care of them. As a toddler, Sims are taught fundamental skills, such as walking and talking. Children attend school and gain a new, yet still limited, independence. Teen Sims are more self-sufficient and are able to cook for themselves and work in three-tiered careers to earn Simoleons.[6] Adults are completely self-reliant, having virtually no restrictions. Elders are suited to a life of retirement, and often have to sleep and use the toilet more than adults.&lt;br /&gt;
====Need-based motives====&lt;br /&gt;
Sims are driven principally by their needs. In The Sims 2, Sims have up to eight needs or motives depending on their age, such as bladder, or the need to urinate, energy, or the need to sleep. The importance of certain needs outweighs that of others. For example, a Sim's neglect of his or her hunger could lead to starvation, but ignorance of hygiene does not result in fatality. A Sim's current levels in needs are averaged to determine a Sim's mood. If motives are collectively low, a Sim's mood will be negative, preventing him or her from engaging in certain activities. In the Seasons expansion pack, needs are affected in more ways.&lt;br /&gt;
====Aspirations====&lt;br /&gt;
As toddlers and children, Sims aspire only to &amp;quot;Grow Up,&amp;quot; but upon becoming teens, the player chooses one of five (or six) life aspirations for them: family, fortune, knowledge, popularity, romance, and pleasure (only with The Sims 2: Nightlife). Each Sim has wants and fears that correspond to his or her aspiration, stage of life and present circumstances. When a want is achieved, such as to &amp;quot;play with a relative,&amp;quot; aspiration points are alloted to the aspiration meter. Conversely, when a fear is realized, such as the death of a spouse, aspiration points are penalized. There are six levels to the meter, the highest being platinum, then gold, two levels of green and two of red. Aspiration levels play a part in determining the length of time a Sim will live as an elder before death. For example, a Sim who transitioned to the elder stage with a platinum level will live a much longer life than one who transitioned with a red level. Aspiration points are used to purchase special objects with helpful uses, whose beneficial effects are potentially made negative if the user's aspiration level is below gold.&lt;br /&gt;
====Personalities====&lt;br /&gt;
Personality is a quantified way of measuring a Sim's behavioral characteristics. There are five personality traits, each described by its opposing qualities. For example, a Sim can be active, lazy or somewhere in between the two extremes. These traits determine how fast a Sim learns skills, the rate at which specific needs decay, the types of interactions a Sim will autonomously engage in, the likelihood of accepting certain interactions and the likelihood of bringing home a friend from school or work. Sims want, fear, and behave according to his or her personality. For example, shy Sims will fear having parties and often become nervous before engaging socially, while outgoing Sims must interact constantly to satisfy their social needs and will point and wave to others as they pass by. Neat Sims will fear using public toilets, while sloppy Sims will urinate in the shower and even on bushes if desperate.&lt;br /&gt;
====Careers====&lt;br /&gt;
Adult careers have ten levels, while Teen and Elder careers are restricted to three. Upon adulthood, a Teen automatically joins the Adult version of his extant career. Elders are not able to surpass the third level. Advancement in career tracks, such as business and science, requires achieving certain skill levels and maintaining a certain number of family friends. The Sims 2 comes with 10 Adult careers, and some subsequent expansions add more.&lt;br /&gt;
====Relationships====&lt;br /&gt;
Sims form two kinds of relationships with one another: daily and lifetime. Daily relationships are influenced by recent interactions with other Sims, with lifetime relationships are reflective of a pair's relationship as a whole. For example, if two Sims meet they are able to improve their daily relationship to a perfect score of 100 but are essentially unable to do the same to their lifetime relationship. Lifetime relationships strengthen over time, while daily relationships weaken without recurring interaction. Lifetime relationships can be directly and more quickly affected by strong interactions, typically romantic.&lt;br /&gt;
&lt;br /&gt;
Sims can lead a bisexual or homosexual lifestyle with few differences from heterosexual lifestyles. Gay or lesbian partners are described as being &amp;quot;joined&amp;quot; (in a process identical to marrying - i.e. two women will wear wedding gowns) rather than married, and they may move in together and &amp;quot;WooHoo&amp;quot;. The &amp;quot;joined&amp;quot; may be seen as a reference to civil unions.&lt;br /&gt;
====Death====&lt;br /&gt;
Death is carried out in The Sims 2 by the NPC Reaper, equipped with the uniform scythe and robes. The Reaper is often seen with a cell phone or other incongruous utilities.&lt;br /&gt;
&lt;br /&gt;
Sims can die several ways. If a Sim reaches the end of the Elder life stage, he or she will die of old age. Sims close to the deceased receive an amount of inheritance determined by the benefactor's relationship at death. In addition, Sims can also meet premature ends by various means, such as electrocution or drowning. Sims leave behind tombstones or urns, which are typically possessed by their ghosts. As long as the memorium is left on the lot, ghosts will haunt the household.&lt;br /&gt;
====Ghosts====&lt;br /&gt;
Ghosts behave differently depending on their type of death and other circumstances. For example, Sims that died from starvation will steal food from the fridge, Sims that drowned will leaves puddles on the floor as they walk around and fill bathtubs with water, leaving them dirty, and Sims whose spouses have since remarried will become angry and jealous. Ghosts come in different colors, depending on their cause of death (e.g. Sims who die of old age will be white, Sims who die of sickness will be green). Ghosts became an idea of the creators of the Sims as a consequence of an unexpected bug, in which Sims became transparent and inaccessible. Ghosts also make it harder for a Sim to live by waking up easily frightened Sims and other annoyances. A ghost can also scare a sim to death if their motives are low.&lt;br /&gt;
&lt;br /&gt;
===Types of Sims===&lt;br /&gt;
''Playable Sims'' are the Sims a player controls directly. All gameplay is executed through actions of Playable Sims. Playable Sims are created in one of three ways. A playable Sim may be created using the Create-a-Family feature and placed in the game, by birth or adoption into an existing family, or by being a non-playable Sim moved into a lot.&lt;br /&gt;
&lt;br /&gt;
There are two types of non-playable Sims:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Townie&amp;quot; Sims are those which are roughly equivalent to playable Sims, having jobs and other characteristics of a playable Sim, except they do not live on an actual lot. They populate the Community lots and can be interacted with just like any other Sim. They don't age until they move in with another Sim and become playable Sims. With certain exceptions, any Townie may become a playable Sim if he or she accepts an invitation to move in or be married.&lt;br /&gt;
* Non-playable Sims that perform specific functions are called NPCs. NPCs can be hired to work for residential lots as maids, nannies, and gardeners. There are also cashiers who work at community lots, as well as NPC Sims with special tasks, such as social workers, police officers, and repo men. Most NPCs may become a Playable Sim through union or moving in, but unlike Townies, NPC Sims will lose their job upon moving in, appearing unemployed. Their role, now empty, is automatically filled by a new NPC.&lt;br /&gt;
&lt;br /&gt;
===Plot===&lt;br /&gt;
Although gameplay is open-ended, The Sims 2 has characters with histories, and the game is designed to accommodate story-based gameplay should the player wish to do so through expanded photo album features, such as a neighborhood photo album. The three (later four, with Seasons) pre-loaded neighborhoods each have a storyline told through the existing photo albums and the Sims' personal biographies, though playing characters in these neighborhoods is still open-ended. The story can even be completely disregarded should the player wish to.&lt;br /&gt;
&lt;br /&gt;
The Sims 2 is based loosely on the original plot lines of The Sims, by containing information about families extant in the first game. Several pre-loaded families in The Sims 2 have subtle clues, hinting that this game exists about 20 years after the first game.&lt;br /&gt;
&lt;br /&gt;
Utilizing the complex ancestry system, The Sims 2 incorporates details that link families in this game to the first. The Broke family has a series of Newbies in their genealogical history. The Newbies were a family from the first game. The Goth family is a canon element in The Sims games. In this game, their daughter from the first game has grown into a woman about to be married, further emphasizing the passage of time. The Goths in The Sims 2 also provide a basis for story-driven play, as a plot involving their vanished mother and impending marriage is hinted at throughout gameplay. Other returning families from earlier games include the Pleasants (for whom &amp;quot;Pleasantville&amp;quot; is named), the Burbs, and the Kats (Pets expansion only). One of the new families was also married to Michael Bachelor, who is now deceased and also identified within the Sims 2 as being Bella Goth's brother.&lt;br /&gt;
&lt;br /&gt;
==Compared to ''The Sims''==&lt;br /&gt;
&lt;br /&gt;
Graphically, The Sims 2 is far more accurate and true to real life than The Sims, immersing the player in a fully 3D world. Unlike earlier Sim games, such as SimCity 2000, which used dimetric projection and fixed resolutions, the camera in The Sims 2 allows the player to view things from many angles. Sims themselves are much more intricately detailed than they were in The Sims. Both in The Sims and The Sims 2, Sims are 3D meshes, but The Sims 2 introduces far more detail in mesh quality, texture quality, and animation capability. A Sim's facial features are customizable and unique. The player can adjust, for example, a Sim's nose to be very large or very small in The Sims 2's Create-a-Sim. Texturing is still achieved through use of raster images, though it appears more lifelike. Movements are more smooth, natural and true to humans and Sims are in general more animated.&lt;br /&gt;
&lt;br /&gt;
There is also an increased realism in gameplay. Sims have new experiences unavailable in The Sims, such as aging and eventual death. Sims may engage in &amp;quot;WooHoo,&amp;quot; a euphemism for sexual intercourse, in order to become pregnant and have a child. In The Sims, female Sims did not become pregnant; instead, infants were spawned after two Sims' repeatedly kissed. Additionally, babies in The Sims 2 progress through life stages to become adults, while babies in The Sims only become children before ceasing to continue aging. Sims take on genetic characteristics of their parents, such as eye color, hair color and personality traits.&lt;br /&gt;
&lt;br /&gt;
==Game Customisation==&lt;br /&gt;
===Custom Content===&lt;br /&gt;
Like many games, a large number of players have worked to modify both the game content and behavior of ''The Sims 2''. Such fans are often called modders. Modders alter the game in ways as simple as creating new floor and wall textures using a downloadable tool from and as complicated as writing patches for the game code to customize its behavior. Such modifications are all loosely referred to as &amp;quot;custom content.&amp;quot; Specifically, custom content can be divided into four categories: exporting (creating Sims and lots in-game or using the game's included Body Shop and exporting them to a file), recoloring (creating a new texture for an object), meshing (creating an object or modifying its shape) and hacking (writing code that manipulates game and object behaviors).&lt;br /&gt;
&lt;br /&gt;
The modding community for The Sims 2 is self-supporting, with more advanced modders writing tools and tutorials to help in creating custom content and modifying the game environment. One such program is SimPE, which is an editor for game files. SimPE also facilitates the creation of custom content through several wizards and package management tools.&lt;br /&gt;
&lt;br /&gt;
The official The Sims 2 website lists more than 500 registered fansites, many of which feature custom content. More than 250,000 Sims and lots have been uploaded to the Sims 2 Exchange on the site. Some fansites require either a one-time fee or a subscription to access some of all of the content on the site. Most of the sites do not charge for usage, some however, do allow voluntary donations to offset the cost of website maintenance.&lt;br /&gt;
&lt;br /&gt;
The topic of paysites is controversial in The Sims 2 community. Although the license agreement specifically forbids charging money for content created with or for The Sims 2, to date EA Games has not commented on the controversy, and is not allowing any discussion of this on the official Sims 2 BBS.&lt;br /&gt;
===The Sims 2 Body Shop===&lt;br /&gt;
The Sims 2 Body Shop is a program shipped with The Sims 2 that allows users to create custom clothing and body recolors, such as eyes, hair and skin tone. These custom created parts can be imported directly into the game, or can be uploaded onto the official The Sims 2 Exchange. These parts can be then added to other users' games.&lt;br /&gt;
&lt;br /&gt;
==Game editions and add-on releases==&lt;br /&gt;
For the PC, there have been three released editions of the core game, five released expansion packs and three released stuff packs. Many of these have been ported to Mac OS X by Aspyr. ''The Sims 2'' has been released for a number of game consoles, The Sims 2 Seasons has just been released.&lt;br /&gt;
===Core game===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Name &lt;br /&gt;
! [[Microsoft Windows|Windows]] Release date (USA) &lt;br /&gt;
! [[Mac OS]] X port Release &lt;br /&gt;
! Features&lt;br /&gt;
|- &lt;br /&gt;
| '''''The Sims 2''''' &lt;br /&gt;
| September 17, 2004 &lt;br /&gt;
| June 13, 2005 &lt;br /&gt;
| First release of the core game&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Special DVD Edition''''' &lt;br /&gt;
| September 17, 2004 &lt;br /&gt;
| n/a &lt;br /&gt;
| Core game, Bonus DVD content&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Expansion packs===&lt;br /&gt;
''The Sims 2'' expansion packs provide additional game features and items.  Generally, expansion packs add one central gameplay element, several peripheral elements, a new type of &amp;quot;expansion neighborhood&amp;quot;, a new &amp;quot;supernatural&amp;quot; element (Zombies, in ''University''), and approximately 125 new objects. Five expansion packs have been released.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Name &lt;br /&gt;
! [[Microsoft Windows|Windows]] Release date (USA) &lt;br /&gt;
! (EU) &lt;br /&gt;
! [[Mac OS]] X port Release &lt;br /&gt;
! Major Additions&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: University''''' &lt;br /&gt;
| March 1, 2005 &lt;br /&gt;
| March 2, 2005 &lt;br /&gt;
| December 12, 2005 &lt;br /&gt;
| College Towns, ''Young Adult'' life stage, pranks, Influence, Four graduate careers, Zombies&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Nightlife''''' &lt;br /&gt;
| September 13, 2005 &lt;br /&gt;
| September 13, 2005 &lt;br /&gt;
| March 27, 2006 &lt;br /&gt;
| Dating system, Downtown community area, ''Pleasure'' Aspiration, fury, Drivable cars, Vampires &lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Open for Business''''' &lt;br /&gt;
| March 2, 2006 &lt;br /&gt;
| March 3, 2006 &lt;br /&gt;
| September 4, 2006 &lt;br /&gt;
| Business system, Shopping districts, ''talent badges'', perk system, Robots&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Pets''''' &lt;br /&gt;
| October 17, 2006 &lt;br /&gt;
| October 20, 2006 &lt;br /&gt;
|  November 6, 2006 &lt;br /&gt;
| Pets system, pet store lots, Werewolves&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Seasons''''' &lt;br /&gt;
| February 27, 2007 &lt;br /&gt;
| March 2, 2007 &lt;br /&gt;
| n/a &lt;br /&gt;
| Seasons environment, Riverblossom Hills neighborhood, six careers, Plantsims&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Stuff packs===&lt;br /&gt;
Stuff packs are add-ons to the base game that add only new objects. There are currently four released. Stuff packs were originally called booster packs, as seen in the release of ''The Sims 2: Holiday Party Pack''. Current releases are called &amp;quot;Stuff Packs&amp;quot; and include certain gameplay elements introduced in previous expansion packs (as opposed to ''Holiday Party Pack'', which only added a package file containing object data). Stuff packs typically add around 60 new items. None have been ported to [[Mac OS]] X.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! Name || [[Microsoft Windows|Windows]] Release date (USA) || Major Components&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Holiday Edition|The Sims 2: Holiday Party Pack''''' || November 17, 2005 || Christmas, Halloween, Thanksgiving, Hanukkah, Kwanzaa&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Family Fun Stuff''''' || April 13, 2006 || Medieval, Tropical&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Glamour Life Stuff''''' || August 31, 2006 || Luxury, Couture&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Happy Holiday Stuff''''' || November 7, 2006 || Similar to ''Holiday Party Pack'', but adds the Chinese New Year theme. Packaged with base game for a limited time&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Celebration Stuff''''' || unknown || Celebrations, Fiestas&lt;br /&gt;
|}&lt;/div&gt;</description>
			<pubDate>Thu, 08 Mar 2007 18:29:05 GMT</pubDate>			<dc:creator>Admin</dc:creator>			<comments>http://72.14.177.54/ultimatewiki/Talk:The_Sims_2</comments>		</item>
		<item>
			<title>The Sims 2</title>
			<link>http://72.14.177.54/ultimatewiki/The_Sims_2</link>
			<description>&lt;p&gt;Admin:&amp;#32;/* Core game */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Gaming]]&lt;br /&gt;
'''''The Sims 2''''' is a strategic life simulation computer game developed by Maxis and published by Electronic Arts. It is the sequel to the best-selling computer game in history, The Sims. It was released on September 17, 2004 and sold a record one million copies in its first ten days. The Sims 2 has been released for Windows, Mac OS X, and several game consoles. Five expansion packs and three stuff packs have been released to date. Its music was composed by Mark Mothersbaugh.&lt;br /&gt;
&lt;br /&gt;
In The Sims 2, players control simulated human characters called Sims, as they interact with their virtual environments, engaging in activities and forming relationships in a manner similar to real life. It builds on its predecessor by allowing Sims to age through six stages of life and incorporating a more powerful 3D graphics engine. A sequel,The Sims 3, was announced in November 2006 by EA.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
''The Sims 2'' does not have a defined final goal; gameplay is open-ended. The player has the freedom to direct his or her Sims as he or she sees fit. A player's Sims can experience a life generally reflective of reality, growing up, working, marrying, having children and eventually dying, all while trying to advance in a chosen career and build a home. However, having a family, or even a steady job, is not necessarily required; therefore the life cycle is not absolute.&lt;br /&gt;
===Neighborhoods and Lots===&lt;br /&gt;
Sims inhabit neighborhoods, which are self-contained; Sims from one neighborhood cannot interact with Sims from another. In The Sims 2, three neighborhoods created by Maxis, Pleasantview, Strangetown and Veronaville, were included. Each expansion pack usually adds a new area for the player to explore. For example, players associate a college with their neighborhood in The Sims 2: University, a downtown area in The Sims 2: Nightlife and a shopping district in The Sims 2: Open for Business. The Sims 2: Pets broke this tradition and did not include a new area. The Sims 2: Seasons, the fifth expansion pack, introduced a new base neighborhood named Riverblossom Hills.&lt;br /&gt;
&lt;br /&gt;
Each neighborhood contains lots. There are two types of lots: residential and community. Sims live and build their homes on residential lots and are able to visit community lots by taxi. A player can build a variety of recreational destinations for his or her Sims, ranging from supermarkets to public swimming pools. Expansion packs add lots specialized to new gameplay introduced. For example, Pets includes new parks and stores for pets and Nightlife includes restaurants and bowling alleys. University also came with the option to have dorm lots, which are colleges only.&lt;br /&gt;
&lt;br /&gt;
===Sims===&lt;br /&gt;
====Age groups====&lt;br /&gt;
Sims, like humans, age, have needs, develop dreams and goals, exhibit personality, form relationships, hold jobs and eventually die. They progress through six (or seven) unique life stages: baby (babies must be born; unlike other age groups, they cannot be created in the Create-a-Sim screen), toddler, child, teen, young adult (only with The Sims 2: University), adult and elder.&lt;br /&gt;
&lt;br /&gt;
Throughout life, a Sim's role in his or her family changes to suit his or her age. Babies are dependent on older Sims to nurture and take care of them. As a toddler, Sims are taught fundamental skills, such as walking and talking. Children attend school and gain a new, yet still limited, independence. Teen Sims are more self-sufficient and are able to cook for themselves and work in three-tiered careers to earn Simoleons.[6] Adults are completely self-reliant, having virtually no restrictions. Elders are suited to a life of retirement, and often have to sleep and use the toilet more than adults.&lt;br /&gt;
