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-
- S I M L I F E - T H E G E N E T I C P L A Y G R O U N D
-
- USER MANUAL
-
-
-
-
- CONTENTS
-
- Introduction ............................................................ 1
- What Is SimLife? ..................................................... 2
- What Is Artificial Life? ............................................. 6
- Getting Started ......................................................... 9
- Installation ........................................................ 10
- Starting The Program ................................................ 10
- Tutorial ............................................................... 11
- Before You Begin .................................................... 12
- Take A Tour Of Your Computerized Ecosystem .......................... 23
- Building An Experiment: Splatt ..................................... 53
- Reference .............................................................. 79
- Introduction/The Basics ............................................. 80
- Menus ............................................................... 84
- File Menu ........................................................ 84
- Edit Menu ........................................................ 85
- Simulation Menu .................................................. 85
- Windows Menu ..................................................... 94
- Disasters Menu ................................................... 96
- Windows ............................................................. 98
- Dashboard ........................................................ 98
- New Game Window ................................................. 103
- Edit Window ..................................................... 104
- Map Window ...................................................... 117
- Populate Window ................................................. 123
- World Design Window ............................................. 125
- Biology Lab ..................................................... 128
- Climate Lab ..................................................... 151
- Graphs Window ................................................... 152
- Mortality Window .................:::::...........:::::.......... 156
- Gene Pool Window .................:::...::::::::....:::.......... 158
- Food Web Window ..................:::...:::...:::...:::.......... 165
- Population Interactive Window ....:::...:::...:::...:::.......... 168
- Population Window ................:::...:::::::.....:::.......... 170
- Diversity Window .................:::...:::...:::...:::.......... 171
- History Window ...................:::...:::...:::...:::.......... 174
- Laws of Physics Window ...........:::...:::...:::...:::.......... 175
- Variables Window .................:::::...........:::::.......... 182
- Phenotype Window ................................................ 184
- Speciate Window ................................................. 185
- Evaluation Window ............................................... 187
- Locate an Individual Window ..................................... 188
- Run Control Window .............................................. 189
- Sample Experiments ................................................. 190
- Miscellaneous Sim Stuff ............................................ 194
- Glossary .............................................................. 198
- Bibliography .......................................................... 200
- Index ................................................................. 202
- Machine Specific Addendum & Quickstart Guide & Keyboard Chart ......... 204
-
- [PAGE: 1]
-
- INTRODUCTION
-
-
- "Life! Don't talk to me about life."
-
- - Marvin The Paranoid Android
- from The Hitchhiker's Guide to
- the Galaxy by Douglas Adams
-
-
-
- [PAGE: 2]
- INTRODUCTION
-
- SimLife is an Artificial Life Laboratory/Playground designed to simulate
- environments, biology, evolution, ecosystems, and life.
-
-
- WHAT IS SIMLIFE?
-
- SimLife is a game, a toy and an experimental tool to learn about life, real
- and artificial.
-
- As a game, SimLife challenges you to successfully solve the problems
- presented to you in each of six different scenarios.
-
- As an experimental tool, SimLife gives you the power to:
-
- * create and modify worlds;
-
- * create and modify plants and animals at the genetic level;
-
- * design environments and ecosystems;
-
- * simulate and control evolution; and even
-
- * change the physics of the universe.
-
- A major feature and purpose of SimLife is that it is an exploration of the
- emerging computer field of Artificial Life.
-
-
- YOUR REASONS TO (SIM)LIVE
-
- The goals in playing SimLife are many, and, as with most Maxis products,
- are entirely up to you.
-
- If you approach SimLife as a game, then your goals can be to win each of
- the scenarios. If you approach SimLife as a "laboratory in a computer,"
- your goals are as limitless as your imagination. If you approach SimLife
- as a toy, you don't need goals; you can just play with plants, animals and
- ecosystems.
-
- If you are interested in monitoring your personal progress or understanding
- of the ecological systems in SimLife, you can keep an eye on the Ecology Score
- in the Graphs Window. It displays an ongoing score of the ecological soundness
- of your ecosystem, which you can view as a rating of how well you are doing as
- master of life on your world. There is also an evaluation window that
- graphically shows how complex your ecosystem is, as well as assigning a score
- to your performance.
-
-
- [PAGE: 3]
-
- THE ULTIMATE GOAL?
-
- Perhaps the greatest challenge of playing SimLife is to start from scratch
- and design and build a world with a sustainable ecosystem.
-
- It's not an easy task, and once tou do it you may realize just how fragile
- an ecosystem can be: how a small change in the environment or the extinction
- of a single species can cause a wave of destruction that destroys life up and
- down the food chain.
-
- What can be considered the ultimate goal of SimLife is to look beyond the
- game, to understand that the real world with its millions of species with
- their combined billions of genes are all interrelated and carefully balance
- in the food chain and the web of life, and that this balance can be upset.
- Once we realize this, maybe we'll treat our planet, our environment and life
- itself with the respect they deserve and need. OK. Enough heaviosity. Go play.
-
-
- LEVELS OF PLAY
-
- SimLife was designed to be played at different levels:
-
- * On the simple game level of trying to solve the scenarios;
-
- * On a simple experimental/play level of building your own
- worlds, animals, and ecosystems; and
-
- * On a complex experimental level where you control (or
- meddle with) the laws of physics and manipulate plants and
- animals at the genetic level.
-
- You can do these things in any of five difficulty levels, from beginner to
- expert.
-
-
- [PAGE: 4]
-
- SOFTWARE TOYS AND SYSTEM SIMULATIONS
-
- SimLife isn't exactly a game - it's what we call a Software Toy. Toys, by
- definition, are more flexible and open-ended than games.
-
- As an example, compare a game, tennis, with a toy, a ball. In every tennis
- game, there is one way to begin, one goal to pursue and one way to end. There
- are infinite variations in the middle, but they all start the same way, chase
- the same goal and end the same way. A ball is more flexible - there are more
- things you can do with it. With the ball, you can play tennis. You can play
- catch. You can throw it at someone. You can bounce it. You can make up a
- hundred different games using the ball. Besides games, there are other things
- you can do with a ball. You can paint it, use it to plug a leaky roof, or just
- contemplate its roundness.
-
- In SimLife, the "toy" is a biology laboratory in a computer.
-
- When you play with SimLife, or any of our other Software Toys(R), don't limit
- yourself to trying to "win." Play with it. Experiment. Try new things. Just
- have fun.
-
- There are many types of toys. SimLife, like SimCity(R), SimEarth(R), and
- SimAnt(R) before it, is a SYSTEM SIMULATION toy. In a system simulation, we
- provide you with a set of RULES and TOOLS that describe, create and control a
- system. In the case of SimLife, the system is an ecosystem. Part of the
- challenge of playing with a system simulation toy is to figure out how the
- system works and take control of it. As master of the system, you are free to
- use the Tools to create and control an unlimited number of systems (in this
- case, ecosystems) within the framework provided by the Rules.
-
- In SimLife, the Rules to learn are based on biology and behavior, including:
-
- Environment: All life is affected by its external environmental conditions,
- including the landscape, the climate, physical disasters and most importantly,
- other life-forms.
-
- [PAGE: 5]
-
- Genetics: Living beings are defined by the genes they carry and pass on to
- their offspring.
-
- Evolution: Life changes in response to its environtment; species adapt to
- their surroundings and evolve into new species.
-
- Behavior: To survive individually and as a species, life-forms must find food
- and water, defend themselves from predators and reproduce.
-
- The Food Chain: For an ecosystem to be stable, the food chain must be a
- complete circle; herbivores eat plants, carnivores eat herbivores, plants
- consume animal waste and rotted carcasses. The sun provides the energy to keep
- the cycle going.
-
- Ecosystems: In addition to the cycling of material in the food chain, a
- stable ecosystem has to efficiently cycle oxygen, carbon dioxide, water and
- other important gasses and minerals between life, the atmosphere and the land.
-
- The Tools provide you with the ability to design and build worlds and
- ecosystems:
-
- * Create landforms with lakes, mountains, rivers and impassable barriers.
-
- * Modify the climate: set temperature ranges, humidity, seasonal changes,
- and day-length variations with the Weather Lab.
-
- * Mix and match pre-defined plants and animals, modify them at the genetic
- level, or create your own life-forms in the Biology Lab.
-
- * Use mutagens to cause mutations and speed up evolution.
-
- * Change the laws of physics: set the lengths of days and years, change the
- energy it takes to walk, swim, or fly.
-
- * Track your data with graphs and charts that display population and
- genetic changes through time.
-
- [PAGE: 6]
-
- But the most important Tool of all is the simulator itself. Test your
- knowledge, plans, theories and ideas as you watch your creatures and
- ecosystems thrive or die.
-
-
- WHAT IS ARTIFICIAL LIFE?
-
- SimLife is an Artificial Life playshop/toolkit/workshop.
-
- Artificial Life (A-life) is an emerging new field in computer science that
- is giving us a whole new way to study biology, evolution and life itself. Our
- Software Toys make use of A-life technology to simulate living systems that
- change and grow depending on the choices you make.
-
- The idea behind A-life is to produce lifelike behavior on a computer (or
- other artificial media), where it can be studied in ways real living things
- cannot. A-life creates a laboratory in a computer, where the scientist can
- completely control all environmental factors - even time.
-
- One of the most important features of A-life is emergent behavior - when
- complex behavior emerges from the combination of many individuals following
- simple rules. Two examples of emergent behavior are ant colonies in the real
- world, and SimCity in the computer world. In fact, biologic "life as we know
- it" can be considered a form of emergent behavior.
-
- Another important aspect of A-life is evolution - artificial life-forms can
- react to their environment and grow, reproduce and evolve into more complex
- forms.
-
- The future of A-life holds much potential and promise. It may someday go
- beyond the experimental world into the practical realm of design. The tools
- and techniques being developed now will someday allow us to grow or evolve
- designs for complex systems ranging from software to airplanes to
- intelligence.
-
- In a sense, A-life has the same ultimate goal as Artificial Intelligence (AI),
- but uses opposite methods. AI uses a top-down approach to create a thinking
-
- [PAGE: 7]
-
- machine that emulates the human brain. A-life uses the bottomup approach -
- start with single cells and grow/evolve life with intelligence.
-
-
- ABOUT SIMLIFE DOCUMENTATION
-
- There are five parts to the docs for SimLife: the manual, the machine-
- specific addendum, the lab book, the registration card and the President's
- letter/support info card.
-
- The manual (that which you now hold in your hands) was typed by Rygar and has:
-
- * An introduction chapter that gives you a little background on the game
- and a brief explanation of Artificial Life;
-
- * A Getting Started chapter to get you up and running;
-
- * A three-part Tutorial that gives you some background info, leads you
- through many of the windows and functions of the program and shows you
- how to set up, conduct and evaluate an experiment;
-
- * A Reference section that gives more background information, complete
- descriptions of every menu, window, button and function, sample
- experiments to try and miscellaneous information on the simulation; and
-
- * A Glossary, a Bibliography and an Index.
-
- The machine-specific addendum gives you any special info you'll need for your
- particular computer, including loading, saving, printing, special menu items,
- and keyboard shortcuts. It also has any last-minute features that were too
- recent to make it into the manual. If you have any questions that aren't
- answered in the manual, check your machine-specific addendum.
-
- The lab book goes along with the experiment in the tutorial to give you an
- example of one way to write up SimLife experiments. The lab book also has data
- sheets containing printed blanks of most of the windows that you can copy,
- draw in the data, and include in your own lab reports.
-
- [PAGE: 8]
-
- Sending in the registration card entitles you to free technical support, an
- extended warranty on SimLife and a while bunch of other things. Read it,
- fill it out and send it in. You'll be glad you did.
-
- The President's letter invites you to contact Maxis about any problems or
- suggestions you may have with or for SimLife. The support info (on the back of
- the President's letter) tells you how to contact us for customer service and
- technical support.
-
-
- VARIOUS SIMLIFE VERSIONS AND MANUAL GRAPHICS
-
- SimLife is (or soon will be) available on a number of different computer
- systems. We try to keep all the versions as close to each other as possible,
- while staying true to the individual interface differences of each machine.
-
- The graphics for this manual are taken primarily from the Color Macintosh
- version of SimLife because it was ready first. On any other computer, there
- will be some slight differences in the look of the program. All the same
- features and functions will be there, but some things (like buttons) may be
- moved around a little. If you screen doesn't exactly match the graphics in the
- manual, check in the machine-specific addendum for a complete explanation of
- how SimLife has been customized for your computer
-
- [PAGE: 9]
-
-
-
- GETTING STARTED
-
- "All life is an experiment."
-
- - Oliver Wendell Holmes
-
-
- [PAGE: 10]
-
-
- INSTALLATION * R Y G A R *
-
- On most computers, SimLife must be installed to a hard disk before it can
- be run. See your computer-specific addendum for installation instructions on
- your computer
-
-
- STARTING THE PROGRAM
-
- Once again, see your computer-specific addendum for starting instructions.
-
-
- ABOUT THE TUTORIALS
-
- There is an on-screen tutorial built into SimLife. Once you start the program,
- you will see the New Game Window. Click on the button that says Tutorial, then
- click on Make It So. You will be taken on a quick tour through the basic
- features of SimLife.
-
- In addition, there is a fairly extensive tutorial in this manual, written in
- three parts.
-
- The first part gives some background information on SimLife, and on life
- itself. You may want to skim through this section before going on. Most
- of you will just jump right in and start messing around with the game.
- Enjoy yourself - the information will be here when you want it.
-
- The second part is a tour of the major features, functions and windows. We
- won't be chasing any particular goal here, just playing around and getting
- familiar with many of the things you can do with SimLife.
-
- The third part of the tutorial is the complete design, setup and execution
- of an experiment. We'll define the goals of the experiment, decide what
- kind of world and what kind of life would be best to reach the goals, and
- carry it out. Included in the SimLife package is a "lab book" that
- summarizes the steps in the experiment, and leaves room for recording data
- and conclusions [SORRY LAB BOOK NOT INCLUDED - JUST EMPTY PAGES ANYWAYS - [R]
-
- [PAGE: 11]
-
-
-
- TUTORIAL
-
- "My boy, you are descended from a
- long line of determined, resourceful,
- microscopic tadpoles - champions
- every one."
-
- - Kilgore Trout
- from Galapagos by Kurt Vonnegut
-
- [PAGE: 12]
-
-
- TUTORIAL
-
- This tutorial covers a lot of material fairly quickly. If you're not already
- somewhat familiar with SimLife, you'll probably want to run through the
- on-screen tutorial first. It can be started from the New Game Window. Or
- you may want to give the Before You Being section below a quick onceover,
- then do the on-screen tutorial.
-
- The graphics in this tutorial are from the color Macintosh version. The
- screens on your computer may vary a little. See your machine-specific
- addendum for more details.
-
-
- BEFORE YOU BEGIN
-
- Before playing SimLife, there are a few things you'll want to know.
-
-
- WHO ARE YOU AND WHAT ARE YOU DOING HERE?
-
- I hope you have many heads, because while playing SimLife you'll be
- wearing many hats. Depending on the scenario you play or the experiment you
- design, you can think of yourself as:
-
- * a planetary game warden trying to protect and improve
- various ecosystems;
-
- * a behavioral ecologist exploring the different ways plants
- and animals interact in their ecosystems;
-
- * an evolutionary biologist trying to prove theories;
-
- * Charles Darwin (only in his dreams);
-
- * a being with amazing powers who creates worlds, populates them with
- plants and animals, and balances ecosystems for fun;
-
- * an Artificial Life experimenter; and
-
- * a normal human trying to play and win a pretty complex computer game.
-
- [PAGE: 13]
-
-
- What you are trying to do is:
-
- * win each of the scenarios;
-
- * stick your finger into an ecosystem, muck it up a bit and see
- what happens;
-
- * simulate current ecological situations (and disasters) and
- try to recover before it's too late;
-
- * build your own ecosystem from scratch;
-
- * design and carry out any number of experiments that deal with plants,
- animals, genetics, evolution and ecosystems;
-
- * casually observe the interactions between plants, animals and the
- environment over a long period of time; and
-
- * have fun.
-
-
- OF MICE AND KEYBOARDS
-
- SimLife is much easier and more fun to play if you have a mouse. This
- tutorial and the manual in general assume you have one.
-
- If you don't have a mouse, check in the computer-specific addendum for
- instructions on using menus and controlling windows, and for keyboard
- equivalents to terms like "clicking" and "dragging."
-
-
- SIMPLICITY AND RICHNESS
-
- SimLife deals with life and ecosystems in a very simplified way.
- Simplification serves a few purposes. If it were even 1/10th as complex as the
- world we live in, it would have taken us 100 years to make the program, it
- would cost you hundreds of thousands of dollars, and you'd need a computer
- the size of Baltimore to play it.
-
- Because it is simple, time can be sped up and experiments that would take
- hundreds of years in real time can be performed in hours or minutes. Because
- it is simple, many external influences can be removed for experimental
- controls that cannot be removed in "real world" experiments.
-
- [PAGE: 14]
-
- SimLife, even while extremely simple compared to life as we live it, is a
- fairly deep game/simulation/toy. It has many interrelated features and
- functions that make it quite powerful and take a bit of htinking to master.
-
- One of the most powerful features in SimLife is the ability to limit or
- ignore many of the features. Depending on the game or experiment you may
- require a large, rich, complex world with climatic changes, mountains and
- valleys, and a convoluted web of plants and animals preying on each other, or
- just a small spot of ground with no mountains, no weather changes and only one
- type of life.
-
- Both the tutorial below and some of the scenarios will deal with some small,
- simple setups so you can play and explore right away without learning
- everything first, and gradually deal with more complex worlds and experiments.
-
-
- BUTTONS AND MORE BUTTONS
-
- This game has more buttons than all the bellies in Chine. It can be a little
- confusing at first, but follow the tutorial and you'll meet most of them
- one at a time. Then you can read the reference section of this manual (just
- kidding - I know nobody reads reference sections of manuals) to find out
- exactly what each and every button does. If all else fails and you can't
- decide which button to press, try eeny-meeny-miney-moe.
-
-
- IT'S ABOUT TIME
-
- Time in SimLife consists of Ticks, Days and Years. Each year is divided up
- into four seasons of equal length: summer, fall, winter and spring.
-
- A tick is one simulation cycle. The actual length of a tick in real seconds
- depends on your computer's speed, the size of the world and the number of
- organisms in the world.
-
- The number of ticks per day and days per year varies with the different
- scenarios and can be customized for different experiments. By adjusting
- ticks and days, you adjust the rate at which time passes. When a scenario
- or experiment deals with the behavior of one animal or one generation, then
- you will want time to go slowly so the animal has time to exhibit its
- behavior. When a scenario or experiment deals with the genetic drift
- over many generations, then you will want time to pass quickly.
-
- [PAGE: 15]
-
-
-
- OTHER STUFF YOU SHOULD KNOW (SIMLIFE CONVENTIONS AND TERMINOLOGY)
-
- Here are a few things to keep in mind while working your way through the
- tutorial:
-
-
- MENUS
-
- To play SimLife, you'll have to understand how to use menus. Many computers
- these days have menuing systems built into their operating systems, including
- Macintosh, Amiga and Windows-based computers. In these cases we follow all
- the standard menu-use conventions for your computer/operating system.
-
- Check your machine-specific addendum for special menu details (if any) and for
- keyboard shortcuts for opening menus and selecting menu items.
-
-
- DOWN-ARROW (TRIANGLE) BUTTONS
-
- Whenever you see a button with a down-arrow, or traingle pointing down, it
- means you can click and hold on this button to open a pop-up menu of choices.
-
- Clicking quickly on any down-arrow button wil automatically reselect the last
- selection without opening the submenu.
-
-
- SELECTED SPECIES
-
- Within most windows, only one species will be "active" at a time. And when
- playing SimLife, you usually play with one species at a time, checking it out
- in one window, spreading it in another, and modifying it in yet another.
-
- [PAGE: 16]
-
- Reselecting the species each time you jump to another window would be a
- hassle, so in most windows, when you select a species, it becomes the
- default or Selected Species for most other windows. The Selected Species
- stays selected until you pick another one.
-
-
- LOCAL SPECIES
-
- Selecting a species in some windows does not make that species the "official"
- Selected Species. The lucky plant or animal you choose in these windows
- becomes the center of attention for the current window only - they are local
- stars. Since we need to call the something, these are called the Local
- Species.
-
- Choosing or changing the Local Species in these windows does not change the
- Selected Species or Local Species in any other windows.
-
-
- WHAT IS:
-
- Warning: the following definitions are very short and simplified to give you
- just enough of a background to get started with SimLife. This is not a
- complete discussion of these topics, and they are dealt with primarily as
- they are used in SimLife, which is not a totally accurate representation of
- the real world. (In spite of this warning, I know I'll get some tersely
- reprimanding letters from biologists and other scientists for my casual
- treatment of these issues. I'm doing my best. So it's not perfect. So shoot
- me. I'll be taking notes for the upcoming manual for SimMartyr.)
-
-
- LIFE
-
- Defining life is not easy. (As if you'd believe me if I told you.) You'll get
- a different answer from everyone you ask and every book you read. But
- basically, life is a gene's way of making copies of itself.
-
- Some definitions of life include the requirement that organisms be composed
- of one or more cells. Is this chauvinism? If cells can be considered "building
- blocks," can we stretch the definition of cell to include building blocks made
- of computer code as well as protoplasm? Is this a subject that is likely to
- keep philosophers and science fiction afficionados occupied for years to come?
-
- [PAGE: 17]
-
- For the purposes of playing with SimLife, we'll define life as anything that
- exhibits lifelike behavior, including: adaptive behavior, self-replication
- and the ability to extract order from the environment.
-
- That's what life is. For answer to why it is or what it means, you'll have to
- look somewhere other than in a computer game.
-
-
- SPECIES
-
- A species is a group of related organisms or populations capable of
- interbreeding.
-
-
- ENVIRONMENT
-
- The environment, as used in SimLife, is the total external influence upon an
- organism. This includes the influences of climate, landscape, other life-forms
- and your computer. In fact, everything but the organism's genetic code.
-
-
- ECOLOGY
-
- Today, when most people hear the word ecology, they think of all the things
- that are going wrong, like pollution, endangered species and declining
- rainforests. But ecology, in our world as well as in SimLife, is also the
- "good stuff."
-
- Ecology is the study of the interrelationships of organisms and their
- environment. All the interrelationships, both good and bad.
-
-
- ECOSYSTEM
-
- An ecosystem is the combination of the environment and the life in it
- functioning together as an ecological unit in nature (or in computer).
-
- In SimLife, we will often refer to the world as an ecosystem, and use the
- words "world" and "ecosystem" interchangeably, since the SimLife world is such
- a small place compared to the world we live in. It is, however, possible to
- have two or more ecosystems running simultaneously in a SimLife world.
-
- [PAGE: 18]
-
-
-
- PLANTS AND ANIMALS
-
- In SimLife, there are two basic types of life-forms: plants and animals, which
- roughly correspond to plants and animals in our world, but are, of course,
- much simplified.
-
- All life wants to survive, individually and as a species. In order for an
- animal to survive as an individual, it must find food and eat without being
- eaten. To survive as a species, many of the individuals must also live long
- enough to find a mate and reproduce.
-
- The process of an animal finding food while simultaneously avoiding becoming
- food is called foraging. Foraging includes defense from predators, and is 90%
- of animal behavior.
-
- Finding a mate (in SimLife, at least) is almost a byproduct of foraging.
- Animals follow their foraging patterns looking for food and water and get
- distracted and sidetracked by the presence of the opposite sex.
-
- Plants, as well as animals, have behavior. They aren't as active or as noisy
- as animals, but they have to absorb nourishment, reproduce and spread their
- seeds.
-
- Plants don't have to forage for food; they get their nutrients from the soil,
- the atmosphere and the sun. In SimLife, areas with deeper soil have more
- nutrients for plants. Unlike animals, plants can't move around, but their
- seeds can.
-
- As plants and animals die, they decompose and enrich the soil (increase the
- soil depth).
-
- [PAGE: 19]
-
-
-
- FOOD, FOOD CHAINS AND FOOD WEBS
-
-
- FOOD
-
- Food is anything that can be consumed by the life in SimLife. All the food
- that plants need is found in sunlight, air and soil. Food for animals is more
- varied and includes plants and plant products, other animals, filter food and
- Ultra-Food.
-
-
- PLANTS
-
- When animals eat plants, they don't necessarily eat all the plant, or enough
- of the plant to kill it. They can nibble the leaves and the plant can grow new
- ones. Animals can also eat seeds. fruit and nectar from plants.
-
-
- FILTER FOOD
-
- Filter food is the microscopic and near-microscopic plants and animals in the
- water, air and soil that are eaten by filter food-eating animals. For example,
- some whales live on plankton, tiny plants and animals that live near the
- surface of the ocean.
-
- Filter food is alive and needs nourishment, and often sunlight, so it
- concentrates at the surface of the water, and near shorelines both in and out
- of the water.
-
-
- OTHER ANIMALS
-
- Animals can be predators and can eat other animals - if they can catch them.
-
-
- ULTRA-FOOD
-
- The closest thing to Ultra-Food that occurs in our world is the supermarket,
- where you can walk in and get any and all of the food you need. In SimLife,
- this food source looks like a shopping cart. It supplies an unlimited amount
- of whatever food an animal needs to any animal that approaches it.
-
- Ultra-Food is a useful tool for helping new ecosystems get started and for
- miraculously saving the lives of starving animals.
-
- [PAGE: 20]
-
-
-
- FOOD CHAINS
-
- A food chain is an arrangement of plants and animals in an ecosystem
- structured according to who eats whom. Usually with the eater shown above the
- eatee.
-
- Plants and filter food are usually considered the bottom of the chain, with
- herbivores (animals that eat plants) in the middle and predatory carnivores
- (animals that eat other animals) at the top.
-
-
- FOOD WEBS
-
- A food web is the combination of all the interactive food chains in an
- ecosystem.
-
-
- GENETICS AND GENES
-
- Genetics is the study of genes, the carriers of the genetic code that defines
- what we are and sets the limits of what we can become.
-
- The genetic code of plants and animals in SimLife is much shorter and simpler
- than for organisms in our world. Whereas our genes are encoded and stored in
- a complex molecule called DNA, SimLife genes are encoded and stored in
- something like a database file.
-
- While fewer and simpler, genes in SimLife are very powerful. One gene in a
- SimLife organism has the equivalent effect on that organism as hundreds or
- thousands of our genes have on us.
-
-
- CHROMOSOMES
-
- Chromosomes are long chains of genes. There can be many (thousands to
- millions) genes in a single chromosome. Different life-forms on earth have
- different amounts of chromosomes: Humans have 46, the fruit fly has 8, an
- onion has 16, a dog has 78, a goldfish has 94, and a rygarius has about 451.
-
- In SimLife, each chromosome consists of a single gene.
-
- [PAGE: 21]
-
-
-
- GENOMES, PROTOTYPES, POPULATIONS AND GENE POOLS
-
-
- GENOMES
-
- In SimLife, a genome is the set of all the genes in an individual organism.
- The genome will be different for each species and may vary from individual to
- individual within a species.
-
-
- PROTOTYPE GENOME
-
- Every species in SimLife has a "prototype" genome. This is the original or
- master set of genes - the genetic starting point when a species is created.
- Through evolution, individuals will vary from the prototype genome. Over time,
- individuals may vary so much from the prototype that they would no longer be
- able to successfully mate with it, and by definition become another species.
-
-
- POPULATION
-
- A population is a group of organisms from a single species.
-
-
- GENE POOLS
-
- A species' gene pool is the total of all the genes in a population. It
- represents all the genetic possibilities currently being explored by that
- population.
-
- A gene pool isn't an actual physical gathering of the genes - you don't take
- all the genes out of their organisms and mix'em up in a big vat or pool. It's
- just a way to think of the information contained in a while mess of genes at
- once, while they are spread out in their various organisms.
-
-
- EVOLUTION
-
- What most people think of as evolution - adaption of plants and animals to
- changes in their environment, physical changes in plants and animals, survival
- of the fittest, and new species evolving from older ones - are not evolution,
- they are the results of evolution.
-
- [PAGE: 22]
-
-
- Evolution, simply put, is the constantly ongoing process of changes in the
- gene pool over time. Nothing more, nothing less. It is the combination of many
- minute genetic changes over a long period of time that produces the noticeable
- results mentioned above.