====Need-based motives====&lt;br /&gt;
Sims are driven principally by their needs. In The Sims 2, Sims have up to eight needs or motives depending on their age, such as bladder, or the need to urinate, energy, or the need to sleep. The importance of certain needs outweighs that of others. For example, a Sim's neglect of his or her hunger could lead to starvation, but ignorance of hygiene does not result in fatality. A Sim's current levels in needs are averaged to determine a Sim's mood. If motives are collectively low, a Sim's mood will be negative, preventing him or her from engaging in certain activities. In the Seasons expansion pack, needs are affected in more ways.&lt;br /&gt;
====Aspirations====&lt;br /&gt;
As toddlers and children, Sims aspire only to &amp;quot;Grow Up,&amp;quot; but upon becoming teens, the player chooses one of five (or six) life aspirations for them: family, fortune, knowledge, popularity, romance, and pleasure (only with The Sims 2: Nightlife). Each Sim has wants and fears that correspond to his or her aspiration, stage of life and present circumstances. When a want is achieved, such as to &amp;quot;play with a relative,&amp;quot; aspiration points are alloted to the aspiration meter. Conversely, when a fear is realized, such as the death of a spouse, aspiration points are penalized. There are six levels to the meter, the highest being platinum, then gold, two levels of green and two of red. Aspiration levels play a part in determining the length of time a Sim will live as an elder before death. For example, a Sim who transitioned to the elder stage with a platinum level will live a much longer life than one who transitioned with a red level. Aspiration points are used to purchase special objects with helpful uses, whose beneficial effects are potentially made negative if the user's aspiration level is below gold.&lt;br /&gt;
====Personalities====&lt;br /&gt;
Personality is a quantified way of measuring a Sim's behavioral characteristics. There are five personality traits, each described by its opposing qualities. For example, a Sim can be active, lazy or somewhere in between the two extremes. These traits determine how fast a Sim learns skills, the rate at which specific needs decay, the types of interactions a Sim will autonomously engage in, the likelihood of accepting certain interactions and the likelihood of bringing home a friend from school or work. Sims want, fear, and behave according to his or her personality. For example, shy Sims will fear having parties and often become nervous before engaging socially, while outgoing Sims must interact constantly to satisfy their social needs and will point and wave to others as they pass by. Neat Sims will fear using public toilets, while sloppy Sims will urinate in the shower and even on bushes if desperate.&lt;br /&gt;
====Careers====&lt;br /&gt;
Adult careers have ten levels, while Teen and Elder careers are restricted to three. Upon adulthood, a Teen automatically joins the Adult version of his extant career. Elders are not able to surpass the third level. Advancement in career tracks, such as business and science, requires achieving certain skill levels and maintaining a certain number of family friends. The Sims 2 comes with 10 Adult careers, and some subsequent expansions add more.&lt;br /&gt;
====Relationships====&lt;br /&gt;
Sims form two kinds of relationships with one another: daily and lifetime. Daily relationships are influenced by recent interactions with other Sims, with lifetime relationships are reflective of a pair's relationship as a whole. For example, if two Sims meet they are able to improve their daily relationship to a perfect score of 100 but are essentially unable to do the same to their lifetime relationship. Lifetime relationships strengthen over time, while daily relationships weaken without recurring interaction. Lifetime relationships can be directly and more quickly affected by strong interactions, typically romantic.&lt;br /&gt;
&lt;br /&gt;
Sims can lead a bisexual or homosexual lifestyle with few differences from heterosexual lifestyles. Gay or lesbian partners are described as being &amp;quot;joined&amp;quot; (in a process identical to marrying - i.e. two women will wear wedding gowns) rather than married, and they may move in together and &amp;quot;WooHoo&amp;quot;. The &amp;quot;joined&amp;quot; may be seen as a reference to civil unions.&lt;br /&gt;
====Death====&lt;br /&gt;
Death is carried out in The Sims 2 by the NPC Reaper, equipped with the uniform scythe and robes. The Reaper is often seen with a cell phone or other incongruous utilities.&lt;br /&gt;
&lt;br /&gt;
Sims can die several ways. If a Sim reaches the end of the Elder life stage, he or she will die of old age. Sims close to the deceased receive an amount of inheritance determined by the benefactor's relationship at death. In addition, Sims can also meet premature ends by various means, such as electrocution or drowning. Sims leave behind tombstones or urns, which are typically possessed by their ghosts. As long as the memorium is left on the lot, ghosts will haunt the household.&lt;br /&gt;
====Ghosts====&lt;br /&gt;
Ghosts behave differently depending on their type of death and other circumstances. For example, Sims that died from starvation will steal food from the fridge, Sims that drowned will leaves puddles on the floor as they walk around and fill bathtubs with water, leaving them dirty, and Sims whose spouses have since remarried will become angry and jealous. Ghosts come in different colors, depending on their cause of death (e.g. Sims who die of old age will be white, Sims who die of sickness will be green). Ghosts became an idea of the creators of the Sims as a consequence of an unexpected bug, in which Sims became transparent and inaccessible. Ghosts also make it harder for a Sim to live by waking up easily frightened Sims and other annoyances. A ghost can also scare a sim to death if their motives are low.&lt;br /&gt;
&lt;br /&gt;
===Types of Sims===&lt;br /&gt;
''Playable Sims'' are the Sims a player controls directly. All gameplay is executed through actions of Playable Sims. Playable Sims are created in one of three ways. A playable Sim may be created using the Create-a-Family feature and placed in the game, by birth or adoption into an existing family, or by being a non-playable Sim moved into a lot.&lt;br /&gt;
&lt;br /&gt;
There are two types of non-playable Sims:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Townie&amp;quot; Sims are those which are roughly equivalent to playable Sims, having jobs and other characteristics of a playable Sim, except they do not live on an actual lot. They populate the Community lots and can be interacted with just like any other Sim. They don't age until they move in with another Sim and become playable Sims. With certain exceptions, any Townie may become a playable Sim if he or she accepts an invitation to move in or be married.&lt;br /&gt;
* Non-playable Sims that perform specific functions are called NPCs. NPCs can be hired to work for residential lots as maids, nannies, and gardeners. There are also cashiers who work at community lots, as well as NPC Sims with special tasks, such as social workers, police officers, and repo men. Most NPCs may become a Playable Sim through union or moving in, but unlike Townies, NPC Sims will lose their job upon moving in, appearing unemployed. Their role, now empty, is automatically filled by a new NPC.&lt;br /&gt;
&lt;br /&gt;
===Plot===&lt;br /&gt;
Although gameplay is open-ended, The Sims 2 has characters with histories, and the game is designed to accommodate story-based gameplay should the player wish to do so through expanded photo album features, such as a neighborhood photo album. The three (later four, with Seasons) pre-loaded neighborhoods each have a storyline told through the existing photo albums and the Sims' personal biographies, though playing characters in these neighborhoods is still open-ended. The story can even be completely disregarded should the player wish to.&lt;br /&gt;
&lt;br /&gt;
The Sims 2 is based loosely on the original plot lines of The Sims, by containing information about families extant in the first game. Several pre-loaded families in The Sims 2 have subtle clues, hinting that this game exists about 20 years after the first game.&lt;br /&gt;
&lt;br /&gt;
Utilizing the complex ancestry system, The Sims 2 incorporates details that link families in this game to the first. The Broke family has a series of Newbies in their genealogical history. The Newbies were a family from the first game. The Goth family is a canon element in The Sims games. In this game, their daughter from the first game has grown into a woman about to be married, further emphasizing the passage of time. The Goths in The Sims 2 also provide a basis for story-driven play, as a plot involving their vanished mother and impending marriage is hinted at throughout gameplay. Other returning families from earlier games include the Pleasants (for whom &amp;quot;Pleasantville&amp;quot; is named), the Burbs, and the Kats (Pets expansion only). One of the new families was also married to Michael Bachelor, who is now deceased and also identified within the Sims 2 as being Bella Goth's brother.&lt;br /&gt;
&lt;br /&gt;
==Compared to ''The Sims''==&lt;br /&gt;
&lt;br /&gt;
Graphically, The Sims 2 is far more accurate and true to real life than The Sims, immersing the player in a fully 3D world. Unlike earlier Sim games, such as SimCity 2000, which used dimetric projection and fixed resolutions, the camera in The Sims 2 allows the player to view things from many angles. Sims themselves are much more intricately detailed than they were in The Sims. Both in The Sims and The Sims 2, Sims are 3D meshes, but The Sims 2 introduces far more detail in mesh quality, texture quality, and animation capability. A Sim's facial features are customizable and unique. The player can adjust, for example, a Sim's nose to be very large or very small in The Sims 2's Create-a-Sim. Texturing is still achieved through use of raster images, though it appears more lifelike. Movements are more smooth, natural and true to humans and Sims are in general more animated.&lt;br /&gt;
&lt;br /&gt;
There is also an increased realism in gameplay. Sims have new experiences unavailable in The Sims, such as aging and eventual death. Sims may engage in &amp;quot;WooHoo,&amp;quot; a euphemism for sexual intercourse, in order to become pregnant and have a child. In The Sims, female Sims did not become pregnant; instead, infants were spawned after two Sims' repeatedly kissed. Additionally, babies in The Sims 2 progress through life stages to become adults, while babies in The Sims only become children before ceasing to continue aging. Sims take on genetic characteristics of their parents, such as eye color, hair color and personality traits.&lt;br /&gt;
&lt;br /&gt;
==Game Customisation==&lt;br /&gt;
===Custom Content===&lt;br /&gt;
Like many games, a large number of players have worked to modify both the game content and behavior of ''The Sims 2''. Such fans are often called modders. Modders alter the game in ways as simple as creating new floor and wall textures using a downloadable tool from and as complicated as writing patches for the game code to customize its behavior. Such modifications are all loosely referred to as &amp;quot;custom content.&amp;quot; Specifically, custom content can be divided into four categories: exporting (creating Sims and lots in-game or using the game's included Body Shop and exporting them to a file), recoloring (creating a new texture for an object), meshing (creating an object or modifying its shape) and hacking (writing code that manipulates game and object behaviors).&lt;br /&gt;
&lt;br /&gt;
The modding community for The Sims 2 is self-supporting, with more advanced modders writing tools and tutorials to help in creating custom content and modifying the game environment. One such program is SimPE, which is an editor for game files. SimPE also facilitates the creation of custom content through several wizards and package management tools.&lt;br /&gt;
&lt;br /&gt;
The official The Sims 2 website lists more than 500 registered fansites, many of which feature custom content. More than 250,000 Sims and lots have been uploaded to the Sims 2 Exchange on the site. Some fansites require either a one-time fee or a subscription to access some of all of the content on the site. Most of the sites do not charge for usage, some however, do allow voluntary donations to offset the cost of website maintenance.&lt;br /&gt;
&lt;br /&gt;
The topic of paysites is controversial in The Sims 2 community. Although the license agreement specifically forbids charging money for content created with or for The Sims 2, to date EA Games has not commented on the controversy, and is not allowing any discussion of this on the official Sims 2 BBS.&lt;br /&gt;
===The Sims 2 Body Shop===&lt;br /&gt;
The Sims 2 Body Shop is a program shipped with The Sims 2 that allows users to create custom clothing and body recolors, such as eyes, hair and skin tone. These custom created parts can be imported directly into the game, or can be uploaded onto the official The Sims 2 Exchange. These parts can be then added to other users' games.&lt;br /&gt;
&lt;br /&gt;
==Game editions and add-on releases==&lt;br /&gt;
For the PC, there have been three released editions of the core game, five released expansion packs and three released stuff packs. Many of these have been ported to Mac OS X by Aspyr. ''The Sims 2'' has been released for a number of game consoles, The Sims 2 Seasons has just been released.&lt;br /&gt;
===Core game===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Name &lt;br /&gt;
! [[Microsoft Windows|Windows]] Release date (USA) &lt;br /&gt;
! [[Mac OS]] X port Release &lt;br /&gt;
! Features&lt;br /&gt;
|- &lt;br /&gt;
| '''''The Sims 2''''' &lt;br /&gt;
| September 17, 2004 &lt;br /&gt;
| June 13, 2005 &lt;br /&gt;
| First release of the core game&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Special DVD Edition''''' &lt;br /&gt;
| September 17, 2004 &lt;br /&gt;
| n/a &lt;br /&gt;
| Core game, Bonus DVD content&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Expansion packs===&lt;br /&gt;
''The Sims 2'' expansion packs provide additional game features and items.  Generally, expansion packs add one central gameplay element, several peripheral elements, a new type of &amp;quot;expansion neighborhood&amp;quot;, a new &amp;quot;supernatural&amp;quot; element (Zombies, in ''University''), and approximately 125 new objects. Five expansion packs have been released.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! Name || [[Microsoft Windows|Windows]] Release date (USA) || (EU) || [[Mac OS]] X port Release || Major Additions&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: University''''' || March 1, 2005 || March 2, 2005 || December 12, 2005 || College Towns, ''Young Adult'' life stage, pranks, Influence, Four graduate careers, Zombies&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Nightlife''''' || September 13, 2005 || September 13, 2005 || March 27, 2006 || Dating system, Downtown community area, ''Pleasure'' Aspiration, fury, Drivable cars, Vampires &lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Open for Business''''' || March 2, 2006 || March 3, 2006 || September 4, 2006 || Business system, Shopping districts, ''talent badges'', perk system, Robots&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Pets''''' || October 17, 2006 || October 20, 2006 ||  November 6, 2006 || Pets system, pet store lots, Werewolves&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Seasons''''' || February 27, 2007 || March 2, 2007 || n/a || Seasons environment, Riverblossom Hills neighborhood, six careers, Plantsims&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Stuff packs===&lt;br /&gt;
Stuff packs are add-ons to the base game that add only new objects. There are currently four released. Stuff packs were originally called booster packs, as seen in the release of ''The Sims 2: Holiday Party Pack''. Current releases are called &amp;quot;Stuff Packs&amp;quot; and include certain gameplay elements introduced in previous expansion packs (as opposed to ''Holiday Party Pack'', which only added a package file containing object data). Stuff packs typically add around 60 new items. None have been ported to [[Mac OS]] X.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! Name || [[Microsoft Windows|Windows]] Release date (USA) || Major Components&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Holiday Edition|The Sims 2: Holiday Party Pack''''' || November 17, 2005 || Christmas, Halloween, Thanksgiving, Hanukkah, Kwanzaa&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Family Fun Stuff''''' || April 13, 2006 || Medieval, Tropical&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Glamour Life Stuff''''' || August 31, 2006 || Luxury, Couture&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Happy Holiday Stuff''''' || November 7, 2006 || Similar to ''Holiday Party Pack'', but adds the Chinese New Year theme. Packaged with base game for a limited time&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Celebration Stuff''''' || unknown || Celebrations, Fiestas&lt;br /&gt;
|}&lt;/div&gt;</description>
			<pubDate>Thu, 08 Mar 2007 18:27:25 GMT</pubDate>			<dc:creator>Admin</dc:creator>			<comments>http://72.14.177.54/ultimatewiki/Talk:The_Sims_2</comments>		</item>
		<item>
			<title>The Sims 2</title>
			<link>http://72.14.177.54/ultimatewiki/The_Sims_2</link>
			<description>&lt;p&gt;Admin:&amp;#32;/* Core game */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Gaming]]&lt;br /&gt;
'''''The Sims 2''''' is a strategic life simulation computer game developed by Maxis and published by Electronic Arts. It is the sequel to the best-selling computer game in history, The Sims. It was released on September 17, 2004 and sold a record one million copies in its first ten days. The Sims 2 has been released for Windows, Mac OS X, and several game consoles. Five expansion packs and three stuff packs have been released to date. Its music was composed by Mark Mothersbaugh.&lt;br /&gt;
&lt;br /&gt;
In The Sims 2, players control simulated human characters called Sims, as they interact with their virtual environments, engaging in activities and forming relationships in a manner similar to real life. It builds on its predecessor by allowing Sims to age through six stages of life and incorporating a more powerful 3D graphics engine. A sequel,The Sims 3, was announced in November 2006 by EA.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
''The Sims 2'' does not have a defined final goal; gameplay is open-ended. The player has the freedom to direct his or her Sims as he or she sees fit. A player's Sims can experience a life generally reflective of reality, growing up, working, marrying, having children and eventually dying, all while trying to advance in a chosen career and build a home. However, having a family, or even a steady job, is not necessarily required; therefore the life cycle is not absolute.&lt;br /&gt;
===Neighborhoods and Lots===&lt;br /&gt;
Sims inhabit neighborhoods, which are self-contained; Sims from one neighborhood cannot interact with Sims from another. In The Sims 2, three neighborhoods created by Maxis, Pleasantview, Strangetown and Veronaville, were included. Each expansion pack usually adds a new area for the player to explore. For example, players associate a college with their neighborhood in The Sims 2: University, a downtown area in The Sims 2: Nightlife and a shopping district in The Sims 2: Open for Business. The Sims 2: Pets broke this tradition and did not include a new area. The Sims 2: Seasons, the fifth expansion pack, introduced a new base neighborhood named Riverblossom Hills.&lt;br /&gt;
&lt;br /&gt;
Each neighborhood contains lots. There are two types of lots: residential and community. Sims live and build their homes on residential lots and are able to visit community lots by taxi. A player can build a variety of recreational destinations for his or her Sims, ranging from supermarkets to public swimming pools. Expansion packs add lots specialized to new gameplay introduced. For example, Pets includes new parks and stores for pets and Nightlife includes restaurants and bowling alleys. University also came with the option to have dorm lots, which are colleges only.&lt;br /&gt;
&lt;br /&gt;
===Sims===&lt;br /&gt;
====Age groups====&lt;br /&gt;
Sims, like humans, age, have needs, develop dreams and goals, exhibit personality, form relationships, hold jobs and eventually die. They progress through six (or seven) unique life stages: baby (babies must be born; unlike other age groups, they cannot be created in the Create-a-Sim screen), toddler, child, teen, young adult (only with The Sims 2: University), adult and elder.&lt;br /&gt;
&lt;br /&gt;
Throughout life, a Sim's role in his or her family changes to suit his or her age. Babies are dependent on older Sims to nurture and take care of them. As a toddler, Sims are taught fundamental skills, such as walking and talking. Children attend school and gain a new, yet still limited, independence. Teen Sims are more self-sufficient and are able to cook for themselves and work in three-tiered careers to earn Simoleons.[6] Adults are completely self-reliant, having virtually no restrictions. Elders are suited to a life of retirement, and often have to sleep and use the toilet more than adults.&lt;br /&gt;
====Need-based motives====&lt;br /&gt;
Sims are driven principally by their needs. In The Sims 2, Sims have up to eight needs or motives depending on their age, such as bladder, or the need to urinate, energy, or the need to sleep. The importance of certain needs outweighs that of others. For example, a Sim's neglect of his or her hunger could lead to starvation, but ignorance of hygiene does not result in fatality. A Sim's current levels in needs are averaged to determine a Sim's mood. If motives are collectively low, a Sim's mood will be negative, preventing him or her from engaging in certain activities. In the Seasons expansion pack, needs are affected in more ways.&lt;br /&gt;
====Aspirations====&lt;br /&gt;
As toddlers and children, Sims aspire only to &amp;quot;Grow Up,&amp;quot; but upon becoming teens, the player chooses one of five (or six) life aspirations for them: family, fortune, knowledge, popularity, romance, and pleasure (only with The Sims 2: Nightlife). Each Sim has wants and fears that correspond to his or her aspiration, stage of life and present circumstances. When a want is achieved, such as to &amp;quot;play with a relative,&amp;quot; aspiration points are alloted to the aspiration meter. Conversely, when a fear is realized, such as the death of a spouse, aspiration points are penalized. There are six levels to the meter, the highest being platinum, then gold, two levels of green and two of red. Aspiration levels play a part in determining the length of time a Sim will live as an elder before death. For example, a Sim who transitioned to the elder stage with a platinum level will live a much longer life than one who transitioned with a red level. Aspiration points are used to purchase special objects with helpful uses, whose beneficial effects are potentially made negative if the user's aspiration level is below gold.&lt;br /&gt;
====Personalities====&lt;br /&gt;
Personality is a quantified way of measuring a Sim's behavioral characteristics. There are five personality traits, each described by its opposing qualities. For example, a Sim can be active, lazy or somewhere in between the two extremes. These traits determine how fast a Sim learns skills, the rate at which specific needs decay, the types of interactions a Sim will autonomously engage in, the likelihood of accepting certain interactions and the likelihood of bringing home a friend from school or work. Sims want, fear, and behave according to his or her personality. For example, shy Sims will fear having parties and often become nervous before engaging socially, while outgoing Sims must interact constantly to satisfy their social needs and will point and wave to others as they pass by. Neat Sims will fear using public toilets, while sloppy Sims will urinate in the shower and even on bushes if desperate.&lt;br /&gt;
====Careers====&lt;br /&gt;
Adult careers have ten levels, while Teen and Elder careers are restricted to three. Upon adulthood, a Teen automatically joins the Adult version of his extant career. Elders are not able to surpass the third level. Advancement in career tracks, such as business and science, requires achieving certain skill levels and maintaining a certain number of family friends. The Sims 2 comes with 10 Adult careers, and some subsequent expansions add more.&lt;br /&gt;
====Relationships====&lt;br /&gt;
Sims form two kinds of relationships with one another: daily and lifetime. Daily relationships are influenced by recent interactions with other Sims, with lifetime relationships are reflective of a pair's relationship as a whole. For example, if two Sims meet they are able to improve their daily relationship to a perfect score of 100 but are essentially unable to do the same to their lifetime relationship. Lifetime relationships strengthen over time, while daily relationships weaken without recurring interaction. Lifetime relationships can be directly and more quickly affected by strong interactions, typically romantic.&lt;br /&gt;
&lt;br /&gt;
Sims can lead a bisexual or homosexual lifestyle with few differences from heterosexual lifestyles. Gay or lesbian partners are described as being &amp;quot;joined&amp;quot; (in a process identical to marrying - i.e. two women will wear wedding gowns) rather than married, and they may move in together and &amp;quot;WooHoo&amp;quot;. The &amp;quot;joined&amp;quot; may be seen as a reference to civil unions.&lt;br /&gt;
====Death====&lt;br /&gt;
Death is carried out in The Sims 2 by the NPC Reaper, equipped with the uniform scythe and robes. The Reaper is often seen with a cell phone or other incongruous utilities.&lt;br /&gt;
&lt;br /&gt;
Sims can die several ways. If a Sim reaches the end of the Elder life stage, he or she will die of old age. Sims close to the deceased receive an amount of inheritance determined by the benefactor's relationship at death. In addition, Sims can also meet premature ends by various means, such as electrocution or drowning. Sims leave behind tombstones or urns, which are typically possessed by their ghosts. As long as the memorium is left on the lot, ghosts will haunt the household.&lt;br /&gt;
====Ghosts====&lt;br /&gt;
Ghosts behave differently depending on their type of death and other circumstances. For example, Sims that died from starvation will steal food from the fridge, Sims that drowned will leaves puddles on the floor as they walk around and fill bathtubs with water, leaving them dirty, and Sims whose spouses have since remarried will become angry and jealous. Ghosts come in different colors, depending on their cause of death (e.g. Sims who die of old age will be white, Sims who die of sickness will be green). Ghosts became an idea of the creators of the Sims as a consequence of an unexpected bug, in which Sims became transparent and inaccessible. Ghosts also make it harder for a Sim to live by waking up easily frightened Sims and other annoyances. A ghost can also scare a sim to death if their motives are low.&lt;br /&gt;
&lt;br /&gt;
===Types of Sims===&lt;br /&gt;
''Playable Sims'' are the Sims a player controls directly. All gameplay is executed through actions of Playable Sims. Playable Sims are created in one of three ways. A playable Sim may be created using the Create-a-Family feature and placed in the game, by birth or adoption into an existing family, or by being a non-playable Sim moved into a lot.&lt;br /&gt;
&lt;br /&gt;
There are two types of non-playable Sims:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Townie&amp;quot; Sims are those which are roughly equivalent to playable Sims, having jobs and other characteristics of a playable Sim, except they do not live on an actual lot. They populate the Community lots and can be interacted with just like any other Sim. They don't age until they move in with another Sim and become playable Sims. With certain exceptions, any Townie may become a playable Sim if he or she accepts an invitation to move in or be married.&lt;br /&gt;
* Non-playable Sims that perform specific functions are called NPCs. NPCs can be hired to work for residential lots as maids, nannies, and gardeners. There are also cashiers who work at community lots, as well as NPC Sims with special tasks, such as social workers, police officers, and repo men. Most NPCs may become a Playable Sim through union or moving in, but unlike Townies, NPC Sims will lose their job upon moving in, appearing unemployed. Their role, now empty, is automatically filled by a new NPC.&lt;br /&gt;
&lt;br /&gt;
===Plot===&lt;br /&gt;
Although gameplay is open-ended, The Sims 2 has characters with histories, and the game is designed to accommodate story-based gameplay should the player wish to do so through expanded photo album features, such as a neighborhood photo album. The three (later four, with Seasons) pre-loaded neighborhoods each have a storyline told through the existing photo albums and the Sims' personal biographies, though playing characters in these neighborhoods is still open-ended. The story can even be completely disregarded should the player wish to.&lt;br /&gt;
&lt;br /&gt;
The Sims 2 is based loosely on the original plot lines of The Sims, by containing information about families extant in the first game. Several pre-loaded families in The Sims 2 have subtle clues, hinting that this game exists about 20 years after the first game.&lt;br /&gt;
&lt;br /&gt;
Utilizing the complex ancestry system, The Sims 2 incorporates details that link families in this game to the first. The Broke family has a series of Newbies in their genealogical history. The Newbies were a family from the first game. The Goth family is a canon element in The Sims games. In this game, their daughter from the first game has grown into a woman about to be married, further emphasizing the passage of time. The Goths in The Sims 2 also provide a basis for story-driven play, as a plot involving their vanished mother and impending marriage is hinted at throughout gameplay. Other returning families from earlier games include the Pleasants (for whom &amp;quot;Pleasantville&amp;quot; is named), the Burbs, and the Kats (Pets expansion only). One of the new families was also married to Michael Bachelor, who is now deceased and also identified within the Sims 2 as being Bella Goth's brother.&lt;br /&gt;
&lt;br /&gt;
==Compared to ''The Sims''==&lt;br /&gt;
&lt;br /&gt;
Graphically, The Sims 2 is far more accurate and true to real life than The Sims, immersing the player in a fully 3D world. Unlike earlier Sim games, such as SimCity 2000, which used dimetric projection and fixed resolutions, the camera in The Sims 2 allows the player to view things from many angles. Sims themselves are much more intricately detailed than they were in The Sims. Both in The Sims and The Sims 2, Sims are 3D meshes, but The Sims 2 introduces far more detail in mesh quality, texture quality, and animation capability. A Sim's facial features are customizable and unique. The player can adjust, for example, a Sim's nose to be very large or very small in The Sims 2's Create-a-Sim. Texturing is still achieved through use of raster images, though it appears more lifelike. Movements are more smooth, natural and true to humans and Sims are in general more animated.&lt;br /&gt;
&lt;br /&gt;
There is also an increased realism in gameplay. Sims have new experiences unavailable in The Sims, such as aging and eventual death. Sims may engage in &amp;quot;WooHoo,&amp;quot; a euphemism for sexual intercourse, in order to become pregnant and have a child. In The Sims, female Sims did not become pregnant; instead, infants were spawned after two Sims' repeatedly kissed. Additionally, babies in The Sims 2 progress through life stages to become adults, while babies in The Sims only become children before ceasing to continue aging. Sims take on genetic characteristics of their parents, such as eye color, hair color and personality traits.&lt;br /&gt;
&lt;br /&gt;
==Game Customisation==&lt;br /&gt;
===Custom Content===&lt;br /&gt;
Like many games, a large number of players have worked to modify both the game content and behavior of ''The Sims 2''. Such fans are often called modders. Modders alter the game in ways as simple as creating new floor and wall textures using a downloadable tool from and as complicated as writing patches for the game code to customize its behavior. Such modifications are all loosely referred to as &amp;quot;custom content.&amp;quot; Specifically, custom content can be divided into four categories: exporting (creating Sims and lots in-game or using the game's included Body Shop and exporting them to a file), recoloring (creating a new texture for an object), meshing (creating an object or modifying its shape) and hacking (writing code that manipulates game and object behaviors).&lt;br /&gt;
&lt;br /&gt;
The modding community for The Sims 2 is self-supporting, with more advanced modders writing tools and tutorials to help in creating custom content and modifying the game environment. One such program is SimPE, which is an editor for game files. SimPE also facilitates the creation of custom content through several wizards and package management tools.&lt;br /&gt;
&lt;br /&gt;
The official The Sims 2 website lists more than 500 registered fansites, many of which feature custom content. More than 250,000 Sims and lots have been uploaded to the Sims 2 Exchange on the site. Some fansites require either a one-time fee or a subscription to access some of all of the content on the site. Most of the sites do not charge for usage, some however, do allow voluntary donations to offset the cost of website maintenance.&lt;br /&gt;
&lt;br /&gt;
The topic of paysites is controversial in The Sims 2 community. Although the license agreement specifically forbids charging money for content created with or for The Sims 2, to date EA Games has not commented on the controversy, and is not allowing any discussion of this on the official Sims 2 BBS.&lt;br /&gt;
===The Sims 2 Body Shop===&lt;br /&gt;
The Sims 2 Body Shop is a program shipped with The Sims 2 that allows users to create custom clothing and body recolors, such as eyes, hair and skin tone. These custom created parts can be imported directly into the game, or can be uploaded onto the official The Sims 2 Exchange. These parts can be then added to other users' games.&lt;br /&gt;
&lt;br /&gt;
==Game editions and add-on releases==&lt;br /&gt;
For the PC, there have been three released editions of the core game, five released expansion packs and three released stuff packs. Many of these have been ported to Mac OS X by Aspyr. ''The Sims 2'' has been released for a number of game consoles, The Sims 2 Seasons has just been released.&lt;br /&gt;
===Core game===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| Name &lt;br /&gt;
| [[Microsoft Windows|Windows]] Release date (USA) &lt;br /&gt;
| [[Mac OS]] X port Release &lt;br /&gt;
| Features&lt;br /&gt;
|- &lt;br /&gt;
| '''''The Sims 2''''' &lt;br /&gt;
| September 17, 2004 &lt;br /&gt;
| June 13, 2005 &lt;br /&gt;
| First release of the core game&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Special DVD Edition''''' &lt;br /&gt;
| September 17, 2004 &lt;br /&gt;
| n/a &lt;br /&gt;
| Core game, Bonus DVD content&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Expansion packs===&lt;br /&gt;
''The Sims 2'' expansion packs provide additional game features and items.  Generally, expansion packs add one central gameplay element, several peripheral elements, a new type of &amp;quot;expansion neighborhood&amp;quot;, a new &amp;quot;supernatural&amp;quot; element (Zombies, in ''University''), and approximately 125 new objects. Five expansion packs have been released.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! Name || [[Microsoft Windows|Windows]] Release date (USA) || (EU) || [[Mac OS]] X port Release || Major Additions&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: University''''' || March 1, 2005 || March 2, 2005 || December 12, 2005 || College Towns, ''Young Adult'' life stage, pranks, Influence, Four graduate careers, Zombies&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Nightlife''''' || September 13, 2005 || September 13, 2005 || March 27, 2006 || Dating system, Downtown community area, ''Pleasure'' Aspiration, fury, Drivable cars, Vampires &lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Open for Business''''' || March 2, 2006 || March 3, 2006 || September 4, 2006 || Business system, Shopping districts, ''talent badges'', perk system, Robots&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Pets''''' || October 17, 2006 || October 20, 2006 ||  November 6, 2006 || Pets system, pet store lots, Werewolves&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Seasons''''' || February 27, 2007 || March 2, 2007 || n/a || Seasons environment, Riverblossom Hills neighborhood, six careers, Plantsims&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Stuff packs===&lt;br /&gt;
Stuff packs are add-ons to the base game that add only new objects. There are currently four released. Stuff packs were originally called booster packs, as seen in the release of ''The Sims 2: Holiday Party Pack''. Current releases are called &amp;quot;Stuff Packs&amp;quot; and include certain gameplay elements introduced in previous expansion packs (as opposed to ''Holiday Party Pack'', which only added a package file containing object data). Stuff packs typically add around 60 new items. None have been ported to [[Mac OS]] X.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! Name || [[Microsoft Windows|Windows]] Release date (USA) || Major Components&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Holiday Edition|The Sims 2: Holiday Party Pack''''' || November 17, 2005 || Christmas, Halloween, Thanksgiving, Hanukkah, Kwanzaa&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Family Fun Stuff''''' || April 13, 2006 || Medieval, Tropical&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Glamour Life Stuff''''' || August 31, 2006 || Luxury, Couture&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Happy Holiday Stuff''''' || November 7, 2006 || Similar to ''Holiday Party Pack'', but adds the Chinese New Year theme. Packaged with base game for a limited time&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Celebration Stuff''''' || unknown || Celebrations, Fiestas&lt;br /&gt;
|}&lt;/div&gt;</description>
			<pubDate>Thu, 08 Mar 2007 18:26:23 GMT</pubDate>			<dc:creator>Admin</dc:creator>			<comments>http://72.14.177.54/ultimatewiki/Talk:The_Sims_2</comments>		</item>
		<item>
			<title>The Sims 2</title>
			<link>http://72.14.177.54/ultimatewiki/The_Sims_2</link>
			<description>&lt;p&gt;Admin:&amp;#32;/* Core game */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Gaming]]&lt;br /&gt;
'''''The Sims 2''''' is a strategic life simulation computer game developed by Maxis and published by Electronic Arts. It is the sequel to the best-selling computer game in history, The Sims. It was released on September 17, 2004 and sold a record one million copies in its first ten days. The Sims 2 has been released for Windows, Mac OS X, and several game consoles. Five expansion packs and three stuff packs have been released to date. Its music was composed by Mark Mothersbaugh.&lt;br /&gt;
&lt;br /&gt;
In The Sims 2, players control simulated human characters called Sims, as they interact with their virtual environments, engaging in activities and forming relationships in a manner similar to real life. It builds on its predecessor by allowing Sims to age through six stages of life and incorporating a more powerful 3D graphics engine. A sequel,The Sims 3, was announced in November 2006 by EA.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
''The Sims 2'' does not have a defined final goal; gameplay is open-ended. The player has the freedom to direct his or her Sims as he or she sees fit. A player's Sims can experience a life generally reflective of reality, growing up, working, marrying, having children and eventually dying, all while trying to advance in a chosen career and build a home. However, having a family, or even a steady job, is not necessarily required; therefore the life cycle is not absolute.&lt;br /&gt;
===Neighborhoods and Lots===&lt;br /&gt;
Sims inhabit neighborhoods, which are self-contained; Sims from one neighborhood cannot interact with Sims from another. In The Sims 2, three neighborhoods created by Maxis, Pleasantview, Strangetown and Veronaville, were included. Each expansion pack usually adds a new area for the player to explore. For example, players associate a college with their neighborhood in The Sims 2: University, a downtown area in The Sims 2: Nightlife and a shopping district in The Sims 2: Open for Business. The Sims 2: Pets broke this tradition and did not include a new area. The Sims 2: Seasons, the fifth expansion pack, introduced a new base neighborhood named Riverblossom Hills.&lt;br /&gt;
&lt;br /&gt;
Each neighborhood contains lots. There are two types of lots: residential and community. Sims live and build their homes on residential lots and are able to visit community lots by taxi. A player can build a variety of recreational destinations for his or her Sims, ranging from supermarkets to public swimming pools. Expansion packs add lots specialized to new gameplay introduced. For example, Pets includes new parks and stores for pets and Nightlife includes restaurants and bowling alleys. University also came with the option to have dorm lots, which are colleges only.&lt;br /&gt;
&lt;br /&gt;
===Sims===&lt;br /&gt;
====Age groups====&lt;br /&gt;
Sims, like humans, age, have needs, develop dreams and goals, exhibit personality, form relationships, hold jobs and eventually die. They progress through six (or seven) unique life stages: baby (babies must be born; unlike other age groups, they cannot be created in the Create-a-Sim screen), toddler, child, teen, young adult (only with The Sims 2: University), adult and elder.&lt;br /&gt;
&lt;br /&gt;
Throughout life, a Sim's role in his or her family changes to suit his or her age. Babies are dependent on older Sims to nurture and take care of them. As a toddler, Sims are taught fundamental skills, such as walking and talking. Children attend school and gain a new, yet still limited, independence. Teen Sims are more self-sufficient and are able to cook for themselves and work in three-tiered careers to earn Simoleons.[6] Adults are completely self-reliant, having virtually no restrictions. Elders are suited to a life of retirement, and often have to sleep and use the toilet more than adults.&lt;br /&gt;
====Need-based motives====&lt;br /&gt;
Sims are driven principally by their needs. In The Sims 2, Sims have up to eight needs or motives depending on their age, such as bladder, or the need to urinate, energy, or the need to sleep. The importance of certain needs outweighs that of others. For example, a Sim's neglect of his or her hunger could lead to starvation, but ignorance of hygiene does not result in fatality. A Sim's current levels in needs are averaged to determine a Sim's mood. If motives are collectively low, a Sim's mood will be negative, preventing him or her from engaging in certain activities. In the Seasons expansion pack, needs are affected in more ways.&lt;br /&gt;
====Aspirations====&lt;br /&gt;