-
- The mechanisms that bring about changes in the gene pool are natural
- selection, genetic drift, gene flow, mutation and recombination.
-
- In SimLife, evolution can occur by all of these naturally occurring
- mechanisms, plus one more. In SimLife, you can directly look at an organism's
- genes and physically change them.
-
-
- SPECIATION
-
- Speciation is the process of one species evolving into another (or group of
- other) species. It usually occurs when populations of the same species become
- physically separated and are subject to different environmental pressures.
- Over a long period of time, the gene pools in the two populations drift apart
- and eventually the two populations cannot interbreed (even if physically
- brought back together), and they become two different species.
-
- In SimLife, species will automatically change into new species as they diverge
- from the prototype (if you have AutoSpeciate turned on). These new species
- will retain the same icon and name - with the addition of the subname
- Version 2 - until you change them.
-
- You can also manually speciate - pick an individual and change it into another
- species.
-
- [PAGE: 23]
-
-
-
- TAKE A TOUR OF YOUR COMPUTERIZED ECOSYSTEM
-
- Make sure the game is installed properly, then start it up. See your machine-
- specific addendum for instructions.
-
- This tutorial assumes that you have amouse and know how to click, double-click
- and click-and-drag. If you don't have a mouse and/or don't know how to do
- these things, see the manual that came with your computer, and the SimLife
- machine-specific addendum.
-
-
- DECISIONS, DECISIONS
-
- Once the game has started, you will immediately be faced with the New Game
- Window and a decision: picking a scenario to play.
-
- Tutorial
-
-
- Meadows to Forests
-
- Predator & Prey
-
- The Longest Chain?
-
- The Roaches' Revenge
-
- Battle of The Sexes
-
- E Pluribus Unum
-
-
- Experimental Mode
-
-
- Each of the six scenarios present a different gaming and learning challenge.
- You can also play SimLife in Experimental Mode and set up your own scenarios
- and experiments. In addition, this window can launch you into the on-screen
- tutorial. (If you haven't already been through it, now would be a fine time
- for it.)
-
- [PAGE: 24]
-
-
- Click on (and highlight) the names of each of the scenarios - without clicking
- on the Play Scenario button. Read the descriptions of each scenario as they
- appear in the big box in the upper-right corner of the window.
-
- After you've looked them all over, click on Experimental Mode, then click
- on Play Scenario. We'll take a quick tour of the various menus and windows
- in SimLife, then build our own scenario.
-
-
- AND ON THE MENU TONIGHT...
-
- Take a moment and look at the Menu Bar. It will be at or near the top of the
- screen. As usual, these menus group similar types of commands together for
- easy access: all the file-related commands are in the File Menu and so on.
-
- Click and hold on each of the menus and take a quick look at the commands.
- Slide the pointer (while still holding down the mouse button) down to the
- differnt menu items. Notice that some items bring up submenus. Look these
- over, too.
-
- Check your machine-specific addendum for special menu details for your
- computer and keyboard shortcuts for opening menus and selecting menu items.
-
-
- HOW DASHING!
-
- The Dashboard is your control center.
-
- The Dashboard will differ more from computer to computer than anything else
- in SimLife. Depending on your computer, it may appear as either a separate
- moveable window at the bottom of the screen, or as a control bar at the top of
- the screen. It may or may not have the game clock included, and it may have
- some other slight variations.
-
- In addition, in some versions (including DOS and Windows), the Map and Edit
- Window Control Panels appear at the top of the screen along with the
- Dashboard.
-
- [PAGE: 25]
-
-
-
- MACINTOSH DASHBOARD
-
- DOS AND WINDOWS DASHBOARD, WITH EDIT WINDOW CONTROL PANEL
-
- DOS AND WINDOWS DASHBOARD, WITH MAP WINDOW CONTROL PANEL
-
- (skipped - later in the manual you will see what all the icons do! -RYGAR)
-
- [PAGE: 26]
-
-
-
- NOW YOU SEE IT...
-
- The left side of the Dashboard has lots of buttons and pictures. These are
- for controlling which plants and animals are visible in the Edit and Map
- Windows.
-
- A row of icons displays the differnt life-forms in SimLife, and how they will
- look in the Edit Window
-
- Click on the "A" button to display animals, and the "P" button to display
- plants. There are more plants and animals available than can be seen at one
- time. Click the right and left arrows to scroll through all of them.
-
- There is a little rectangle below each icon. Depending on your monitor, the
- rectangle will be a color, a shade or a symbol. This rectangle shows what
- the organism will look like in the Map Window. (Since the Map Window covers
- such a big area, the life-forms look so small that they can't be shown as
- icons or pictures, so they show up as small colored dots on color monitors
- and little symbols on black and white monitors.)
-
- What if two of the animals you want to use are the same color or symbol? You
- won't be able to tell them apart in the Map Window! Or what if you just don't
- like the color we chose for your favorite electronic pet? Your aesthetic
- sensibilities might be offended!
-
- Never fear: you have the power to change the color/shade/pattern of any
- organism. Click and hold on any rectangle to reveal a submenu of all the
- available colors/shades/patterns. (This is a super-secret hidden feature,
-
- [PAGE: 27]
-
- so don't tell anybody about it. This information isn't in anyone else's
- manual, just yours. We think you're special.)
-
- Below each rectangle is an On/Off button. Clicking these buttons toggles
- the display of each organism on and off in the Edit and Map Windows.
-
- Turning a plan or animal off in the Dashboard does not kill it or change
- it or remove it from the game or disk. It only turns the organism invisible.
-
- At the moment, other than the buttons changing from saying "on" to "off"
- and back again, nothing will happen since we haven't placed any of these
- life-forms in the world yet.
-
- Why not see everything all the time? It can be confusing to have hundreds
- or thousands of animals running around on your screen. Sometimes it's
- easiest to remove all the clutter and just look at one plant or animal (or a
- couple of each) at a time.
-
-
- A STAR IS BORN
-
- The middle section of the Dashboard displays and lets you choose the
- "Selected Species," which is, at least for a while, the star of the show.
-
- Often while playing with SimLife, you'll be concentrating on one species at a
- time, jumping from one window to another gathering information. If you select
- a species in one window, it is automatically selected for most of the other
- windows. This way you don't have to reselect the same organism every time you
- switch windows.
-
- The Selected Species can be chosen in most windows. To select it in the
- Dashboard, read on.
-
-
- GETTING DOWN
-
- Some buttons in SimLife open pop-up menus when you click and hold on them.
-
- These buttons are marked by a small down-arrow. The Dashboard has two of them,
- one near the middle, and one near the right side.
-
- [PAGE: 28]
-
-
- Depending on your computer, click or click and hold on the down-arrow
- button near the center of the Dashboard. You now see a menu of all the
- plants and animals in SimLife. To select an item, click on your choice or
- slide the cursor to it and let go.
-
- The name of the new Selected Species will appear in the middle of the
- Dashboard, and its icon will be highlighted in the Display section to the
- left.
-
-
- WITH A LITTLE HELP FROM MY BUTTONS
-
- As you may have noticed, many of the windows in SimLife have a lot of
- buttons, including the Dashboard. To help you remember what all the buttons
- do, we give you yet another button.
-
- Click and hold on the Help button. As long as you hold down the mouse button,
- you'll see a display of what every button in the Dashboard does.
-
- Most windows in SimLife have these Help buttons, and they all work the
- same way. Use them any time you want a reminder of what does what.
-
- Near the Help button are a couple of words. These words indicate the currently
- active tool in the Edit Window. We'll come back to this later.
-
-
- These Five buttons from Left
- to right means: Show Edit Window
- Show Map
- Show Biology Lab
- Show Climate Lab
- Scroll Species Left Census Window
- | Scroll Species Right PopUp Menu
- | | The currently selected Species |
- | | | Icon for a Species |
- | | | | Species Selection|PopUp Menu
- | | | | | |
- _|___|_________|_________________________|________|_______________|_________
- |_V__ V_________V ________________________V________|__ ____________V_________|
- | | | | [~~] | | | | | | | | | V_ | | | | | | |
- | <-|-> | | [ ] | | | | | | | | | |__|| | | | | | _____|
- |___|___|__|__[__]__|__|__|__|__|__|__|__|__|Animal |__|__|__|__|__| | |
- | | |__|__|__|__|__|__|__|__|__|__|__|__|Sunfish | ________ |> || |
- | A | P | ^ | | | | | | | | | | |Ve^sion 1| |__HELP__| |_____|
- |___|___| | ON|ON|ON|ON|ON|ON|ON|ON|ON|ON|ON|__|______| Populate Tool____^___|
- | ^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | ~~^~~~~~~~~~~~~ |
- ^ ^ | | | | |
- | | | On/Off Switch for Species | | Pause
- | | | Display in Map and Edit | |
- | | | Windows | |
- | | Color Pop-Up Menu for | |
- | | Displaying Species in | |
- | | Map Window | |
- | | | Currently Selected Edit
- | See Plant Species | Window Tool
- See Animal Species Name of the
- Selected Species
-
- [PAGE: 29]
-
-
- HOLD ON A MINUTE
-
- The button on the far right of the Dashboard pauses the simulation. It works
- just like a pause button on a tape player. Click it to stop time. Click it
- again to start time.
-
- When you're done playing with it, leave the Pause off.
-
-
- YOU CAN GET THERE FROM HERE
-
- To the left of the Pause button are five window-opening buttons
-
- (from Left to Right)
-
- Open Edit Window, Open Map Window, Open Biology Lab, Open Climate Lab, Open
- Census Window Pop-up menu
-
- Notice that the Census Windows button has the down-arrow - that famous down-
- arrow that means a pop-up menu is hidden under it.
-
- Click and hold on the Census Windows button and look at the pop-up menu
- of all the Census Windows.
-
- Take a minute or two and click on each of these buttons, open all the windows,
- including all the Census Windows, take a quick look at them and then close
- them. Except for the Edit Window, they can all be closed by clicking in the
- close box in the upper-left corner of the window. As the windows appear,
- you'll notice a couple of things:
-
- * The Dashboard always stays on top of any other window - even active ones.
-
- * Only one Census Window can be displayed at once.
-
- [PAGE: 30]
-
-
-
- SEE THE WORLD
-
- Once you've had a chance to glimpse each of the windows, take a closer look
- at the Map Window. You can open or activate it either by clicking on the Map
- Window button on the Dashboard or by selecting Map in the Windows menu.
-
- This window shows you the entier world. If you screen is big enough, you can
- move the window around by clicking and dragging the title bar. You can close
- the Map Window by clicking in the Close Box in the upper-left corner.
-
- The main portion of this window is the map of your world. Somewhere in the map
- is a rectangle - the Edit Rectangle. It outlines the part of the map that is
- visible in the Edit Window (a closeup view of parts of the world that we'll be
- looking at soon).
-
- [PAGE: 31]
-
-
-
- CONTROL THE WORLD
-
- Note: as shown in this manual, the Map Window Control Panel is found at the
- bottom of the Map Window. On some computers, it will appear at the top of the
- screen, as part of the Dashboard. Don't worry, it's there somewhere. See your
- machine-specific addendum for details.
-
- At the bottom of the window is the Map Window Control Panel. It controls what
- information is seen in the map.
-
- In just about the middle of the Map Window Control Panel is a Help button.
- Click and hold on it to see an explanation of what all the other buttons do.
-
- The five buttons on the left toggle on and off displays of multi-level data.
- Each of these displays a range of information, like Altitude low to high.
- Only one of these can be on at a time. Just to the right of these buttons
- is a color key to help interpret the multi-level information.
-
- Go ahead and click on them. When you're done, leave the Altitude display on.
-
- To the right of the Help button are seven buttons that toggle on and off
- displays of single-level information. Any or all or none of these can be on
- at the same time.
-
- At this point, since the world is still very empty, the only button that will
- change anything in the display is the Water button. But go ahead and click on
- all of them if it makes you happy.
-
- At the far right of the Map Window Control Panel are two buttons that open
- two more windows, one to build worlds and one to populate them.
-
- [PAGE: 32]
-
-
-
- WORLD BUILDING 101
-
- We will now design a world and build it. For this tutorial, any world will do,
- so go ahead and be rash in your upcoming decisions.
-
- Click on the Build World button in the Map Window Control Panel to open the
- World Design Window.
-
- The World Design Window has a number of sliders and buttons. Three of the
- sliders control the world's climate, controlling the average weather variation
- average temperature and average moisture. (In SimLife, moisture includes both
- humidity and precipitation.)
-
- Set these anywhere you want by clicking and sliding the arrows on each slider.
-
- Next, set the sliders for the amount of rivers and lakes you want and for the
- number of mountains you want.
-
- Over on the right are sliders that control how many artifacts will be spread
- around the world. In SimLife, artifacts are anything that can appear in the
- world that is not plant, animal, land, or water. The four artifacts are:
-
- * Toxins - poisons that negatively affect the health of organisms;
-
- * Mutagens - substances that increase the odds of mutation;
-
- [PAGE: 33]
-
-
- * Food Sources - this refers to Ultra-Food sources that supply any and all
- food that animals require; and
-
- * Barriers - barricades that SimLife organisms cannot cross.
-
- Set these four sliders anwhere you want.
-
- Next we'll pick a size for the world. There are four choices, each of which
- is best for different experiments. Keep in mind while choosing a world size
- that the larger the world, the longer it takes the computer to build it, and
- the slower the simulation will run.
-
- Choose the world size you want (I recommend small, but it's your world.)
-
- Now you get to name the new world. Highlight the words below New World Name:
- and type in whatever you want.
-
- Now, click on the Make It So button, and the world will be built, layer by
- layer, before your very eyes. If a dialog box or requester asks if you want
- to save the current world, click No.
-
-
- LIVE AND LET SIMLIVE
-
- Now we have a world. A barren, desolate, lonely world. Nothing to do, no one
- to talk to. Time to get a life - or better yet, a whole lot of it. Click on
- the Populate... button in the Map Window.
-
- The Populate Window lets us add plants and animals to the world singly or
- in large groups.
-
- [PAGE: 34]
-
-
- Click or click and hold on the down-arrow button in the Species box. A
- submenu of all the available plants and animals - just like the one in the
- Dashboard - appears. Slide the cursor until the llama is highlighted,
- then either click or release the mouse button.
-
- Now click on the up-arrow in the Number box until you reach 10 or 20.
-
- Click on the Add a Group button.
-
- Click on the On the Land Button
-
- Now click on Make It So. Ten (or however many you wanted) llamas are now alive
- and kicking in the new world. Now we have ten lonely llamas.
-
-
- THE LIFE OF THE PARTY
-
- Let's get this party moving and really put some life into it. Again, open
- the Populate Window by clicking on the Populate... button in the Map Window.
-
- Click and hold in the Species box, then slide the cursor to All Plants. Set
- the Number box to 25. Click on Add Scattered. Click on On the Land, then
- click Make It So. Twenty-five of each plant species will be scattered all
- over the world.
-
- Repeat the above process, but for Species, select All Animals.
-
- The world is now filled with life of all sorts. You can see the animals
- scurrying around in the Map Window, but let's take a closer look.
-
- Find the Edit Rectangle in the map. Drag it to a part of the world you want
- to explore, then double-click in it.
-
- [PAGE: 35]
-
-
-
- LOOK CLOSELY
-
- You are now in the Edit Window, ready for a close-up tour of the world.
-
- You can move the Edit Window around the screen by clicking and dragging the
- Title Bar. You can resize the window by clicking and draging the Resize Box
- in the lower-right corner. You cannot close the Edit Window.
-
- The main section of the window is the Display Area, where you can see varios
- plants, animals and artifacts, as well as land and water.
-
-
- [PAGE: 36]
-
-
- THE DEAD SEA SCROLLS. SO DOES THE LAND.
-
- Since the world is too large to show in the Edit Window all at once, you
- can scroll the window to show different parts of the map.
-
- Depending on your computer, there are a few ways to scroll. Check with
- your machine-specific addendum for more information on scrolling with your
- computer.
-
- There is a "joystick" for scrolling. Click or click and hold on any of the
- arrows to scroll the window in the arrow's direction.
-
- Note: On computers with small monitors the joystick will not be visible. Sorry
-
- In addition, if your Edit Window has Scroll Bars and Arrows, you can use them.
- If not, you can move the mouse to any edge or corner of the screen to scroll.
-
- However you do it, scroll around and look the world over.
-
-
- THE DISTINGUISHED PANEL
-
- Note: as shown in this manual, the Edit Window Control Panel is found on the
- left side of the Edit Window. On some computers, it will appear at the top
- of the screen, as part of the Dashboard. See your machine-specific addendum
- for details.
-
- Along the left-side of the Edit Window is the Edit Window Control Panel,
- filled with buttons and tools. Notice our old friend, the Help button. Click
- and hold on it to see a display of what everything does.
-
- At the top of the panel is the clock. It graphically shows the passing of day,
- night and the seasons. It also gives the Tick, Day and Year. Ticks are the
- smallest unit of time in SimLife. A tick is the time it takes an animal to
- move one step and do one thing. The actual time a tick takes depends on your
- computer's speed, the size of the world and the number of plants and animals
- currently living.
- ____
- / \
- / \
- / \ <Day/Night & Season indicator
- /__________\
- | Tick 11 |
- | Day 13 |
- | Year 29 | <Digital Clock
- |_ ________ _|
- | | | |
- |^| ||| <Arrow icons = Decrease/Increase Temperature
- |||________|V|
- |_|___OFF__|_| <Turn On/Off Temperature Layer
- | | ~~~ | |
- |^| ||| <Arrow icons = Decrease/Increase Moisture
- |||________|V|
- |_|___OFF__|_| <Turn On/Off Moisture Layer
- | | ~~~ | |
- |^| ||| <Arrow icons = Decrease/Increase Altitude
- |||________|V|
- |_|___ON___|_| <Turn On/Off Altitude Layer
- | || H O | <Left = Life Tool Pop-Up Menu Right = Add/Remove Water
- |_____||__2__|
- |_ON__||_ON__| <Left = Turn On/Off Life Layer Right = Turn On/Off Water Layer
- | || | <Left = Add/Remove Ultra-Food Right = Remove Barrier
- |_____||_____|
- | || | <Left = Add/Remove Toxins Right = Add/Remove Mutagens
- |_____||_____|
- |___HELP_____|
- ~~~~
-
- [PAGE: 37]
-
-
- Below the clock are a lot of buttons that activate the different Edit Window
- tools. The name of the active button is displayed in the Dashboard to the left
- of the Help button.
-
- Immediately below the clock are three groups of buttons. These let you not
- only choose whether or not to display the simulation information on
- temperature, moisture and altitude, but let you adjust the settings.
-
-
- MOVING UP IN THE WORLD
-
- Click on the Altitude button. Notice that the land is all shown in one
- color/shade/pattern. The altitude data is not shown. Click on it again and the
- mountains and valleys come back.
-
- Now click on the up-arrow button to the right of the Altitude button, then
- click and/or click and drag the cursor in the Display Area. A mountain
- rises from the land.
-
- Click on the down-arrow button to the left of the Altitude button, then click
- and hold on the mountain. It settles back into the plains.
-
-
- A HOT TIME IN THE OLD WORLD TONIGHT
-
- Now click on the Temperature button. A display of the temperature data is
- added to the Display Area using colors or shades, depending on your computer.
- A key to interpreting the colors/shades can be found in the Map Window Control
- Panel, when the multi-level temperature display is on. If you can arrange
- your screen so the Map Window Control Panel shows below the Edit Window, it
- will make it easier to see the key.
-
- Click on the up-arrow button to the right of the Temperature button, then
- click and/or click and drag the cursor in the Display Area. The temperature
- rises.
-
- Click on the down-arrow button to the left of the Temperature button, then
- click and hold in the Display Area. The temperature lowers.
-
- The Moisture buttons work the same way.
-
- Turn the temperature display off.
-
- [PAGE: 38]
-
-
-
- JUST THE ARTIFACTS, MA'AM
-
- Now look at the four buttons just above the Help button. These let you place
- or remove Artifacts.
-
- Click on the Food Source button (the one that looks like a shopping cart).
- Now click or click and drag in the Display Area. You've placed Ultra-Food
- (a universal, unlimited food source) for your animals. To remove the sources,
- just click on them.
-
- The other artifact buttons let you place and remove barriers, toxins and
- mutagens in the same way.
-
-
- WATER YOU DOING?
-
- Just above the Barriers button is the Water button. Click on the little On/Off
- button below it to toggle the display of water on and off. Turning it off
- doesn't make the water go away, it just makes it invisible.
-
- Make sure the display of water ins set to On. Click on the Water button, then
- click or click and drag the cursor in the display area to make water. If you
- click or click and drag on water, it will turn back into land.
-
-
- THIS IS THE LIFE (BUTTON)
-
- We've saved the most powerful button for last. The Life button does a lot
- of different things, all related to adding, removing, displaying and modifying
- life.
-
- Note: In any of the steps below, if you find it difficult when asked to click
- on animals while they are moving, pause the simulation by clicking on the
- Pause button in the Dashboard.
-
- Click on the little On/Off button below it to toggle the display of life on
- and off. Turning life off doesn't make the life go away, it just makes it
- invisible.
-
- To choose what you want the Life button to do, click and hold on it. A
- submenu of all the button's functions will appear. Then slide the cursor
- to your choice and release the mouse button.
-
- [PAGE: 39]
-
-
-
- POP-YOU LATE!
-
- The defaul setting for the Life button is Populate, which adds life to the
- world. The species to be added can be set in the Dashboard (the Selected
- Species).
-
- Go to the Dashboard and select LLucia's Llama as the Selected Species. Then
- go back to the Edit Window, click and hold on the Life button, and select
- Populate. Now click in the Display Area to add llamas.
-
-
- I SMITE AND I SMITE NOT
-
- Click and hold the Life button, and select Move. Now click and drag any
- living thing to move it to another location.
-
-
- SEND IN THE CLONES
-
- Click and hold the Life button, and select Clone. Now click and drag any
- living thing to another location. Instead of moving the original organism,
- Clone makes a duplicate organism and places it where you release the mouse
- button.
-
- If you hold down the Option key - or Control key if your keyboard has no
- Option key - while cloning, the clone will be mutated in some random way.
-
-
- HIGHLITE THE LOW LIFE
-
- Click and hold the Life button, and select Highlight. Now click on an animal
- to highlight it. Open the Simulation Menu, open the Goodies submenu, and
- select Auto Tracking. Now the Edit Window will automatically scroll to keep
- your highlighted animal showing. The animal will stay highlighted until it
- dies or you highlight something else.
-
- [PAGE: 40]
-
-
-
- I DON'T CARROT ALL FOR THIS
-
- Click and hold the Life button, and select The Carrot. Now click and hold
- somewhere in the Display Area. All the members of the Species you highlighted
- will flock to the cursor.
-
-
- PULL DOWN YOUR GENES
-
- Click and hold the Life button, and select Show Genes. Click on any plant.
- The Genome Window with the complete genetic code for the plant will appear.
- We'll play more with the Genome Window later. For now, click on Never Mind.
-
- Now, wit the Life button still set to Show Genes, click on an animal. The
- Genome Window with the complete genetic code for the animal will appear.
- Notice that animals have a more complex genetic code.
-
- Click on Never Mind.
-
-
- LET'S GET PERSONAL
-
- Click and hold the Life button, and select Show Variables, then click on a
- plant. This brings up the Variables Window, which gives the current status
- of the plant you clicked on. The Variables are all the information the
- simulation has about an organism that isn't in its genetic code, like age
- and size.
-
- Click in the Close Box to close the Variables Window. Repeat the process for
- an animal.
-
- [PAGE: 41]
-
-
-
- LET ME LOOK AT YOU
-
- Click and hold the Life button, and select Show Phenotype, then click on an
- animal.
-
- This opens the Phenotype Window for the animal you clicked on, which is sort
- of a close-up view of the animal - and sort of isn't.
-
- This picture isn't really what the animal looks like. It's a compilation
- picture made out of parts of animals that we are all familiar with, to give
- us some idea of how the animal fits into its environment.
-
- From the picture, you should be able to tell what the animal eats, how it
- moves, where it lives, and how many young it has at a time.
-
- These compilation pictures are the flash cards used in the Biology Lab for
- designing plants and animals.
-
- Click in the Close Box to close the Phenotype Window. Repeat the process for a
- plant.
-
-
- LET'S SPLIT
-
- Click and hold the Life button, and select SPecieate. Now click on any plant
- or animal. The Speciate Window opens.
-
- Among other things, you can use this window to change the organism into
- another species, or a new species. For complete details, see the Refernce
- section below.
-
- Click on Never Mind to make this window go away.
-
- [PAGE: 42]
-
-
-
- A HISTORICAL EVENT
-
- A goodly amount of time has passed since this world was created. And a lot of
- things have happened. But what happened when? And what might have happened
- that we didn't notice?
-
- Click and hold on the Census button in the Dashboard, slide the cursor to
- History and release the mouse button.
-
- This window lists the world's important events along with the date they
- happened. You can use the Older, Newer and Latest buttons to page through
- all the events.
-
- [PAGE: 43]
-
-
-
- DEATH, WHERE IS THY STING?
-
- All things come to an end. And until you get the hang of building a viable
- food chain and ecosystem, you may be tempted to call this game SimDeath
- instead of SimLife.
-
- Tracking down the causes of death can give you insight into problems in the
- ecosystem. And to help you investigate the causes of death, we present the
- Mortality Window.
-
- Click and hold on the Census button in the Dashboard, slide the cursor to
- Mortality, and release the mouse button.
-
- This window graphically and numerically shows how many organisms have died
- and what killed them. You can look at mortality data for an individual
- organism, or for All Animals or All Plants at once. The data shown goes back
- five years.
-
- When you've had enough of digging through death, close the Mortality Window
- by clicking in the Close Box.
-
-
- GOING TO SEED
-
- Let's design a new plant. Click on the Biology Lab button in the Dashboard to
- open the Biology Lab.
-
-
- BIOLOGY LAB AT SELECT/EDIT LEVEL
-
- [PAGE: 44]
-
-
- The Biology Lab has two levels, the Select Level and the Edit Level. You are
- now looking at the Select Level. This is where you can load and save
- organisms individually or in groups, or start new ones.
-
- We're going to make a new plant, so click on the New Plant button.
-
- You are now at the Edit Level of the Biology Lab, ready to work on your new
- plant.
-
-
- A ROSE BY ANY OTHER NAME
-
- Right now the name for the new plant is New Plant, which isn't very charming
- or expressive. Click the Rename button, highlight the words "New Plant," and
- type in a new name - how about Rover? - and click Make It So.
-
- [PAGE: 45]
-
-
-
- WOW. WHAT A FLASH
-
- Below the name is the composite "flashcard" picture of the plant, as seen
- in the Phenotype Window. The plant is made of three pictures. To the left of
- each picture are arrows.
-
- You can click on these arrows to cycle through all the pictures. Go ahead and
- do some clicking. As you do, notice the text below the pictures - it
- describes the plant you are designing.
-
- The top line of text describes the top picture, which defines the plant's
- flower: whether or not it makes nectar, and what type of seeds it has.
-
- The middle line of text describes the middle picture, which defines the
- plant's structure, its preferred climate and whether it is deciduous or
- evergreen.
-
- The bottom line of text describes the bottom picture, which gives the plant's
- sprouting needs and tells whether the plant lives on land or water.
-
- So we're on the same track for the next step, click around until your text
- and picture match this:
-
- No nectar, fruit seeds
-
- Deciduous temperate shrub
-
- Floating, sprouts in warm dry weather
-
-
- Once your picture matches, notice the row of buttons below the plant
- description. Click on the third button on the left. This button writes the
- genetic code for your new plant based on the flash cards you chose.
-
- [PAGE: 46]
-
-
- That was easy. We designed a plant by making only a few major decisions and
- left the details up to the computer. Let's go a step deeper and play directly
- with the plant's genetic code to do some fine-tuning.
-
- Roll up your sleeves and read on.
-
-
- I DREAM OF GENOME
-
- Look again at all the buttons below the text section. Click and hold on the
- Help button and look it over for a few seconds.
-
- Most of these buttons are very powerful tools for advanced experiments, so for
- now, we'll only deal with one or two.
-
- Click on the Edit Species Prototype Genome button.
-
- You now see the Genemoe Window that defines Rover. All the genetic information
- in the text and pictures is here, plus a few other genes.
-
- Let's modify Rover a little. First, we'll give Rover male flowers instead of
- both. Click and hold in the little down-arrow button to the right of the word
- Gender, slide the cursor to Male, and release the mouse button.