As toddlers and children, Sims aspire only to &amp;quot;Grow Up,&amp;quot; but upon becoming teens, the player chooses one of five (or six) life aspirations for them: family, fortune, knowledge, popularity, romance, and pleasure (only with The Sims 2: Nightlife). Each Sim has wants and fears that correspond to his or her aspiration, stage of life and present circumstances. When a want is achieved, such as to &amp;quot;play with a relative,&amp;quot; aspiration points are alloted to the aspiration meter. Conversely, when a fear is realized, such as the death of a spouse, aspiration points are penalized. There are six levels to the meter, the highest being platinum, then gold, two levels of green and two of red. Aspiration levels play a part in determining the length of time a Sim will live as an elder before death. For example, a Sim who transitioned to the elder stage with a platinum level will live a much longer life than one who transitioned with a red level. Aspiration points are used to purchase special objects with helpful uses, whose beneficial effects are potentially made negative if the user's aspiration level is below gold.&lt;br /&gt;
====Personalities====&lt;br /&gt;
Personality is a quantified way of measuring a Sim's behavioral characteristics. There are five personality traits, each described by its opposing qualities. For example, a Sim can be active, lazy or somewhere in between the two extremes. These traits determine how fast a Sim learns skills, the rate at which specific needs decay, the types of interactions a Sim will autonomously engage in, the likelihood of accepting certain interactions and the likelihood of bringing home a friend from school or work. Sims want, fear, and behave according to his or her personality. For example, shy Sims will fear having parties and often become nervous before engaging socially, while outgoing Sims must interact constantly to satisfy their social needs and will point and wave to others as they pass by. Neat Sims will fear using public toilets, while sloppy Sims will urinate in the shower and even on bushes if desperate.&lt;br /&gt;
====Careers====&lt;br /&gt;
Adult careers have ten levels, while Teen and Elder careers are restricted to three. Upon adulthood, a Teen automatically joins the Adult version of his extant career. Elders are not able to surpass the third level. Advancement in career tracks, such as business and science, requires achieving certain skill levels and maintaining a certain number of family friends. The Sims 2 comes with 10 Adult careers, and some subsequent expansions add more.&lt;br /&gt;
====Relationships====&lt;br /&gt;
Sims form two kinds of relationships with one another: daily and lifetime. Daily relationships are influenced by recent interactions with other Sims, with lifetime relationships are reflective of a pair's relationship as a whole. For example, if two Sims meet they are able to improve their daily relationship to a perfect score of 100 but are essentially unable to do the same to their lifetime relationship. Lifetime relationships strengthen over time, while daily relationships weaken without recurring interaction. Lifetime relationships can be directly and more quickly affected by strong interactions, typically romantic.&lt;br /&gt;
&lt;br /&gt;
Sims can lead a bisexual or homosexual lifestyle with few differences from heterosexual lifestyles. Gay or lesbian partners are described as being &amp;quot;joined&amp;quot; (in a process identical to marrying - i.e. two women will wear wedding gowns) rather than married, and they may move in together and &amp;quot;WooHoo&amp;quot;. The &amp;quot;joined&amp;quot; may be seen as a reference to civil unions.&lt;br /&gt;
====Death====&lt;br /&gt;
Death is carried out in The Sims 2 by the NPC Reaper, equipped with the uniform scythe and robes. The Reaper is often seen with a cell phone or other incongruous utilities.&lt;br /&gt;
&lt;br /&gt;
Sims can die several ways. If a Sim reaches the end of the Elder life stage, he or she will die of old age. Sims close to the deceased receive an amount of inheritance determined by the benefactor's relationship at death. In addition, Sims can also meet premature ends by various means, such as electrocution or drowning. Sims leave behind tombstones or urns, which are typically possessed by their ghosts. As long as the memorium is left on the lot, ghosts will haunt the household.&lt;br /&gt;
====Ghosts====&lt;br /&gt;
Ghosts behave differently depending on their type of death and other circumstances. For example, Sims that died from starvation will steal food from the fridge, Sims that drowned will leaves puddles on the floor as they walk around and fill bathtubs with water, leaving them dirty, and Sims whose spouses have since remarried will become angry and jealous. Ghosts come in different colors, depending on their cause of death (e.g. Sims who die of old age will be white, Sims who die of sickness will be green). Ghosts became an idea of the creators of the Sims as a consequence of an unexpected bug, in which Sims became transparent and inaccessible. Ghosts also make it harder for a Sim to live by waking up easily frightened Sims and other annoyances. A ghost can also scare a sim to death if their motives are low.&lt;br /&gt;
&lt;br /&gt;
===Types of Sims===&lt;br /&gt;
''Playable Sims'' are the Sims a player controls directly. All gameplay is executed through actions of Playable Sims. Playable Sims are created in one of three ways. A playable Sim may be created using the Create-a-Family feature and placed in the game, by birth or adoption into an existing family, or by being a non-playable Sim moved into a lot.&lt;br /&gt;
&lt;br /&gt;
There are two types of non-playable Sims:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Townie&amp;quot; Sims are those which are roughly equivalent to playable Sims, having jobs and other characteristics of a playable Sim, except they do not live on an actual lot. They populate the Community lots and can be interacted with just like any other Sim. They don't age until they move in with another Sim and become playable Sims. With certain exceptions, any Townie may become a playable Sim if he or she accepts an invitation to move in or be married.&lt;br /&gt;
* Non-playable Sims that perform specific functions are called NPCs. NPCs can be hired to work for residential lots as maids, nannies, and gardeners. There are also cashiers who work at community lots, as well as NPC Sims with special tasks, such as social workers, police officers, and repo men. Most NPCs may become a Playable Sim through union or moving in, but unlike Townies, NPC Sims will lose their job upon moving in, appearing unemployed. Their role, now empty, is automatically filled by a new NPC.&lt;br /&gt;
&lt;br /&gt;
===Plot===&lt;br /&gt;
Although gameplay is open-ended, The Sims 2 has characters with histories, and the game is designed to accommodate story-based gameplay should the player wish to do so through expanded photo album features, such as a neighborhood photo album. The three (later four, with Seasons) pre-loaded neighborhoods each have a storyline told through the existing photo albums and the Sims' personal biographies, though playing characters in these neighborhoods is still open-ended. The story can even be completely disregarded should the player wish to.&lt;br /&gt;
&lt;br /&gt;
The Sims 2 is based loosely on the original plot lines of The Sims, by containing information about families extant in the first game. Several pre-loaded families in The Sims 2 have subtle clues, hinting that this game exists about 20 years after the first game.&lt;br /&gt;
&lt;br /&gt;
Utilizing the complex ancestry system, The Sims 2 incorporates details that link families in this game to the first. The Broke family has a series of Newbies in their genealogical history. The Newbies were a family from the first game. The Goth family is a canon element in The Sims games. In this game, their daughter from the first game has grown into a woman about to be married, further emphasizing the passage of time. The Goths in The Sims 2 also provide a basis for story-driven play, as a plot involving their vanished mother and impending marriage is hinted at throughout gameplay. Other returning families from earlier games include the Pleasants (for whom &amp;quot;Pleasantville&amp;quot; is named), the Burbs, and the Kats (Pets expansion only). One of the new families was also married to Michael Bachelor, who is now deceased and also identified within the Sims 2 as being Bella Goth's brother.&lt;br /&gt;
&lt;br /&gt;
==Compared to ''The Sims''==&lt;br /&gt;
&lt;br /&gt;
Graphically, The Sims 2 is far more accurate and true to real life than The Sims, immersing the player in a fully 3D world. Unlike earlier Sim games, such as SimCity 2000, which used dimetric projection and fixed resolutions, the camera in The Sims 2 allows the player to view things from many angles. Sims themselves are much more intricately detailed than they were in The Sims. Both in The Sims and The Sims 2, Sims are 3D meshes, but The Sims 2 introduces far more detail in mesh quality, texture quality, and animation capability. A Sim's facial features are customizable and unique. The player can adjust, for example, a Sim's nose to be very large or very small in The Sims 2's Create-a-Sim. Texturing is still achieved through use of raster images, though it appears more lifelike. Movements are more smooth, natural and true to humans and Sims are in general more animated.&lt;br /&gt;
&lt;br /&gt;
There is also an increased realism in gameplay. Sims have new experiences unavailable in The Sims, such as aging and eventual death. Sims may engage in &amp;quot;WooHoo,&amp;quot; a euphemism for sexual intercourse, in order to become pregnant and have a child. In The Sims, female Sims did not become pregnant; instead, infants were spawned after two Sims' repeatedly kissed. Additionally, babies in The Sims 2 progress through life stages to become adults, while babies in The Sims only become children before ceasing to continue aging. Sims take on genetic characteristics of their parents, such as eye color, hair color and personality traits.&lt;br /&gt;
&lt;br /&gt;
==Game Customisation==&lt;br /&gt;
===Custom Content===&lt;br /&gt;
Like many games, a large number of players have worked to modify both the game content and behavior of ''The Sims 2''. Such fans are often called modders. Modders alter the game in ways as simple as creating new floor and wall textures using a downloadable tool from and as complicated as writing patches for the game code to customize its behavior. Such modifications are all loosely referred to as &amp;quot;custom content.&amp;quot; Specifically, custom content can be divided into four categories: exporting (creating Sims and lots in-game or using the game's included Body Shop and exporting them to a file), recoloring (creating a new texture for an object), meshing (creating an object or modifying its shape) and hacking (writing code that manipulates game and object behaviors).&lt;br /&gt;
&lt;br /&gt;
The modding community for The Sims 2 is self-supporting, with more advanced modders writing tools and tutorials to help in creating custom content and modifying the game environment. One such program is SimPE, which is an editor for game files. SimPE also facilitates the creation of custom content through several wizards and package management tools.&lt;br /&gt;
&lt;br /&gt;
The official The Sims 2 website lists more than 500 registered fansites, many of which feature custom content. More than 250,000 Sims and lots have been uploaded to the Sims 2 Exchange on the site. Some fansites require either a one-time fee or a subscription to access some of all of the content on the site. Most of the sites do not charge for usage, some however, do allow voluntary donations to offset the cost of website maintenance.&lt;br /&gt;
&lt;br /&gt;
The topic of paysites is controversial in The Sims 2 community. Although the license agreement specifically forbids charging money for content created with or for The Sims 2, to date EA Games has not commented on the controversy, and is not allowing any discussion of this on the official Sims 2 BBS.&lt;br /&gt;
===The Sims 2 Body Shop===&lt;br /&gt;
The Sims 2 Body Shop is a program shipped with The Sims 2 that allows users to create custom clothing and body recolors, such as eyes, hair and skin tone. These custom created parts can be imported directly into the game, or can be uploaded onto the official The Sims 2 Exchange. These parts can be then added to other users' games.&lt;br /&gt;
&lt;br /&gt;
==Game editions and add-on releases==&lt;br /&gt;
For the PC, there have been three released editions of the core game, five released expansion packs and three released stuff packs. Many of these have been ported to Mac OS X by Aspyr. ''The Sims 2'' has been released for a number of game consoles, The Sims 2 Seasons has just been released.&lt;br /&gt;
===Core game===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;width :100%;&amp;quot;&lt;br /&gt;
| Name &lt;br /&gt;
| [[Microsoft Windows|Windows]] Release date (USA) &lt;br /&gt;
| [[Mac OS]] X port Release &lt;br /&gt;
| Features&lt;br /&gt;
|- &lt;br /&gt;
| '''''The Sims 2''''' &lt;br /&gt;
| September 17, 2004 &lt;br /&gt;
| June 13, 2005 &lt;br /&gt;
| First release of the core game&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Special DVD Edition''''' &lt;br /&gt;
| September 17, 2004 &lt;br /&gt;
| n/a &lt;br /&gt;
| Core game, Bonus DVD content&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Expansion packs===&lt;br /&gt;
''The Sims 2'' expansion packs provide additional game features and items.  Generally, expansion packs add one central gameplay element, several peripheral elements, a new type of &amp;quot;expansion neighborhood&amp;quot;, a new &amp;quot;supernatural&amp;quot; element (Zombies, in ''University''), and approximately 125 new objects. Five expansion packs have been released.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! Name || [[Microsoft Windows|Windows]] Release date (USA) || (EU) || [[Mac OS]] X port Release || Major Additions&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: University''''' || March 1, 2005 || March 2, 2005 || December 12, 2005 || College Towns, ''Young Adult'' life stage, pranks, Influence, Four graduate careers, Zombies&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Nightlife''''' || September 13, 2005 || September 13, 2005 || March 27, 2006 || Dating system, Downtown community area, ''Pleasure'' Aspiration, fury, Drivable cars, Vampires &lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Open for Business''''' || March 2, 2006 || March 3, 2006 || September 4, 2006 || Business system, Shopping districts, ''talent badges'', perk system, Robots&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Pets''''' || October 17, 2006 || October 20, 2006 ||  November 6, 2006 || Pets system, pet store lots, Werewolves&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Seasons''''' || February 27, 2007 || March 2, 2007 || n/a || Seasons environment, Riverblossom Hills neighborhood, six careers, Plantsims&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Stuff packs===&lt;br /&gt;
Stuff packs are add-ons to the base game that add only new objects. There are currently four released. Stuff packs were originally called booster packs, as seen in the release of ''The Sims 2: Holiday Party Pack''. Current releases are called &amp;quot;Stuff Packs&amp;quot; and include certain gameplay elements introduced in previous expansion packs (as opposed to ''Holiday Party Pack'', which only added a package file containing object data). Stuff packs typically add around 60 new items. None have been ported to [[Mac OS]] X.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! Name || [[Microsoft Windows|Windows]] Release date (USA) || Major Components&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Holiday Edition|The Sims 2: Holiday Party Pack''''' || November 17, 2005 || Christmas, Halloween, Thanksgiving, Hanukkah, Kwanzaa&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Family Fun Stuff''''' || April 13, 2006 || Medieval, Tropical&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Glamour Life Stuff''''' || August 31, 2006 || Luxury, Couture&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Happy Holiday Stuff''''' || November 7, 2006 || Similar to ''Holiday Party Pack'', but adds the Chinese New Year theme. Packaged with base game for a limited time&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Celebration Stuff''''' || unknown || Celebrations, Fiestas&lt;br /&gt;
|}&lt;/div&gt;</description>
			<pubDate>Thu, 08 Mar 2007 18:25:38 GMT</pubDate>			<dc:creator>Admin</dc:creator>			<comments>http://72.14.177.54/ultimatewiki/Talk:The_Sims_2</comments>		</item>
		<item>
			<title>The Sims 2</title>
			<link>http://72.14.177.54/ultimatewiki/The_Sims_2</link>
			<description>&lt;p&gt;Admin:&amp;#32;/* Core game */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Gaming]]&lt;br /&gt;
'''''The Sims 2''''' is a strategic life simulation computer game developed by Maxis and published by Electronic Arts. It is the sequel to the best-selling computer game in history, The Sims. It was released on September 17, 2004 and sold a record one million copies in its first ten days. The Sims 2 has been released for Windows, Mac OS X, and several game consoles. Five expansion packs and three stuff packs have been released to date. Its music was composed by Mark Mothersbaugh.&lt;br /&gt;
&lt;br /&gt;
In The Sims 2, players control simulated human characters called Sims, as they interact with their virtual environments, engaging in activities and forming relationships in a manner similar to real life. It builds on its predecessor by allowing Sims to age through six stages of life and incorporating a more powerful 3D graphics engine. A sequel,The Sims 3, was announced in November 2006 by EA.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
''The Sims 2'' does not have a defined final goal; gameplay is open-ended. The player has the freedom to direct his or her Sims as he or she sees fit. A player's Sims can experience a life generally reflective of reality, growing up, working, marrying, having children and eventually dying, all while trying to advance in a chosen career and build a home. However, having a family, or even a steady job, is not necessarily required; therefore the life cycle is not absolute.&lt;br /&gt;
===Neighborhoods and Lots===&lt;br /&gt;
Sims inhabit neighborhoods, which are self-contained; Sims from one neighborhood cannot interact with Sims from another. In The Sims 2, three neighborhoods created by Maxis, Pleasantview, Strangetown and Veronaville, were included. Each expansion pack usually adds a new area for the player to explore. For example, players associate a college with their neighborhood in The Sims 2: University, a downtown area in The Sims 2: Nightlife and a shopping district in The Sims 2: Open for Business. The Sims 2: Pets broke this tradition and did not include a new area. The Sims 2: Seasons, the fifth expansion pack, introduced a new base neighborhood named Riverblossom Hills.&lt;br /&gt;
&lt;br /&gt;
Each neighborhood contains lots. There are two types of lots: residential and community. Sims live and build their homes on residential lots and are able to visit community lots by taxi. A player can build a variety of recreational destinations for his or her Sims, ranging from supermarkets to public swimming pools. Expansion packs add lots specialized to new gameplay introduced. For example, Pets includes new parks and stores for pets and Nightlife includes restaurants and bowling alleys. University also came with the option to have dorm lots, which are colleges only.&lt;br /&gt;
&lt;br /&gt;
===Sims===&lt;br /&gt;
====Age groups====&lt;br /&gt;
Sims, like humans, age, have needs, develop dreams and goals, exhibit personality, form relationships, hold jobs and eventually die. They progress through six (or seven) unique life stages: baby (babies must be born; unlike other age groups, they cannot be created in the Create-a-Sim screen), toddler, child, teen, young adult (only with The Sims 2: University), adult and elder.&lt;br /&gt;
&lt;br /&gt;
Throughout life, a Sim's role in his or her family changes to suit his or her age. Babies are dependent on older Sims to nurture and take care of them. As a toddler, Sims are taught fundamental skills, such as walking and talking. Children attend school and gain a new, yet still limited, independence. Teen Sims are more self-sufficient and are able to cook for themselves and work in three-tiered careers to earn Simoleons.[6] Adults are completely self-reliant, having virtually no restrictions. Elders are suited to a life of retirement, and often have to sleep and use the toilet more than adults.&lt;br /&gt;
====Need-based motives====&lt;br /&gt;
Sims are driven principally by their needs. In The Sims 2, Sims have up to eight needs or motives depending on their age, such as bladder, or the need to urinate, energy, or the need to sleep. The importance of certain needs outweighs that of others. For example, a Sim's neglect of his or her hunger could lead to starvation, but ignorance of hygiene does not result in fatality. A Sim's current levels in needs are averaged to determine a Sim's mood. If motives are collectively low, a Sim's mood will be negative, preventing him or her from engaging in certain activities. In the Seasons expansion pack, needs are affected in more ways.&lt;br /&gt;
====Aspirations====&lt;br /&gt;
As toddlers and children, Sims aspire only to &amp;quot;Grow Up,&amp;quot; but upon becoming teens, the player chooses one of five (or six) life aspirations for them: family, fortune, knowledge, popularity, romance, and pleasure (only with The Sims 2: Nightlife). Each Sim has wants and fears that correspond to his or her aspiration, stage of life and present circumstances. When a want is achieved, such as to &amp;quot;play with a relative,&amp;quot; aspiration points are alloted to the aspiration meter. Conversely, when a fear is realized, such as the death of a spouse, aspiration points are penalized. There are six levels to the meter, the highest being platinum, then gold, two levels of green and two of red. Aspiration levels play a part in determining the length of time a Sim will live as an elder before death. For example, a Sim who transitioned to the elder stage with a platinum level will live a much longer life than one who transitioned with a red level. Aspiration points are used to purchase special objects with helpful uses, whose beneficial effects are potentially made negative if the user's aspiration level is below gold.&lt;br /&gt;
====Personalities====&lt;br /&gt;
Personality is a quantified way of measuring a Sim's behavioral characteristics. There are five personality traits, each described by its opposing qualities. For example, a Sim can be active, lazy or somewhere in between the two extremes. These traits determine how fast a Sim learns skills, the rate at which specific needs decay, the types of interactions a Sim will autonomously engage in, the likelihood of accepting certain interactions and the likelihood of bringing home a friend from school or work. Sims want, fear, and behave according to his or her personality. For example, shy Sims will fear having parties and often become nervous before engaging socially, while outgoing Sims must interact constantly to satisfy their social needs and will point and wave to others as they pass by. Neat Sims will fear using public toilets, while sloppy Sims will urinate in the shower and even on bushes if desperate.&lt;br /&gt;
====Careers====&lt;br /&gt;
Adult careers have ten levels, while Teen and Elder careers are restricted to three. Upon adulthood, a Teen automatically joins the Adult version of his extant career. Elders are not able to surpass the third level. Advancement in career tracks, such as business and science, requires achieving certain skill levels and maintaining a certain number of family friends. The Sims 2 comes with 10 Adult careers, and some subsequent expansions add more.&lt;br /&gt;
====Relationships====&lt;br /&gt;
Sims form two kinds of relationships with one another: daily and lifetime. Daily relationships are influenced by recent interactions with other Sims, with lifetime relationships are reflective of a pair's relationship as a whole. For example, if two Sims meet they are able to improve their daily relationship to a perfect score of 100 but are essentially unable to do the same to their lifetime relationship. Lifetime relationships strengthen over time, while daily relationships weaken without recurring interaction. Lifetime relationships can be directly and more quickly affected by strong interactions, typically romantic.&lt;br /&gt;
&lt;br /&gt;
Sims can lead a bisexual or homosexual lifestyle with few differences from heterosexual lifestyles. Gay or lesbian partners are described as being &amp;quot;joined&amp;quot; (in a process identical to marrying - i.e. two women will wear wedding gowns) rather than married, and they may move in together and &amp;quot;WooHoo&amp;quot;. The &amp;quot;joined&amp;quot; may be seen as a reference to civil unions.&lt;br /&gt;
====Death====&lt;br /&gt;
Death is carried out in The Sims 2 by the NPC Reaper, equipped with the uniform scythe and robes. The Reaper is often seen with a cell phone or other incongruous utilities.&lt;br /&gt;
&lt;br /&gt;
Sims can die several ways. If a Sim reaches the end of the Elder life stage, he or she will die of old age. Sims close to the deceased receive an amount of inheritance determined by the benefactor's relationship at death. In addition, Sims can also meet premature ends by various means, such as electrocution or drowning. Sims leave behind tombstones or urns, which are typically possessed by their ghosts. As long as the memorium is left on the lot, ghosts will haunt the household.&lt;br /&gt;
====Ghosts====&lt;br /&gt;
Ghosts behave differently depending on their type of death and other circumstances. For example, Sims that died from starvation will steal food from the fridge, Sims that drowned will leaves puddles on the floor as they walk around and fill bathtubs with water, leaving them dirty, and Sims whose spouses have since remarried will become angry and jealous. Ghosts come in different colors, depending on their cause of death (e.g. Sims who die of old age will be white, Sims who die of sickness will be green). Ghosts became an idea of the creators of the Sims as a consequence of an unexpected bug, in which Sims became transparent and inaccessible. Ghosts also make it harder for a Sim to live by waking up easily frightened Sims and other annoyances. A ghost can also scare a sim to death if their motives are low.&lt;br /&gt;
&lt;br /&gt;
===Types of Sims===&lt;br /&gt;
''Playable Sims'' are the Sims a player controls directly. All gameplay is executed through actions of Playable Sims. Playable Sims are created in one of three ways. A playable Sim may be created using the Create-a-Family feature and placed in the game, by birth or adoption into an existing family, or by being a non-playable Sim moved into a lot.&lt;br /&gt;
&lt;br /&gt;
There are two types of non-playable Sims:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Townie&amp;quot; Sims are those which are roughly equivalent to playable Sims, having jobs and other characteristics of a playable Sim, except they do not live on an actual lot. They populate the Community lots and can be interacted with just like any other Sim. They don't age until they move in with another Sim and become playable Sims. With certain exceptions, any Townie may become a playable Sim if he or she accepts an invitation to move in or be married.&lt;br /&gt;
* Non-playable Sims that perform specific functions are called NPCs. NPCs can be hired to work for residential lots as maids, nannies, and gardeners. There are also cashiers who work at community lots, as well as NPC Sims with special tasks, such as social workers, police officers, and repo men. Most NPCs may become a Playable Sim through union or moving in, but unlike Townies, NPC Sims will lose their job upon moving in, appearing unemployed. Their role, now empty, is automatically filled by a new NPC.&lt;br /&gt;
&lt;br /&gt;
===Plot===&lt;br /&gt;
Although gameplay is open-ended, The Sims 2 has characters with histories, and the game is designed to accommodate story-based gameplay should the player wish to do so through expanded photo album features, such as a neighborhood photo album. The three (later four, with Seasons) pre-loaded neighborhoods each have a storyline told through the existing photo albums and the Sims' personal biographies, though playing characters in these neighborhoods is still open-ended. The story can even be completely disregarded should the player wish to.&lt;br /&gt;
&lt;br /&gt;
The Sims 2 is based loosely on the original plot lines of The Sims, by containing information about families extant in the first game. Several pre-loaded families in The Sims 2 have subtle clues, hinting that this game exists about 20 years after the first game.&lt;br /&gt;
&lt;br /&gt;
Utilizing the complex ancestry system, The Sims 2 incorporates details that link families in this game to the first. The Broke family has a series of Newbies in their genealogical history. The Newbies were a family from the first game. The Goth family is a canon element in The Sims games. In this game, their daughter from the first game has grown into a woman about to be married, further emphasizing the passage of time. The Goths in The Sims 2 also provide a basis for story-driven play, as a plot involving their vanished mother and impending marriage is hinted at throughout gameplay. Other returning families from earlier games include the Pleasants (for whom &amp;quot;Pleasantville&amp;quot; is named), the Burbs, and the Kats (Pets expansion only). One of the new families was also married to Michael Bachelor, who is now deceased and also identified within the Sims 2 as being Bella Goth's brother.&lt;br /&gt;
&lt;br /&gt;
==Compared to ''The Sims''==&lt;br /&gt;
&lt;br /&gt;
Graphically, The Sims 2 is far more accurate and true to real life than The Sims, immersing the player in a fully 3D world. Unlike earlier Sim games, such as SimCity 2000, which used dimetric projection and fixed resolutions, the camera in The Sims 2 allows the player to view things from many angles. Sims themselves are much more intricately detailed than they were in The Sims. Both in The Sims and The Sims 2, Sims are 3D meshes, but The Sims 2 introduces far more detail in mesh quality, texture quality, and animation capability. A Sim's facial features are customizable and unique. The player can adjust, for example, a Sim's nose to be very large or very small in The Sims 2's Create-a-Sim. Texturing is still achieved through use of raster images, though it appears more lifelike. Movements are more smooth, natural and true to humans and Sims are in general more animated.&lt;br /&gt;
&lt;br /&gt;
There is also an increased realism in gameplay. Sims have new experiences unavailable in The Sims, such as aging and eventual death. Sims may engage in &amp;quot;WooHoo,&amp;quot; a euphemism for sexual intercourse, in order to become pregnant and have a child. In The Sims, female Sims did not become pregnant; instead, infants were spawned after two Sims' repeatedly kissed. Additionally, babies in The Sims 2 progress through life stages to become adults, while babies in The Sims only become children before ceasing to continue aging. Sims take on genetic characteristics of their parents, such as eye color, hair color and personality traits.&lt;br /&gt;
&lt;br /&gt;
==Game Customisation==&lt;br /&gt;
===Custom Content===&lt;br /&gt;
Like many games, a large number of players have worked to modify both the game content and behavior of ''The Sims 2''. Such fans are often called modders. Modders alter the game in ways as simple as creating new floor and wall textures using a downloadable tool from and as complicated as writing patches for the game code to customize its behavior. Such modifications are all loosely referred to as &amp;quot;custom content.&amp;quot; Specifically, custom content can be divided into four categories: exporting (creating Sims and lots in-game or using the game's included Body Shop and exporting them to a file), recoloring (creating a new texture for an object), meshing (creating an object or modifying its shape) and hacking (writing code that manipulates game and object behaviors).&lt;br /&gt;
&lt;br /&gt;
The modding community for The Sims 2 is self-supporting, with more advanced modders writing tools and tutorials to help in creating custom content and modifying the game environment. One such program is SimPE, which is an editor for game files. SimPE also facilitates the creation of custom content through several wizards and package management tools.&lt;br /&gt;
&lt;br /&gt;
The official The Sims 2 website lists more than 500 registered fansites, many of which feature custom content. More than 250,000 Sims and lots have been uploaded to the Sims 2 Exchange on the site. Some fansites require either a one-time fee or a subscription to access some of all of the content on the site. Most of the sites do not charge for usage, some however, do allow voluntary donations to offset the cost of website maintenance.&lt;br /&gt;
&lt;br /&gt;
The topic of paysites is controversial in The Sims 2 community. Although the license agreement specifically forbids charging money for content created with or for The Sims 2, to date EA Games has not commented on the controversy, and is not allowing any discussion of this on the official Sims 2 BBS.&lt;br /&gt;
===The Sims 2 Body Shop===&lt;br /&gt;
The Sims 2 Body Shop is a program shipped with The Sims 2 that allows users to create custom clothing and body recolors, such as eyes, hair and skin tone. These custom created parts can be imported directly into the game, or can be uploaded onto the official The Sims 2 Exchange. These parts can be then added to other users' games.&lt;br /&gt;
&lt;br /&gt;
==Game editions and add-on releases==&lt;br /&gt;
For the PC, there have been three released editions of the core game, five released expansion packs and three released stuff packs. Many of these have been ported to Mac OS X by Aspyr. ''The Sims 2'' has been released for a number of game consoles, The Sims 2 Seasons has just been released.&lt;br /&gt;
===Core game===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
| Name &lt;br /&gt;
| [[Microsoft Windows|Windows]] Release date (USA) &lt;br /&gt;
| [[Mac OS]] X port Release &lt;br /&gt;
| Features&lt;br /&gt;
|- &lt;br /&gt;
| '''''The Sims 2''''' &lt;br /&gt;
| September 17, 2004 &lt;br /&gt;
| June 13, 2005 &lt;br /&gt;
| First release of the core game&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Special DVD Edition''''' &lt;br /&gt;
| September 17, 2004 &lt;br /&gt;
| n/a &lt;br /&gt;
| Core game, Bonus DVD content&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Expansion packs===&lt;br /&gt;
''The Sims 2'' expansion packs provide additional game features and items.  Generally, expansion packs add one central gameplay element, several peripheral elements, a new type of &amp;quot;expansion neighborhood&amp;quot;, a new &amp;quot;supernatural&amp;quot; element (Zombies, in ''University''), and approximately 125 new objects. Five expansion packs have been released.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! Name || [[Microsoft Windows|Windows]] Release date (USA) || (EU) || [[Mac OS]] X port Release || Major Additions&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: University''''' || March 1, 2005 || March 2, 2005 || December 12, 2005 || College Towns, ''Young Adult'' life stage, pranks, Influence, Four graduate careers, Zombies&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Nightlife''''' || September 13, 2005 || September 13, 2005 || March 27, 2006 || Dating system, Downtown community area, ''Pleasure'' Aspiration, fury, Drivable cars, Vampires &lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Open for Business''''' || March 2, 2006 || March 3, 2006 || September 4, 2006 || Business system, Shopping districts, ''talent badges'', perk system, Robots&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Pets''''' || October 17, 2006 || October 20, 2006 ||  November 6, 2006 || Pets system, pet store lots, Werewolves&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Seasons''''' || February 27, 2007 || March 2, 2007 || n/a || Seasons environment, Riverblossom Hills neighborhood, six careers, Plantsims&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Stuff packs===&lt;br /&gt;
Stuff packs are add-ons to the base game that add only new objects. There are currently four released. Stuff packs were originally called booster packs, as seen in the release of ''The Sims 2: Holiday Party Pack''. Current releases are called &amp;quot;Stuff Packs&amp;quot; and include certain gameplay elements introduced in previous expansion packs (as opposed to ''Holiday Party Pack'', which only added a package file containing object data). Stuff packs typically add around 60 new items. None have been ported to [[Mac OS]] X.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! Name || [[Microsoft Windows|Windows]] Release date (USA) || Major Components&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Holiday Edition|The Sims 2: Holiday Party Pack''''' || November 17, 2005 || Christmas, Halloween, Thanksgiving, Hanukkah, Kwanzaa&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Family Fun Stuff''''' || April 13, 2006 || Medieval, Tropical&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Glamour Life Stuff''''' || August 31, 2006 || Luxury, Couture&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Happy Holiday Stuff''''' || November 7, 2006 || Similar to ''Holiday Party Pack'', but adds the Chinese New Year theme. Packaged with base game for a limited time&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Celebration Stuff''''' || unknown || Celebrations, Fiestas&lt;br /&gt;
|}&lt;/div&gt;</description>
			<pubDate>Thu, 08 Mar 2007 18:24:57 GMT</pubDate>			<dc:creator>Admin</dc:creator>			<comments>http://72.14.177.54/ultimatewiki/Talk:The_Sims_2</comments>		</item>
		<item>
			<title>The Sims 2</title>
			<link>http://72.14.177.54/ultimatewiki/The_Sims_2</link>
			<description>&lt;p&gt;Admin:&amp;#32;/* Core game */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Gaming]]&lt;br /&gt;
'''''The Sims 2''''' is a strategic life simulation computer game developed by Maxis and published by Electronic Arts. It is the sequel to the best-selling computer game in history, The Sims. It was released on September 17, 2004 and sold a record one million copies in its first ten days. The Sims 2 has been released for Windows, Mac OS X, and several game consoles. Five expansion packs and three stuff packs have been released to date. Its music was composed by Mark Mothersbaugh.&lt;br /&gt;
&lt;br /&gt;
In The Sims 2, players control simulated human characters called Sims, as they interact with their virtual environments, engaging in activities and forming relationships in a manner similar to real life. It builds on its predecessor by allowing Sims to age through six stages of life and incorporating a more powerful 3D graphics engine. A sequel,The Sims 3, was announced in November 2006 by EA.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
''The Sims 2'' does not have a defined final goal; gameplay is open-ended. The player has the freedom to direct his or her Sims as he or she sees fit. A player's Sims can experience a life generally reflective of reality, growing up, working, marrying, having children and eventually dying, all while trying to advance in a chosen career and build a home. However, having a family, or even a steady job, is not necessarily required; therefore the life cycle is not absolute.&lt;br /&gt;
===Neighborhoods and Lots===&lt;br /&gt;
Sims inhabit neighborhoods, which are self-contained; Sims from one neighborhood cannot interact with Sims from another. In The Sims 2, three neighborhoods created by Maxis, Pleasantview, Strangetown and Veronaville, were included. Each expansion pack usually adds a new area for the player to explore. For example, players associate a college with their neighborhood in The Sims 2: University, a downtown area in The Sims 2: Nightlife and a shopping district in The Sims 2: Open for Business. The Sims 2: Pets broke this tradition and did not include a new area. The Sims 2: Seasons, the fifth expansion pack, introduced a new base neighborhood named Riverblossom Hills.&lt;br /&gt;
&lt;br /&gt;
Each neighborhood contains lots. There are two types of lots: residential and community. Sims live and build their homes on residential lots and are able to visit community lots by taxi. A player can build a variety of recreational destinations for his or her Sims, ranging from supermarkets to public swimming pools. Expansion packs add lots specialized to new gameplay introduced. For example, Pets includes new parks and stores for pets and Nightlife includes restaurants and bowling alleys. University also came with the option to have dorm lots, which are colleges only.&lt;br /&gt;
&lt;br /&gt;
===Sims===&lt;br /&gt;
====Age groups====&lt;br /&gt;
Sims, like humans, age, have needs, develop dreams and goals, exhibit personality, form relationships, hold jobs and eventually die. They progress through six (or seven) unique life stages: baby (babies must be born; unlike other age groups, they cannot be created in the Create-a-Sim screen), toddler, child, teen, young adult (only with The Sims 2: University), adult and elder.&lt;br /&gt;
&lt;br /&gt;
Throughout life, a Sim's role in his or her family changes to suit his or her age. Babies are dependent on older Sims to nurture and take care of them. As a toddler, Sims are taught fundamental skills, such as walking and talking. Children attend school and gain a new, yet still limited, independence. Teen Sims are more self-sufficient and are able to cook for themselves and work in three-tiered careers to earn Simoleons.[6] Adults are completely self-reliant, having virtually no restrictions. Elders are suited to a life of retirement, and often have to sleep and use the toilet more than adults.&lt;br /&gt;
====Need-based motives====&lt;br /&gt;
Sims are driven principally by their needs. In The Sims 2, Sims have up to eight needs or motives depending on their age, such as bladder, or the need to urinate, energy, or the need to sleep. The importance of certain needs outweighs that of others. For example, a Sim's neglect of his or her hunger could lead to starvation, but ignorance of hygiene does not result in fatality. A Sim's current levels in needs are averaged to determine a Sim's mood. If motives are collectively low, a Sim's mood will be negative, preventing him or her from engaging in certain activities. In the Seasons expansion pack, needs are affected in more ways.&lt;br /&gt;
====Aspirations====&lt;br /&gt;
As toddlers and children, Sims aspire only to &amp;quot;Grow Up,&amp;quot; but upon becoming teens, the player chooses one of five (or six) life aspirations for them: family, fortune, knowledge, popularity, romance, and pleasure (only with The Sims 2: Nightlife). Each Sim has wants and fears that correspond to his or her aspiration, stage of life and present circumstances. When a want is achieved, such as to &amp;quot;play with a relative,&amp;quot; aspiration points are alloted to the aspiration meter. Conversely, when a fear is realized, such as the death of a spouse, aspiration points are penalized. There are six levels to the meter, the highest being platinum, then gold, two levels of green and two of red. Aspiration levels play a part in determining the length of time a Sim will live as an elder before death. For example, a Sim who transitioned to the elder stage with a platinum level will live a much longer life than one who transitioned with a red level. Aspiration points are used to purchase special objects with helpful uses, whose beneficial effects are potentially made negative if the user's aspiration level is below gold.&lt;br /&gt;
====Personalities====&lt;br /&gt;
Personality is a quantified way of measuring a Sim's behavioral characteristics. There are five personality traits, each described by its opposing qualities. For example, a Sim can be active, lazy or somewhere in between the two extremes. These traits determine how fast a Sim learns skills, the rate at which specific needs decay, the types of interactions a Sim will autonomously engage in, the likelihood of accepting certain interactions and the likelihood of bringing home a friend from school or work. Sims want, fear, and behave according to his or her personality. For example, shy Sims will fear having parties and often become nervous before engaging socially, while outgoing Sims must interact constantly to satisfy their social needs and will point and wave to others as they pass by. Neat Sims will fear using public toilets, while sloppy Sims will urinate in the shower and even on bushes if desperate.&lt;br /&gt;