-
- Now, let's let Rover make Nectar, so click on the button next to Nectar.
-
- Now, something big: let's turn Rover into a tree. Click and hold on the down-
- arrow button to the right of the words Structure and Floating, slide the
- cursor to Tree andrelease the mouse button.
-
- [PAGE: 47]
-
-
- When it was a floating plant, Rover didn't need to store much water, but
- now as a tree, it will need a lot of water storage capability. Click and drag
- the arrow on the Water slider about three-quarters of the way to the right.
-
- Note: when you make major changes in the genome, be sure to check over any
- related genes. If we didn't adjust the Water Storage gene while making Rover
- a tree, they all would have died of thirst before maturity.
-
- That's enough genetic tinkering for now. Click on Make It So to return to
- the Biology Lab.
-
- [PAGE: 48]
-
-
-
- FLASHBACKS
-
- Now look at the flash cards. The flashcard image automatically updated to
- match the changes in the Genemo Window.
-
-
- TIME OUT!
-
- OK, here's something to remember: we haven't been designing an individual
- plant - we've been designing an entire species. The "Rover" we've been
- working on is the prototype for a whole species of Rovers.
-
- As you place new Rovers into the world, they will be based on this prototype,
- and vary only slightly. When new Rovers are born, they will be based on
- their parents.
-
- OK. Back to the Biology Lab.
-
-
- THE FINAL TOUCHES
-
- Just three more items to be mentioned and Rover is done. There are three
- sliders in the upper-right section of the Biology Lab.
-
- The top slider sets the amount that the Rovers you place in the world will
- vary from the prototype. The farther to the right you set the Gene Pool
- Diversity slider, the more variation in the genes in all the Rovers-to-be.
- The more the variation, the more possibility for evolution. This slider
- does not affect Rovers that are born to other Rovers.
-
- The middle slider, Mating Difference, sets how genetically different two
- Rovers can be and still produce offspring.
-
- The last slider, %Genes from Father, sets how many of the Rover-offspring's
- genes come from each parent. We humans get ours 50/50, but you can set
- Rover anywhere you want.
-
- That's it. Rover's all designed and done... except for the way it looks in
- the Edit Window. Now we get to draw some pictures.
-
- [PAGE: 49]
-
-
-
- ICON DO IT. CAN YOU?
-
- The icon we draw for Rover won't affect it or its genes in any way. The
- only thing the icon does is help us identify it when we see it in its
- environment. You can be as silly or abstract as you want when drawing
- icons, as long as you can remember what they are.
-
- A plant needs four icons, one for when it's a seed, one with no leaves, one
- with leaves, and one with flowers.
-
-
- A SEEDY SPOT
-
- First, we'll draw the seed icon. Click on the little icon for seeds, then
- click on the Clear button.
-
- Now click on a color. Draw the seed just as you would with any paint program:
- click or click and drag on a blank spot to draw, click or click and drag on a
- colored spot to erase it. As you draw the icon in the large drawing area, it
- appears real-size above.
-
- If you wish, and you have them, use other colors to adorn the seed.
-
- [PAGE: 50]
-
-
-
- BRANCHING OUT
-
- CLick on the "No Leaves" icon, then click Clear. This icon represents the
- plant when it has branches, but no leaves or flowers.
-
- Draw it however you want (but remember, Rover is a tree).
-
-
- LEAF ME ALONE
-
- Now we want to draw the same thing and add leaves. Before changing to the
- next icon, go to the Edit Menu at the top of your screen, and select Copy
- Icon.
-
- Next click on the Leaves icon, then select Paste Icon from the Edit Menu.
- We've got our branches - all we need to add are the leaves.
-
- Go ahead and add leaves.
-
-
- ROVER IN BLOOM
-
- Choose Copy Icon from the Edit Menu again, select the "Flowers" icon, then
- select Paste Icon from the Edit Menu.
-
- Now add your flowers.
-
-
- THE EASY WAY
-
- For those of us who can't draw worth beans - or are in a hurry - there are a
- number of professionally pre-drawn icons. Click and hold on the Icons button
- just above Undo to see a submenu of 32 icons to choose from. Just look now -
- be careful not to choose one or your personal artwork will be lost.
-
- Each of these icons only shows the one stage with leaves, but if you choose
- one it supplies all four icon stages of the plant.
-
- We could have just chosen one of these and saved all the time and trouble
- of drawing our Rover, but don't you feel like a better human being for having
- done it yourself?
-
- [PAGE: 51]
-
-
-
- ROVER'S ALL OVER
-
- Now click on the Return To Edit button.
-
- Notice that Rover is now amongst all the other plants in the Species Display.
-
- Click on the Save button to save all our hard work to disk for future use.
- Not only can you use Rover now, but you can load it into any future games or
- experiments.
-
- If you have any questions about saving plants, see your machine-specific
- addendum.
-
-
- SPREADING YOUR SEED
-
- Close the Biology Lab by clicking in the Close Box.
-
- Make sure Rover is the Selected Species in the Dashboard.
-
- Go to Edit Window, set the Life Button to Populate and place a few Rovers.
- When you place them, they are seeds. As time passes, they grow branches,
- then leaves, then bloom. If Rover is too stupid to bloom, it must be a
- blooming idiot.
-
-
- YOUR REPORT CARD
-
- Now we'll look at one more window. Open the Windows Menu and select
- Evaluation.
-
- The Evaluation Window lets you know how well you're doing at ecosystem
- management by giving you a Score, a Rating, and a Status report. It also
- pictorially shows which ecological niches are currently filled with plants
- and animals. You can click on any of the pictures to get an explanation
- of what they represent.
-
- [PAGE: 52]
-
-
-
- SEMI-SORTA-SUMMARY
-
- This concludes Part 2 of the tutorial. We've been through a lot of windows,
- features and functions and you should understand enough to figure out
- any new ones you run across. Congratulations.
-
- In addition, we've gone through the process of plant design. The process
- of animal design is very similar and will be dealt with in detail in the
- next section of the tutorial... speaking of which...
-
- The next and final part of this tutorial will be the design, setup and
- execution of a complete experiment. Thrills, spills and fun for the whole
- family. Don't miss it!
-
- [PAGE: 53]
-
-
-
- BUILDING AN EXPERIMENT: SPLATT
-
- Now it's time to design, set up, carry out and evaluate an experiment.
-
- SimLife is very complex and has a massive amount of features. One of the most
- powerful features in SimLife is the ability to turn off or eliminate many of
- the features for better experiment control.
-
- In any experiment, control is a primary issue. All possible outside
- influences must be eliminated for the experiment to be valid and to really
- find out who did what to whom and why.
-
- Now, we'll set up a very simple experiment. We'll turn off and leave out a
- number of factors. This gives us complete control over the experiment and
- will also make the simulation run faster.
-
-
- THE SIMLIFE LAB BOOK
-
- A summary of this experiment, along with blanks to fill in your data and write
- your conclusions, can be found in the lab book included with this product.
- If you don't want to mark up your lab book, you may make a photocopy of it
- for your personal use and mark that up. No selling copies of the lab book
- in dark alleys to minors while weaing a trenchcoat.
-
-
- THE GOAL OF THIS EXPERIMENT
-
- The goal of this experiment is to observe evolution (a change in the gene
- pool) through natural selection.
-
-
- THE APPROACH
-
- We will focus on a few genes in particular: Roaming, Turning, Turn Type and
- Turn Angle. The Roaming controls how likely an animal is to keep moving even
- though it is not necessarily hungry or thirsty. The Turning gene controls
- how often the animal turns while moving. The Turn Type and Turn Angle genes
- control how the animal moves when it is turning.
-
- We will set up a world where environmental pressures favor survival for
- an animal with a high tendency for roaming and turning and see if, after a
- number of generations, the animal's gene pool changes to increas these
- tendencies.
-
- [PAGE: 54]
-
-
- For simplicity - and control - the world will have only two species of
- animals - the experimental subjects and the control group. Both species will
- be supplied with all the food and water they need.
-
- Environmental pressure to promote roaming and turning will only be applied
- to the subject group. And that pressure will be you. You will act as the
- predator and use the Smite function of the Life button to kill any of the
- subject animals that hold still too long - those that don't roam very often.
-
- No other predators will be allowed into the world where they might cause
- different or unknown environmental influences.
-
-
- THE PLAN OF ATTACK
-
- The steps we'll be taking in setting up the experiment will be:
-
- 1. Design and build the subject animal.
- 2. Duplicate and rename the subject as the control animal.
- 3. Design and build the world needed for the experiment.
- 4. Modify the climate for optimum control.
- 5. Change the laws of physics for optimum time passage.
- 6. Populate the world with the subject and control species.
- 7. Record the starting genetic data for both populations.
- 8. Apply the environmental pressure for a number of generations.
- 9. Observe the results, at two points in time.
- 10. Analyze the results.
-
-
- STEP ONE: BUILD-A-BUG
-
- The first thing we need to do is design and build the animal that we will be
- hunting down and killing.
-
- We at Maxis believe in the sacredness of all life, both real and artificial.
- All life-forms have their place in the ecosystem and the universe. We suggest
- you only destroy animals, even electronic ones, for a good cause - like this
- tutorial.
-
- When deciding who should live and who should die, keep in mind that some
- organisms are, well, let's just say that killing some animals inspires less
- guilt than others. Speaking of cockroaches, let's model our experimental
- subject after them.
-
- [PAGE: 55]
-
-
- If you feel personally offended by using cockroaches as test subjects, then
- you can always turn off your computer and curl up with a good Franz Kafka
- story. Or, instead of modeling the subjects after cockroaches, base them on
- something else... since we're dealing with the Roaming gene, you can make your
- critters look like noses and call them the Roamin' Noses. (I was going to use
- the Roamin' Noses in this experiment, but i couldn't draw good nose icons.)
- Or you could make the animal look like your older brother, your boss, or
- anyone or anything else you'd enjoy splatting.
-
-
- PREPARATION
-
- Before you can continue with this experiment, make sure SimLife is running and
- in Experimental Mode.
-
-
- BIO-MANIPULATION
-
- Click on the Biology Lab button in the Dashboard.
-
- When the Biology Lab opens, click on New Animal.
-
- [PAGE: 56]
-
-
- Now we name our new test-subject-to-be. Click on the Rename button, highlight
- the old name, type in a new one, and click Make It So. I'm naming my new
- animal Splatt.
-
- Next, we'll set the three sliders above the icon section. Since we'll be
- dealing with a relatively small population, we'll need as much Gene Pool
- Diversity as possible. Set it all the way up.
-
- Set Mating Difference all the way up, and set %Genes from Father to 50%.
-
- We've got some serious gene-splicing to do, so we'll skip the flash cards and
- go straight to the Genome Window. Click on the Edit Species Prototype Genome
- button.
-
-
- YOU ANIMAL, YOU
-
- Notice that the Genome Window for an animal is much more complicated than for
- a plant. In addition, there are two indicator bars in the lower-right corner,
- for Maximum Size and Energy Requirements.
-
- There is no free lunch in SimLife. The more powerful and versatile you make
- an animal, the more energy it will need to survive. You can an animal so
- strong and fast and stealthy and dangerous with such great vision that it
- would be invincible - but even if it lived in a supermarket it couldn't eat
- fast enough to survive.
-
-
- THE SPLICE OF LIFE
-
- In general, our requirements for this animal aren't very demanding. All we
- want it to do is eat and reproduce and roam. It won't have any enemies to
- contend with, and it won't have to search for fight for food or water.
-
- [PAGE: 57]
-
-
-
- ANIMAL DESIGN SUMMARY
-
- Here I will just mention what each setting should be. See the Reference
- section below for a complete description of what each gene does.
-
- 1. Keep the Gender Male or Female; if it's sterile or asexual it won't
- show us very much evolution.
- 2. For Movement, just Walking will do.
- 3. It will only need one Food Source, but since we're using cockroaches for
- our model, click them all. (Notice that each type of food you add
- increases the animal's energy requirements. For this experiment, it
- won't matter, but be careful in others.)
- 4. Set Share Food and Persist to about 50%.
- 5. Set Roaming and Turning to about 25%.
- 6. Set Turn Type to Zig-Zag, and Turn Angle to Medium-Low.
- 7. There will be nothing to prefer, avoid or ignore, so we'll prefer to
- ignore the avoidance settings.
- 8. Set Life span to 50%. (We don't want the older bugs to clutter up our
- ecosystem.)
- 9. Set Adult to 25% so they'll mature quickly.
- 10. Set Die-off to middle-Age.
- 11. On the Features, set Size and Vision to about 25%, and Stealth and
- Weapons to 0.
- 12. For Gestation, set Size to 25% (or less), Time to about 5%, %Female to
- 50%, and Mutation all the way down.
- 13. Set Number Of Children to 4.
- 14. For Food (internal food storage), set Max to 50%, Danger to 25%, and
- Action between them.
- 15. Set Water the same as Food.
- 16. For Health, set Max all the way up, Action at about 50%, and Danger
- at about 25%.
-
- Now click on Make It So to return to the Biology Lab.
-
- [PAGE: 58]
-
-
-
- PRETTY PICTURES
-
- The final stage in designing Splatt is making the icons. With plants, there
- were four. With animals, there are only two, one for the animal as a child
- and oe for the animal as an adult. (there are actually four animal icons:
- the other two are flipped images of the first two, so when the animals
- move around the Edit Window they don't look like they're going backwards.
- These flipped icons are automatically made for your, courtesy of your
- friendly local computer.)
-
- Now is the time to let your artistic talents shine, to express the very soul
- of Splatt in a grid of 16 x 16 colored dots. Try to evoke the essence of
- Splattness, or just do anything - as long as you will be able to recognize
- it in the Edit Window, and are able to distinguish it from any other life-
- forms.
-
- Click on the Adult icon, then click Clear. Now draw an icon to represent
- Splatt the Roach, or Splatt the Nose, or Splatt the little sister, or
- whatever.
-
- So, maybe it does look more like a rabbit than a bug. I now what it is, and
- that's what counts.
-
- Next click on the Child icon, then click Clear. Now draw a portrait of the
- insect as a young bug. Make sure it looks different enough from the adult
- so you don't stomp on children by mistake during the experiment.
-
- Once you're done with the icons, click on the Return to Edit Level button.
-
- Now click on the Save button. If you need help saving Splatt, see your
- machine-specific addendum.
-
- Close the Biology Lab for now by clicking in the Close Box.
-
- [PAGE: 59]
-
-
-
- THEY'RE ALIVE!
-
- Look at the Dashboard. Notice that Splatt is now the Selected Species, and
- its icon has been added to the other icons.
-
- Now go to the Edit Window. Click and hold the Life button. Slide the cursor
- to Populate and release the mouse button.
-
- Now click or click and drag the cursor in the Edit Window Display Area
- to set a bunch of Splatts loose in the world.
-
-
- FOR USE AT A LATER TIME
-
- This new animal we've created will not automatically appear in the Dashboard
- if you start a new game at a later time. If you have saved the animal to disk
- you can load it into the game (and Dashboard) by using the Load Species
- button in the Biology Lab at the Select Level.
-
-
- STEP TWO: THE CONTROL SPECIES
-
- Take a few moments to watch your creations scurry about, living and dying;
- then it's time to get back to work. Click on the Pause button in the Dashboard
- to pause the simulation.
-
- We are now going to make our control species. It will be an exact duplicate
- of Splatt except for two things: its name and its icons. We need to give it
- another name so the simulation will keep its data separate from Splatt's,
- and we need it to look different so we can be sure to apply our environmental
- influence only on the subject and not the control.
-
- Double-click on Splatt's icon in the Dashboard. The Biology Lab will open,
- with Splatt ready to edit.
-
- [PAGE: 60]
-
-
- Click on the Return to Select Level button to go to the Select Level of the
- Biology Lab.
-
- We now want to make a duplicate of Splatt, so click on the Copy button.
-
- Look at the Dashboard. Notice that there is now a duplicate of Splatt
- pictured just to its right. If it isn't showing, click on the right arrow to
- scroll until you see it. This is our copy. Double-click on the copy's icon in
- the Dashboard.
-
- Our new species is now showing in the Biology Lab. It has been named Copy of
- Species, which is kind of a dumb name, so let's rename it. Click on the
- Rename button, type in a new name (I'm using Control), and click Make It So.
-
- [PAGE: 61]
-
-
-
- A BUG OF A DIFFERENT COLOR
-
- We need to make our control bugs look different from Splatt, so we need new
- icons. You can be as creative as you want here, but I'll be lazy and make
- mine identical, except for the color. My Splatts are black. I'll make
- Controls red.
-
- Be sure to change both the adult and child icons.
-
- Once you've changed the icons, click on the Return to Select Level button,
- then save the new species.
-
- Close the Biology Lab.
-
-
- ON DASHBOARD!
-
- One Last Detail: check the colors assigned to Splatt and Control in the
- Dashboard.
-
- Below the icons of each species is a colored rectangle. This is the
- color that the animal will appear in the Map Window. (The Map Window
- represents such a large area that there's no room for icons, just colored
- dots.)
-
- If the default colors for Splatt and Control are aesthetically pleasing to
- you and different enough from each other that you can easily tell them
- apart, do nothing. If you want to change one or both, click and hold on
- the colored rectangles to open a submenu of color choices, then slide
- the cursor to the color you want.
-
-
- STEP THREE: ADVANCED WORLD DESIGN
-
- Now it's time to custom-build the laboratory/world for this experiment.
-
- Open the Map Window bu clicking on the Map Window button in the Dashboard,
- then click on the Build World... button to open the World Design Window.
-
- [PAGE: 62]
-
-
- Adjust your World Design Window, using the settings following below. You can
- name it anything you want. I'm using Splatter.
-
- In general, we want our experimental world to be absolutely non-hostile.
- We, as the smiters, are going to be the only danger to life in this world.
-
-
- WORLD DESIGN SUMMARY
-
- Here's a listing of all the settings and why I chose them.
-
- 1. We want the climate to be pleasant and forgiving, so set Regional
- Weather Variation low (about 25%), and the Average Temperature and
- Average Moisture to average (about 50%).
- 2. We'll bu customizing the terrain later, so for now, set Rivers and Lakes
- and Mountains all the way down. In any event, we won't want any
- mountains in this world, because mountains affect the climate and we
- want our climate to be identical in all parts of the world.
- 3. We'll want no Toxins that might interfere with our experiment; set them
- to none.
- 4. Absolutely no Mutagens! We want all evolution in this experiment to
- result from natural selection.
- 5. We'll be strategically placing Food Sources by hand, so, for now, set
- them to none.
- 6. We won't need any Barriers, so set them to none.
- 7. Set World Size to Tiny. We won't need much space, and since we'll be
- dealing with a number of generations, we'll want time to pass quickly.
- (The smaller the world, the faster the simulation runs.)
-
- When you've made all the adjustments and named your world, click on the
- Make It So button.
-
- [PAGE: 63]
-
-
-
- EXTERIOR DECORATING
-
- Our new world is pretty boring, and very barren. Now it's time to put on
- some finishing touches.
-
- We want our Splatts and Controls to have unlimited food and water, so let's
- ring the world with water, and place lots of food sources around the border.
- We'll also want to scatter numerous watering holes and more food sources all
- over the interior.
-
- Go to the Edit Window, click on the Water button, and draw a border of water
- all the way around the world, then dot the interior of the world with small
- ponds. Be careful not to put so many that it makes it hard for the animals to
- move around.
-
- Next, click on the Food Source button, and scatter food around the border.
- Place a Food Source near each pond.
-
- We now have our world. It would be a shame to lose all your hard work, so
- open the File Menu and select Save. See your machine-specific addendum if
- you need more information on saving games.
-
- [PAGE: 64]
-
-
-
- STEP FOUR: CLIMATE CONTROL
-
- Click on the Climate Lab button in the Dashboard to open the Climate Lab.
-
- We don't really need to mess around with the climate for this experiment, but
- since this is a tutorial, we'll go through the motions so you'll know how to
- do it when you need to.
-
- Remember way back when we set the average moisture and average temperature in
- the World Design Window? Here you can set the amount that the heat and water
- vary around the average we already set. You can also set the amount of
- variation in day length during the year.
-
- Set all three of the sliders around 50% - we don't want to put our little
- critters under too much climatic stress, but we don't want to bore them to
- death, either.
-
- Each of these three settings lets you select the season at which it peaks.
- Set the Temperature Variation peak to Winter by clicking and holding on the
- down-arrow button, opening the submenu, sliding the cursor to Winter and
- releasing the mouse button. Why would anyone want to make it hot in the
- winter? Because they can.
-
- Close the Climate Lab.
-
- [PAGE: 65]
-
-
-
- STEP FIVE: THE LAWS OF PHYSICS
-
- Next, we need to mess with the Laws of Physics to compress time and remove
- other influences and factors that might "taint" the experiment.
-
- Open the Simulation Menu, then open the Technical Submenu and select
- Change Physics... to open the Laws of Physics Window.
-
- This is the stuff experimenters' dreams are made of. The control over time
- and energy this window gives you is one of the main incentives for
- experimenting with artificial life (as opposed to non-artificial life).
- Every biologist in the world would love to have this type of power and
- control over experiments. (So would every meglomaniacal lunatic, but that's
- another story.)
-
- Basically, what we want to do here is make life as easy as possible for our
- bugs, make time pass very quickly and make a few other minor adjustments.
-
- To change any of the settings, click and hold on the down-arrow buttons,
- slide the cursor to your new choice, then release the mouse button.
-
- Go ahead and adjust your Laws of Physics Window to match the picture
- above, then click on Make It So. The Laws of Physics Window will close.
-
-
- LET'S GET PHYSICSFUL
-
- Here's a summary of all the settings, with brief reasons why they suit this
- experiment. A more complete explanation of what each control does can be
- found in the Reference section below.
-
- Set all the Movement Costs, Metabolism Costs and Health Costs to Tiny.
- We don't want to drain our critters of any more energy than we have to.
-
- [PAGE: 66]
-
-
- Since we're supplying the animals with unlimited Food Sources, the Food
- Value settings don't really matter. But go ahead and set them all to Huge,
- just for the principle of the thing.
-
- We won't have any plants in this world, so you can set Plant Costs to
- anything your heard desires.
-
- In the Simulation Stuff section, set Life span to Short, We want our older
- generations to pass on their genes, then nobly die, and not clutter up the
- world. (Sometimes science is cruel.)
-
- Set Day Length to 8 Ticks and Year Length to 16 Days to set time moving
- at a fast clip. We'll be dealing with a number of generations in this
- experiment, and don't want to spend the next 10 years of our lives working
- on this stupid tutorial.
-
- Plant Limit doesn't matter, since we'll have no plants. Go wild.
-
- Set Mutation Rate to Zero. We want to see if we can reproduce evolution
- through natural selection without the advantages that mutations can give.
-
- Set Animal Limits to 200. We don't want to overcrowd the world.
-
- You can set the Soil and Climate Change slider anywhere you want, as it won't
- affect anything in this experiment.
-
- [PAGE: 67]
-
-
-
- STEP SIX: POPULATION EXPLOSION
-
- Now we'll set our Splatts and Controls loose in the world, using the
- Populate Window.
-
- In order to have evolution through natural selection, without any mutations,
- we'll need a good spread of genes in the gene pool. To do this, we'll set
- loose some Splatts and Controls, then make some modifications to both species'
- Genome Prototypes, and set some more loose.
-
- If it isn't already paused, pause time now by clicking on the Pause button in
- the dashboard.
-
-
- LET THERE BE SPLATT
-
- Open the Map Window by clicking on the Map Window button in the Dashboard.
-
- Click on the Populate... button in the Map Window Control Panel.
-
- Click and hold on to the down-arrow button in the Selected Species box, drag
- the cursor to Splatt's icon, then release the mouse button.
-
- Click on Add Scattered, and On the Land.
-
- Click or click and hold on the up-arrow button in the Number box until 40 is
- displayed.
-
- Click on Make It So. Fifteen new Splatts will be scattered about the world.
-
-
- LET THERE BE MORE SPLATT
-
- Double click on the Splatt icon in the Dashboard to open the Biology Lab with
- Splatt ready to edit.
-
- [PAGE: 68]
-
-
- Click on the Edit Species Prototype Genome button.
-
- Now make the changes to the Splatt genome as shown above to give us a good
- spread of turn- and roam-related genes.
-
- Here are the changes to make:
-
- 1. Slide the Roaming and Turning genes up to 75%
- 2. Change Turn Type to Random.
- 3. Change turn Angle to Medium-High.
-
- Click on Make It So, then close the Biology Lab.
-
- Click on the Populate... button in the Map Window Control Panel, then
- populate the world with another 15 Splatts, scattered on the land.
-
-
- TAKE CONTROL PLEASE
-
- Now you will need to repeat the same process you just went through with
- Splatts, but with the Controls.
-
- Briefly, here's how to do it:
-
- 1. Open the Populate Window.
- 2. Set the Selected Species to Control.
- 3. Set the Number to 40.
- 4. Click Add Scattered.
- 5. Click On the Land.
- 6. Click Make It So.
- 7. Double-click on the Control icon in the Dashboard.
-
- [PAGE: 69]
-
- 8. Click on the Edit Species Prototype Genome button.
- 9. Slide the Roaming and Turning genes up to 75%.
- 10. Change Turn Type to Random.
- 11. Change Turn Angle to Medium-High.
- 12. Click on Make It So.
- 13. Close the Biology Lab.
- 14. Click on the Populate... button in the Map Window Control Panel.
- 15. Click on Make It So.
-
- You should now have 40 of each Splatts and Controls with the low settings for
- turns and roaming, and 40 of each with the higher settings.
-
-
- BREAK TIME
-
- Before going on with the experiment, we need to take a time out and get
- familiar with a few more SimLife features. First we'll talk a quick tour of
- the many Census Windows, then we'll think about how to record out data, then
- we'll do an in-depth personal interview with the Gene Pool Window.
-
- Now would be a great time to save the experiment to disk. Open the File Menu
- and select Save Game. Information on saving games with your computer can be
- found in the computer specific addendum.
-
-
- TIME OUT 1: TAKING THE CENSUS
-
- We will now take a few moments to explore the Census Windows, where you can
- get massive amounts of data about the life and times of your world. These
- windows show the status and results of all games and experiments.
-
- Click on the Pause button in the Dashboard and let the simulation run for 10
- or 20 seconds, then click Pause again. This will give the Census Windows a
- chance to update and analyze the genes of your new population.
-
- [PAGE: 70]
-
-
- To open any of the Census Windows, click and hold on the Census Window button
- in the Dashboard to reveal a submenu, then slide the cursor to the window you
- want to open and release the mouse button. For now, open the Graphs Window.
-
- In the upper-right corner of the window are up and down arrow buttons that let
- you cycle through all the Census Windows. Go ahead and click on one of the
- arrows a few times, looking briefly at each window. When you get back to the
- Graphs Window, stop.
-
- A complete description of each and every button and control of each and every
- Census Window can be found in the Reference section below.
-
-
- TIME OUT 2: RECORDING DATA
-
- In this experiment and in any SimLife games or experiments, you will probably
- want to sketch copies of the Census Windows into your beloved and trusty lab
- notebook. If you're not already following and recording this experiment in the
- provided SimLife Lab Book (or a copy of it), you may want to start now.
-
- In the back of the Lab Book, we have provided a full complement of data
- sheets with blank windows for you to copy, fill in and include in any
- write-ups of SimLife experiments.
-
- [PAGE: 71]
-
-
- If you don't like lab books, you can write up and record your experiments in
- any word processor.
-
- If you have a way to take screenshots of your computer screen and print them
- out and tape them into a lab book (or place the screenshot files directly into
- word processor documents), you'll find it very useful. (You may have better
- luck printing the data if you run SimLife in black and white before taking
- screenshots.)
-
- Note: Some versions of SimLife, depending on the computer, have
- built-in facilities for capturing windows to a clipboard or disk. See
- your machine-specific addendum for details.
-
-
- TIME OUT 3: THE GENE POOL WINDOW
-
- This window is crucial to understanding the results of our experiment. A
- complete explanation of this window can be found in the Reference section
- below, but we'll spend a little time here covering the basics.
-
- Open the Gene Pool Window by clicking and holding on the Census Window button
- in the Dashboard, sliding the cursor to the words Gene Pool and releasing the
- mouse button.