====Careers====&lt;br /&gt;
Adult careers have ten levels, while Teen and Elder careers are restricted to three. Upon adulthood, a Teen automatically joins the Adult version of his extant career. Elders are not able to surpass the third level. Advancement in career tracks, such as business and science, requires achieving certain skill levels and maintaining a certain number of family friends. The Sims 2 comes with 10 Adult careers, and some subsequent expansions add more.&lt;br /&gt;
====Relationships====&lt;br /&gt;
Sims form two kinds of relationships with one another: daily and lifetime. Daily relationships are influenced by recent interactions with other Sims, with lifetime relationships are reflective of a pair's relationship as a whole. For example, if two Sims meet they are able to improve their daily relationship to a perfect score of 100 but are essentially unable to do the same to their lifetime relationship. Lifetime relationships strengthen over time, while daily relationships weaken without recurring interaction. Lifetime relationships can be directly and more quickly affected by strong interactions, typically romantic.&lt;br /&gt;
&lt;br /&gt;
Sims can lead a bisexual or homosexual lifestyle with few differences from heterosexual lifestyles. Gay or lesbian partners are described as being &amp;quot;joined&amp;quot; (in a process identical to marrying - i.e. two women will wear wedding gowns) rather than married, and they may move in together and &amp;quot;WooHoo&amp;quot;. The &amp;quot;joined&amp;quot; may be seen as a reference to civil unions.&lt;br /&gt;
====Death====&lt;br /&gt;
Death is carried out in The Sims 2 by the NPC Reaper, equipped with the uniform scythe and robes. The Reaper is often seen with a cell phone or other incongruous utilities.&lt;br /&gt;
&lt;br /&gt;
Sims can die several ways. If a Sim reaches the end of the Elder life stage, he or she will die of old age. Sims close to the deceased receive an amount of inheritance determined by the benefactor's relationship at death. In addition, Sims can also meet premature ends by various means, such as electrocution or drowning. Sims leave behind tombstones or urns, which are typically possessed by their ghosts. As long as the memorium is left on the lot, ghosts will haunt the household.&lt;br /&gt;
====Ghosts====&lt;br /&gt;
Ghosts behave differently depending on their type of death and other circumstances. For example, Sims that died from starvation will steal food from the fridge, Sims that drowned will leaves puddles on the floor as they walk around and fill bathtubs with water, leaving them dirty, and Sims whose spouses have since remarried will become angry and jealous. Ghosts come in different colors, depending on their cause of death (e.g. Sims who die of old age will be white, Sims who die of sickness will be green). Ghosts became an idea of the creators of the Sims as a consequence of an unexpected bug, in which Sims became transparent and inaccessible. Ghosts also make it harder for a Sim to live by waking up easily frightened Sims and other annoyances. A ghost can also scare a sim to death if their motives are low.&lt;br /&gt;
&lt;br /&gt;
===Types of Sims===&lt;br /&gt;
''Playable Sims'' are the Sims a player controls directly. All gameplay is executed through actions of Playable Sims. Playable Sims are created in one of three ways. A playable Sim may be created using the Create-a-Family feature and placed in the game, by birth or adoption into an existing family, or by being a non-playable Sim moved into a lot.&lt;br /&gt;
&lt;br /&gt;
There are two types of non-playable Sims:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Townie&amp;quot; Sims are those which are roughly equivalent to playable Sims, having jobs and other characteristics of a playable Sim, except they do not live on an actual lot. They populate the Community lots and can be interacted with just like any other Sim. They don't age until they move in with another Sim and become playable Sims. With certain exceptions, any Townie may become a playable Sim if he or she accepts an invitation to move in or be married.&lt;br /&gt;
* Non-playable Sims that perform specific functions are called NPCs. NPCs can be hired to work for residential lots as maids, nannies, and gardeners. There are also cashiers who work at community lots, as well as NPC Sims with special tasks, such as social workers, police officers, and repo men. Most NPCs may become a Playable Sim through union or moving in, but unlike Townies, NPC Sims will lose their job upon moving in, appearing unemployed. Their role, now empty, is automatically filled by a new NPC.&lt;br /&gt;
&lt;br /&gt;
===Plot===&lt;br /&gt;
Although gameplay is open-ended, The Sims 2 has characters with histories, and the game is designed to accommodate story-based gameplay should the player wish to do so through expanded photo album features, such as a neighborhood photo album. The three (later four, with Seasons) pre-loaded neighborhoods each have a storyline told through the existing photo albums and the Sims' personal biographies, though playing characters in these neighborhoods is still open-ended. The story can even be completely disregarded should the player wish to.&lt;br /&gt;
&lt;br /&gt;
The Sims 2 is based loosely on the original plot lines of The Sims, by containing information about families extant in the first game. Several pre-loaded families in The Sims 2 have subtle clues, hinting that this game exists about 20 years after the first game.&lt;br /&gt;
&lt;br /&gt;
Utilizing the complex ancestry system, The Sims 2 incorporates details that link families in this game to the first. The Broke family has a series of Newbies in their genealogical history. The Newbies were a family from the first game. The Goth family is a canon element in The Sims games. In this game, their daughter from the first game has grown into a woman about to be married, further emphasizing the passage of time. The Goths in The Sims 2 also provide a basis for story-driven play, as a plot involving their vanished mother and impending marriage is hinted at throughout gameplay. Other returning families from earlier games include the Pleasants (for whom &amp;quot;Pleasantville&amp;quot; is named), the Burbs, and the Kats (Pets expansion only). One of the new families was also married to Michael Bachelor, who is now deceased and also identified within the Sims 2 as being Bella Goth's brother.&lt;br /&gt;
&lt;br /&gt;
==Compared to ''The Sims''==&lt;br /&gt;
&lt;br /&gt;
Graphically, The Sims 2 is far more accurate and true to real life than The Sims, immersing the player in a fully 3D world. Unlike earlier Sim games, such as SimCity 2000, which used dimetric projection and fixed resolutions, the camera in The Sims 2 allows the player to view things from many angles. Sims themselves are much more intricately detailed than they were in The Sims. Both in The Sims and The Sims 2, Sims are 3D meshes, but The Sims 2 introduces far more detail in mesh quality, texture quality, and animation capability. A Sim's facial features are customizable and unique. The player can adjust, for example, a Sim's nose to be very large or very small in The Sims 2's Create-a-Sim. Texturing is still achieved through use of raster images, though it appears more lifelike. Movements are more smooth, natural and true to humans and Sims are in general more animated.&lt;br /&gt;
&lt;br /&gt;
There is also an increased realism in gameplay. Sims have new experiences unavailable in The Sims, such as aging and eventual death. Sims may engage in &amp;quot;WooHoo,&amp;quot; a euphemism for sexual intercourse, in order to become pregnant and have a child. In The Sims, female Sims did not become pregnant; instead, infants were spawned after two Sims' repeatedly kissed. Additionally, babies in The Sims 2 progress through life stages to become adults, while babies in The Sims only become children before ceasing to continue aging. Sims take on genetic characteristics of their parents, such as eye color, hair color and personality traits.&lt;br /&gt;
&lt;br /&gt;
==Game Customisation==&lt;br /&gt;
===Custom Content===&lt;br /&gt;
Like many games, a large number of players have worked to modify both the game content and behavior of ''The Sims 2''. Such fans are often called modders. Modders alter the game in ways as simple as creating new floor and wall textures using a downloadable tool from and as complicated as writing patches for the game code to customize its behavior. Such modifications are all loosely referred to as &amp;quot;custom content.&amp;quot; Specifically, custom content can be divided into four categories: exporting (creating Sims and lots in-game or using the game's included Body Shop and exporting them to a file), recoloring (creating a new texture for an object), meshing (creating an object or modifying its shape) and hacking (writing code that manipulates game and object behaviors).&lt;br /&gt;
&lt;br /&gt;
The modding community for The Sims 2 is self-supporting, with more advanced modders writing tools and tutorials to help in creating custom content and modifying the game environment. One such program is SimPE, which is an editor for game files. SimPE also facilitates the creation of custom content through several wizards and package management tools.&lt;br /&gt;
&lt;br /&gt;
The official The Sims 2 website lists more than 500 registered fansites, many of which feature custom content. More than 250,000 Sims and lots have been uploaded to the Sims 2 Exchange on the site. Some fansites require either a one-time fee or a subscription to access some of all of the content on the site. Most of the sites do not charge for usage, some however, do allow voluntary donations to offset the cost of website maintenance.&lt;br /&gt;
&lt;br /&gt;
The topic of paysites is controversial in The Sims 2 community. Although the license agreement specifically forbids charging money for content created with or for The Sims 2, to date EA Games has not commented on the controversy, and is not allowing any discussion of this on the official Sims 2 BBS.&lt;br /&gt;
===The Sims 2 Body Shop===&lt;br /&gt;
The Sims 2 Body Shop is a program shipped with The Sims 2 that allows users to create custom clothing and body recolors, such as eyes, hair and skin tone. These custom created parts can be imported directly into the game, or can be uploaded onto the official The Sims 2 Exchange. These parts can be then added to other users' games.&lt;br /&gt;
&lt;br /&gt;
==Game editions and add-on releases==&lt;br /&gt;
For the PC, there have been three released editions of the core game, five released expansion packs and three released stuff packs. Many of these have been ported to Mac OS X by Aspyr. ''The Sims 2'' has been released for a number of game consoles, The Sims 2 Seasons has just been released.&lt;br /&gt;
===Core game===&lt;br /&gt;
{|style=&amp;quot;width: 100%; border: 1px solid #AAAAAA;&amp;quot;&lt;br /&gt;
| Name &lt;br /&gt;
| [[Microsoft Windows|Windows]] Release date (USA) &lt;br /&gt;
| [[Mac OS]] X port Release &lt;br /&gt;
| Features&lt;br /&gt;
|- &lt;br /&gt;
| '''''The Sims 2''''' &lt;br /&gt;
| September 17, 2004 &lt;br /&gt;
| June 13, 2005 &lt;br /&gt;
| First release of the core game&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Special DVD Edition''''' &lt;br /&gt;
| September 17, 2004 &lt;br /&gt;
| n/a &lt;br /&gt;
| Core game, Bonus DVD content&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Expansion packs===&lt;br /&gt;
''The Sims 2'' expansion packs provide additional game features and items.  Generally, expansion packs add one central gameplay element, several peripheral elements, a new type of &amp;quot;expansion neighborhood&amp;quot;, a new &amp;quot;supernatural&amp;quot; element (Zombies, in ''University''), and approximately 125 new objects. Five expansion packs have been released.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! Name || [[Microsoft Windows|Windows]] Release date (USA) || (EU) || [[Mac OS]] X port Release || Major Additions&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: University''''' || March 1, 2005 || March 2, 2005 || December 12, 2005 || College Towns, ''Young Adult'' life stage, pranks, Influence, Four graduate careers, Zombies&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Nightlife''''' || September 13, 2005 || September 13, 2005 || March 27, 2006 || Dating system, Downtown community area, ''Pleasure'' Aspiration, fury, Drivable cars, Vampires &lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Open for Business''''' || March 2, 2006 || March 3, 2006 || September 4, 2006 || Business system, Shopping districts, ''talent badges'', perk system, Robots&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Pets''''' || October 17, 2006 || October 20, 2006 ||  November 6, 2006 || Pets system, pet store lots, Werewolves&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Seasons''''' || February 27, 2007 || March 2, 2007 || n/a || Seasons environment, Riverblossom Hills neighborhood, six careers, Plantsims&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Stuff packs===&lt;br /&gt;
Stuff packs are add-ons to the base game that add only new objects. There are currently four released. Stuff packs were originally called booster packs, as seen in the release of ''The Sims 2: Holiday Party Pack''. Current releases are called &amp;quot;Stuff Packs&amp;quot; and include certain gameplay elements introduced in previous expansion packs (as opposed to ''Holiday Party Pack'', which only added a package file containing object data). Stuff packs typically add around 60 new items. None have been ported to [[Mac OS]] X.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! Name || [[Microsoft Windows|Windows]] Release date (USA) || Major Components&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Holiday Edition|The Sims 2: Holiday Party Pack''''' || November 17, 2005 || Christmas, Halloween, Thanksgiving, Hanukkah, Kwanzaa&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Family Fun Stuff''''' || April 13, 2006 || Medieval, Tropical&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Glamour Life Stuff''''' || August 31, 2006 || Luxury, Couture&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Happy Holiday Stuff''''' || November 7, 2006 || Similar to ''Holiday Party Pack'', but adds the Chinese New Year theme. Packaged with base game for a limited time&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Celebration Stuff''''' || unknown || Celebrations, Fiestas&lt;br /&gt;
|}&lt;/div&gt;</description>
			<pubDate>Thu, 08 Mar 2007 18:23:55 GMT</pubDate>			<dc:creator>Admin</dc:creator>			<comments>http://72.14.177.54/ultimatewiki/Talk:The_Sims_2</comments>		</item>
		<item>
			<title>The Sims 2</title>
			<link>http://72.14.177.54/ultimatewiki/The_Sims_2</link>
			<description>&lt;p&gt;Admin:&amp;#32;/* Game editions and add-on releases */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Gaming]]&lt;br /&gt;
'''''The Sims 2''''' is a strategic life simulation computer game developed by Maxis and published by Electronic Arts. It is the sequel to the best-selling computer game in history, The Sims. It was released on September 17, 2004 and sold a record one million copies in its first ten days. The Sims 2 has been released for Windows, Mac OS X, and several game consoles. Five expansion packs and three stuff packs have been released to date. Its music was composed by Mark Mothersbaugh.&lt;br /&gt;
&lt;br /&gt;
In The Sims 2, players control simulated human characters called Sims, as they interact with their virtual environments, engaging in activities and forming relationships in a manner similar to real life. It builds on its predecessor by allowing Sims to age through six stages of life and incorporating a more powerful 3D graphics engine. A sequel,The Sims 3, was announced in November 2006 by EA.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
''The Sims 2'' does not have a defined final goal; gameplay is open-ended. The player has the freedom to direct his or her Sims as he or she sees fit. A player's Sims can experience a life generally reflective of reality, growing up, working, marrying, having children and eventually dying, all while trying to advance in a chosen career and build a home. However, having a family, or even a steady job, is not necessarily required; therefore the life cycle is not absolute.&lt;br /&gt;
===Neighborhoods and Lots===&lt;br /&gt;
Sims inhabit neighborhoods, which are self-contained; Sims from one neighborhood cannot interact with Sims from another. In The Sims 2, three neighborhoods created by Maxis, Pleasantview, Strangetown and Veronaville, were included. Each expansion pack usually adds a new area for the player to explore. For example, players associate a college with their neighborhood in The Sims 2: University, a downtown area in The Sims 2: Nightlife and a shopping district in The Sims 2: Open for Business. The Sims 2: Pets broke this tradition and did not include a new area. The Sims 2: Seasons, the fifth expansion pack, introduced a new base neighborhood named Riverblossom Hills.&lt;br /&gt;
&lt;br /&gt;
Each neighborhood contains lots. There are two types of lots: residential and community. Sims live and build their homes on residential lots and are able to visit community lots by taxi. A player can build a variety of recreational destinations for his or her Sims, ranging from supermarkets to public swimming pools. Expansion packs add lots specialized to new gameplay introduced. For example, Pets includes new parks and stores for pets and Nightlife includes restaurants and bowling alleys. University also came with the option to have dorm lots, which are colleges only.&lt;br /&gt;
&lt;br /&gt;
===Sims===&lt;br /&gt;
====Age groups====&lt;br /&gt;
Sims, like humans, age, have needs, develop dreams and goals, exhibit personality, form relationships, hold jobs and eventually die. They progress through six (or seven) unique life stages: baby (babies must be born; unlike other age groups, they cannot be created in the Create-a-Sim screen), toddler, child, teen, young adult (only with The Sims 2: University), adult and elder.&lt;br /&gt;
&lt;br /&gt;
Throughout life, a Sim's role in his or her family changes to suit his or her age. Babies are dependent on older Sims to nurture and take care of them. As a toddler, Sims are taught fundamental skills, such as walking and talking. Children attend school and gain a new, yet still limited, independence. Teen Sims are more self-sufficient and are able to cook for themselves and work in three-tiered careers to earn Simoleons.[6] Adults are completely self-reliant, having virtually no restrictions. Elders are suited to a life of retirement, and often have to sleep and use the toilet more than adults.&lt;br /&gt;
====Need-based motives====&lt;br /&gt;
Sims are driven principally by their needs. In The Sims 2, Sims have up to eight needs or motives depending on their age, such as bladder, or the need to urinate, energy, or the need to sleep. The importance of certain needs outweighs that of others. For example, a Sim's neglect of his or her hunger could lead to starvation, but ignorance of hygiene does not result in fatality. A Sim's current levels in needs are averaged to determine a Sim's mood. If motives are collectively low, a Sim's mood will be negative, preventing him or her from engaging in certain activities. In the Seasons expansion pack, needs are affected in more ways.&lt;br /&gt;
====Aspirations====&lt;br /&gt;
As toddlers and children, Sims aspire only to &amp;quot;Grow Up,&amp;quot; but upon becoming teens, the player chooses one of five (or six) life aspirations for them: family, fortune, knowledge, popularity, romance, and pleasure (only with The Sims 2: Nightlife). Each Sim has wants and fears that correspond to his or her aspiration, stage of life and present circumstances. When a want is achieved, such as to &amp;quot;play with a relative,&amp;quot; aspiration points are alloted to the aspiration meter. Conversely, when a fear is realized, such as the death of a spouse, aspiration points are penalized. There are six levels to the meter, the highest being platinum, then gold, two levels of green and two of red. Aspiration levels play a part in determining the length of time a Sim will live as an elder before death. For example, a Sim who transitioned to the elder stage with a platinum level will live a much longer life than one who transitioned with a red level. Aspiration points are used to purchase special objects with helpful uses, whose beneficial effects are potentially made negative if the user's aspiration level is below gold.&lt;br /&gt;
====Personalities====&lt;br /&gt;
Personality is a quantified way of measuring a Sim's behavioral characteristics. There are five personality traits, each described by its opposing qualities. For example, a Sim can be active, lazy or somewhere in between the two extremes. These traits determine how fast a Sim learns skills, the rate at which specific needs decay, the types of interactions a Sim will autonomously engage in, the likelihood of accepting certain interactions and the likelihood of bringing home a friend from school or work. Sims want, fear, and behave according to his or her personality. For example, shy Sims will fear having parties and often become nervous before engaging socially, while outgoing Sims must interact constantly to satisfy their social needs and will point and wave to others as they pass by. Neat Sims will fear using public toilets, while sloppy Sims will urinate in the shower and even on bushes if desperate.&lt;br /&gt;
====Careers====&lt;br /&gt;
Adult careers have ten levels, while Teen and Elder careers are restricted to three. Upon adulthood, a Teen automatically joins the Adult version of his extant career. Elders are not able to surpass the third level. Advancement in career tracks, such as business and science, requires achieving certain skill levels and maintaining a certain number of family friends. The Sims 2 comes with 10 Adult careers, and some subsequent expansions add more.&lt;br /&gt;
====Relationships====&lt;br /&gt;
Sims form two kinds of relationships with one another: daily and lifetime. Daily relationships are influenced by recent interactions with other Sims, with lifetime relationships are reflective of a pair's relationship as a whole. For example, if two Sims meet they are able to improve their daily relationship to a perfect score of 100 but are essentially unable to do the same to their lifetime relationship. Lifetime relationships strengthen over time, while daily relationships weaken without recurring interaction. Lifetime relationships can be directly and more quickly affected by strong interactions, typically romantic.&lt;br /&gt;
&lt;br /&gt;
Sims can lead a bisexual or homosexual lifestyle with few differences from heterosexual lifestyles. Gay or lesbian partners are described as being &amp;quot;joined&amp;quot; (in a process identical to marrying - i.e. two women will wear wedding gowns) rather than married, and they may move in together and &amp;quot;WooHoo&amp;quot;. The &amp;quot;joined&amp;quot; may be seen as a reference to civil unions.&lt;br /&gt;
====Death====&lt;br /&gt;
Death is carried out in The Sims 2 by the NPC Reaper, equipped with the uniform scythe and robes. The Reaper is often seen with a cell phone or other incongruous utilities.&lt;br /&gt;
&lt;br /&gt;
Sims can die several ways. If a Sim reaches the end of the Elder life stage, he or she will die of old age. Sims close to the deceased receive an amount of inheritance determined by the benefactor's relationship at death. In addition, Sims can also meet premature ends by various means, such as electrocution or drowning. Sims leave behind tombstones or urns, which are typically possessed by their ghosts. As long as the memorium is left on the lot, ghosts will haunt the household.&lt;br /&gt;
====Ghosts====&lt;br /&gt;
Ghosts behave differently depending on their type of death and other circumstances. For example, Sims that died from starvation will steal food from the fridge, Sims that drowned will leaves puddles on the floor as they walk around and fill bathtubs with water, leaving them dirty, and Sims whose spouses have since remarried will become angry and jealous. Ghosts come in different colors, depending on their cause of death (e.g. Sims who die of old age will be white, Sims who die of sickness will be green). Ghosts became an idea of the creators of the Sims as a consequence of an unexpected bug, in which Sims became transparent and inaccessible. Ghosts also make it harder for a Sim to live by waking up easily frightened Sims and other annoyances. A ghost can also scare a sim to death if their motives are low.&lt;br /&gt;
&lt;br /&gt;
===Types of Sims===&lt;br /&gt;
''Playable Sims'' are the Sims a player controls directly. All gameplay is executed through actions of Playable Sims. Playable Sims are created in one of three ways. A playable Sim may be created using the Create-a-Family feature and placed in the game, by birth or adoption into an existing family, or by being a non-playable Sim moved into a lot.&lt;br /&gt;
&lt;br /&gt;
There are two types of non-playable Sims:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Townie&amp;quot; Sims are those which are roughly equivalent to playable Sims, having jobs and other characteristics of a playable Sim, except they do not live on an actual lot. They populate the Community lots and can be interacted with just like any other Sim. They don't age until they move in with another Sim and become playable Sims. With certain exceptions, any Townie may become a playable Sim if he or she accepts an invitation to move in or be married.&lt;br /&gt;
* Non-playable Sims that perform specific functions are called NPCs. NPCs can be hired to work for residential lots as maids, nannies, and gardeners. There are also cashiers who work at community lots, as well as NPC Sims with special tasks, such as social workers, police officers, and repo men. Most NPCs may become a Playable Sim through union or moving in, but unlike Townies, NPC Sims will lose their job upon moving in, appearing unemployed. Their role, now empty, is automatically filled by a new NPC.&lt;br /&gt;
&lt;br /&gt;
===Plot===&lt;br /&gt;
Although gameplay is open-ended, The Sims 2 has characters with histories, and the game is designed to accommodate story-based gameplay should the player wish to do so through expanded photo album features, such as a neighborhood photo album. The three (later four, with Seasons) pre-loaded neighborhoods each have a storyline told through the existing photo albums and the Sims' personal biographies, though playing characters in these neighborhoods is still open-ended. The story can even be completely disregarded should the player wish to.&lt;br /&gt;
&lt;br /&gt;
The Sims 2 is based loosely on the original plot lines of The Sims, by containing information about families extant in the first game. Several pre-loaded families in The Sims 2 have subtle clues, hinting that this game exists about 20 years after the first game.&lt;br /&gt;
&lt;br /&gt;
Utilizing the complex ancestry system, The Sims 2 incorporates details that link families in this game to the first. The Broke family has a series of Newbies in their genealogical history. The Newbies were a family from the first game. The Goth family is a canon element in The Sims games. In this game, their daughter from the first game has grown into a woman about to be married, further emphasizing the passage of time. The Goths in The Sims 2 also provide a basis for story-driven play, as a plot involving their vanished mother and impending marriage is hinted at throughout gameplay. Other returning families from earlier games include the Pleasants (for whom &amp;quot;Pleasantville&amp;quot; is named), the Burbs, and the Kats (Pets expansion only). One of the new families was also married to Michael Bachelor, who is now deceased and also identified within the Sims 2 as being Bella Goth's brother.&lt;br /&gt;
&lt;br /&gt;
==Compared to ''The Sims''==&lt;br /&gt;
&lt;br /&gt;
Graphically, The Sims 2 is far more accurate and true to real life than The Sims, immersing the player in a fully 3D world. Unlike earlier Sim games, such as SimCity 2000, which used dimetric projection and fixed resolutions, the camera in The Sims 2 allows the player to view things from many angles. Sims themselves are much more intricately detailed than they were in The Sims. Both in The Sims and The Sims 2, Sims are 3D meshes, but The Sims 2 introduces far more detail in mesh quality, texture quality, and animation capability. A Sim's facial features are customizable and unique. The player can adjust, for example, a Sim's nose to be very large or very small in The Sims 2's Create-a-Sim. Texturing is still achieved through use of raster images, though it appears more lifelike. Movements are more smooth, natural and true to humans and Sims are in general more animated.&lt;br /&gt;
&lt;br /&gt;
There is also an increased realism in gameplay. Sims have new experiences unavailable in The Sims, such as aging and eventual death. Sims may engage in &amp;quot;WooHoo,&amp;quot; a euphemism for sexual intercourse, in order to become pregnant and have a child. In The Sims, female Sims did not become pregnant; instead, infants were spawned after two Sims' repeatedly kissed. Additionally, babies in The Sims 2 progress through life stages to become adults, while babies in The Sims only become children before ceasing to continue aging. Sims take on genetic characteristics of their parents, such as eye color, hair color and personality traits.&lt;br /&gt;
&lt;br /&gt;
==Game Customisation==&lt;br /&gt;
===Custom Content===&lt;br /&gt;
Like many games, a large number of players have worked to modify both the game content and behavior of ''The Sims 2''. Such fans are often called modders. Modders alter the game in ways as simple as creating new floor and wall textures using a downloadable tool from and as complicated as writing patches for the game code to customize its behavior. Such modifications are all loosely referred to as &amp;quot;custom content.&amp;quot; Specifically, custom content can be divided into four categories: exporting (creating Sims and lots in-game or using the game's included Body Shop and exporting them to a file), recoloring (creating a new texture for an object), meshing (creating an object or modifying its shape) and hacking (writing code that manipulates game and object behaviors).&lt;br /&gt;
&lt;br /&gt;
The modding community for The Sims 2 is self-supporting, with more advanced modders writing tools and tutorials to help in creating custom content and modifying the game environment. One such program is SimPE, which is an editor for game files. SimPE also facilitates the creation of custom content through several wizards and package management tools.&lt;br /&gt;
&lt;br /&gt;
The official The Sims 2 website lists more than 500 registered fansites, many of which feature custom content. More than 250,000 Sims and lots have been uploaded to the Sims 2 Exchange on the site. Some fansites require either a one-time fee or a subscription to access some of all of the content on the site. Most of the sites do not charge for usage, some however, do allow voluntary donations to offset the cost of website maintenance.&lt;br /&gt;
&lt;br /&gt;
The topic of paysites is controversial in The Sims 2 community. Although the license agreement specifically forbids charging money for content created with or for The Sims 2, to date EA Games has not commented on the controversy, and is not allowing any discussion of this on the official Sims 2 BBS.&lt;br /&gt;
===The Sims 2 Body Shop===&lt;br /&gt;
The Sims 2 Body Shop is a program shipped with The Sims 2 that allows users to create custom clothing and body recolors, such as eyes, hair and skin tone. These custom created parts can be imported directly into the game, or can be uploaded onto the official The Sims 2 Exchange. These parts can be then added to other users' games.&lt;br /&gt;
&lt;br /&gt;
==Game editions and add-on releases==&lt;br /&gt;
For the PC, there have been three released editions of the core game, five released expansion packs and three released stuff packs. Many of these have been ported to Mac OS X by Aspyr. ''The Sims 2'' has been released for a number of game consoles, The Sims 2 Seasons has just been released.&lt;br /&gt;
===Core game===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%; border: 1px solid #AAAAAA;&amp;quot;&lt;br /&gt;
! Name || [[Microsoft Windows|Windows]] Release date (USA) || [[Mac OS]] X port Release || Features&lt;br /&gt;
|- &lt;br /&gt;
| '''''The Sims 2''''' || September 17, 2004 || June 13, 2005 || First release of the core game&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Special DVD Edition''''' || September 17, 2004 || n/a || Core game, Bonus DVD content&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Expansion packs===&lt;br /&gt;
''The Sims 2'' expansion packs provide additional game features and items.  Generally, expansion packs add one central gameplay element, several peripheral elements, a new type of &amp;quot;expansion neighborhood&amp;quot;, a new &amp;quot;supernatural&amp;quot; element (Zombies, in ''University''), and approximately 125 new objects. Five expansion packs have been released.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! Name || [[Microsoft Windows|Windows]] Release date (USA) || (EU) || [[Mac OS]] X port Release || Major Additions&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: University''''' || March 1, 2005 || March 2, 2005 || December 12, 2005 || College Towns, ''Young Adult'' life stage, pranks, Influence, Four graduate careers, Zombies&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Nightlife''''' || September 13, 2005 || September 13, 2005 || March 27, 2006 || Dating system, Downtown community area, ''Pleasure'' Aspiration, fury, Drivable cars, Vampires &lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Open for Business''''' || March 2, 2006 || March 3, 2006 || September 4, 2006 || Business system, Shopping districts, ''talent badges'', perk system, Robots&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Pets''''' || October 17, 2006 || October 20, 2006 ||  November 6, 2006 || Pets system, pet store lots, Werewolves&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Seasons''''' || February 27, 2007 || March 2, 2007 || n/a || Seasons environment, Riverblossom Hills neighborhood, six careers, Plantsims&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Stuff packs===&lt;br /&gt;
Stuff packs are add-ons to the base game that add only new objects. There are currently four released. Stuff packs were originally called booster packs, as seen in the release of ''The Sims 2: Holiday Party Pack''. Current releases are called &amp;quot;Stuff Packs&amp;quot; and include certain gameplay elements introduced in previous expansion packs (as opposed to ''Holiday Party Pack'', which only added a package file containing object data). Stuff packs typically add around 60 new items. None have been ported to [[Mac OS]] X.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! Name || [[Microsoft Windows|Windows]] Release date (USA) || Major Components&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Holiday Edition|The Sims 2: Holiday Party Pack''''' || November 17, 2005 || Christmas, Halloween, Thanksgiving, Hanukkah, Kwanzaa&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Family Fun Stuff''''' || April 13, 2006 || Medieval, Tropical&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Glamour Life Stuff''''' || August 31, 2006 || Luxury, Couture&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Happy Holiday Stuff''''' || November 7, 2006 || Similar to ''Holiday Party Pack'', but adds the Chinese New Year theme. Packaged with base game for a limited time&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Celebration Stuff''''' || unknown || Celebrations, Fiestas&lt;br /&gt;
|}&lt;/div&gt;</description>
			<pubDate>Thu, 08 Mar 2007 18:21:32 GMT</pubDate>			<dc:creator>Admin</dc:creator>			<comments>http://72.14.177.54/ultimatewiki/Talk:The_Sims_2</comments>		</item>
		<item>
			<title>The Sims 2</title>
			<link>http://72.14.177.54/ultimatewiki/The_Sims_2</link>
			<description>&lt;p&gt;Admin:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Gaming]]&lt;br /&gt;
'''''The Sims 2''''' is a strategic life simulation computer game developed by Maxis and published by Electronic Arts. It is the sequel to the best-selling computer game in history, The Sims. It was released on September 17, 2004 and sold a record one million copies in its first ten days. The Sims 2 has been released for Windows, Mac OS X, and several game consoles. Five expansion packs and three stuff packs have been released to date. Its music was composed by Mark Mothersbaugh.&lt;br /&gt;
&lt;br /&gt;
In The Sims 2, players control simulated human characters called Sims, as they interact with their virtual environments, engaging in activities and forming relationships in a manner similar to real life. It builds on its predecessor by allowing Sims to age through six stages of life and incorporating a more powerful 3D graphics engine. A sequel,The Sims 3, was announced in November 2006 by EA.&lt;br /&gt;
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==Gameplay==&lt;br /&gt;
''The Sims 2'' does not have a defined final goal; gameplay is open-ended. The player has the freedom to direct his or her Sims as he or she sees fit. A player's Sims can experience a life generally reflective of reality, growing up, working, marrying, having children and eventually dying, all while trying to advance in a chosen career and build a home. However, having a family, or even a steady job, is not necessarily required; therefore the life cycle is not absolute.&lt;br /&gt;
===Neighborhoods and Lots===&lt;br /&gt;
Sims inhabit neighborhoods, which are self-contained; Sims from one neighborhood cannot interact with Sims from another. In The Sims 2, three neighborhoods created by Maxis, Pleasantview, Strangetown and Veronaville, were included. Each expansion pack usually adds a new area for the player to explore. For example, players associate a college with their neighborhood in The Sims 2: University, a downtown area in The Sims 2: Nightlife and a shopping district in The Sims 2: Open for Business. The Sims 2: Pets broke this tradition and did not include a new area. The Sims 2: Seasons, the fifth expansion pack, introduced a new base neighborhood named Riverblossom Hills.&lt;br /&gt;
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Each neighborhood contains lots. There are two types of lots: residential and community. Sims live and build their homes on residential lots and are able to visit community lots by taxi. A player can build a variety of recreational destinations for his or her Sims, ranging from supermarkets to public swimming pools. Expansion packs add lots specialized to new gameplay introduced. For example, Pets includes new parks and stores for pets and Nightlife includes restaurants and bowling alleys. University also came with the option to have dorm lots, which are colleges only.&lt;br /&gt;
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===Sims===&lt;br /&gt;
====Age groups====&lt;br /&gt;
Sims, like humans, age, have needs, develop dreams and goals, exhibit personality, form relationships, hold jobs and eventually die. They progress through six (or seven) unique life stages: baby (babies must be born; unlike other age groups, they cannot be created in the Create-a-Sim screen), toddler, child, teen, young adult (only with The Sims 2: University), adult and elder.&lt;br /&gt;
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Throughout life, a Sim's role in his or her family changes to suit his or her age. Babies are dependent on older Sims to nurture and take care of them. As a toddler, Sims are taught fundamental skills, such as walking and talking. Children attend school and gain a new, yet still limited, independence. Teen Sims are more self-sufficient and are able to cook for themselves and work in three-tiered careers to earn Simoleons.[6] Adults are completely self-reliant, having virtually no restrictions. Elders are suited to a life of retirement, and often have to sleep and use the toilet more than adults.&lt;br /&gt;
====Need-based motives====&lt;br /&gt;
Sims are driven principally by their needs. In The Sims 2, Sims have up to eight needs or motives depending on their age, such as bladder, or the need to urinate, energy, or the need to sleep. The importance of certain needs outweighs that of others. For example, a Sim's neglect of his or her hunger could lead to starvation, but ignorance of hygiene does not result in fatality. A Sim's current levels in needs are averaged to determine a Sim's mood. If motives are collectively low, a Sim's mood will be negative, preventing him or her from engaging in certain activities. In the Seasons expansion pack, needs are affected in more ways.&lt;br /&gt;
====Aspirations====&lt;br /&gt;
As toddlers and children, Sims aspire only to &amp;quot;Grow Up,&amp;quot; but upon becoming teens, the player chooses one of five (or six) life aspirations for them: family, fortune, knowledge, popularity, romance, and pleasure (only with The Sims 2: Nightlife). Each Sim has wants and fears that correspond to his or her aspiration, stage of life and present circumstances. When a want is achieved, such as to &amp;quot;play with a relative,&amp;quot; aspiration points are alloted to the aspiration meter. Conversely, when a fear is realized, such as the death of a spouse, aspiration points are penalized. There are six levels to the meter, the highest being platinum, then gold, two levels of green and two of red. Aspiration levels play a part in determining the length of time a Sim will live as an elder before death. For example, a Sim who transitioned to the elder stage with a platinum level will live a much longer life than one who transitioned with a red level. Aspiration points are used to purchase special objects with helpful uses, whose beneficial effects are potentially made negative if the user's aspiration level is below gold.&lt;br /&gt;
====Personalities====&lt;br /&gt;
Personality is a quantified way of measuring a Sim's behavioral characteristics. There are five personality traits, each described by its opposing qualities. For example, a Sim can be active, lazy or somewhere in between the two extremes. These traits determine how fast a Sim learns skills, the rate at which specific needs decay, the types of interactions a Sim will autonomously engage in, the likelihood of accepting certain interactions and the likelihood of bringing home a friend from school or work. Sims want, fear, and behave according to his or her personality. For example, shy Sims will fear having parties and often become nervous before engaging socially, while outgoing Sims must interact constantly to satisfy their social needs and will point and wave to others as they pass by. Neat Sims will fear using public toilets, while sloppy Sims will urinate in the shower and even on bushes if desperate.&lt;br /&gt;
====Careers====&lt;br /&gt;
Adult careers have ten levels, while Teen and Elder careers are restricted to three. Upon adulthood, a Teen automatically joins the Adult version of his extant career. Elders are not able to surpass the third level. Advancement in career tracks, such as business and science, requires achieving certain skill levels and maintaining a certain number of family friends. The Sims 2 comes with 10 Adult careers, and some subsequent expansions add more.&lt;br /&gt;
====Relationships====&lt;br /&gt;