-
- This window shows the combination of all the genes in the population. At the
- top-left corner of the window is the Population Box, which shows the total
- population for the Local Species. The Local Species is selected just below the
-
- [PAGE: 72]
-
- Population Box. Click and hold on the down-arrow button to see a pop-up menu
- of all icons for all plants and animals. (Notice that you can also choose All
- Plants or All Animals and see all their genes at once.)
-
- To choose a Local Species, slide the cursor to the icon you want, then release
- the mouse button. For now, select Splatt.
-
- Somewhere around there is a yes/no button for using (or not) color. Don't
- worry about it for now. Worry about it later.
-
-
- BE DISCRETE
-
- Below the Local Species Box is the display area for Discrete Genes, the genes
- that are set in the Genome Window with buttons.
-
- There are too many of these genes to show in the window at one time, but you
- can see all of these genes a few (one group) at a time. To change the group,
- click and hold on the Group Select down-arrow button, slide the cursor to the
- group you want, then release the mouse button.
-
- The checkmark(s) on the left of the discrete gene bar graphs indicate the
- setting(s) of the species Prototype.
-
- Take some time and, in turn, select each group and see the results.
-
-
- BE INDISCRETE
-
- The whole right side of the Gene Pool Window displays the Continous Genes-those
- that are set with sliders in the Genome Window.
-
- This section can display the data in two ways: by using colors, or by using
- black bar graphs. While a little confusing at first, once you get the hang of
- the color display, it gives a lot of information quickly. Besides, it looks
- cool.
-
- But alas, for now, click on the button over on the left that sets Use Colors
- to No.
-
- [PAGE: 73]
-
-
- At the top of this part of the window is a key to help you interpret the data.
- It changes depending on your choice of color or black and white.
-
- Each of the rectangles (made up of small slices) corresponds to a gene slider
- in the Genome Window. For one animal, and arrow or a line can mark the value
- for the gene. But when you need to see the gene values for a larger number of
- animals, it's a little trickier.
-
- We use little bar graphs (or color graphs). Wherever there is a bar, at least
- one of the animals has that value for the gene. The height of the bar (or the
- shade of the color) indicates how many of the population have that value.
-
- Only nine continuous genes can be shown at once. You can choose which genes to
- display by... I bet you can guess how to do it. I have faith in you.
-
- If you are truly daring, switch back to Use Colors (if you have a color
- monitor), study the key and see if it makes sense to you.
-
- Now it's time to go back to the experiment. Close the Gene Pool Window by
- clicking in the Close Box. .
- |
- |This doc was typed by *RYGAR* Don't steal it
- STEP SEVEN: TAKE STARTING DATA |and say u did it! Thanks! Fuckings to Sorehead
- |
- Time to take our starting data. You can use a piece of paper, your own lab
- book, or the official SimLife Lab Book (or a copy of it).
-
- Open the Technical submenu in the Simulation Menu and select Set Time to 0 so
- your experiment starts at Tick 0, Day 0 and Year 0. Be sure to record the time
- along with your other data.
-
- Next, open the Gene Pool Window. Select Splatt as the local species. Chances
- are that you now have less than 30 of each of Splatts and Controls because
- some died during the 10 seconds that the game was unpaused to let the Census
-
- [PAGE: 74]
-
- Windows update. Unless you have less than 20 of each, don't worry about it. If
- you have less than 20, go to the Edit Window and use the Populate mode of the
- Life Tool to add more Splatts and/or Controls.
-
- On paper or in the Lab Book, record the following discrete gene information:
-
- 1. Population
- 2. Turn Angle
- 3. Turn Type
-
- Record the same information for Control.
-
- Now record the information for the following continuous genes:
-
- 1. Roaming
- 2. Turning
-
- Record the same information for Control.
-
- Here's my data: Tick: 0
-
- Day: 0
-
- Year: 0
-
- SPLATT CONTROL
-
- Population: 56 Population: 59
-
- Once the data is recorded, you're ready to start stomping bugs.
-
- [PAGE: 75]
-
-
-
- STEP EIGHT: SPLATT THEM BUGS
-
- Time to kill bugs.
-
-
- BUT WHAT'S MY MOTIVATION?
-
- The idea here is to be a predator. You like to kill and eat Splatts. You find
- it easier to catch the ones that:
-
- 1. Stay still too long, or
- 2. Go in a straight line for a long while.
-
- You won't smite any of the Control species because you are a predator that
- wants its experiment to work.
-
- You won't kill of so many that you deplete the population.
-
- As you begin smiting, depending on the speed of your computer, it might be far
- too easy or far too difficult to catch the Splatts. Adjust the speed of the
- game in the Speed submenu of the Simulation Menu to make time move fairly
- quickly and to give yourself a little challenge.
-
- One more thing: you may want to turn of the Play Animal Sounds in the Goodies
- submenu of the Simulation Menu if others are listening, but it is helpful to
- have the aural feedback whenever there is a birth, death or mating.
-
-
- LET THE SMITING BEGIN
-
- Click on the Pause button in the Dashboard to start the clock.
-
- Now, smite the wee bugs, and remember:
-
- * Go for the ones that stay in one place too long, and that go in a
- straight line for a while.
-
- * Avoid smiting the Controls.
-
- * Speed up or slow down the simulation speed as needed.
-
-
- PROGRESS REPORT
-
- When your population starts to dwindle a little, take some time off (stop
- smiting, but leave the simulation running) and look through the various
- Census Windows while the Splatt population builds back up.
-
- [PAGE: 76]
-
-
-
- WHAT CAN GO WRONG AND HOW TO FIX IT
-
- It's possible that there are so many water holes or food sources that some
- creatures are trapped and can't move, as opposed to not wanting to move. If
- so, lower the amount of water holes and food sources.
-
- It's possible that your population could die out, or all the females or males
- will kick. Go ahead and add some new ones, Ideally this shouldn't happen, and
- it will set you back a little by diluting the gene pool.
-
- If the Controls start crowding out the Splatts and using up most of the
- alotted Animal Limit (remember out settings in the Laws of Physics Window?),
- use the Populate Window to kill off some Controls and give the Splatts a
- chance.
-
- If you have a slow machine, the bugs may be too easy to catch and you'll kill
- too many. Try increasing the simulation speed. You can also try holding the
- cursor over the bug you want to smite and counting to three slowly before
- pulling the trigger.
-
- Check the Mortality Window-one of the Census Windows-for causes of death. If
- many of them die from the lack of food or water, add more food and water to
- the world.
-
-
- STEP NINE: TAKING DATA
-
- After at least five or six generations, pause the simulation, and take down
- the Tick, Day, Year and Population as well as the same genetic information you
- at Time 0.
-
- Smite away for many more generations.
-
- When you've done all the smiting you can stand, pause the simulation and take
- a complete final set of data for both species.
-
- [PAGE: 77]
-
-
-
- STEP TEN: ANALYSIS
-
- This is perhaps the most important part of any experiment. Look over your
- before, after, and in-between data. And think about it and the following
- questions.
-
- What does it mean?
- Was there evolution?
- Did the gene pool change?
- Was it by natural selection?
- Why or why not?
- What went wrong?
- What went right?
- If you had to do it over again (and you do), would you do it differently?
- What would you change?
-
- Write a report with all the answers to all those questions and have it on my
- desk by 8:00 AM tomorrow morning.
-
-
- EXPERIMENT SUMMARY
-
- Depending on quite a number of factors, your Splatt experiment may or may not
- have demonstrated evolution in action. Whatever happened, don't be
- disappointed. We usually learn more when things go wrong than when they go
- right.
-
- Splatt was a very short, simple experiment, and now that you've been dragged
- through it, you should have a good idea of the power and flexibility of
- SimLife.
-
- Happy simulating.
-
- [PAGE: 78]
-
-
-
- TUTORIAL SUMMARY
-
- Well that's quite enough of a tutorial if you ask me. If you made it all the
- way through, be proud.
-
- You've been introduced to a lot of information in this tutorial, and it only
- hinted at the possibilities of this program. Only by playing around, coming
- up with your own ideas and testing them will you fully master SimLife.
-
- Go. Play. Experiment. The reference section is here if and when you need it.
- There's another manual section with suggested experiments. There is also a
- bibliography at the end of this manual to point you to some great books about
- life, artificial life, biology, evolution, genetics, and other related
- subjects.
-
- [PAGE: 79]
-
-
-
-
-
- REFERENCE
-
- "I don't need a wife, living the timeless life. When I need a friend, I just
- give a wriggle. Split right down the middle. And when I look, there's two of
- me, Both as handsome as can be."
-
- - Mike Heron
- from A Very Cellular Song
-
- [PAGE: 80]
-
-
-
- INTRODUCTION/THE BASICS
-
-
- DOWN-ARROW (TRIANGLE) BUTTONS
-
- Whenever you see a button with a down-arrow, or a triangle pointing down, it
- means you can click and hold on this button to open a dropdown menu of
- choices.
-
-
- SIMLIFE CONVENTIONS AND TERMINOLOGY
-
- Clicking quickly on any down-arrow button will automatically reselect the
- last selection without opening the drop-down menu.
-
-
- OPTION KEY OR CONTROL KEY
-
- The Option key, if you have one, is used for a number of shortcuts in SimLife.
- If you don't have one, use the Control key for the following shortcuts:
-
-
- IN THE DASHBOARD
-
- Option-click on the Animal or Plant display On/Off buttons to turn the display
- of all animals or plants on or off. This is handy if you want to see, for
- instance, just one animal: turn them all off at once, then turn the one you
- want back on.
-
- Option-click on a color in the color submenu under any of the icons to turn
- all the plants or animals to that color. Use this if you want one animal to
- stand out in the crowd: turn them all to a single color, then turn the one
- you want to a different color.
-
-
- IN THE MAP WINDOW CONTROL PANEL
-
- Option-click on the Populate... button to automatically populate the world
- with a random assortment of plants and animals.
-
-
- SPECIES NAMING SYSTEM
-
- You can name species anything you want, up to 15 characters. Each species also
- has a version number attached to its name. (The version number is displayed in
- the Dashboard when the species is the Selected Species.)
-
- [PAGE: 81]
-
-
- As these species split into new species, the new species will become Version
- 2, Version 3, and so on. The name will remain the same until and unless you
- change it.
-
-
- INDIVIDUAL ORGANISM NAMING SYSTEM
-
- Individual organisms have two-part names: their species name and a number. The
- numbers are given to individuals in the order they're born and continue to
- increase during the duration of game. There are no "go-backs" to reuse the
- numbers of organisms that die. The numbers start at 0 (zero). The biggest
- number that can be used in an organism's name is
- 200000000000000000000000000000000-1, or 4,294,967,296. If all numbers are
- used, they start over again at 0.
-
-
- TERMINOLOGY
-
-
- SELECTED SPECIES
-
- Within most windows, only one species will be "active" at a time. And when
- playing SimLife, you usually play with one species at a time, checking it out
- in one window, spreading it in another, and modifying it in yet another.
-
- Reselecting the species each time you jump to another window would be a
- hassle, so in most windows, when you select a species, it becomes the default
- or Selected Species for most other windows. The Selected Species stays
- selected until you pick another one.
-
-
- LOCAL SPECIES
-
- Selecting a species in some windows does not make that species the "official"
- Selected Species. The lucky plant or animal you choose in these windows
- becomes the center of attention for these windows or parts of windows only-
- they are local stars. Since we need to call the something, these are called
- the Local Species.
-
- Choosing or changing the Local Species in these windows does not change the
- Selected Species or Local Species in the other windows.
-
- [PAGE: 82]
-
-
-
- PROTOTYPE GENOME
-
- Each species in SimLife has a Prototype Genome. This is the genetic starting
- point for a species: the baseline from which evolution can be measured.
- Through evolution, individuals will vary from the Prototype Genome. Over time,
- individuals may vary so much from the prototype that they would no longer be
- able to successfully mate with it, and by definition become another species.
-
-
- ABOUT LIFE IN SIMLIFE
-
-
- LOOKS OF LIFE
-
- As you play SimLife, the different plants and animals will visually appear in
- a few different ways. None of these ways truly and accurately shows the way
- these organisms look.
-
- These electronic organisms exist as ones and zeros-energy states in
- transistor switches in the memory chips of your computer. Assuming that most
- of the beings that play SimLife are human, and that none of the humans we know
- can see energy states in transistor switches, we figured we'd better find some
- way to visually present SimLife-forms in a way that humans can see and
- understand.
-
- One way they appear is as a series of three "flash-cards" as seen in the
- Biology Lab and Phenotype Window. These flash card pictures were chosen and
- drawn to express the organisms' physical and behavioral traits in familiar
- terms. you may not know what the organism looks like, but by looking at
- combinations of familiar earth plants and animals, you will know how it fits
- into its world.
-
- Another way the organisms appear is as icons in the Edit Window. These icons
- are pretty small (16 by 16 pixels) and can't be very fancy. Their main purpose
- is to help you distinguish one organism from another (and to look pretty).
-
- The last way the organisms appear is as small squares or dots (sometimes a
- single pixel) in the Map Window. When looking at this window, you can tell
- that organisms are there and that they're moving (if they are).
-
- [PAGE: 83]
-
-
-
- PHILOSOPHY OF LIFE
-
- For the purposes of playing SimLife, we define life as anything that exhibits
- lifelike behavior, including: adaptive behavior, self-replication and the
- ability to extract order from the environment.
-
- SimLife-forms easily meet this definition, and more. They metabolize energy
- from your wall socket. They require the proper environment-the SimLife
- program-to survive. They react to stimuli in the environment. They evolve.
-
- In a way, they are like viruses and need a host-the computer-to live in and
- with.
-
-
- SIMLIFE ON DIFFERENT COMPUTERS
-
- We did our best to keep different SimLife versions as close to each other as
- possible while staying true to the interface conventions of each type of
- computer.
-
- All the main features and functions are the same in all versions, but some
- things have been moved around. The main places where differences are found are
- in the Dashboard, the Edit Window Control Panel, and the Map Window Control
- Panel. Check with your machine-specific addendum for details.
-
- [PAGE: 84]
-
-
-
- MENUS
-
- Here are a listing and explanations of all menu items in SimLife. If there are
- any additions, omissions or differences, they will be explained in the
- addendum for your computer.
-
-
- FILE MENU
-
- This menu has the commands for file management and quitting SimLife. There may
- be File Menu items for Page Setup and Printing that are not listed here. See
- your machine-specific addendum for details.
-
-
- ABOUT SIMLIFE...
-
- About SimLife... brings up vital and fascinating facts about this game. If
- your computer has a special menu, like the Macintosh "Apple" menu, this item
- will be there and not in the File Menu. It may also appear as About
- Application...
-
-
- NEW GAME
-
- New Game opens the New Game Window allowing you to choose from the many
- available game scenarios, or to begin a new world from scratch.
-
-
- OPEN GAME
-
- Open Game lets you load and play a pre-saved game.
-
-
- CLOSE
-
- Close removes the current game from memory without quitting SimLife.
-
-
- SAVE
-
- Save is for saving the current game to disk. If the game has not been saved
- before, you will be prompted for a file name.
-
-
- SAVE AS...
-
- Save As... is for saving the current game to disk. You will always be prompted
- for a file name.
-
-
- QUIT
-
- Quit ends SimLife.
-
- [PAGE: 85]
-
-
-
- EDIT MENU
-
- The Edit Menu is primarily used in SimLife when you are designing icons to
- represent plants or animals. For more information, see the section on the
- Biology Lab below.
-
- Also see your machine-specific addendum for more information (if there is any)
- on this menu.
-
-
- UNDO
-
- Undoes the last icon drawing action you made on a plant or animal icon.
-
-
- COPY ICON
-
- Copies the current icon in the Biology Lab so it can later be pasted into
- another icon.
-
-
- PASTE ICON
-
- Pastes the copied icon into the current icon in the Biology Lab.
-
-
- CLEAR ICON
-
- Clears (erases) the icon currently being edited in the Biology Lab.
-
-
- SHOW CLIPBOARD
-
- On computers that have a Clipboard, displays the current contents of the
- clipboard.
-
-
- SIMULATION MENU
-
- The Simulation Menu is for controlling various game-play options and
- simulation settings. Each item in this menu opens a submenu. Submenu items are
- active if they have a checkmark to their left.
-
-
- SPEED
-
- The Speed submenu lets you adjust the speed at which the simulation runs,
- which affects the rate at which time passes in your ecosystem. In the DOS and
- Windows versions, Speed is a full menu, not a submenu.
-
-
- PAUSE
-
- Pause stops time in the simulation completely.
-
- [PAGE: 86]
-
-
-
- SLOW
-
- Slow sets the simulation to its slowest speed.
-
-
- MEDIUM
-
- Medium sets the simulation speed to a nice relaxed rate of time.
-
-
- FAST
-
- Fast sets the simulation speed to about twice as fast as Medium.
-
-
- ULTRA
-
- Ultra lets the simulation run as fast as possible on you computer.
-
- [PAGE: 87]
-
-
-
- GOODIES
-
- This submenu lets you customize some of the interface features in SimLife.
-
-
- PLAY MUSIC
-
- Play Music toggles the playing of music on and off. The amount and quality of
- music available to you depends on your computer.
-
-
- PLAY ANIMAL SOUNDS
-
- Play Animal Sounds toggles the animal sound effects on and off. The amount and
- quality of sound effect available to you depends on you computer. These sounds
- notify you of animal-related occurrences in your ecosystem, including mating,
- birth, disease and death.
-
-
- PLAY OTHER SOUNDS
-
- Play Other Sounds toggles environmental and disaster-related sound effects on
- and off. The amount and quality of sound effects available to you depends on
- your computer.
-
-
- AUTO SCROLL
-
- Auto Scroll causes the terrain in the Edit Window to automatically scroll when
- you are placing organisms or modifying the world near the edge of the window,
- so you don't have to constantly stop and mess with the scroll bars.
-
-
- AUTO TRACKING
-
- Auto Tracking scrolls the area in Edit Window to keep the highlighted plant or
- animal visible.
-
-
- DISPLAY MESSAGES
-
- Display Messages toggles on and off the display of helpful hints and messages
- during the game.
-
- [PAGE: 88]
-
-
-
- UPDATE ALL WINDOWS
-
- Update All Windows toggles between constantly updating all the information in
- all the windows that are open and only updating the information in the active
- (front) window. Updating all of the windows will slow the simulation speed.
-
-
- POPULATE...
-
- Populate... open the Populate Window.
-
-
- BUILD WORLD...
-
- Build World... opens the World Design Window.
-
-
- LAYERS
-
- This submenu lets you easily turn on and off many of the layers of data that
- can be displayed in the Edit and Map Windows. This only affects the display of
- these layers, and in no way changes or deletes the actual data from the
- simulation.
-
-
- HIDE ALL LAYERS
-
- Hide All Layers turns off the display of all data layers.
-
-
- SHOW ALL LAYERS
-
- Show All Layers turns on the display of all data layers.
-
-
- HIDE ALL ANIMALS
-
- Hide All Animals turns off the display of all animals.
-
-
- SHOW ALL ANIMALS
-
- Show All Animals turns on the display of all animals
-
-
- HIDE ALL PLANTS
-
- Hide All Plants turns off the display of all plants.
-
-
- SHOW ALL PLANTS
-
- Show All Plants turns on the display of all plants.
-
- [PAGE: 89]
-
-
-
- SHOW PLAGUE/STD PINK (AS "P)
-
- Show Plague/STD Pink (as "P"), when active, turns the display of diseased
- animals in the Map Window pink on color monitors, and into the letter "P" on
- monochrome monitors, so you can easily track the spread of disease through the
- ecosystem.
-
-
- DIFFICULTY
-
- This submenu lets you adjust a number of factors that affect ease of play. All
- these adjustments can be seen in the Laws of Physics Window.
-
- Typical changes that affect ease of play are length of day, higher or lower
- energy value for food, higher or lower energy loss for toxins and injuries,
- higher or lower health costs and movement costs.
-
-
- BEGINNER
-
- Beginner is the easiest setting.
-
-
- NOVICE
-
- Novice gives you a little bit of a challenge. Barely.
-
-
- AVERAGE
-
- Average is the difficulty level that provides a good challenge without taxing
- your innermost brain reserves.
-
-
- ADVANCED
-
- Advanced requires a lot of thinking, but not complete mastery of all the ins
- and outs of the simulation.
-
-
- EXPERT
-
- Expert requires complete knowledge of everything to do with the simulation and
- life and evolution and everything else. And a lot of luck.
-
-
- MODIFIED
-
- Modified means you've gone into the Laws of Physics Window and changed
- something so it is no longer in any of the preset difficulty levels. To
- return to a preset setting, choose any of the above choices.
-
- [PAGE: 90]
-
-
- You can't choose Modified from this menu. It will be ghosted unless you make
- changes in the Laws of Physics Window, in which case Modified will be black
- with a checkmark beside it.
-
-
- TECHNICAL
-
- This submenu gives you access to a number of advanced simulation
- manipulation functions.
-
-
- SET RANDOM SEED...
-
- Set Random Seed... opens a dialog box or requester that lets you modify the
- seed number from which random numbers are generated. Random numbers are used
- in a number of places, most notably in the world building.
-
- You cannot set the seed to zero.
-
- One use of changing the random seed is to recreate worlds without taking up
- all the disk space that's needed when saving a complete game.
-
- Here's how to do it:
-
- * Enter a number and write it down.
-
- * Open the World Design Window, write down all your settings and
- build a world.
-
- * If you like the world you get, you recreate it at any time with the
- random seed and World Design settings.
-
- * If you don't like it, recycle the paper you wrote the seed down on.
-
- People who use this method of returning to particular ecosystems receive a
- free membership in the Save The Seed Not The World Club. Details on this club
- might be found in some cereal box, but I'm not sure.
-
-
- CHANGE PHYSICS...
-
- Change Physics... opens a dialog box or requester that lets you modify the
- physics of the universe in the simulation, including days per year and the
- energy it takes to climb, fly, walk, etc. These settings can change the ease
-
- [PAGE: 91]
-
- of play, or let you experiment with worlds that are very different from ours.
-
- When you make a change in this window, the Difficulty setting is set to
- Modified.
-
-
- LOCATE AN INDIVIDUAL...
-
- Locate An Individual... opens a dialog box or requester that lets you locate
- specific plants or animals in your ecosystem.
-
-
- WORLD BUILDING OPTIONS...
-
- World Building Options... opens a dialog box or requester that lets you modify
- the way SimLife builds new worlds.
-
-
- RECORD ALL STATISTICS
-
- Record All Statistics... toggles between the simulation saving statistics for
- every possible graph and saving all but the "percentage" graphs. When you
- sacrifice the information in the "percentage" graphs, you gain simulation
- speed and use less memory.
-
-
- SET TIME TO 0
-
- Set Time to 0 resets the Tick, Day and Year to zero. Use this item to reset
- the clock when you are ready to begin an experiment.
-
-
- RUN CONTROL...
-
- Selecting Run Control... opens a dialog box or requester that lets you tell
- the simulation speed to pause after a certain amount of time and wait for you.
-
- You can set it to pause after any amount of days or years, depending on your
- experiment, but the most useful is 50 years. All the graphing, history and
- census data is only kept in memory for 50 years: if you stop the simulation
- every 50 years and save it to disk (each time under a different name), you can
- get continuous data and graphs for the whole experiment.
-
- [PAGE: 92]
-
-
-
- DATA LOGGING...
-
- Data Logging..., when active, continually saves simulation data to a disk
- file. When you select this item, it will open a dialog box or requester and
- let you choose a name and location for this file.
-
- The data log file is in a standard ASCII, tab-delimited format and can be
- loaded into a number of spreadsheets or databases for charting, graphing and
- statistical analysis. This is an advanced feature for people who really love
- to play with spreadsheets and charts and graphs. The format for the data file
- can be found in your machine-specific addendum.
-
- Warning: The data log file can get very big and will fill your drive
- if you're not careful.
-
-
- AUTOSPECIATE
-
- When AutoSpeciate is selected, organisms that diverge so much from their
- Prototype Genome that they could not successfully mate with the prototype will
- automatically be classified as a new species.
-
- The new species version will be changed, but it will retain the same icon and
- name until and unless you change it.
-
-
- RECONVERGE SPECIES
-
- Reconverge Species recombines multiple species into a single species. If you
- have AutoSpeciate activated, you can end up with a large number of very
- similar species. Reconverge Species cleans up the clutter, combining a number
- of almost identical species into one or a few species.
-
- This adds genetic diversity to older, existing species, and makes more room in
- the ecosystem for new species.
-
- Here's how it works:
-
- 1. The total population of each existing species is examined, and all the
- genes are combined and averaged.
- 2. The species prototype is changed to match the average genotype.
-
- [PAGE: 93]
-
- 3. Starting with the newest species, each species prototype is compared to
- the prototype of every other (newer) species.
- 4. If, when the comparison is made, the two prototypes are able to
- successfully mate, the popolations are combined into one species-into
- the first of the species to exist.
-
- [PAGE: 94]
-
-
-
- WINDOWS MENU
-
- This menu is for opening and activating the various windows in SimLife.
-
-
- DASHBOARD
-
- Dashboard opens or activates the Dashboard.
-
-
- VARIABLES
-
- Variables opens or activates the Variables Window, which displays information
- on the highlighted individual plant or animal.
-
- This item can only be chosen when an organism is highlighted.
-
-
- PHENOTYPE
-
- Phenotype opens or activates the Phenotype Window, which displays the flash
- card representation of the highlighted plant or animal.
-
- This item can only be chosen when an organism is highlighted.
-
-
- EVALUATION
-
- Evaluation opens or activates the Evaluation Window.
-
-
- EDIT
-
- Edit opens or activates the Edit Window.
-
-
- MAP
-
- Map opens or activates the Map Window.
-
-
- CLIMATE LAB
-
- Climate Lab opens or activates the Climate Laboratory.
-
-
- BIOLOGY LAB
-
- Biology Lab opens or activates the Biology Laboratory.
-
- [PAGE: 95]
-
-
-
- CENSUS
-
- Census opens a submenu that lets you choose from the seven census
- displays/graphs. Only one census window can be displayed on-screen at a time.
-
-
- DIVERSITY
-
- Diversity opens or activates the Diversity Window, which shows how many
- different types of organisms are currently living in the world.
-
-
- FOOD WEB
-
- Food Web opens or activates the Food Web Window, which graphically shows the
- predator/prey relationships in your ecosystem.
-
-
- GENE POOL
-
- Gene Pool opens or activates the Gene Pool Window, where you can see the
- evidence of evolution.
-
-
- GRAPHS
-
- Graphs opens or activates the Graphs Window, which can display, up to four at
- a time, any of 720 graphs in two time scales.
-
-
- HISTORY
-
- History opens or activates the History Window, which keeps a running record of
- all events in the world.
-
-
- MORTALITY
-
- Mortality opens or activates the Mortality Window, which displays a chart of
- the reasons for plant and animal death in your ecosystem.
-
-
- POPULATION
-
- Population opens or activates the Population Window, which shows the relative
- populations of all plant or all animal species.
-
- [PAGE: 96]
-
-
-
- DISASTERS MENU
-
- This menu lets you activate a number of disasters that will test the stability
- and resilience of your ecosystems, as well as show the dire consequences these
- disasters can produce.
-
- Disasters that are currently in progress are indicated by a checkmark to their
- left. All disasters that you activate stay active until you select them again
- in the menu to terminate them.
-
- Disasters will occur randomly in games unless No AutoDisasters is selected.
- Random disasters will turn themselves off after a while. As disasters turn
- off, they take a few simulation cycles to finish up and go away, so they don't
- cause worse problems by stopping abruptly (like beaching fish after a flood).
- Random disasters are those that that occur as part of a scenario that can't be
- turned off. They'll stop when they're good and ready. The lenght of and
- destruction caused by disasters depends on the difficulty setting in the
- Simulation Menu.
-
-
- PLAGUE
-
- Plague releases a deadly disease into the ecosystem. Plagues are passed from
- animal to animal. When an infected animal is right next to an uninfected
- animal, there is a 10% chance of the plague being passed on.
-
-
- STD
-
- STD releases a sexually transmitted disease into the ecosystem. STDs are
- passed when animals mate.
-
-
- HEAT WAVE
-
- Heat Wave causes the temperature all over the ecosystem to increase.
-
-
- COLD WAVE
-
- Cold Wave causes the temperature all over the ecosystem to decrease.
-
-
- FLOOD
-
- Flood causes a flood to occur.
-
-
- [PAGE: 97]
-
-
- DROUGHT
-
- Drought causes a drought to occur.
-
-
- FIRE
-
- Fire starts a fire in the ecosystem, but only if there are plants.