Sims form two kinds of relationships with one another: daily and lifetime. Daily relationships are influenced by recent interactions with other Sims, with lifetime relationships are reflective of a pair's relationship as a whole. For example, if two Sims meet they are able to improve their daily relationship to a perfect score of 100 but are essentially unable to do the same to their lifetime relationship. Lifetime relationships strengthen over time, while daily relationships weaken without recurring interaction. Lifetime relationships can be directly and more quickly affected by strong interactions, typically romantic.&lt;br /&gt;
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Sims can lead a bisexual or homosexual lifestyle with few differences from heterosexual lifestyles. Gay or lesbian partners are described as being &amp;quot;joined&amp;quot; (in a process identical to marrying - i.e. two women will wear wedding gowns) rather than married, and they may move in together and &amp;quot;WooHoo&amp;quot;. The &amp;quot;joined&amp;quot; may be seen as a reference to civil unions.&lt;br /&gt;
====Death====&lt;br /&gt;
Death is carried out in The Sims 2 by the NPC Reaper, equipped with the uniform scythe and robes. The Reaper is often seen with a cell phone or other incongruous utilities.&lt;br /&gt;
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Sims can die several ways. If a Sim reaches the end of the Elder life stage, he or she will die of old age. Sims close to the deceased receive an amount of inheritance determined by the benefactor's relationship at death. In addition, Sims can also meet premature ends by various means, such as electrocution or drowning. Sims leave behind tombstones or urns, which are typically possessed by their ghosts. As long as the memorium is left on the lot, ghosts will haunt the household.&lt;br /&gt;
====Ghosts====&lt;br /&gt;
Ghosts behave differently depending on their type of death and other circumstances. For example, Sims that died from starvation will steal food from the fridge, Sims that drowned will leaves puddles on the floor as they walk around and fill bathtubs with water, leaving them dirty, and Sims whose spouses have since remarried will become angry and jealous. Ghosts come in different colors, depending on their cause of death (e.g. Sims who die of old age will be white, Sims who die of sickness will be green). Ghosts became an idea of the creators of the Sims as a consequence of an unexpected bug, in which Sims became transparent and inaccessible. Ghosts also make it harder for a Sim to live by waking up easily frightened Sims and other annoyances. A ghost can also scare a sim to death if their motives are low.&lt;br /&gt;
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===Types of Sims===&lt;br /&gt;
''Playable Sims'' are the Sims a player controls directly. All gameplay is executed through actions of Playable Sims. Playable Sims are created in one of three ways. A playable Sim may be created using the Create-a-Family feature and placed in the game, by birth or adoption into an existing family, or by being a non-playable Sim moved into a lot.&lt;br /&gt;
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There are two types of non-playable Sims:&lt;br /&gt;
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* &amp;quot;Townie&amp;quot; Sims are those which are roughly equivalent to playable Sims, having jobs and other characteristics of a playable Sim, except they do not live on an actual lot. They populate the Community lots and can be interacted with just like any other Sim. They don't age until they move in with another Sim and become playable Sims. With certain exceptions, any Townie may become a playable Sim if he or she accepts an invitation to move in or be married.&lt;br /&gt;
* Non-playable Sims that perform specific functions are called NPCs. NPCs can be hired to work for residential lots as maids, nannies, and gardeners. There are also cashiers who work at community lots, as well as NPC Sims with special tasks, such as social workers, police officers, and repo men. Most NPCs may become a Playable Sim through union or moving in, but unlike Townies, NPC Sims will lose their job upon moving in, appearing unemployed. Their role, now empty, is automatically filled by a new NPC.&lt;br /&gt;
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===Plot===&lt;br /&gt;
Although gameplay is open-ended, The Sims 2 has characters with histories, and the game is designed to accommodate story-based gameplay should the player wish to do so through expanded photo album features, such as a neighborhood photo album. The three (later four, with Seasons) pre-loaded neighborhoods each have a storyline told through the existing photo albums and the Sims' personal biographies, though playing characters in these neighborhoods is still open-ended. The story can even be completely disregarded should the player wish to.&lt;br /&gt;
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The Sims 2 is based loosely on the original plot lines of The Sims, by containing information about families extant in the first game. Several pre-loaded families in The Sims 2 have subtle clues, hinting that this game exists about 20 years after the first game.&lt;br /&gt;
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Utilizing the complex ancestry system, The Sims 2 incorporates details that link families in this game to the first. The Broke family has a series of Newbies in their genealogical history. The Newbies were a family from the first game. The Goth family is a canon element in The Sims games. In this game, their daughter from the first game has grown into a woman about to be married, further emphasizing the passage of time. The Goths in The Sims 2 also provide a basis for story-driven play, as a plot involving their vanished mother and impending marriage is hinted at throughout gameplay. Other returning families from earlier games include the Pleasants (for whom &amp;quot;Pleasantville&amp;quot; is named), the Burbs, and the Kats (Pets expansion only). One of the new families was also married to Michael Bachelor, who is now deceased and also identified within the Sims 2 as being Bella Goth's brother.&lt;br /&gt;
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==Compared to ''The Sims''==&lt;br /&gt;
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Graphically, The Sims 2 is far more accurate and true to real life than The Sims, immersing the player in a fully 3D world. Unlike earlier Sim games, such as SimCity 2000, which used dimetric projection and fixed resolutions, the camera in The Sims 2 allows the player to view things from many angles. Sims themselves are much more intricately detailed than they were in The Sims. Both in The Sims and The Sims 2, Sims are 3D meshes, but The Sims 2 introduces far more detail in mesh quality, texture quality, and animation capability. A Sim's facial features are customizable and unique. The player can adjust, for example, a Sim's nose to be very large or very small in The Sims 2's Create-a-Sim. Texturing is still achieved through use of raster images, though it appears more lifelike. Movements are more smooth, natural and true to humans and Sims are in general more animated.&lt;br /&gt;
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There is also an increased realism in gameplay. Sims have new experiences unavailable in The Sims, such as aging and eventual death. Sims may engage in &amp;quot;WooHoo,&amp;quot; a euphemism for sexual intercourse, in order to become pregnant and have a child. In The Sims, female Sims did not become pregnant; instead, infants were spawned after two Sims' repeatedly kissed. Additionally, babies in The Sims 2 progress through life stages to become adults, while babies in The Sims only become children before ceasing to continue aging. Sims take on genetic characteristics of their parents, such as eye color, hair color and personality traits.&lt;br /&gt;
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==Game Customisation==&lt;br /&gt;
===Custom Content===&lt;br /&gt;
Like many games, a large number of players have worked to modify both the game content and behavior of ''The Sims 2''. Such fans are often called modders. Modders alter the game in ways as simple as creating new floor and wall textures using a downloadable tool from and as complicated as writing patches for the game code to customize its behavior. Such modifications are all loosely referred to as &amp;quot;custom content.&amp;quot; Specifically, custom content can be divided into four categories: exporting (creating Sims and lots in-game or using the game's included Body Shop and exporting them to a file), recoloring (creating a new texture for an object), meshing (creating an object or modifying its shape) and hacking (writing code that manipulates game and object behaviors).&lt;br /&gt;
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The modding community for The Sims 2 is self-supporting, with more advanced modders writing tools and tutorials to help in creating custom content and modifying the game environment. One such program is SimPE, which is an editor for game files. SimPE also facilitates the creation of custom content through several wizards and package management tools.&lt;br /&gt;
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The official The Sims 2 website lists more than 500 registered fansites, many of which feature custom content. More than 250,000 Sims and lots have been uploaded to the Sims 2 Exchange on the site. Some fansites require either a one-time fee or a subscription to access some of all of the content on the site. Most of the sites do not charge for usage, some however, do allow voluntary donations to offset the cost of website maintenance.&lt;br /&gt;
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The topic of paysites is controversial in The Sims 2 community. Although the license agreement specifically forbids charging money for content created with or for The Sims 2, to date EA Games has not commented on the controversy, and is not allowing any discussion of this on the official Sims 2 BBS.&lt;br /&gt;
===The Sims 2 Body Shop===&lt;br /&gt;
The Sims 2 Body Shop is a program shipped with The Sims 2 that allows users to create custom clothing and body recolors, such as eyes, hair and skin tone. These custom created parts can be imported directly into the game, or can be uploaded onto the official The Sims 2 Exchange. These parts can be then added to other users' games.&lt;br /&gt;
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==Game editions and add-on releases==&lt;br /&gt;
For the PC, there have been three released editions of the core game, five released expansion packs and three released stuff packs. Many of these have been ported to Mac OS X by Aspyr. ''The Sims 2'' has been released for a number of game consoles, The Sims 2 Seasons has just been released.&lt;br /&gt;
===Core game===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! Name || [[Microsoft Windows|Windows]] Release date (USA) || [[Mac OS]] X port Release || Features&lt;br /&gt;
|- &lt;br /&gt;
| '''''The Sims 2''''' || September 17, 2004 || June 13, 2005 || First release of the core game&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Special DVD Edition''''' || September 17, 2004 || n/a || Core game, Bonus DVD content&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Expansion packs===&lt;br /&gt;
''The Sims 2'' expansion packs provide additional game features and items.  Generally, expansion packs add one central gameplay element, several peripheral elements, a new type of &amp;quot;expansion neighborhood&amp;quot;, a new &amp;quot;supernatural&amp;quot; element (Zombies, in ''University''), and approximately 125 new objects. Five expansion packs have been released.&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! Name || [[Microsoft Windows|Windows]] Release date (USA) || (EU) || [[Mac OS]] X port Release || Major Additions&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: University''''' || March 1, 2005 || March 2, 2005 || December 12, 2005 || College Towns, ''Young Adult'' life stage, pranks, Influence, Four graduate careers, Zombies&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Nightlife''''' || September 13, 2005 || September 13, 2005 || March 27, 2006 || Dating system, Downtown community area, ''Pleasure'' Aspiration, fury, Drivable cars, Vampires &lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Open for Business''''' || March 2, 2006 || March 3, 2006 || September 4, 2006 || Business system, Shopping districts, ''talent badges'', perk system, Robots&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Pets''''' || October 17, 2006 || October 20, 2006 ||  November 6, 2006 || Pets system, pet store lots, Werewolves&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Seasons''''' || February 27, 2007 || March 2, 2007 || n/a || Seasons environment, Riverblossom Hills neighborhood, six careers, Plantsims&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Stuff packs===&lt;br /&gt;
Stuff packs are add-ons to the base game that add only new objects. There are currently four released. Stuff packs were originally called booster packs, as seen in the release of ''The Sims 2: Holiday Party Pack''. Current releases are called &amp;quot;Stuff Packs&amp;quot; and include certain gameplay elements introduced in previous expansion packs (as opposed to ''Holiday Party Pack'', which only added a package file containing object data). Stuff packs typically add around 60 new items. None have been ported to [[Mac OS]] X.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! Name || [[Microsoft Windows|Windows]] Release date (USA) || Major Components&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Holiday Edition|The Sims 2: Holiday Party Pack''''' || November 17, 2005 || Christmas, Halloween, Thanksgiving, Hanukkah, Kwanzaa&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Family Fun Stuff''''' || April 13, 2006 || Medieval, Tropical&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Glamour Life Stuff''''' || August 31, 2006 || Luxury, Couture&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Happy Holiday Stuff''''' || November 7, 2006 || Similar to ''Holiday Party Pack'', but adds the Chinese New Year theme. Packaged with base game for a limited time&lt;br /&gt;
|-&lt;br /&gt;
| '''''The Sims 2: Celebration Stuff''''' || unknown || Celebrations, Fiestas&lt;br /&gt;
|}&lt;/div&gt;</description>
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&lt;div&gt;&amp;lt;!--Insert Quote between quotemarks and name within boldmarks (should have some kind of intlink, to their company or whatever--&amp;gt;&lt;br /&gt;
&amp;quot;A delayed game is eventually good, a bad game is bad forever&amp;quot;&lt;br /&gt;
&amp;lt;div align=&amp;quot;right&amp;quot;&amp;gt;'''[[Shigeru Miyamoto]]'''&amp;lt;/div&amp;gt;&lt;/div&gt;</description>
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			<title>Timesplitters</title>
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'''''TimeSplitters''''' is a series of first person shooter video games which have a storyline based on time travel. The first two games were published by Eidos. The first, released on the PlayStation 2 as a launch title for the system, while its sequel was also released on Xbox and GameCube, in addition to the PlayStation 2 version. There are currently three games in the series, ''TimeSplitters'', ''TimeSplitters 2'', and ''TimeSplitters: Future Perfect'' (published by EA Games).&lt;br /&gt;
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The original game, ''TimeSplitters'', was developed by the Nottingham based company Free Radical Design and published in 2000 by Eidos. Set over 100 years of past, present and future, ''TimeSplitters'' boasts probably the fastest gameplay yet seen in a console FPS, demanding the players keep their wits about them at all times. &lt;br /&gt;
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The look of the games are substantially more stylized and [[cartoon]]-like than most first person shooters, with character models and expressions more closely resembling games such as ''XIII'' or ''Serious Sam'' rather than more realistic contemporaries such as ''Half-Life'' or ''Red Faction''. This emphasis on often comic book-style character design, many of which represent instantly recognizable parodies of established pop-culture stereotypes (such as the aristocratic English explorer or the suave secret agent) combined with an often surreal and self-mocking style of humour.&lt;br /&gt;
&lt;br /&gt;
The series is notable for the inclusion of a Mapmaker, a simple grid-based level editor. In ''TimeSplitters'', Mapmaker maps may only be used in Arcade mode.&lt;br /&gt;
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Classics such as GoldenEye 007 and Perfect Dark are often mentioned alongside TimeSplitters because the Free Radical Design team was once a part of Rareware, the creators of these two FPS games for the Nintendo 64. TimeSplitters is often considered to be a continuation or spiritual sequel of the popular FPS style that GoldenEye 007 and Perfect Dark induced.  &lt;br /&gt;
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==Story Mode==&lt;br /&gt;
Story mode is a series of missions. In TimeSplitters 1 and 2, this was based upon the retrieval of a key object and its successful return. In TS2 however, there were also additional objectives. Enemy AI in TS1 is simple yet determined. In TS2 stealth was possible, they weren't always suicidal, and they were sometimes sneaky themselves. On harder settings, there's little room for error. Enemies can appear out of nowhere and there are no checkpoints to allow breathing space in TS1, although in TS2 there is 1 checkpoint in each level. In TSFP there are sometimes multiple.&lt;br /&gt;
The difficulty curve in ''TimeSplitters'' is steep, in the harder settings the enemies become more numerous, better armed, and the maps themselves can change to make things more difficult.&lt;br /&gt;
&lt;br /&gt;
There are always two playable characters on each mission in Story Mode. Cooperative play is also available, though enemy numbers and weapon/health placements remain the same as in Single Player Mode, with the addition of both players being weaker than on single player, so it can be harder if you don't work as a team.&lt;br /&gt;
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The Story mode is also where many of the games unlockables are found. Completing a mission will often be rewarded with a new character or characters in the Arcade game. Other rewards include new cheats and new Arcade maps.&lt;br /&gt;
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Effectively, the only link between the separate time periods is the enemies that materialize whenever you complete your goal in a level and must exit the level. As revealed in later games in the series, these are the TimeSplitters themselves, who travel through many points in Earth's history in an attempt to disrupt and destroy humanity.&lt;br /&gt;
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== Arcade Mode ==&lt;br /&gt;
Arcade mode is the multiplayer aspect of the TimeSplitters series and has 2 types of gameplay: Arcade, which is simple multiplayer, and League (found only in ''Timesplitters 2'' and ''Future Perfect''), which is similar to Challenge Mode, but there are 3 different levels of difficulty that each contain 3 challenges.&lt;br /&gt;
&lt;br /&gt;
These are the modes that you can play in Arcade:&lt;br /&gt;
&lt;br /&gt;
* Deathmatch: Kill the other contenders&lt;br /&gt;
* Team Deathmatch: Kill the other team(s)&lt;br /&gt;
* Capture the Bag: Retreive the bag from the other base(s)&lt;br /&gt;
* Bagtag: There is only one bag, hold onto it for the longest time to win&lt;br /&gt;
* Knockout&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;: Retreive bags from a central point and return it to your base to score &lt;br /&gt;
* Last Stand&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;: Stay alive for as long as possible&lt;br /&gt;
* Elimination&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;: The last conteder remaining wins&lt;br /&gt;
* Shrink&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;: Contender's size is based on ranking&lt;br /&gt;
* Vampire&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;: Contenders have a limited lifespan, kill enemies to increase it&lt;br /&gt;
* Thief&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;: Collect the coins left by dead contenders&lt;br /&gt;
* Leech&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;: Absorb health by inflincting damage&lt;br /&gt;
* Regeneration&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;: Health regenerates&lt;br /&gt;
* Flame Tag&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;: Pass the flame on &lt;br /&gt;
* Virus&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;: Last person to catch fire wins&lt;br /&gt;
* Zones&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;: Control strategic points in the map&lt;br /&gt;
* Assault&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;: Assault the enemy base&lt;br /&gt;
* Gladiator&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;: Only the gladiator can score&lt;br /&gt;
* Monkey Assistant&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;: The contender in last place has monkeys making kills for them&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;sup&amp;gt;1: Only available in TS1&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &amp;lt;sup&amp;gt;2: Only available in TS2 &amp;amp; TS:FP&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &amp;lt;sup&amp;gt;3: Only available in TS2&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Challenge Mode==&lt;br /&gt;
Challenge mode, in all games of the series, consists of 9 sets of 3 single player challenges, often based around a pre-set Arcade match. Rewards, such as extra characters for Arcade Mode, are given for successful completion. &lt;br /&gt;
&lt;br /&gt;
==Soundtrack==&lt;br /&gt;
In 2006 Free Radical placed the soundtracks for all of their currently available games up for download on the company website, including printable album artwork. The soundtrack for the ''TimeSplitters'' games can be found [http://www.frd.co.uk/downloads.php here].&lt;/div&gt;</description>
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