-
-
- COMET
-
- Comet causes a large, destructive comet to impact somewhere in the ecosystem.
-
-
- TELEPORT
-
- Teleport causes many of the plants and animals to be randomly redistributed
- around the ecosystem.
-
-
- CIVILIZATION
-
- Civilization allows an invasion of our pristine ecosystem by land developers.
- Land developers are members of some strange industrial species that bulldozes
- the land and builds houses. (Humans. Can't take them anywhere.)
-
-
- NO AUTO-DISASTERS
-
- No Auto-Disasters eliminates random disasters from occuring, but won't stop
- disasters that occur in scenarios, or disasters you activate yourself.
- Selecting No Auto-Disasters after a disaster has begun will not stop it or
- make it end sooner.
-
- [PAGE: 98]
-
-
-
- WINDOWS
-
- SimLife has a lot of windows. More windows than you can shake a stick at (or
- throw a stone through). You don't have to use all of them all of the time, so
- don't panic. They're all there for a reason, and will be more and more useful
- as you become more familiar with SimLife. Here is an explanation of each and
- every window, each and every button, slider and feature in each window, and an
- explanation of what they all do and why you'll want to do it.
-
-
- DASHBOARD
-
- The Dashboard is a row of buttons that gives you easy control over plant and
- animal display, access to all the other windows and a simulation pause button.
-
- On the Macintosh, the Dashboard is a separate small window at the bottom of
- the screen, and will be displayed on top of any other window on the screen,
- with the exception of dialog boxes or requesters that wait for an "OK,"
- "Never Mind," or "Make It So" before you can do anything else.
-
- On DOS and Windows computersm the Dashboard is found at the top of the screen,
- and is a control bar, not a separate window. Also, on these machines, the Edit
- Window Control Panel and the Map Window Control Panel (one at a time) are
- displayed as part of the Dashboard. Here's how the Dashboard looks on a DOS or
- Windows-based computer while combined with the Edit Window Control Panel. For
- more details and for other computers, check your machine-specific addendum.
-
- [PAGE: 99]
-
-
-
- TITLE BAR (MAC VERSION ONLY)
-
- At the top of the Dashboard is the Title Bar. While badly named (since it
- contains no title), it is still useful.
-
- You can click and drag the Title Bar to move the Dashboard around the screen.
-
- On the left side of the Title Bar is the Close Button. Clicking on the Close
- Button will make the Dashboard go away. You can bring it back by selecting
- Dashboard in the Windows menu.
-
-
- ORGANISM DISPLAY CONTROLS
-
- Below the Title Bar and on the left are the controls for displaying (or not
- displaying) different plants and animals.
-
- The "A" and "P" buttons choose between dealing with animals and plants
- respectively.
-
- The animals or plants are displayed in a row. These are the icons that
- represent the organisms in the Edit Window. Only 12 show at a time. You can
- use the left and right arrows to scroll through all possible organisms.
-
- If you click on the picture or icon of any organism, it is highlighted and
- becomes the Selected Species. The name and type (plant or animal) of the
- organism appears in the center section of the Dashboard. The Selected Species
- becomes the default choice for use in most windows. For example, if you
- clicked on the Rose, then went to the Edit Window, the Rose would be the
- default organism to use with the Populate tool. Then, if you went to the
- Biology Lab, the Rose would be the default organism to genetically modify.
-
- If you double-click on any organism's icon, the Biology Lab will open with
- that organism ready for dissection.
-
- Right below the picture of the organism is a colored rectangle. This shows the
- color of the dot that the organism is represented by in the Map Window.
-
- [PAGE: 100]
-
-
- To change the color, click and hold on the rectangle to reveal a menu of color
- choices, slide the pointer to the color you want, then release the mouse
- button.
-
- If you hold down the Option Key (or Control key if your keyboard has no
- Option key) while selecting a color for a plant, then that color will be
- selected for all the plants. If you hold down the Option key (or Control Key)
- while selecting a color for an animal, then that color will be selected for
- all the animals.
-
- Below the color rectangles are the display On/Off buttons for each organism.
- Clicking them toggles their display on and off. Turning them off does not
- remove them from the simulation, just from view.
-
- If you hold down the Option Key (or Control key if your keyboard has no
- Option key) while turning a plant on or off, all the plants will be turned
- on or off. If you hold down the Option key (or Control key) while turning
- an animal on or off, all the animals will be turned on or off.
-
-
- SELECTED SPECIES SECTION
-
- The middle of the Dashboard displays and selects the Selected Species, which
- is the default organism to be used or manipulated in any of the windows.
-
- The display shows three pieces of information: whether the Selected Species is
- a plant or an animal, the name of the Selected Species, and the version number
- of the Selected Species.
-
- The Selected Species can be selected in two ways: click on its icon in the
- Organism Display Section to the left, or click and hold on the Select button
- (the one with the down-arrow) to reveal a menu of all possible organisms, then
- slide the pointer to the one you want and release the mouse button.
-
- [PAGE: 101]
-
-
-
- WINDOW BUTTONS
-
- There are five buttons that open or activate different windows:
-
- The Edit button opens or activates the Edit Window.
-
- The Map button opens or activates the Map Window.
-
- The Biology button opens or activates the Biology Lab.
-
- The Climate button opens or activates the Climate Lab. [RYGAR]
-
- The Census button opens a submenu (notice the down-arrow) that lets you open
- or activate any of the six Census Windows. Each of these windows will be
- described in detail below.
-
-
- PAUSE BUTTON
-
- The Pause button stops time in the simulation. Click on the Pause button again
- to resume at the previous speed.
-
- If you wish an experiment to proceed at a very slow, controlled pace, pause
- the simulation, the hold down the Option key (or Control key) and click on the
- pause button. Time will move forward in a single step of one Tick (one
- simulation cycle) for each time you click.
-
-
- EDIT WINDOW TOOL INDICATOR
-
- The Dashboard also contains an indicator that tells which tool is active in
- the Edit Window.
-
-
- HELP BUTTON
-
- Many windows in SimLife, especially those with many buttons, have a Help
- button to give you a quick on-screen reminder of what everything does. Click
- and hold on the Help button to get help.
-
- [PAGE: 102]
-
-
-
- OTHER BUTTONS
-
- On some computers there may be a few other buttons in or near the dashboard,
- such as Populate... and Build World... which are duplicated from the Map
- Window Control Panel. See your machine-specific addendum for details.
-
- [PAGE: 103]
-
-
-
- NEW GAME WINDOW
-
- The New Game Window lets you select any of the nine scenarios, or start a new
- game in Experimental Mode. It opens when you first start SimLife and when you
- select New from the File Menu.
-
- From this window you can start the on-screen tutorial, the scenarios, or
- Experimental Mode.
-
- The six included scenarios deal with ecosystems and evolution. When you click
- on a scenario name, it will become highlighted and a brief description of its
- goals will appear in the upper-right corner of the window.
-
- When you choose Experimental Mode, you are free to create your own scenarios
- and experiments.
-
- Once you have highlighted the Tutorial, Experimental Mode, or the scenario you
- want to play, click on the Play Scenario button.
-
- When you first start SimLife, you must select either a scenario or
- Experimental mode. When you first load the game the Never Mind button will not
- be available. If you open the New Game Window at a later time, you will have
- the opportunity to leave this window without selecting a scenario by clicking
- on Never Mind.
-
- The YES/NO button lets you play any scenario in a world of your own design
- instead of the default world. First, build or load that world, then click this
- button to say NO, then highlight the scenario and click Play Scenario.
-
- [PAGE: 104]
-
-
-
- EDIT WINDOW
-
- The Edit Window is a close-up view of the world. Here you can modify the
- terrain and the microclimate, populate the world with plants and animals,
- and manipulate the environment.
-
- It can be opened or activated by selecting Edit Window in the Windows Menu or
- by clicking on the Edit Window button in the Dashboard.
-
- Note: on some computers, the Edit Window Control Panel is found at the
- top of the screen, integrated with the Dashboard. See your
- machine-specific addendum for details.
-
-
- EDIT WINDOW TITLE BAR
-
- The Edit Window Title Bar displays the name of the current scenario or game.
- The Edit Window can be moved around the screen by clicking and dragging the
- Title Bar.
-
- Clicking on the Grow Box on the right side of the Title Bar expands the window
- to fill the screen. Clicking on it again shrinks it to its previous size.
- Depending on your computer, you may or may not be able to close the Edit
- Window while SimLife is running.
-
- [PAGE: 105]
-
-
-
- THE DISPLAY AREA
-
- The biggest section of the Edit Window is the display of the world. The world
- is too big to be shown in its entirety in this window at one time, so there
- are Scroll Bars, Scroll Arrows and Scroll Boxes to help you navigate to any
- place in the world.
-
- On some computers there is a scrolling "joystick" in the lower-left corner of
- the window. Clicking and clicking and holding on any of the arrows will scroll
- the Display Area over the world in the direction that the arrow points.
- Clicking on the blank space in the middle where there is no arrow doesn't do
- anything, but you can click there if it makes you happy.
-
- You can resize the Edit Window by clicking and dragging the Size Box in the
- lower-right corner of the window.
-
-
- THINGS IN THE DISPLAY AREA
-
- In the Diplay Area, you will see: Land (in 16 levels of altitude), Water,
- Plants, Animals and Artifacts.
-
- Artifacts are special items you can place in the ecosystem such as barriers,
- Ultra-Food food sources, toxins and mutagens.
-
-
- DRAWING ORDER
-
- Often more than one "thing" will occupy a place at a time even though only one
- can be seen at a time. Things are drawn on the screen in the order below, from
- top to bottom:
-
- 1. Temperature or Moisture Layers (only when turned on)
- 2. Animals
- 3. Plants
- 4. Artifacts
- 5. Water
- 6. Altitude
-
- Turning off different layers in either the Edit Window Control Panel or the
- Simulation Menu can help clear the clutter.
-
- [PAGE: 106]
-
-
-
- THE EDIT WINDOW CONTROL PANEL
-
- This control panel graphically displays the passage of time, controls what
- data is shown in the Display Area, and provides all the tools you will need to
- modify the land and environment.
-
- As shown here, it is a vertical panel on the left side of the Edit Window. On
- some computers it is a horizontal panel at the top of the screen, integrated
- with the Dashboard.
-
- An indicator that tells which tool is currently active in the Edit Window can
- be found in the Dashboard.
-
- [PAGE: 107]
-
-
-
- TIME DISPLAY
-
- This display shows the passage of time. The sun and moon cycle showing day and
- night. At the peak of each lunar circle, and icon depicting the current season
- is displayed.
-
- Below the sun and moon is a digital clock that displays the Tick, Day and
- Year.
-
- A tick is the amount of time it takes your computer to completely calculate
- one simulation cycle. The actual (real-time) duration of a tick varies with
- the speed of your computer.
-
- The number of ticks per day and days per year varies with the different
- scenarios, and can be customized for different experiments.
-
- Each year is divided up into four equally lengthed seasons: summer, fall,
- winter and spring.
-
-
- TEMPERATURE TOOL
-
- The Temperature tool controls the display of temperature data in the Edit
- Window and lets you modify the local temperature.
-
- To toggle the display of the temperature layer in the Edit Window on and off,
- click anywhere on the button. The words "on" or "off" will appear below the
- temperature icon, indicating... well, you know.
-
- The temperature is displayed as colored or shaded squares. A color key to
- help you interpret the temperature can be found in the Map Window Control
- Panel when the temperature display is active in the Map Window.
-
- Turning off the temperature display does not affect the actual temperature in
- the simulation, only whether or not it is shown in the Edit Window.
-
- To raise or lower the temperature in a specific area of the ecosystem, click
- on the up or down arrows on either side of the temperature icon, then click,
-
- [PAGE: 108]
-
- click and hold, or click and drag in the display area. After you have adjusted
- the temperature up or down, it will still vary with the seasons.
-
- If you want to raise or lower the temperature in a very small area (a cell or
- tile, the size of one plant or animal), hold down the Option key while you
- click. If your keyboard doesn't have and Option key, use the Control key.
-
- When the cursor is in the Edit Window Display Area and the temperature tool is
- active, it will appear as as thermometer.
-
- Seeing the temperature display can help you understand you ecosystem's climate
- and discover reasons why different plants or animals thrive or die in
- different areas.
-
- Adjusting the temperature directly affects the local plant life and indirectly
- affects the animals. By raising or lowering the temperature in one (or more)
- section(s) of a world, you can have two or more ecosystems existing
- side-by-side for comparison experiments.
-
- If you change the temperature slowly over a period of many years you might be
- able to track the genetic changes of the local plant life as it adapts to its
- changing environment.
-
-
- MOISTURE TOOL
-
- The Moisture tool controls the display of moisture data in the Edit Window,
- and lets you modify the local moisture in the air.
-
- In SimLife, moisture is the combination of humidity and rainfall - all the
- water that stays in or passes through the atmosphere.
-
- To toggle the display of the Mositure layer in the EditWindow on and off,
- click anywhere on the button. The words "on" or "off" will appear below
- the moisture icon, indicating... I'll give you two guesses.
-
- [PAGE: 109]
-
-
- Moisture is displayed as colored or shaded squares. A color key to help
- you interpret the moisture can be found in the Map Window Control Panel when
- the moisture display is active in the Map Window.
-
- Turning off the moisture display does not affect the simulation, only whether
- or not it is shown in the Edit Window.
-
- To raise or lower the moisture in a specific area of the ecosystem, click
- on the up or down arrows, respectively, to either side of the moisture
- icon, then click, click and hold, or click and drag in the display area.
- After you have adjusted the moisture up or down, it will still vary with the
- seasons.
-
- If you want to raise or lower the moisture in a very small area (a cell or
- tile, the size of one plant or animal), hold down the Option key while you
- click. If your keyboard doesn't have an option key, use the Control key.
-
- When the cursor is in the Edit Window Display Area and the moisture tool is
- active, it will appear as a water drop.
-
- Seeing the moisture display can help you understand your ecosystem's climate,
- and discover reasons why different plants or animals thrive or die in
- different areas.
-
- Adjusting the moisture directly affects the local plant life and inderectly
- affects the animals. If you change the moisture slowly over a period of
- many years you may be able to track the genetic changes of the local plant
- life as its adapts to its changing environment.
-
-
- ALTITUDE TOOL
-
- The Altitude tool controls the display of altitude data in the Edit Window
- and lets you rais or lower the land.
-
- To toggle the display of the altitude layer in the EditWindow on and off,
- click anywhere on the button. The words "on" or "off" will appear below the
- altitude icon, indicating... I'll let you figure it out.
-
- [PAGE: 110]
-
-
- The altitude is displayed as a range of colors or shades, from dark to light
- as altitude increases. A color key to help you interpret the altitude can be
- found in the Map Window Control Panel when the altitude display is active in
- the Map Window.
-
- TUrning off the altitude display does not affect the simulation, only
- whether or not it is shown in the Edit Window.
-
- TO raise or lower the land in a specific area of the ecosystem, click on the
- up or down arrows on either side of the altitude icon, then click, click and
- hold, or click and drag in the display area.
-
- When the cursor is in the Edit Window Display Area and the altitude tool is
- active, it will appear as a mountain.
-
- Seeing the altitude display can help you understand you ecosystem's climate,
- and discover reasons why different plants or animals thrive or die in
- different areas.
-
-
- LIFE TOOL
-
- The Life tool is a multi-function tool that gives you the capabilities of
- displaying, placing, marking, moving, cloning, smiting and inspecting
- any organism in the ecosystem.
-
- Click on the small On/Off button below the icon to turn on and off the display
- of all life in the ecosystem.
-
- Click and hold on the Life icon to see a pop-up menu of all the capabilities
- of this tool.
-
- Click quickly on the Life icon to reselect the previous submenu choice
- without opening the submenu.
-
- [PAGE: 111]
-
-
-
- POPULATE
-
- Populate lets you add plants or animals to the ecosystem.
-
- When Populate is active, the cursor will appear as a DNA spiral. Clicking
- or clicking and dragging will place the Selected Species into the ecosystem.
- To change the Selected Species, see the section on the Dashboard above.
-
- There are places where you cannot place a new organism. You can't place a
- plant on a plant, or an animal on an animal. Sometimes when you place an
- organism, you cannot see it any more. That's usually because there is
- something else in that spot that has drawing priority, i.e., animals are drawn
- over plants, etc. A complete explanation of drawing order is given in the Edit
- Window Display Area section above.
-
-
- SMITE
-
- Smite lets you remove individual plants or animals from the world. When Smite
- is active, the cursor becomes a lightning bolt. Click on any life-form to end
- its miserable existence (or enjoyable existence, if you want to feel guilty).
-
- To remove an entire species, see the Populate Window below.
-
-
- MOVE
-
- Move lets you drag an individual plant or animal to another location. When
- Move is active, the cursor becomes a hand. Click and drag to move any organism
- to another place.
-
- When moving an organism, you can't place a plant on a plant or an animal
- on an animal. If you place an organism and cannot see it any more, it's
- because something else in that spot has drawing priority, i.e., animals are
- drawn over plants, etc.
-
-
- CLONE
-
- Clone lets you make a copy of an existing plant or animal. When Clone is
- active, the cursor becomes a double set of DNA spirals. Click and hold on any
-
- [PAGE: 112]
-
- organism, then drag the cursor to a new location and release the mouse
- button.
-
- If you hold down the Option key (or Control key on computers with no Option
- key) while cloning, the clone will mutate. For more information on mutations,
- see the section on Mutation below.
-
- When cloning an organism, you cannot place a plant on a plant or an animal
- on an animal. If you place an organism and can't see it any more, it's
- because something else in that spot has drawing priority, i.e., animals are
- drawn over plants, etc.
-
-
- THE CARROT (RECRUIT)
-
- The Carrot is for calling individual animals. When the Carrot is active, the
- cursor will appear as a carrot. While the Carrot is active, and you click
- and hold (for a while) in the display area, the animals of the Selected
- Species (the one listed in the middle section of the Dashboard) will try
- to go to where you click.
-
- To change the Selected Species, see the section on the Dashboard above.
-
- If you hold down the Option key (or Control key if your keyboard has no
- Option key) and click, only the highlighted animal will be called to your
- click.
-
- This tool is useful for separating individuals or groups so it is easier to
- move, clone, relocate or otherwise play with them.
-
-
- HIGHLIGHT
-
- Highlight lets you mark a plant or animal. When Highlight is active, the
- cursor becomes a highlighted box. Click on any organism to highlight it.
-
- When you highlight an organism, it becomes the Selected Species. When Auto
- Tracking is active in the Goodies submenu of the Simulation Menu, the screen
- will scroll so the highlighted organism stays in view.
-
- [PAGE: 113]
-
- SHOW GENES
-
- Show Genes allows you to inspect the genes of any individual plant or animal.
- When Show Genes is active, the cursor will appear as a DNA spiral and pencil.
- Click on any organism to bring up the Genome Window.
-
- This is the one place in SimLife when you can inspect and modify the genes
- of one individual organism instead of the species prototype.
-
- The Genome Window is explained in detail below.
-
-
- SHOW VARIABLES
-
- Show Variables allows you to inspec the simulation variables of any
- individual plant or animal. These variables are the non-genetic information
- that is different for each organism and that changes throughout its life,
- including health, age, height, weight, etc.
-
- When Show Variables is active, the cursor will appear as a slider control.
- Click on any organism to bring up the Variables Window. The Variables
- Window is explained in detail below.
-
-
- SHOW PHENOTYPE
-
- Show Phenotype bring up a small window displaying the "flash card" image of
- any plant or animal. When Show Phenotype is active, the cursor will appear as
- an eye. Click on any organism to see its flash card picture.
-
- The Phenotype Window is explained in detail below.
-
-
- SPECIATE
-
- Speciate lets you grab an individual organism from one species and change it
- into another species in a number of ways.
-
- When Speciate is active, the cursor will appear as a sort of triangle of three
- boxes, representing "two descended from one." Click on any organism to open
- the Speciate Window. The Speciate Window is explained in detail below.
-
- [PAGE: 114]
-
-
-
- WATER TOOL
-
- The Water tool toggles on and off the display of water in the Edit Window, and
- lets you add or remove water from the ecosystem.
-
- Click on the small On/Off button below the icon to turn on and off the display
- off all water in the ecosystem.
-
- When the Water tool is active, the cursor says H2O. Click or click and drag
- the cursor on land to turn it into water. Click or click and drag on water to
- turn it into land.
-
- Use this tool to customize landforms, enlarge or remove lakes and isolate
- groups of land animals. You can also make islands and moats, and spell your
- name in a river.
-
-
- FOOD TOOL
-
- The Food tool lets you place or remove Ultra-Food sources anywhere you want.
- This food will feed any animal an unlimited supply of whatever it needs to
- survive. This is especially useful in newer ecosystems that haven't had time
- for plants to spread, or when the food chain has been broken.
-
- When the Food tool is active, the cursor becomes a shopping cart.
-
- Ultra-Food sources last forever and provide an unlimited amount of food to all
- animals that approach them.
-
-
- BARRIER TOOL
-
- The Barrier tool lets you put down impenetrable barriers in the ecosystem that
- only flying organisms can cross.
-
- When the Barrier tool is active, the cursor becomes a pile of rocks. Click
- anywhere on land or water to place a barrier.
-
- Barriers are useful for dividing populations into isolated groups. You can
- then expose each group to different environmental pressures and track the
- divergent evolution in the different groups.
-
- [PAGE: 115]
-
-
- Since flying organisms can cross barriers, to isolate them you'll have to use
- the altitude tool and make very high mountains.
-
-
- TOXIN TOOL
-
- The Toxin tool lets you palce a deadly poison into the ecosystem. This poison
- will decreas an organism's health when it is directly adjacent to it.
-
- When the Toxin tool is active, the cursor becomes a skull and crossbones
- Click or click and drag in the Edit Window to place toxins.
-
- [PAGE: 116]
-
-
- If you place a toxin on top of a creature, the creature will be drawn on top
- of the toxin. You may want to temporarily turn off the life layer when placing
- toxins.
-
-
- MUTAGEN TOOL
-
- The Mutagen tool allows you to place material in the ecosystem that will raise
- the odds of mutations occuring in nearby plants and animals.
-
- When the Mutagen tool is active, the cursor becomes the radiation symbol.
- Click or click and drag in the Edit Window to place mutagens.
-
- If you place a mutagen on top of a creature, the creature will be drawn on top
- of the mutagen. You may want to temporarily turn off the life layer when
- placing mutagens.
-
- A detailed description of Mutation is found below in the Reference section.
-
-
- HELP
-
- Click and hold on the Help button to see an on-screen reminder of what
- each button in the Edit Window Control Panel does.
-
-
- THE JOYSTICK
-
- This is a simulated joystick to scroll the area that is displayed in the Edit
- Window. Clicking or clicking and holding on any of the arrows will scroll the
- Display Area over the world in the direction the arrow points.
-
- [PAGE: 117]
-
-
-
- MAP WINDOW
-
- The Map Window is a satellite view of the entire world. It is where you
- get an overview of the status of your ecosystem, garner information on the
- environment and soil quality, and check the location of various objects and
- organisms. It is also the launching site for mass-populating the ecosystem
- and building new worlds.
-
- The Map Window can be opened or activated by selecting Map in the Windows
- Menu or by clicking on the Map icon on the Dashboard.
-
- Note: on some computers, the Map Window Control Panel is found at the top
- of the screen, integrated with the Dashboard. See your machine-specific
- addendum for details.
-
- [PAGE: 118]
-
-
-
- MAP WINDOW TITLE BAR
-
- The Map Window Title Bar displays the scenario name, or the world name if you
- bulid one of your own.
-
- The Map Window can be moved around the screen by clicking and dragging the
- Title Bar. Clicking on the Close Box on the left side of the Title Bar makes
- the Map Window go away.
-
-
- DISPLAY AREA
-
- The Map Window Display Area is the actual map of your world. Because of the
- scale of the map, objects, items and organisms in it are tiny and are
- represented by colored or shaded dots or areas.
-
- Many of the objects can be recognized by the color keys or indicators in the
- Map Window Control Panel. Organisms can be identified by their color as shown
- on the Dashboard.
-
-
- EDIT RECTANGLE
-
- Somewhere in the Map Window Display Area is the Edit Rectangle. This rectangle
- circumscribes the area of the map that is currently visible in the Edit
- Window.
-
- Clicking anywhere on the map will cause the Edit Rectangle to center to center
- itself around the cursor. You can also click and drag the Edit Rectangle.
- When the Edit Rectangle is moved, the Edit Window will change to display the
- new area in the rectangle.
-
- Double-clicking in the Edit Rectangle brings the Edit Window to the front.
-
-
- THE MAP WINDOW CONTROL PANEL
-
- The Map Window Control Panel is filled with buttons that control what is
- viewed in the map. The display controls do not affect the world or the
- simulation in any way, just what you see at a particular time.
-
- There are two different types of display controls: multi-level displays - only
- one (or none) of which can be displayed at a time, and single level
-
- [PAGE: 119]
-
- displays - any or all of which can be displayed at a time. When applicable,
- a color key will appear near the middle of the Map Window Control Panel to
- help you interpret the multi-level data.
-
- There are also two buttons that open the related Populate and World Design
- Windows.
-
-
- SOIL DEPTH
-
- Soil Depth shows the depth, and therefore (in SimLife at least), the quality
- of the soil. It is a multi-level display, and cannot be displayed at the
- same time as any other multi-level display.
-
- A color/shade key to help you interpret soil depth will appear near the
- middle of the Map Window Control Panel.
-
- The deeper the soil, the better the conditions and the more nutrients there
- are for plants. New worlds will have shallow soil, but as plants grow and die,
- they increase the depth. There will always be at least some good soil in
- new worlds, especially near water sources.
-
- Soil will erode if there are no plants on it.
-
-
- FILTER FEEDER FOOD
-
- Filter Feeder Food shows the amount of food available for the filterfeeding
- animals such as crustaceans and whales in the ocean, and spiders, insect-
- eating birds and anteaters on the land. It is a multi-level display, and
- cannot be displayed at the same time as any other multi-level display.
-
- Filter food consists of plants and animals in the ocean, the soil and the
- air that range from microscopic size to the size of large insects. Filter
- food is at the bottom of the food chain.
-
- Filter food concentrates in shallow water and on shorelines, where it can
- get nutrients from the nearby soil yet still receive sunlight. Since it
- requires sunlight, the amount of filter feeder food will vary with the
- seasons.
-
- [PAGE: 120]
-
-
- A color/shade key to help you interpret the available filter feeder food will
- appear near the middle of the Map Window Control Panel.
-
-
- TEMPERATURE
-
- Temperature shows the air temperature in the world. It is a multi-level
- display, and cannot be displayed at the same time as any other multi-level
- display.
-
- A color/shade key to help you interpret the temperature will appear near
- the middle of the Map Window Control Panel.
-
- Temperature changes with the seasons and directly affects plants and
- indirectly affects animals.
-
-
- MOISTURE
-
- Moisture shows the amount of moisture in the world. It is a multi-level
- display, and cannot be displayed at the same time as any other multi-level
- display.
-
- A color/shade key to help you interpret humidity will appear near the middle
- of the Map Window Control Panel.
-
- Moisture includes both humidity in the air and precipitation, and changes
- with the seasons. The presence of plants increases moisture. As moisture
- increases, plant-growing conditions improve so more plants can grow. This in
- turn attracts and feeds more animals and increases soil depth.
-
-
- ALTITUDE
-
- Altitude shows the height of the land in the world. It is a multi-level
- display, and cannot be displayed at the same time as any other multi-level
- display.
-
- A color/shade key to help you interpret altitude will appear near the middle
- of the Map Window Control Panel.
-
- [PAGE: 121]
-
-
- The altitude of a new world affects the climate. (See The World Building
- Process in Miscellaneous Simstuff at the end of this section for more info.)
- Also, only animals with climbing capability can move up or down steep slopes.
-
-
- LIFE
-
- Life toggles on and off the display of plants and animals on the map. This
- is a single-level display, and can be viewed along with one of the multi-
- level displays and any or all of the other single-level displays.
-
- See the Dashboard to find out what colors represent which organisms.
-
-
- WATER
-
- Water toggles on and off the display of all water on the map. This is a
- single-level display, and can be viewed along with one of the multi-level
- displays and any or all of the other single-level displays.
-
-
- BARRIERS
-
- Barriers toggles on and off the display of any barriers on the map. This is
- a single-level display, and can be viewed along with one of the multi-level
- displays and any or all of the other single-level displays.
-
-
- TOXINS
-
- Toxins toggles on and off the display of any toxin deposits on the map.
- This is a single-level display, and can be viewed along with one of the
- multi-level displays and any or all of the other single-level displays.
-
-
- MUTAGENS
-
- Mutagens toggles on and off the display of mutation-causing agents on the
- map. This is single-level display, and can be viewed along with one of the
- multi-level displays and any or all of the other single-level displays.
-
-
- FOOD SOURCES
-
- Food Sources toggles on and off the display of any Ultra-Food food sources on
- the map. This is a single-level display, and can be viewed along with one
- of the multi-level displays and any or all of the other single-level displays.
-
- [PAGE: 122]
-
-
-
- TRAILS
-
- Trails toggles on and off the display of the trails that animals follow on
- the map, so their foraging movements can be observed. This is a single-level
- display, and can be viewed along with one of the multi-level displays and
- any or all of the other single-level displays.
-
- Trails, like all other data layers, exist even when their display is turned
- off. Trails are used by animals to find or avoid each other for eating or
- mating, or because of genetic attraction or avoidance.
-
- Animals can sense and follow other animals' trails. This is the SimLife
- equivalent to vision and is controlled by the vision gene.
-
-
- HELP
-
- Click and hold on the Help button to see an on-screen reminder of what each
- button in the Map Window Control Panel does.
-
-
- POPULATE BUTTON
-
- Populate... opens the Populate Window so you can add plants or animals to the
- world. A complete explanation of the Populate Window can be found below.
-
- You can hold down the Option key (or the Control Key if your keyboard has no
- Option key) while clicking on the Populate button to randomly populate the
- world with plants and animals.
-
- Build World Button
-
- Build World... opens the World Desing Window so you can create a new world. A
- complete explanation of the World Design Window can be found below.
-
- [PAGE: 123]
-
-
-
- POPULATE WINDOW
-
- The Populate Window lets you add or delete plants and animals to or from the
- world in large numbers, as opposed to the Edit Window, where you can only add
- or remove one organism at a time.
-
- The Populate Window can be reached through the Populate button in the Map
- Window Control Panel, and through the Goodies submenu in the Simulation Menu.
-
- The basic process of populating the world is to first select a species (or
- group of species), and pick a number of organisms to be added or deleted.
- Next, choose whether to add the species (either as a group or scattered all
- over the world) or delete the species. Then decide whether the organisms
- should be put on the land or in the water or both. And last, instruct the
- computer to "Make It So."
-
-
- SELECTED SPECIES
-
- The Selected Species is the type of plant or animal you want to add or remove.
- It will default to the Selected Species in the Dashboard.
-
- To change the Selected Species, click and hold on the arrow button to open a
- submenu of all available plants and animals, then slide the cursor to the one
- you want. In addition to individual species, you can also select either All
- Plants or All Animals.
-
- When you change the Selected Species in the Populate Window, it will also
- change in the Dashboard.
-
-
- NUMBER
-
- This is the number of organisms to be added or deleted. If you have chosen All
- Plants or All Animals as the Selected Species, then this number of each
- species will be added.
-
- To adjust the number, click or click and hold on the up or down arrows, or
- highlight the number and type in a new one.
-
- [PAGE: 124]
-
-
-
- ADD A GROUP
-
- Click on this button if you want the Selected Species to be added to the world
- in a group.
-
-
- ADD SCATTERED
-
- Click on this button if you want the Selected Species to be spread all over
- the world when it is added.
-
-
- KILL OFF
-
- Click on this button if you want the Selected Species to be removed from the
- world.
-
-
- ON THE LAND
-
- Click on this button if you want the Selected Species to be placed on dry land
- when it is added to the world.
-
-
- IN THE WATER
-
- Click on this button if you want the Selected Species to be placed in the
- water when it is added to the world.
-
-
- ANYWHERE
-
- Click on this button if you want the Selected Species to be placed randomly on
- both land and water when it is added to the world.
-
-
- NEVER MIND
-
- Click on this button if you wish to leave the Populate Window without adding
- or deleting any organisms.
-
-
- MAKE IT SO
-
- Click on this button when you are happy with all the settings above. The
- Selected Species will be added or deleted and the Populate Window will close.
-
-
- HELP
-
- Click and hold on the Help button to see on-screen help for this window.
-
- [PAGE: 125]
-
-
-
- WORLD DESIGN WINDOW
-
- The World Design Window lets you create new worlds to suit your whims or the
- needs of your experiments. It can be reached through the Build World button in
- the Map Window Control Panel, and through the Goodies submenu in the
- Simulation Menu.
-
- The basic process of world design is to first choose settings for climate,
- rivers and mountains, the decide which and how many artifacts you want in the
- world then pick a size for the world, name it and "Make It So."
-
- Most of the settings involve slider controls. To adjust them, click and drag
- the arrows.
-
- There are four possible world sizes. When choosing world sizes, keep in mind
- the speed of your computer (larger worlds run slower), the amount of RAM you
- have (larger worlds take more memory), and the particular experiment you are
- designing. Larger world sizes are not available on some computers while in
- black and white mode.
-
-
- REGIONAL WEATHER VARIATION
-
- This adjustment controls the variations in temperature and moisture in your
- ecosystem's climate. When set to high, the seasonal changes in both
- temperature and moisture will be high. When set to low, the ecosystem will
- have very little difference between seasons.
-
-
- WORLD AVERAGE TEMPERATURE
-
- This adjustment sets the average, or center point around which the seasonsal
- temperature variations vary.
-
-
- WORLD AVERAGE MOISTURE
-
- This adjustment sets the average, or center point around which the seasonal
- moisture variations vary.
-
- [PAGE: 126]
-
-
-
- RIVERS AND LAKES
-
- This adjustment sets the amount of the ecosystem that is covered by water. It
- ranges from none to many, which will cover the entire world except for the
- highest mountain peaks. If you set the Rivers and Lakes to many and mountains
- to none in the adjustment below, you can create an ocean-only ecosystem.
-
-
- MOUNTAINS
-
- This adjustment sets the amount of mountains that will be generated in the
- ecosystem.
-
-
- TOXINS
-
- This adjustment sets the amount of toxins that will appear scattered around
- the new world when it is generated. These can be set from none to many.
-
-
- MUTAGENS
-
- This adjustment sets the amount of mutagens that will appear scattered around
- the new world when it is generated. These can be set from none to many.
-
-
- FOOD SOURCES
-
- This adjustment sets the amount of Ultra-Food Food Sources that will appear
- scattered around the world when it is generated. These can be set from none to
- many.
-
-
- BARRIERS
-
- This adjustment sets the amount of Barriers that will appear scattered around
- the new world when it is generated. These can be set from none to many.
-
-
- NEW WORLD NAME
-
- This is where you enter the name for the new world.
-
- [PAGE: 127]
-
-
-
- TINY
-
- Click on this button to generate a tiny world, which will be 32 x 64 tiles.
-
-
- SMALL
-
- Click on this button to generater a small world, which will be 64 x 128 tiles.
-
-
- MEDIUM
-
- Click on this button to generate a medium-sized world, which will be 128 x 256
- tiles.
-
-
- LARGE
-
- Click on this button to generate a large world, which will be 256 x 512 tiles.
-
-
- NEVER MIND
-
- Click here if you want to exit the World Design Window without building a new
- world.
-
-
- MAKE IT SO
-
- Click here when you are satisfied with all the settings and want to exit this
- window and proceed with building a new world.
-
-
- HELP
-
- Click and hold on the Help button to see on-screen help for this window.
-
-
- [PAGE: 128]
-
-
- BIOLOGY LAB
-
- The Biology Lab is a multi-level window for inspecting and modifying existing
- plant and animal species, and designing and creating new ones. It can be
- reached either through the Biology Lab item in the Windows Menu or through the
- Biology Lab icon in the Dashboard. You can also open the Biology Lab directly
- to the second (edit) level by double clicking on an organisms icon in the
- Dashboard.
-
- The Biology Lab can be moved around the screen by clicking and dragging the
- Title Bar. It will go away if you click in the Close Box.
-
-
- BIOLOGY LAB AT SELECT LEVEL
-
- The first level of the Biology Lab is for selecting an organism to work with.
- The second level is for editing, where you modify the organism and/or its
- icon. From the second level you can open the Genome Window and inspect or
- manipulate the organism's genetic code.
-
- [PAGE: 129]
-
-
-
- PROTOTYPES AND INDIVIDUALS
-
- In the Biology Lab, you can only edit the Prototype (the genetic starting
- point) of a species.
-
- To edit the genes of an individual organism, you will have to select the
- individual in the Edit Window with the Show Genes function of the Life Tool
- and do the editing in the Genome Window.
-
-
- SELECT LEVEL
-
- Here you select an existing species to edit, copy, delete or save. You can
- also create a new plant or animal species, or load in previously saved
- species, individually or in groups (zoos). Once you have gone from here to the
- Edit Level and modified a species, return here to save your changes.
-
-
- SELECTED SPECIES
-
- This is the species that is ready for editing, copying, etc. Icons of all
- possible species are displayed on the right side of the window. To select a
- new Seleted Species, click its icon. Changing the Selected Species here
- changes it in all windows.
-
-
- EDIT
-
- Click here to move to the Edit level of the Biology Lab so you can inspect or
- modify the Selected Species.
-
-
- COPY
-
- Click here to make a copy of the Selected Species that you can then edit and
- save.
-
-
- DELETE
-
- Click here to remove the Selected Species from the current world. Deleting a
- species will not remove it from the disk or prevent you from using it in
- another world.
-
-
- SAVE
-
- Click here to save you edited species to disk for later use.
-
- [PAGE: 130]
-
-
-
- Warning: If you edit any of the plants and animals that come with
- SimLife, you should save them under different names or in different
- folders or directories than the originals so you can go back to the
- originals at a later time. Whatever you do, don't save over the
- original plants and animals on the original disks. Protect your zoo!
-
-
- NEW PLANT
-
- Click here to go to the Edit Level of the Biology Lab to create a new plant.
-
-
- NEW ANIMAL
-
- Click here to go to the Edit Level of the Biology Lab to create a new animal.
-
-
- SAVE ALL PLANTS
-
- Click here to save all the currently defined plants to disk in a single file.
- These plants can all be loaded in at once by using the Load A Zoo button.
-
-
- SAVE ALL ANIMALS
-
- Click here to save all the currently defined animal species to disk in a
- single file. These animals can all be loaded in at once by using the Load A
- Zoo button.
-
-
- DELETE ALL PLANTS
-
- Click here to remove all plants from the world. This only removes them from
- the current world in the current experiment or scenario; it does not remove
- them from the disk or prevent them from being used in other worlds or
- scenarios.
-
-
- DELETE ALL ANIMALS
-
- Click here to remove all animals from the world. This only removes them from
- the current world in the current experiment or scenario; it does not remove
- them from the disk or prevent them from being used in other worlds or
- scenarios.
-
- [PAGE: 131]
-
-
-
- LOAD A SPECIES
-
- Click here to open a dialog box or requester to load in a previously saved
- plant or animal.
-
-
- LOAD A ZOO
-
- Click here to open a dialog box or requester to load in a previously saved
- Zoo file. A Zoo is a group of plants or animals saved together by using the
- Save All Plants or Save All Animals button.
-
-
- EDIT LEVEL
-
- The Edit Level of the Biology Lab lets you easily modify or design organisms,
- as well as draw or change icons for the organisms and make a few basic genetic
- manipulations.
-
- When you edit at the Edit Level, you can never edit one individual member of a
- species. You can only edit the prototype of the species.
-
- You can get to the Edit Level from the Select Level by selecting a species
- from the icons and then clicking on the Edit button, by double-clicking on a
- Selet Level plant or animal icon, or by clicking either the New Plant or New
- Animal buttons.
-
- You can also edit a species by double-clicking on the species' icon on the
- Dashboard. Whenever you start a new plant or animal, you will be editing the
- entire species.
-
- [PAGE: 132]
-
-
-
- The Edit Level of the Biology Lab is slightly different for animals and
- plants.
-
-
- NAME
-
- This is a display of the name of the Selected Species.
-
-
- RENAME
-
- Click here to open a dialog box or requester that allows you to rename the
- current species.
-
-
- FLASH CARDS
-
- The flash cards give you a simple way to modify or design an organism.
-
- These flash card pictures are not actually representative of how the organism
- looks. SimLife organisms are electronic and look like a matrix of ones and
- zeros manifested as energy levels in transistor switches in the memory of your
- computer. Since we humans can't see energy levels in transistors, we've put
- these flash cards into SimLife as a pictorial analogy: a way to think of these
- organisms in familiar terms, to relate them to combinations of plants and
- animals we are familiar with.
-
- The pictures of the flash cards were chosen and drawn to help you understand
- how the animal fits into the environment. Looking at these pictures, it is
- fairly easy to figure out the organism's food, brain size, method of movement,
- etc.
-
- [PAGE: 133]
-
-
- Each SimLife organism is represented by a combination of three pictures. Each
- of these pictures represents at least two genetic factors. To change the
- pictures, click on the up or down arrows above or to the left of the pictures.
-
- As you "flip" through the flash cards, a text description of the organism will
- appear below the pictures.
-
- Designing organisms through the flash cards is somewhat limited. These
- creatures will only have one food source, one type of seed, one method of
- motion, etc. To add abilities to your creature, you can enter the Genome
- Window and fine-tune its genetic code.
-
- Note: You can flip through the flash cards all you want without
- messing up your organism. The changes you make to the flash cards
- don't actually affect the organism until you click on the Change
- Prototype Genome to Match Picture button, as explained below.
-
- The flash cards for plants are arranged vertically.
-
- The top card has eight possible pictures, which represent two factors: the
- presence or absence of nectar and the four seed types (sticky, dropping,
- drifting or fruit).
-
- The middle card has 18 possible pictures, which represent three factors:
- deciduous or evergreen, evaporation rate (dry, normal or humid) and structure
- (grass, tree or shrub).
-
- The bottom card has eight possible pictures, which represent three factors,
- all of which deal with the plant's germination: floating or nonfloating seeds,
- sprouting temperature (high or low) and sprouting moisture (high or low).
-
- [PAGE: 134]
-
-
- The flash cards for animals are arranged horizontally.
-
- The left card, the front of the animal, has 18 possible pictures, which
- represent two factors: the food source (nectar, plants, animals, fruit, filter
- or seeds) and the intelligence (large, medium or small).
-
- The middle card has 20 possible pictures, which represent two factors: method
- of movement (walk, climb, swim or fly) and preferred environment (ocean,
- jungle, plains, mountain or desert).
-
- The right card, the rear of the animal, has six possible pictures, which
- represent two factors: gestation size and time (small, medium or large) and
- litter size (1-2 or 4-8).
-
-
- GENE POOL DIVERSITY
-
- This slider sets the genetic spread-the amount of variance in the genes-of a
- species when you add it to the world through the Populate Window or with the
- Populate function of the Life Tool in the Edit Window. From then on, genetic
- diversity is in the hands of natural selection and the species' genetic
- algorithm.
-
-
- MATING DIFFERENCE
-
- This slider control sets the limits on how different the genetic code of two
- individuals of two species can be, while still allowing them to mate.
-
-
- % GENES FROM FATHER
-
- This slider controls the amount of genes the offspring receives from the
- father. The rest of the genes come from the mother. This slider has no effect
- in asexual species.
-
-
- ICON SECTION
-
- Here you can change or edit the icons that represent the existing creatures,
- and choose or create new icons for new creatures.
-
- There are differences in the icon section for plants and animals.
-
- [PAGE: 135]
-
-
- Plant Icons
-
- Each plant needs four icons that represent the four stages of plant life:
- seed, with flowers, with leaves (but no flowers) and with no leaves. You can
- either choose from the included icons or draw on your own. You can also choose
- icons, then edit them yourself.
-
- To choose a set of plant icons, click and hold on the Icons button to open a
- submenu of 32 predrawn plants, then slide the cursor to the one you want and
- release the mouse button.
-
- The submenu only shows one of the icons-leaves, no flowers-but all four icons
- are there.
-
- The icon drawing process is simple:
-
- * Choose the icon you want to draw or change, then click on it.
-
- * Click on the color in the pallette you want to draw with.
-
- * Click or click and drag in the drawing area. R.Y.G.A.R.-(c) 1993 !!!
-
- If you make a mistake, you can undo your last drawing action by clicking on
- the Undo button, or selecting Undo in the Edit Menu.
-
- [PAGE: 136]
-
-
- Since different stages of the plant's life may look very similar, you can:
-
- * Draw one stage.
-
- * Select the Copy Icon item in the Edit Menu.
-
- * Click on another icon.
-
- * Select the Paste Icon item in the Edit Menu
-
- * Make any changes as necessary.
-
- There is also a Clear button. Use this to completely clear an icon if you want
- to start over.
-
- Animal Icons
-
- There are four icons for each animal, but only two that you can draw or
- change. There are two stages of life represented by animal icons: child and
- adult. Since animals move, you'll need two child and two adult icons facing in
- different directions.
-
- You can either choose from the included icons or draw your own. You can also
- choose icons, then edit them yourself.
-
- [PAGE: 137]
-
-
- To choose a set of animal icons, click and hold on the Icons button to open a
- submenu of 64 predraws animals, then slide the cursor to the one you want and
- release the mouse button.
-
- The submenu only shows the adult icons in one direction, but all four icons
- are there.
-
- The icon drawing process for animals is even simpler than for plants: you
- don't have to draw the "flipped" icons-they are automatically generated for
- you.
-
- * Choose either the left adult or the left child icon and click on it.
-
- * Click on the color in the pallette you want to draw with.
-
- * Click or click and drag in the drawing area.
-
- If you make a mistake, you can undo your last drawing action by clicking on
- the Undo button, or by selecting Undo in the Edit Menu.
-
- Since the two stages of the animal's life look very similar, you can:
-
- * Draw one stage.
-
- * Select the Copy Icon item in the Edit Menu.
-
- * Click on another icon.
-
- * Select the Paste Icon item in the Edit Menu.
-
- * Make any changes as necessary.
-
- There is also a Clear button. Use this to completely clear an icon if you want
- to start over.
-
- [PAGE: 138]
-
-
-
- BIOLOGY LAB BUTTONS
-
- At the lower-left corner of the Biology Lab are seven buttons. Many of these
- buttons are very powerful and can drastically alter the gene pool of an entire
- species, so a warning message will appear to give you a chance to back out.
-
- Return to Select Level
-
- Click here to return to the Select Level so you can save the current species
- and/or edit another.
-
- Change Picture to Match Prototype Genome
-
- Click here to update the picture to match any changes you have made to the
- species prototype in the Genome Window.
-
- Change Prototype Genome to Match Picture
-
- Click here to change the genetic code for the prototype species to match the
- flash card picture. You can flip through the flash cards all you want, and it
- won't affect the genetic code until you click on this button.
-
- Edit Species Genome
-
- Click this button to open the Genome Window for the Selected Species.
-
- Make Population Match Prototype Genome
-
- Click here to update the genetic code of the entire population of the Selected
- Species to match the genetic code of the currently selected species'
- Prototype.
-
- This is a deceptively powerful button that goes way beyond the capabilities of
- today's biological science. In the world we live in, you can make changes to
- an organism's genetic code, but the changes won't be noticeable until a future
- generation-the organism won't re-form itself to match the new code.
-
- [PAGE: 139]
-
-
- This tool in SimLife not only changes the genetic code of a whole population
- of organisms, it instantly updates the population physically, mentally or
- whateverly to match its new genetic code. If you add the ability to fly to the
- Prototype and push this button, the whole population of this species will
- instantly grow wings.
-
- Make Prototype Genome Match Population
-
- Click here to change the Prototype of the organism being edited to match the
- current population of that species.
-
- Help
-
- Click and hold on the Help button to see an on-screen reminder of what each
- button in the Biology Lab does.
-
- [PAGE: 140]
-
-
-
- GENOME WINDOWS
-
- There are actually two Genome Windows: one for animals and one for plants.
- These windows display the entire genetic code for any species or individual
- organism and allow you to change, modify, manipulate or redesign the organisms
- at the genetic level.
-
- The Genome Window can be opened from the Biology Lab by clicking on the Edit
- Species Genome button or from the Edit Window by using the Life Tool in Show
- Genes mode and clicking on an organism.
-
- When you enter the Genome Window through the Biology Lab you will be looking
- at the prototype genome for the whole species. When you enter from the Edit
- Window you will be looking at the genome for the individual that you clicked
- on.
-
- The Genome Window both consists of a number of slider controls, on/off
- switches and drop-down menu choices. Designing or modifying organisms at the
- genetic level is actually a lot easier than it looks-once you understand what
- each of the genes does.
-
- Perhaps the most important thing to keep in mind when designing an organism is
- this: There is no free lunch. Even in SimLife. The price you pay is in energy
- consumption. If you create an animal that can climb and swim and fly, and it's
- large and fast and strong and has sharp vision and powerful weapons, it will
- require so much energy to survive that it probably couldn't eat enough to stay
- alive even if it lived in a supermarket. As you design or modify an organism,
- keep an eye on the Energy Requirement Bar near the lower-right corner of the
- window. (It will be explained in detail below.)
-
- The genome only contains the potentials for the animal. There are a number of
- factors or variables for each individual animal that change with time. These
- variables include current health, weight, age, current food and water storage,
- etc., and can be found in the Variables Window as described below.
-
- [PAGE: 141]
-
-
-
- HELP
-
- At any time in this window you can click and hold on the name of any gene or
- group of genes for a pop-up explanation of what the gene does.
-
-
- TITLE SECTION
-
- This part of the Genome Window displays the name of the species or individual
- organism currently being edited. If it is an individual organism, it will have
- a number as part of its name.
-
-
- GENDER
-
- There are four possible settings for Gender: Female, Male, Asexual, and
- Sterile. Click and hold the down-arrow button to reveal the Gender submenu,
- then slide the cursor to the gender (or lack thereof) of your choice.
-
-
- MOVEMENT
-
- There are four ways animals can move. They can walk, climb, swim or fly. The
- different methods of movement require differing amounts of energy: swimming
-
- [PAGE: 142]
-
- takes the least, flying takes the most and walking and climbing are somewhere
- in the middle. Of course, you can go to the Laws of Physics Window (see below)
- and change the energy it takes to do these things.
-
- Clicking on the button to the left of each method of movement toggles it on
- and off for the animal being edited. Animals can be made capable of more than
- one type of movement, but the more skills and abilities an animal has, the
- more energy it requires.
-
- If all types of movement are turned off, the animal will just sit in one
- place-like an anemone.
-
- [PAGE: 143]
-
-
-
- FOOD SOURCES
-
- In addition to Ultra-Food, there are six food sources that animals can eat:
- nectar, plants, animals, fruit, filter food (plankton and near-microscopic
- plants and animals in the sea, soil and air) and seeds.
-
- Clicking on the button to the left of each food source toggles it on and off
- for the animal being edited. Animals can be made capable of eating more than
- one type of food, but more sources take more energy due to the more versatile
- digestive system required to absorb the different materials.
-
-
- BEHAVIOR
-
- There are four slider controls, two drop-down menus and a series of icons and
- buttons that define the animal's behavior. In SimLife, all behavior is geared
- to foraging for food, finding a mate and fleeing enemies.
-
- The Share Food slider deals with the social aspects of eating. If the slider
- is all the way to the left, then the animal will hunt and eat alone, like the
- tiger. If the slider is all the way to the right, then the animal has highly
- developed social graces when it comes to food. These species will hunt or
- gather together and share food with any member of their species.
-
- The Roaming slider adjusts how often the animal will move when it doesn't
- absolutely need to find food or water right away.
-
- The Turning slider adjusts the number and severity of directional changes the
- animal makes while moving.
-
- The Persist slider controls how long a creature will follow a trail before
- giving up and trying something else.
-
- Turn Type is a pull-down menu that lets you choose between three types of
- turning behaviors: zig-zag, looping and random.
-
- Turn Angle is a pull-down menu that lets you choose between four severities of
- turns that the animal can make: low, medium-low, medium-high and high. A high
-
- [PAGE: 144]
-
- turn angle helps an animal thorougly explore a small area, while a low turn
- angle allows an animal to hastily cover a larger territory.
-
- The Prefer/Avoid/Ignore controls set what types of plants or animals your
- current animal will be attracted to or repelled by.
-
- You can choose up to eight organisms and set whether they attract or repel
- your animal:
-
- * Click on any of the buttons below the icons to toggle between
- Prefer (+), Avoid (-) or Ignore (0).
-
- * Click and hold on the icon above to reveal a submenu of all life-forms
-
- * Slide the cursor to the plant or animal you want, then release the mouse
- button.
-
- Hint: it is a good idea not to have your animal be attracted to another animal
- that will eat it.
-
- Icons to the right take precedence in behavior conflicts, i.e., if an animal
- comes into contact with one thing that it is attracted to and another thing
- it is repelled by at the same time, it will react to the one whose icon is
- farthes to the right.
-
-
- LIFE
-
- This section of the genetic code consists of two sliders and one pull-down
- menu that deal with the animal's maturation rate and length of life.
-
- Life Span is a slider control for adjusting the maximum life span of the
- animal. This maximum life span is a percentage of the maximum life span in the
- Laws of Physics Window.
-
- Adult is the age, or point in the life span, where the animal reaches
- maturity. Animals grow in size until they reach adult age.
-
- Die-off is a pull-down menu with three choices for death age (die-off is
- superceded by death due to starvation, dehydration or predation): immortal,
- live to old age and live to medium age. Click and hold on the down-arrow
- button to see the menu, then slide the cursor to your choice.
-
- [PAGE: 145]
-
-
- When the setting is immortal, the animal will not die of natural causes.
- When the setting is old age, the animal will live out its maximum life span.
- When the setting is medium age, the animal will die somewhere between
- maturity and maximum life span.
-
-
- FEATURES
-
- This section of the Genome Window consists of four slider controls that deal
- with physical survival features, which require a lot of energy.
-
- The Size slider controls the maximum size of the animal.
-
- The Stealth slider controls the animal's ability to move silently and avoid
- predators.
-
- The Weapons slider controls the power of the animal's weapon (claws, teeth,
- poisons, etc.).
-
- The Vision slider controls the animal's visual acuity.
-
-
- GESTATION
-
- This section of the Genome Window consists of four sliders and one pull-down
- menu that deal with the animal's reproductive system.
-
- The Size slider controls the amount that the animal gains in size during
- gestation, which directly relates to how much food/energy the animal needs to
- reproduce.
-
- The Time slider controls the amount of time the animal takes to produce
- offspring.
-
- The %Female slider controls the percentage of offspring that are female.
-
- The Mutation slider controls the likelihood of the animal's offspring having
- a mutation.
-
- Number of Children is a pull-down menu that controls the number of offspring
- the animal has each litter. Click and hold on the down-arrow button to reveal
-
- [PAGE: 146]
-
- the menu, then slide the cursor to the number you want. The choices are 1,
- 2, 4 and 8 children per litter.
-
-
- FOOD
-
- This section of the Genome Window deals with the animal's food/energy stores.
- The current values for food for any individual animal can be seen in the
- Variables Window.
-
- The Max slider adjusts the maximum food the animal can store in its body. A
- high max setting allows stocking up of energy when it is plentiful, but
- increases the animal's weight and slows it down.
-
- The Action slider sets the food storage level that provokes the animal to
- start looking for food.
-
- The Danger slider sets the food storage level for when the animal does nothing
- else but look for food.
-
-
- WATER
-
- This section of the Genome Window deals with the animal's water stores. The
- current water values for any animal can be seen in the Variables Window.
-
- The Max slider adjusts the maximum water the animal can store in its body. A
- high max setting allows stocking up of water when it is plentiful, but
- increases the animal's weight and slows it down.
-
- The Action slider sets the water storage level that provokes the animal to
- start looking for water.
-
- The Danger slider sets the water storage level for when the animal does
- nothing else but look for water.
-
-
- HEALTH
-
- This section of the Genome Window deals with the animal's overall health. The
- current values for health for any animal can be seen in the Variables Window.
-
- [PAGE: 147]
-
-
- The Max slider adjusts the maximum health level the animal can reach.
-
- The Action slider sets the health level that causes the animal to start
- resting to replenish its health.
-
- The Danger slider sets the food storage level for when the animal does nothing
- but sit still and save energy.
-
-
- MAXIMUM SIZE BAR
-
- As you design or modify an animal in this window, the Maximum Size Bar will
- indicate how big your animal will have to be to hold all the features and
- capabilities you are programming into it.
-
-
- ENERGY REQUIREMENT BAR
-
- As you design or modify an animal in this window, the Energy Requirement Bar
- will indicate how much energy your animal will require to survive all the
- features and capabilities you are programming into it.
-
- The farther to the right this bar is, the more energy the animal needs to
- survive. Try to keep this bar at 3/4 or less. If this bar gets all the way
- to the right, the animal will need so much food to live it could starve in
- the middle of dinner.
-
-
- NEVER MIND
-
- Click this button to leave the Genome Window without changes taking place.
-
-
- MAKE IT SO
-
- Click this button when you are happy with all the settings. All your changes
- will be activated and the window will close.
-
-
- HELP
-
- At any time you can click and hold on the Help button or on any of the labels
- or gene names to see on-screen help.
-
- [PAGE: 148]
-
-
-
- THE PLANT GENOME
-
-
- TITLE SECTION
-
- This part of the Genome Window displays the name of the species or individual
- plant currently being edited. If it is an individual organism, it will have a
- number as part of its name.
-
-
- GENDER
-
- Gender is a pull-down menu with four choices for plants: Male, Female, Both
- and Asexual. Click and hold on the down-arrow button to open the menu, then
- slide the cursor to your choice and release the mouse button.
-
-
- STRUCTURE
-
- Structure is a pull-down menu with four choices for basic plant structure:
- Tree, Shrub, Grass and Floating. Click and hold on the down-arrow button to
- open the menu, then slide the cursor to your choice and release the mouse
- button.
-
- [PAGE: 149]
-
-
-
- SEEDS
-
- Seeds is a pull-down menu with four choices for types of seeds your plant
- can have: Sticky, Dropping, Drifting and Fruit. Click and hold on the down-
- arrow button to open the menu, then slide the cursor to your choice and
- release the mouse button.
-
-
- SEASONS
-
- Sprout Season is a pull-down menu with your choice of four seasons in which
- your plant can sprout: Spring, SUmmer, Fall and Winter. Click and hold on the
- down-arrow button to open the menu, then slide the cursor to your choice and
- release the mouse button.
-
- Flower Season will always be the season immediately following Sprout Season.
-
- Seed Season will always be the season immediately following Flower Season.
-
-
- SLIDERS
-
- There are nine slider controls for adjusting various genetic characteristics
- of your plant. All adjustments get higher as the slider moves from left to
- right.
-
- The Evaporation Rate slider controls the rate at which the plant loses water
- to the atmosphere. The higher the evaporation rate, the faster it loses water
- and the more water it needs to survive. Also, the higher the evaporation rate,
- the faster the plant will grow.
-
- The Sprout Moisture slider controls the amount of moisture required for the
- plant's seeds to sprout.
-
- The Sprout Temperature slider controls the temperature that must be reached in
- sprouting season before the seed will sprout.
-
- The Health slider sets the maximum health level for the plant. The higher the
- health, the more resistant it is to toxins and the better it can survive
- after being partially eaten by animals.
-
- [PAGE: 150]
-
-
- The Food slider sets the maximum amount of food the plant can store.
-
- The Water slider sets the maximum amount of water the plant can store.
-
- The Mutation Rate slider controls the odds on how often mutation will occur
- in new generations of this plant.
-
- The Maximum Size slider controls the size limitations of the plant.
-
- The Old Age slider controls how long the plant can live (barring accidents,
- predation or disaster) before it loses the ability to reproduce.
-
-
- BUTTONS
-
- The Nectar button is a yes/no toggle that controls whether or not the plant
- produces nectar.
-
- The Evergreen button is a yes/no toggle that control whether or not the
- plant is an evergreen.
-
- Click on Never Mind if you want to leave the Plant Genome Window without any
- changes taking place.
-
- Click on Make It So when you are happy with all your settings. All your
- changes will be activated and the window will close.
-
-
- HELP
-
- Click and hold on the Help button or on any slider or control names for
- on-screen help.
-
- [PAGE: 151]
-
-
-
- CLIMATE LAB
-
- The Climate Lab lets you make changes to the climate of the current world. It
- can be reached through the Climate Lab iten in the Windows Menu or through
- the Climate Lab button in the Dashboard.
-
- The Climate Lab can be moved around the screen by clicking and dragging the
- Title Bar. It'll go away if you click in the Close Box.
-
- Each of the three adjustable climatic aspects deal with variation throughout
- the year and have two controls: a slider to set the amount of variation
- and a drop-down menu to set the season where the variation reaches its peak.
-
- Adjust the sliders by clicking and dragging the pointer. The variation
- increases from left to right. To set the Peak Season, click and hold on the
- down-arrow buttons to open a pull-down menu of the seasons, then slide the
- cursor to the season of your choice and release the mouse button.
-
- The right side of the window has a graph to visually depict the seasonal
- variations for each setting.
-
-
- DAY LENGTH VARIATION
-
- This setting controls how much the amount of daylight per day changes
- throughout the year. This affects the amount of sunlight plants get.
-
-
- RAINFALL VARIATION
-
- This setting controls the seasonal changes in rainfall (which is included
- under the Humidity heading in the graphis and in most other windows).
-
-
- TEMPERATURE VARIATION
-
- This setting controls the seasonal changes in temperature.
-
-
- HELP
-
- You can get on-screen help by clicking and holding on the control names.
-
- [PAGE: 152]
-
-
-
- GRAPHS WINDOW
-
- The Graphs Window is a very versatile tool for extracting information from the
- simulation. It can display 720 graphs in either of two time scales. Four
- graphs can be displayed at a time.
-
- The Graphs Window can be opened from the Windows Menu (it's in the Census
- submenu) or through the Census button on the Dashboard.
-
- The Graphs Window can be moved around the screen by clicking and dragging
- the Title Bar. It will go away if you click in the Close Box.
-
- Just below the Close Box is a "punch card" that marks the Graphs Window as
- a Census Window.
-
- Near the upper-right corner of the window are up and down arrow buttons.
- You can click on these arrows to cycle forwards and backwards through all
- the Census Windows.
-
- To the left of the up and down arrows is the Help button. Click and hold on
- this button to see a brief explanation of what this window does and how it
- works.
-
- [PAGE: 153]
-
-
-
- TIME SCALE
-
- There are two available time scales in which the graphs can be displayed,
- 50 years or 50 days. Click on the Days or Years buttons to change time scales.
-
-
- GRAPH SELECTORS
-
- There are four graph selectors, each of which can be used to choose any
- graph - or no graph - to display. Each selector is assigned a color or shade.
- The words in the selector and the corresponding graph will appear in this
- color or shade.
-
- Selecting a graph to display is a two-step process: first select a species,
- then select the information.
-
-
- THE LOCAL SPECIES
-
- The Local Species of the graph is the plant or animal whose information is
- graphed. The Local Species can be any plant or animal, or all plants or all
- animals at once. When this species is selected, it is active in the Graphs
- Window only - it does not become the Selected Species in the Dashboard.
-
- To select a Local Species, click and hold on the upper down-arrow button to
- reveal a submenu of all possible choices, then slide the cursor to your choice
- and release the mouse button. An icon representing your choice will appear
- below the arrow.
-
- If you hold down the Option key (or the Control key if your keyboard has no
- Option key) while selecting a Local Species, that species will be the subject
- for all four selectors.
-
- [PAGE: 154]
-
-
-
- THE INFORMATION
-
- The information is the data to be graphed about the above subject.
-
- To select the information to be displayed, click and hold on the lower
- down-arrow button to reveal a submenu of all possible choices, then slide
- the cursor to your choice and release the mouse button. If you hold down the
- Option key (or the Control key if your keyboard has no Option key) while
- selecting the information, that information will be selected for all four
- selectors. (The last sentence was a selected selection for our select
- audience.) The possible choices of information to display are:
-
- No Graph - displays nothing for this Graph Selector.
- Population - displays the changes in the subject's population.
- Births - displays the changes in the subject's births.
- Deaths - displays the changes in the subject's deaths.
- Age (% of Max) - displays the changes in how long the subject lives as a
- percentage of its maximum possible age.
- Size (% of Max) - displays the changes in the subject's size as a percentage
- of its maximum possible size.
- Females (%) - displays the changes in the percentage of the subjects that are
- female.
- Radiation (%) - displays the cumulative radiation dose the subject has
- received as a percentage of the maximum dose.
- Food (%) - displays the changes in the percentage of maximum food the subject
- has stored.
- Water (%) - displays the changes in the percentage of maximum water the
- subject has stored.
- Health (%) - displays the changes in the subject's health rating, as a
- percentage of maximum health.
- % of Biomass - displays the amount of the biomass that is represented by the
- subject. If the subject is an animal species, the graph will show its
- percentage of the total animal biomass. If the subject is a plant species, the
- graph will show its percentage of the total plant biomass. If the subject is
- All Plants or All Animals, the graph will show its percentage of combined
- plant and animal biomass.
- Ecology Score - displays an ongoing score of the ecological soundness of the
- current world. This score is actually a rating of how well you are doing as
- master of this ecosystem. It is easy to get high ecology scores for short
- periods of time - the challenge is to keep a constant high score.
-
- [PAGE: 155]
-
-
- Note: If you have deselected Record All Statistics in the Technical
- submenu of the Simulation Menu, the percentage-based graphs and the
- ecology score will not be available.
-
-
- DISPLAY AREA
-
- The bottom section of the Graphs Window is where the graphs are displayed.
- When relevant, numbers will appear along the right side and/or percentages
- will appear along the left side to provide a scale for interpreting the
- graphs.
-
- [PAGE: 156]
-
-
-
- MORTALITY WINDOW
-
- The Mortality Window is a graphic display of the causes of death in the
- ecosystem. It also displays the predators (if any) that are responsible for
- the deaths. It can be opened from the Windows Menu (it's in the Census
- submenu) or through the Census button on the Dashboard.
-
- The Mortality Window can be moved around the screen by clicking and dragging
- the Title Bar. It will go away if you click in the Close Box.
-
- Just below the Close Box is a "punch card" that marks the Mortality Window as
- a Census Window.
-
- Near the upper-right corner of the window are up and down arrow buttons. You
- can click on these arrows to cycle forward and backward through all the Census
- Windows.
-
- Below the up and down arrows is the Help button. Click and hold on this button
- to see a brief explanation of what this window does and how it works.
-
- [PAGE: 157]
-
-
-
- LOCAL SPECIES
-
- Mortality information can be shown for any individual species, or for All
- Plants or All Animals as a group. To select the Local Species whose mortality
- graph you want to see, click and hold on the down-arrow button to open the
- submenu of choices, slide the cursor to the species of your mortal desire and
- release the mouse button.
-
- The species selected here does not affect the Selected Species in the
- Dashboard or any of the other windows.
-
-
- ALL DEATHS
-
- The default display is a graph of all causes of death for the previous five
- years.
-
- The agents of death are listed along the left side of the display from top to
- bottom. The number of deaths in the current year from each cause is displayed
- below the name of each agent.
-
- The percentages are represented as bars that increase from left to right.
-
-
- WHO'S EATING ME?
-
- If you click on the Who's Eating Me? button, you will see a display of all the
- predators with bar graphs showing how many of the Local Species they have
- eaten.
-
- Click on the All Deaths button to return to the default display.
-
-
- CAUSES OF DEATH
-
- For the most part, the causes of death are self-explanatory: Eaten, Old Age,
- Disease, No Water and No Food are easy to figure out. The only ambiguous one
- is Accident, which covers everything that doesn't fit into any of the above
- categories. Deaths listed as Accidents include human-caused death by: Smiting,
- Plant and Animal Limits in the Laws of Physics Window, and Populating land
- plants or animals in the water. It also covers real accidents like water
- animals stranded on land during a drought. Also, when animals have children,
- their litters spread out in all directions. If a litter occurs near water,
- some infants can drown.
-
- [PAGE: 158]
-
-
-
- GENE POOL WINDOW
-
- The Gene Pool Window is a graphic display of evolution in action. It shows the
- frequency and spread of genes for any single species at a time, or All Plants
- or All Animals at once.
-
- It can be opened from the Windows Menu (it's in the Census submenu) or through
- the Census button on the Dashboard.
-
- The Gene Pool Window can be moved around the screen by clicking and dragging
- the Title Bar. It will go away if you click in the Close Box.
-
- Just below the Close Box is a "punch card" that marks the Gene Pool Window as
- a Census Window.
-
- Near the upper-right corner of the window are up and down arrow buttons. You
- can click on these arrows to cycle forward and backward through all the Census
- Windows.
-
- Next to the up and down arrows is the Help button. Click and hold on this
- button to see a brief explanation of what this window does and how it works.
-
- [PAGE: 159]
-
-
-
- TYPES OF GENES
-
- To understand this window, keep in mind that creatures in SimLife have two
- types of genes: discrete and continuous.
-
- Discrete genes are like yes/no or multiple-choice genes. They have one value.
- For instance, as far as animal movement genes go, either the individual animal
- walks or it doesn't; it flies or it doesn't. Yes or no. Relating to gender,
- either an animal is male, female, asexual or sterile. Pick one and only one:
- multiple choice. Discrete genes are shown and adjusted in the Genome Window as
- on/off buttons.
-
- Continuous genes are those that can have a wide range of values, for example,
- the life span or the mutation probability genes. Each of these genes is a
- number somewhere on a continuum from 0 to 256. They are shown and adjusted in
- the Genome Window as slider controls.
-
- In a sense, you can think of the discrete genes as digital-yes or no, on or
- off-and the continuous genes as analog with a continuous range of possible
- values. (Technically, in SimLife, the continuous genes are stored and computed
- digitally and actually have a number of discrete values, but there are enough
- available values in the continuum for them to appear analog for all practical
- and experimental purposes.)
-
-
- POPULATION
-
- This section of the Gene Pool Window displays the total population of the
- Local Species, whether the Local Species is a plant, an animal, or All Plants
- or All Animals.
-
- This window always displays information on a species population-all the
- members of that species that are currently alive in the world. The only way
- you can see the gene pool information for one organism is if there is only one
- alive, or if you put one organism into its own species with the Speciate
- function. Of course, one organism is not a very good gene pool.
-
- [PAGE: 160]
-
-
-
- LOCAL SPECIES
-
- This section of the Gene Pool Window both displays and allows you to select
- the Local Species. Click and hold on the down-arrow button to reveal the
- submenu of all possible choices, then slide the cursor to your choice and
- release the mouse button. Both the name of the Local Species and its icon will
- be displayed.
-
- The species selected here does not affect the Selected Species in the
- Dashboard or any of the other windows.
-
-
- USE COLORS BUTTON
-
- This button toggles between displaying the continuous gene section of this
- window using colors to represent percentages or using small bar graphs to
- represent percentages. This will be explained below.
-
- This button may not appear on computers with monochrome monitors.
-
-
- DISCRETE GENES
-
- This section of the Gene Pool Window displays all the information on the
- discrete genes of the Local Species.
-
- The genes are arranged into groups of related genes. The group name is
- displayed at the top of this section, and the individual genes are listed
- below with a bar chart showing what percentage of the population has this
- gene. The bar charts range from 0% on the left to 100% on the right. Since
- individual organisms can have more than one food source or method of movement,
- the bar charts add up to more than 100%
-
-
- GROUP SELECTION
-
- One group of genes can be selected at a time. Click and hold on the down-arrow
- button to reveal a submenu of the choices, slide the cursor to your choice and
- release the mouse button.
-
-
- GROUPS AND INDIVIDUAL GENES
-
- Since the genes in plants and animals are different, so are the groups as
- displayed in this section of this window.
-
- [PAGE: 161]
-
-
- Plant Gene Groups
-
- Gender: Asexual, Male, Female, Both
-
- Structure: Floating, Grass, Shrub, Tree
-
- Seeds: Sticky, Dropping, Drifting, Fruit
-
- Sprout Season: Summer, Fall, Winter, Spring
-
- Nectar: Yes, No
-
- Evergreen: Yes, No
-
-
- Animal Gene Groups
-
- Gender: Male, Female, Asexual, Sterile
-
- Movement: Walk, Climb, Swim, Fly
-
- Food Sources: Nectar, Fruit, Filter, Plants, Animals, Seeds
-
- Die-Off: Immortal, Old Age, Middle Age
-
- # Children: 1, 2, 4, 8
-
- Attracted to : There are no "set" choice displays for Attracted to... Icons
- representing the six most common attractants for the Local Species will be
- displayed to the right of its bar charts.
-
- Tries to Avoid: There are no "set" choice displays for Tries to Avoid... Icons
- representing the six most common repellants for the Local Species will be
- displayed to the right of its bar charts.
-
- Turn Angle: Low, Med-Low, Med-High, High
-
- Turn Type: Looping, Random, Zig-Zag
-
-
- CONTINUOUS GENES
-
- This section of the Gene Pool Window displays all the information on the
- continuous genes of the Local Species.
-
- There are 23 different continuous genes that can be displayed for animals and
- nine for plants.
-
- [PAGE: 162]
-
-
-
- GENE SELECTION
-
- Along the left side of this section is a list of the continuous genes being
- displayed. Nine genes can be displayed at once, so all plant genes can be
- viewed simultaneously.
-
- To view all the animal genes or change the order of display for plants, click
- and hold on the down-arrow to the right of the gene name to open a submenu of
- all available choices, slide the cursor to your choice, then release the mouse
- button.
-
-
- WARNING: TRICKY GRAPHS
-
- The Contiuous Gene display is a little tricky, but understanding it is very
- important to interpreting changes in the Gene Pool, which is needed in many
- scenarios and experiments.
-
- To make it easier to understand, there are two different ways to look at the
- information: using colors and using bar graphs.
-
- The two types of displays are chosen by clicking on the Use Colors? button. A
- color or monochrome key will appear to help you interpret the data in this
- section of the window.
-
- On some computers with monochrome-only screens, the Use Colors? button and/or
- the color key and/or color display may not be available.
-
-
- CONTINUOUS GENE DISPLAY - MONOCHROME
-
- When the Use Colors? button is set to "No," the continuous genes will be
- displayed using small black bar graphs. The key at the top will help you
- understand the display.
-
- Each of these partitioned rectangles represents one continuous gene. The left
- end of this rectangle corresponds with the lowest value for that gene and the
- right side corresponds with the highest value. The bars appear at different
- locations-different values-and show what percentage of the population has that
- value for the particular gene. The higher the bar, the higher the percentage
- of the population with that value.
-
- [PAGE: 163]
-
-
- Each of these lines matches a slider in the Genome Window. For example, the
- life span gene.
-
- Above is shown the Gene Pool Window life span gene display for one animal, and
- that animal's life span gene from the Genome Window. Notice how the bar's and
- arrow's locations match.
-
- To be really useful, the gene pool must show the combined genes for a whole
- population, not just one organism. Each animal in the population will have a
- value for life span, but not all of them will have the exact same value.
-
- When there is a spread of values for a gene, this is shown using multiple
- black bars at different locations. The higher the bar, the more of the
- population has that value for the gene.
-
- In addition, if the Local Species is a single species (not All Plants or All
- Animals), there will be a thin pink or black line somewhere in the display.
- This line marks the value of this gene for the Prototype of the species. You
- can look at the prototype value as the "starting position" for each gene. When
- the black bars drift away from the Prototype, they represent the change in the
- gene pool-the evolution of the genes through natural selection and mutation.
-
- If All Plants or All Animals is selected there will be no Prototype lines.
-
- [PAGE: 164]
-
-
-
- CONTINUOUS GENE DISPLAY - COLOR
-
- When the Use Colors? button is set to "Yes," the continuous genes will be
- displayed using a special color display. The key at the top will help you
- understand the display.
-
- Each of these black rectangles represents one continuous gene. The left side
- of the rectangle corresponds with the lowest value for that gene and the right
- side corresponds with the highest value. The colored bars appear at different
- locations-different values-and show what percentage of the population has that
- value for this gene. Instead of using the height of the bar to represent the
- percentage, in this display we use color. The key above will show you what
- colors represent what percentages.
-
- The gene pool is the combined genes for a whole population. Each organism in
- the population will have a value for each gene, but not all of them will have
- the exact same value.
-
- Each rectangle displays all the values of all the organisms for one gene. When
- there is a spread of values for a gene, this is shown using multiple colored
- bars at different locations.
-
- Part of the reason for using this type of display is because it looks very
- much like the Gel Electrophoresis analysis of actual DNA in a biology
- laboratory.
-
- In addition, if the Local Species is a single species (not All Plants or All
- Animals), there will be a thin pink or black line somewhere in the display.
- This line marks the value of this gene for the Prototype of the species. You
- can look at the prototype value as the "starting position" for each gene. When
- the colored bars drift away from the Prototype, they represent the change in
- the gene pool-the evolution of the genes through natural selection and
- mutation.
-
- If All Plants or All Animals is selected there will be no Prototype lines.
-
- [PAGE: 165]
-
-
-
- FOOD WEB WINDOW
-
- This window shows the predator/prey relationships between different organisms
- in the ecosystem.
-
- The Food Web Window can be opened from the Windows Menu (in the Census
- submenu) or through the Census button on the Dashboard.
-
- The Food Web Window can be moved around the screen by clicking and dragging
- the Title Bar and it will go away if you click in the Close Box.
-
- Just below the Close Box is a "punch card" which marks the Food Web Window as
- a Census Window.
-
- Near the upper-right corner of the window are up and down arrow buttons. You
- can click on these arrows to cycle forward and backward through all the
- Census Windows.
-
- Next to the up and down arrows is the Help button. Click and hold on this
- button to see a brief explanation of what this window does and how it works.
-
- [PAGE: 166]
-
-
- Note: Plants can be eaten but not necessarily killed, which can
- techincally be called parasitism as opposed to predation, but they're
- shown here as prey.
-
-
- SPECIES
-
- This is the display of the Local Species: the species whose food web
- information is shown below. To change the Local Species, click and hold on the
- down-arrow to reveal a submenu of all available choices, then slide the cursor
- to your choice and release the mouse button.
-
- In this window you can only select a single species at a time; you cannot
- choose All Plants or All Animals. Changing this species does not affect the
- Selected Species in the Dashboard.
-
-
- MAIN LINKS
-
- The Main Links display is the default setting for this window, and is shown
- above.
-
- Press this button to display the main links in the food web for the current
- ecosystem. It will show up to eight predator species on the left and their
- associated eight favorite prey species on the right. These are the top eight
- energy transactions in the food web.
-
- To the left of the predator icons is a bar graph showing the relative activity
- of the predators.
-
- If you click on any of shown predators or preys, they'll pop to the center and
- become the Local Species and this window will enter One Species mode (see
- below).
-
- [PAGE: 167]
-
-
-
- ONE SPECIES
-
- Press this button to display the food web centered around the Local Species.
-
- The Local Species will appear in the middle. Any and all predators will be
- listed along the left. These are the animals (if any) that eat the Local
- Species.
-
- The eight most common food sources, including prey (those who are eaten by the
- Local Species) will appear along the right (if any-plants have no prey).
-
- To the right of the prey icons is a bar graph showing how many of each prey
- were caught and eaten by the Local Species.
-
- If the Local Species is a plant, no prey will be displayed because plants
- don't go around hunting and eating things they catch. (Well, other than the
- big plant in my office that likes to munch on editors that take liberties with
- my writing, if you can take a hint.)
-
- If you click on either a predator or prey, it will become the Subject Species.
- Its icon will move to the middle of the display and its predators and prey
- will be shown on the left and right respectively. In this way you can move up
- and down the food chain and get a complete overview.
-
- [PAGE: 168]
-
-
-
- POPULATION INTERACTION WINDOW
-
- The Population Interaction Window displays a special type of graph of the
- predator/prey relationships between different organisms in the ecosystem.
- Unlike the graphs in the Graphs Window, which map a single population against
- time, this graph maps the ratios of two populations (predator and prey)
- against eachother over time.
-
- To open the Population Interaction Window, first open the Food Web Window in
- Main Links mode, then hold down the Option key (or Control key if your
- keyboard has no Option key) and click on one of the predator icons.
-
- Note: This graph only shows the relationship between plant and animal
- predation, and will not work when the prey is filter food.
-
- This window can be moved around the screen by clicking and dragging the Title
- Bar and it will go away if you click in the Close Box.
-
- Just below the Close Box is a punch card within a punch card that marks the
- Population Interaction Window as a descendant of a Census Window.
-
- Over on the right side of the window is the Help button. Click and hold on
- this button to see a brief explanation of what this window does and how it
- works.
-
- [PAGE: 169]
-
-
-
- TIME SCALE
-
- Click on the Days or Years buttons to choose between displaying data for the
- last 50 days or the last 50 years.
-
-
- DISPLAY AREA
-
- This part of the window is a grid where the graph is displayed. The predator
- is shown along the left (Y axis) the prey along the bottom (X axis). The
- lower-left corner is zero population for both species. The number of living
- predators is shown on the upper-left side of the grid, the number of living
- prey is shown at the lower-right.
-
- Above the display area is a color key that lets you know which of the data
- points are older, and which are newer.
-
-
- CHANGING SPECIES
-
- Once this window is open, you can change the two species being graphed to any
- two species currently loaded into the simulation. Click and hold on the down
- arrow button next to either species' icon, then select the new species of your
- choice.
-
-
- INTERPRETING THE GRAPH
-
- If all the data points are clustered together in a small bunch, then both the
- predator and prey populations are stable. If the line is circular, then you
- have a predator/prey "cycle," where the two populations directly affect each
- other. If the line travels horizontally from right to left, the predator is
- killing off the prey faster than they can reproduce.
-
- In a long-lasting ecosystem, this graph will show various repeating, ever-
- changing shapes and patterns that point out the chaotic nature of ecosystems.
-
-
- BACK TO FOOD WEB
-
- Clicking on this button returns you to the Food Web Window.
-
- [PAGE: 170]
-
-
-
- POPULATION WINDOW
-
- The Poulatioon Window is a graphic display of the relative populations of all
- organisms in the ecosystem. It can be opened from the Windows Menu (in the
- Census submenu) or through the Dashboard Census button.
-
- The Population Window can be moved around the screen by clicking and dragging
- the Title Bar. It will go away if you lcick in the Close Box.
-
- Just below the Close Box is a "punch card" that marks the Population Window as
- a Census Window.
-
- Near the upper-right corner of the window are up and down arrow buttons. You
- can click on these arrows to cycle forward and backward through all the
- Census Windows.
-
- Below the arrows is the Help button. Click and hold on this button to see a
- brief explanation of what this window does and how it works.
-
-
- ALL PLANTS
-
- Click on All Plants to see the population display of the plants. The total
- plant population is displayed to the right of the All Animals button, and
- icons representing all the plants are displayed below.
-
- Bars will appear above the icons representing the relative populations of
- each plant. The higher the bar, the greater the population. If there is no
- bar, then there are no representatives of that species in the ecosystem at the
- current time.
-
-
- ALL ANIMALS
-
- Click on All Animals to see the population display of the animals. The total
- animal population is displayed to the right of the All Animals button and
- icons representing all the naimals are displayed below.
-
- Bars will appear above the icons representing the relative populations of each
- animal. The higher the bar, the greater the population. If there is no bar,
- then there are no representatives of that species in the ecosystem at the
- current time.
-
- [PAGE: 171]
-
-
-
- DIVERSITY WINDOW
-
- The Diversity Window is a graphic display of which ecological niches are being
- exploited by the current population of plants and animals.
-
- The Diversity Window can be opened from the Windows Menu (it's in the Census
- submenu) or through the Census button on the Dashboard. It can be moved around
- the screen by clicking and dragging the Title Bar. It will go away if you
- click in the Close Box.
-
- Just below the Close Box is a "punch card" which marks the Diversity Window as
- a Census Window.
-
- Near the upper-right corner of the window are up and down arrow buttons. You
- can click on these arrows to cycle forward and backward through all the Census
- Windows.
-
- Below the arrows is the Help button. Click and hold on this button to see a
- brief explanation of what this window does and how it works.
-
- [PAGE: 172]
-
-
-
- MAKING A LIVING
-
- To survive in an ecosystem, plants and animals must "exploit a niche," or make
- a living. Ecologically speaking, making a living is finding a way to survive -
- finding food, avoiding becoming food and reproducing.
-
- For animals, the most important parts of making a living are their type(s) of
- movement and kind(s) of food they can eat.
-
- Plants don't move, so their strategies are a little different. Different sizes
- and structures of plants (trees, shrubs, water plants, etc.) are better
- adapted to different environments. Different ways of spreading seeds (fruit,
- dropping, sticky, etc.) and energy-saving strategies (evergreen vs. deciduous)
- work better (or don't) depending on the climate and surrounding animal life.
-
- If a lot of different organisms eat the same kind of food, live in the same
- places, and generally live the same lifestyle, there will be a lot of
- competition for resources. If different plants and animals each live a little
- differently - eat different foods, move differently, spread seeds in different
- ways - they are not in direct competition with each other, and more can
- survive.
-
- Beyond non-competition, a lot of different types of plants and animals living
- together, each in a different niche, become more than the sum of the
- individual organisms. They become an interrelated food web, a community, an
- ecosystem. A healthy long-lasting ecosystem will have plants and animals in
- many diverse niches.
-
-
- ALL ANIMALS
-
- Click on All Animals to see the diversity display of the animals. The display
- is a gridlike graph with food sources on the left (the Y axis) and types of
- movement on the bottom (X axis). There is a box at each grid intersection
- point of the X and Y axes. The number of animals at each intersection (Z axis)
- is shown by the size and shade of the box. A key to interpreting the boxes
- and the numbers they represent is provided on the right side of the window.
-
- [PAGE: 173]
-
-
-
- ALL PLANTS
-
- Click on All Plants to see the diversity display of the plants. The display
- is a gridlike graph with types of trees on the left (the Y axis) and seed and
- nectar information on the bottom (X axis). There is a box at each grid
- intersection point of the X and Y axes. The number of plants at each
- intersection (Z axis) is shown by the size and shade of the box. A key to
- interpreting the boxes and the numbers they represent is provided on the
- right side of the window.
-
- [PAGE: 174]
-
-
-
- HISTORY WINDOW
-
- This window tracks and lists the important historical events that have
- happened in the ecosystem during the present game or experiment.
-
- The History Window can be opened from the Windows Menu (in the Census submenu)
- or through the Census button on the Dashboard.
-
- The History Window can be moved around the screen by clicking and dragging the
- Title Bar and it will go away if you click in the Close Box.
-
- Just below the Close Box is a "punch card" that marks the History Window
- as a Census Window.
-
- Near the upper-right corner of the window are up and down arrow buttons. You
- can click on these arrows to cycle forward and backward through all the Census
- Windows.
-
- Below the arrows is the Help button. Click and hold on this button to see
- a brief explanation of what this window does and how it works.
-
- If you click on any of the events, the icon that represents the organisms in
- the event will appear next to the punch card.
-
- The main area of the window displays the year and day of each event along with
- text messages describing them. The events that are listed here include
- mutations, extinctions, species danger (hunger, thirst, no males left, no
- females left), new species creations, etc.
-
- To scroll through the list of historical events, click on the Older or Newer
- buttons. To view the latest occurrences, click on Latest.
-
- [PAGE: 175]
-
-
-
- LAWS OF PHYSICS
-
- The Laws of Physics Window gives you the power to change the physical laws
- and properties that deal with time and energy in your world. It can be opened
- with the Change Physics... item in the Technical submenu of the Simulation
- Menu.
-
- Besides feeding one's ego by supplying such awesome power, this window
- actually has very practical experimental uses. For example, changing the
- amount of energy it takes to move, such as a setting of very little energy to
- fly and a lot to walk, could simulate a low-gravity world. Raising the energy
- it takes to swim could simulate a world with a very viscous ocean.
-
- Depending on your experiment, changing the physics of time can help your
- efficiency. If you are interested in the behavior of one generation, make the
- days and years as long as possible and increase the life span of organisms.
- If you are interested in the genetic drift over many generations, shortening
- the length of days and years could save you hours or days of computer time.
-
- Many of the settings below have a range of possible values that goes from
- Tiny to Low to Medium to High to Huge. Each value is twice the previous
- value, i.e., Low is twice as high as Tiny, Medium is twice as high as Low,
- etc.
-
- [PAGE: 176]
-
-
-
- HELP
-
- At any time in this window you can click and hold on the Help button or on
- the name of any control for a pop-up explanation of what it does.
-
-
- MOVEMENT COSTS
-
- This is where you can adjust the amount of energy it takes for an animal to
- move in any of the four ways: Swimming, Walking, Climbing and Flying. Since
- plants in SimLife don't move, this won't affect them.
-
- There are five values for each movement type: Tiny, Low, Medium, High and
- Huge.
-
- To change the movement cost, click and hold on the down-arrow button to open
- a submenu of all available choices, slide the cursor to your choice, then
- release the mouse button.
-
- As mentioned above, changing movement costs can simulate different gravitities
- and ocean viscosties. If you use your imagination with these settings you can
- come up with some interesting worlds.
-
-
- FOOD VALUE
-
- By adjusting the amount of food value - energy - supplied by each type of
- food, you directly control how much food animals need and indirectly affect
- their behavior by controlling how much time they must spend looking for food
- and how much time they have for other pastimes, such as looking for a mate.
-
- There are six food sources: Animals, Plants, Filter Food, Fruit, Nectar and
- Seeds. Each of these foods can be assigned a value: Tiny, Low, Medium, High,
- or Huge.
-
- To change the food value cost, click and hold on the down-arrow button to
- open a submenu of all available choices, slide the cursor to your choice, then
- release the mouse button.
-
- [PAGE: 177]
-
-
- Changes in Food Values do not directly affect plants, but indirectly they will
- affect how many of them will be eaten - more if their food value is low,
- less if their food value is high.
-
- These settings do not affect the Ultra-Food food sources.
-
-
- METABOLISM COSTS
-
- This section adjusts how much energy is required for metabolic processes:
- Gestation, Growth and Healing. Each of these processes can be assigned a
- value: Tiny, Low, Medium, High or Huge.
-
- To change the metabolism cost, click and hold on the down-arrow button to
- open a submenu of all available choices, slide the cursor to your choice,
- then release the mouse button.
-
- Gestation controls how much energy it takes to produce offspring. With a
- high energy cost for gestation, only a very well-fed organism can
- "afford" to reproduce.
-
- Growth controls how much energy it takes to recover from injury, plagues
- and toxins.
-
-
- HEALTH COSTS
-
- This section adjusts how much energy is lost by health-related processes and
- issues. These issues are: Toxins, Plague, Old Age, Crowding and Battle. Each
- of these items can be assigned a value: Tiny, Low, Medium, High or Huge.
-
- To change the health cost, click and hold on the down-arrow button to open
- a submenu of all available choices, slide the cursor to your choice, then
- release the mouse button.
-
- [PAGE: 178]
-
-
-
- PLANT COSTS
-
- This section controls how much energy is required by plants to "make their
- living." Plants need energy for getting food and water, growing and making
- nectar, fruit, and seeds. The energy cost for food and water can be set to a
- value: Tiny, Low, High, or Huge.
-
- To change the plant costs, click and hold on the down-arrow button to open a
- submenu of all available choices, slide the cursor to your choice, then
- release the mouse button.
-
-
- SIMULATION STUFF
-
- This section controls seven simulation factors including time. Six factors are
- adjusted with a pop-up menu, the seventh with a slider bar.
-
-
- LIFE SPAN
-
- This setting adjusts the average life span for organisms in the world.
-
- This setting is a "master control" for individual species' life spans as set
- in their genetic code. This setting sets a general life span length. The
- species' genes set the percentage of this general life span they are capable
- of living.
-
- The five possible life span settings are: Brief, Short, Medium, Long and
- Methuselan. To change the life span, click and hold on the down-arrow
- button to open a submenu of all available choice, slide the cursor to your
- choice, then release the mouse button.
-
-
- DAY LENGTH
-
- This control sets how many Ticks (simulation cycles) constitute one day. The
- possible day lengths are 8, 16, 32, 64, 128 and 256 Ticks.
-
- To change the Ticks per day, click and hold on the down-arrow button to open
- a submenu of all available choices, slide the cursor to your choice, then
- release the mouse button.
-
- You will want long days for behavioral experiments and short days for long-
- term, many-generation experiments.
-
- [PAGE: 179]
-
-
-
- YEAR LENGTH
-
- This control sets how many days constitute one year. The possible year lengths
- are 16, 32, 64, 128 and 256 days.
-
- To change the days per year, click and hold on the down-arrow button to open
- a submenu of all available choices, slide the cursor to your choice, then
- release the mouse button.
-
-
- PLANT LIMIT
-
- This control lets you put limits on the number of plants that can exist in
- the world at any one time. Since the simulation runs slower with more
- organisms, you can limit the number of plants to: Unlimited, 1/2 maximum, 1/4
- maximum, 1/8 maximum, 1/16 maximum, 1/32 maximum, 1/64 maximum and 1/128
- maximum. The maximum is the total number of cells in the world, and depends on
- world size.
-
- To change the Plant Limit, click and hold on the down-arrow button to open a
- submenu of all available choices, slide the cursor to your choice, then
- release the mouse button.
-
-
- MUTATION RATE
-
- This adjustment controls the overall Mutation Rate in the world, over-
- riding an individual species' mutation rate as set in its genetic code. This
- setting sets a general rate, and the species' genes set an individual rate as
- a percentage of this general rate.
-
- To change the Mutation Rate, click and hold on the down-arrow button to open
- a submenu of all available choices, slide the cursor to your choice, then
- release the mouse button.
-
-
- ANIMAL LIMITS
-
- This adjustment sets the maximum number of animals that can occupy the world
- at any one time. The setting is for all living species combined. The more
- animals there are, the slower the simulation runs. Setting a limit keeps
- animals from running amok and taking over all your computer's processing time.
-
- [PAGE: 180]
-
-
- The maximum available animals that you can set are: Unlimited, 50, 100, 200,
- 400, 800 and 1600.
-
- To change the maximum animals per species, click and hold on the down-arrow
- button to open a submenu of all available choices, slide the cursor to your
- choice, then release the mouse button.
-
-
- SOIL AND CLIMATE CHANGE
-
- This adjustment controls how much the soil and climate will change over time.
- If you want a very stable climate with little or no erosion for your
- experiments, set this slider low. If you want your ecosystem to be subjected
- to wide swings in climatic conditions with erosion, set it high.
-
-
- BUTTONS
-
- At the bottom of the window are three buttons.
-
- Click Set Defaults if you want to make the current settings in this window
- the default conditions henceforth and forevermore (well, at least until you
- make changes and set new defaults).
-
- Click Never Mind if you want to make this window go away without making any
- changes.
-
- Click Make It So if you are happy with the current settings and want them to
- be activated. The new settings will immediately take control of the world, but
- the default settings will not be changed.
-
- [PAGE: 181]
-
-
-
- WORLD BUILDING OPTIONS
-
- The World Building Options Window lets you set options that the simulation
- uses when creating a new world. It also lets you rebuild one aspect, or data
- layer, of a world without changing anything else.
-
- It can be opened with the World Building Options... item in the Technical
- submenu of the Simulation Menu.
-
- Show Steps toggles on and off the display of each data layer as the world
- is built. When the steps are shown, it takes a little longer to build the
- world, but it looks so cool that it seems to go faster.
-
- Lake Size lets you choose to have large or small lakes in the world. If you
- aren't interested in water-dwelling creatures, making small lakes leaves you
- more room for your landlubbers.
-
- Temperature Zones, when selected, causes only the temperature zones to be
- rebuilt the next time you build a world. This is especially useful when you
- have changed a world's altitude in the Edit Window and want to update the
- temperature data to the new landform.
-
- Moisture Zones, when selected, causes only the moisture zones to be rebuilt
- the next time you build a world. This is especially useful when you have
- changed a world's altitude in the Edit Window and want to update the
- moisture data to the new landform.
-
- Rivers and Lakes, when selected, causes only the rivers and lakes to be
- rebuilt the next time you build a world.
-
- Artifacts, when selected, causes only the artifact placement to be rebuilt
- the next time you build a world.
-
- Everything, when selected, causes every aspect of a world to be rebuilt
- next time you build a world. This is the default setting.
-
- Never Mind makes this window go away without making any changes.
-
- Make It So activates the current settings and closes the window.
-
- [PAGE: 182]
-
-
-
- VARIABLE WINDOW
-
- The Variables Window shows and lets you change the current status of any
- individual organism. The information in this window is not contained in the
- genetic code; it is a display of the results of the genes and environment.
-
- This window shows the things that change during an organism's life, like
- health, age, height, weight, etc., that are constantly variable. (Constantly
- variable is the SimLife oxymoron of the week.) When you make changes in this
- window, the changes in the organism take place immediately.
-
- The Variables Window can be opened in two ways. From the Windows Menu - if
- and only if there is currently an organism highlighted in the Edit Window -
- or directly from the Edit Window by using the Life Tool in Show Variables mode
- and clicking on an organism.
-
- The Variables Window treats plants and animals differently - not because of
- prejudice, but because it recognizes the true differences between the two
- types of organisms and appreciates them both for what they are.
-
- The Title Bar contains the name of the individual, which consists of the
- species name and the individual's number. The window can be moved around
- the screen by clicking and dragging the Title Bar. The window will go away if
- you click in the Close Box. The window will also go away if the organism
- whose variables you are inspeciting dies, so it is a good idea to pause the
- simulation while inspecting variables.
-
-
- PLANT VARIABLES
-
- There are two sections to this window. The top section displays the individual
- plant's current status for Health, Food supply, Water and Radiation exposure.
-
- Each display is a bar graph, with low on the left, high on the right. You
- can change (manipulate, heal, feed, starve, etc.) the plant by dragging
- the black arrows under each of the bars.
-
- [PAGE: 183]
-
-
- The bottom section displays the Height, Weight, and Age of the plant, both
- numerically and with a bar. You can change the Height and Age by dragging
- the black arrows under their bars, but Weight changes autmatically in relation
- to Height and other variables.
-
- Note: If you age a seed, it will not instantly turn into a full grown tree, or
- even sprout - it will become a very old seed. Old seeds die.
-
-
- ANIMAL VARIABLES
-
- The Animal Variables Window has three sections.
-
- The top section is very similar to the top plant section. It shows the current
- status for Health, Food, Water and Radiation. In addition, it has marker
- arrows over Health, Food and Water to show where on the bar the animal takes
- action (the arrow on the right), or is in danger (the arrow on the left). The
- action and danger levels are set in the animal's genome.
-
- The middle section gives numerical and graphic representation of the animal's
- Height, Weight and Age. The Age bar has arrows to make the action level (arrow
- on the left) and danger level (arrow on the right). This section also contains
- a display for Forage Count and Gestation.
-
- Forage Count increases as an animal looks for food, and resets when food is
- found. If the count reaches a certain number (depending on the Persistence
- gene), the animal will try another foraging strategy.
-
- For males, Gestation is blanked out. For females, Gestation gives the current
- pregnancy status. If she is not pregnant, Gestation will be all the way to
- the left. When the arrow reaches the right side of the slider, birth occurs.
- Dragging the arrow all the way to the right causes the birth to occur
- instantly: the SimCesarean.
-
- The bottom section of this window is the Brain Box. Whatever the animal
- is currently thinking will appear here.
-
- [PAGE: 184]
-
-
-
- PHENOTYPE WINDOW
-
- The Phenotype Window displays any organism's "flash card" image, as seen in
- the Biology Lab.
-
- The Phenotype Window can be opened in two ways: from the Windows Menu if and
- only if there is currently an organism highlighted in the Edit Window, or
- directly from the Edit Window by using the Life Tool in Show Phenotype mode
- and clicking on an organism.
-
- The image in this window does not represent the actual appearance of the
- organism: Its purpose is to give you some insight into the organism's size,
- structure, eating habits, etc.
-
- We constructed these images of SimLife organisms out of parts of familiar
- earth animals that should have some meaning for most of us. For instance,
- looking at a phenotype of any animal, you can easily see what it eats, how
- it moves and how many children it has per litter. And as mammals, we like to
- think that if the picture of the head looks like a mammal it has a larger
- brain than something with an isect's head. (Chauvinism? Maybe - but if any
- insects out there fell slighted you can program your own darn game.)
-
- [PAGE: 185]
-
-
- SPECIATE WINDOW
-
- The Speciate Window lets you change a chosen individual organism into another
- species in a few different ways.
-
- The Speciate Window can only be opened from the Edit Window by setting the
- Life Tool to Speciate and clicking on any organism.
-
-
- SPECIES NAME
-
- This is the display of the current individual organism (the Subject) that is
- being speciated. Since it is an individual, it will have a number after the
- species name.
-
-
- MAKE ME PROTOTYPE OF SPECIES
-
- Clicking this button will change the genotypes of all the organisms in the
- Subject's species to exactly match the Subject.
-
- You might want to use this button if you have located one individual in a
- species that has developed an advantageous genetic trait that you want to
- share with the whole family.
-
-
- MAKE ME INTO A NEW SPECIES
-
- Click this button if you want to use the Subject as the starting point for
- beginning a new species. After you click on this button, the Biology Lab
- will open set to the Subject's genotype. You can rename it and save it as
- a new species. Before saving, you can modify the icon and the genome (either
- with the flash cards or in the Genome Window).
-
-
- CHANGE ME TO SPECIES SHOWN BELOW
-
- Click this button to transform the Subject into another species. You can
- choose the new species in the New Species box below.
-
- If you try to turn a plant into an animal or an animal into a plant you'll
- receive a caustic message proving that programmers can be just as big of
- smart alecs as manual writers.
-
- [PAGE: 186]
-
-
-
- NEW SPECIES
-
- This is a display of the species the Subject will be changed into if you click
- on the Change Me To Species Shown Below button above.
-
- To change this species, click and hold on the down-arrow to reveal a submenu
- of all available choices, slide the cursor to your choice and release the
- mouse button.
-
-
- NEVER MIND
-
- Click this button to close the Speciate Window without doing anything you
- might regret later.
-
- [PAGE: 187]
-
-
-
- EVALUATION WINDOW
-
- The Evaluation Window gives you feedback on how well you are doing as an
- ecological experimenter. It visually shows the diversity of life in your
- ecosystem and gives you a numerical score, a personal rating and a status
- report.
-
- The Evaluation Window can be reached through the Evaluation item in the
- Windows Menu. It can be moved around the screen by clicking and dragging the
- Title Bar. It will go away if you click in the Close Box.
-
-
- THE MAIN DISPLAY
-
- The main area of this window is a scenic view of a potential ecosystem. There
- will be pictures of plants and/or animals that represent different ecological
- niches that are currently filled. The more life-forms you have, the more
- diversity you have, and the better your ecosystem's chances of survival.
- Click on any displayed pictures of plants or animals for more information on
- the types and numbers of organisms they represent.
-
-
- SCORE
-
- This gives you numerical feedback on your skills and progress. The score is
- based on the ecology score (which is a factor of a whole bunch of things
- going on in the ecosystem), with diversity of species, the number of years
- the game has been in progress and the difficulty level factored in. It's easy
- to get a high score for a short time, but keeping a high score for a long time
- is very hard.
-
-
- RATING
-
- Rating gives you a title that describes your skill. There are 21 ratings
- ranging from Parking Lot Builder to... you'll have to find out for yourself.
-
-
- STATUS
-
- Status is a one-line description of the current ecosystem. It might point
- out a problem or need, mention something nice, give you useful information
- or even compliment you.
-
- [PAGE: 188]
-
-
-
- The Locate an Individual Window lets you find any currently living individual
- organism. It can be opened from the Technical submenu in the Simulation Menu.
-
-
- SELECTED SPECIES
-
- Click and hold on the down-arrow button to see a submenu of all available
- species. While holding the mouse button down, slide the cursor to the species
- you want, and release.
-
-
- NUMBER
-
- Highlight and type in the number of the individual you want to locate.
-
-
- NEVER MIND
-
- Click this button to close the Locate An Individual Window without locating
- anything.
-
-
- MAKE IT SO
-
- Click on this button when you have chosen the species and number above. The
- individual, if living, will be located, highlighted and visible in the Edit
- Window. If it isn't living, you will be returned to the Locate An Individual
- Window for another try.
-
- [PAGE: 189]
-
-
-
- RUN CONTROL WINDOW
-
- The Run Control Window lets you tell the simulation to pause and wait for you
- after a certain amount of time. It can be opened from the Technical submenu of
- the Simulation Menu. Use this window when you want to check data at certain
- times without sitting at the computer, waiting and watching, ready to dive
- for the pause button.
-
- You can set it to pause after any amount of days or years, depending on your
- experiment, but the most useful is 50 years. All the graphing, history and
- census data is only kept in memory for 50 years: if you stop the simulation
- every 50 years and save it to disk (each time under a different name), you can
- get continuous data and graphs for the whole experiment.
-
- Note: Run Control will stay active until you disable it.
-
-
- NUMBER
-
- Use the up- and down-arrows or type in the number of days or years you want
- the simulation to run before pausing.
-
-
- DISABLE
-
- Click this button to disable Run Control.
-
-
- DAYS
-
- Click this button to activate Run Control and make it pause after a number of
- days.
-
-
- YEARS
-
- Click this button to activate Run Control and make it pause after a number of
- years.
-
-
- NEVER MIND
-
- Click this button to close the Run Control Window without activating it.
-
-
- MAKE IT SO
-
- Click on this button when you have set the amount of time you want the
- simulation to run before pausing.
-
- [PAGE: 190]
-
-
-
- SAMPLE EXPERIMENTS
-
- There are an unlimited number of experiments you can design and run with
- SimEarth. Here are just a few ideas to work with.
-
-
- SEED-EATERS AND PLANTS
-
- Design an experiment to see if, on the whole, seed-eaters do more damage or
- good to plant populations.
-
- Keep in mind:
-
- * Many seeds don't sprout if they don't have the right genes for sprouting
- temperature and moisture.
-
- * Seeds that don't sprout take up room that could otherwise be exploited
- by seeds that can sprout.
-
- * Seeds that are eaten never sprout.
-
-
- THE BATTLE OF THE SEXLESS
-
- Design an experiment that shows whether or not sexual reproduction (as opposed
- to asexual reproduction) provided an advantage to a species.
-
- Keep in mind:
-
- * The vast majority of species on earth use sex during reproduction to
- expand their gene pool.
-
- * Sexual reproduction requires the large energy expense of finding and
- courting a mate that could otherwise be used to find food or directly
- increase the population.
-
- * What is there in the real world that's missing from SimLife that might
- make your experimental outcome different?
-
-
- OTHER WORLDS
-
- A Food Web that is successful in earthlike surroundings might not do so well
- if transplanted to another planet with different gravity, different ocean
- viscosity, and/or different energy returns from food sources.
-
- [PAGE: 191]
-
-
- Design an experiment (or 10) that simulate(s) other worlds, set loose some
- life, and see what happens. Then determine the genetic changes that would
- allow the life to better survive in the new surroundings.
-
- Keep in mind:
-
- * Different types of worlds can be designed in the Laws of Physics Window.
-
- * It will be easier to start with Food Webs that have been proven survivors
- in an earthlike setting.
-
-
- GALAPAGOS
-
- The Galapagos Islands contain the best known examples of divergent evolution
- because of isolation.
-
- Design an experiment where two populations (one on the mainland, one on an
- island) are isolated from each other, and see if and how the paths that
- evolution takes in the two populations differ.
-
- Keep in mind:
-
- * To get the full effect, and to have different evolutionare pressures,
- make the maindland large, and the island small.
-
- You'll have better luck with this one if you use a fairly large world.
-
- * Barriers over land or water will block walkers, but not flyers. To keep
- flying creatures from crossing the ocean, spreading their genes and
- messing up the experiment, have the island as far from the mainland as
- possible, and set the energy requirement for flying so high that an
- animal will starve to death before it can cross the ocean.
-
-
- PIG OUT
-
- Sometimes colonists bring animals from their old homes to new lands.
- Unfortunately, these animals always escape, and often don't have any natural
- enemies to keep their population down. A classic case is the pig in Hawaii. It
- not only has no natural enemies, but also eats many of the native plants down
- to the roots, killing them.
-
- [PAGE: 192]
-
-
- Design an experiment to simulate the destruction done by pigs in Hawaii, and
- try to come up with a solution for the problem.
-
- Keep in mind:
-
- * Setting the food value of plants to low in the Laws of Physics Window
- will cause herbivores to eat the entire plant and not just graze on the
- leaves.
-
- * Sometimes solutions to problems cause their own, worse problems.
-
-
- CRY WOLF
-
- Fans of the Farley Mowat book Never Cry Wolf (or the Disney movie based on the
- book) know of the importance of the balance between the populations of wolves
- and caribou.
-
- Design an experiment with a stable cyclic balance between wolves (carnivores)
- and caribou (herbivores), then go hunting and drastically reduce the wolf
- population. See if reducing the predators is better or worse for the prey.
-
- Keep in mind:
-
- * Watch the Population Interaction Window first for establishing the stable
- wolf/caribou relationship, then to see the results when the wolf
- population drops.
-
- * If you haven't read the book or seen the move, I recommend both.
-
-
- INBREEDING
-
- What happens when there is not enough genetic diversity within a species'
- gene pool? An April 1992 National Geographic article told of the modern-day
- woes of lions living in the Ngorongoro Crater in Tanzania with just this
- problem.
-
- Design an experiment where the species with very little genetic diversity
- faces a new environmental pressure such as dwindling food source, climate
- change, or new predator.
-
- [PAGE: 193]
-
-
-
- THE CALIFORNIA WATER RUSH
-
- For the past five years, California has been suffering from a drought. Yet
- farmers still grow crops that require huge amounts of water and homeowners
- want large green (thirsty) lawns.
-
- Design an experiment where you have many water-hungry plants flourishing in a
- wet environment, then slowly start to dry things up. See if you can develop
- new strains of the old plants that require less water, or come up with new
- plants that will meet the same needs without needing the same water.
-
- [PAGE: 194]
-
-
-
- MISCELLANEOUS SIM-STUFF
-
-
- CONSERVING MEMORY
-
- SimLife can be a memory hog. If you have limited memory, you may want to do
- the following:
-
- * Use the smaller-sized worlds: the smaller the world, the less memory
- the simulation needs.
-
- * Use the Plant and Animal Limits in the Laws of Physics Window.
-
- * Turn off Record All Statistics in the Technical submenu of the Simulation
- Menu.
-
-
- MAKING THE SIMULATION RUN FASTER
-
- Aside from setting the actual simulation speed in the Speed submenu of the
- Simulation Menu, there are two basic ways to make the simulation run faster:
- limiting memory use and limiting screen redraws.
-
- The more information in memory, the more data the simulation has to check and
- recalculate every cycle. Ways to limit memory usage are:
-
- * Use the smaller-sized worlds: the smaller the world, the less memory the
- simulation needs.
-
- * Use the Plant and Animal Limits in the Laws of Physics Window.
-
- * Turn off Record All Statistics in the Technical submenu of the Simulation
- Menu.
-
- Dealing with graphics and redrawing the screen is very processor-intensive.
- Ways to limit redraws are:
-
- * Limit the number of windows you have open at a time.
-
- * Keep the Edit Window small.
-
- * Turn off Auto Tracking in the Goodies submenu of the Simulation Menu.
- When on, Auto Tracking can cause frequen screen redraws, which slow
- things down.
-
- * Turn off Update All Windows in the Goodies submenu of the Simulation
- Menu.
-
- [PAGE: 195]
-
-
- In addition, turning off sounds and music in the Goodies submenu of the
- Simulation Menu will free up the processor a little, and will increase speed
- just a little.
-
- You can also change the day and year length in the Laws of Physics Window,
- but this only changes the rate time passes, and doesn't actually make the
- simulation run any faster.
-
-
- THE WORLD BUILDING PROCESS
-
- When building a new world, the simulation follows these steps:
-
- 1. Draw fractal lines to make the upper ridges and peaks of mountain
- ranges.
- 2. Use Cellular Automaton techniques to gradually and randomly bring the
- peaks of the mountains down to the plains.
- 3. Pick points at mountain peaks and start rivers flowing down.
- 4. Let rivers wind downhill until they hit the plains.
- 5. Once on the plains, flood the rivers out into lakes.
- 6. Create the moistures zones: starting along the left edge of the screen,
- the wind blows the moisture from west to east. Air picks up moisture as
- it goes over lakes, loses it over plains, drops moisture on west side of
- mountains and is drier on the east side. Since air loses moisture going
- across plains, a long plain will turn into a desert without nearby
- water.
- 7. Create the temperature zones: start on left. Begin with a random but
- smooth distribution of temperatures, and sweep to the right. As you go
- over water, temperature becomes more moderate. As you go up in altitude,
- it gets colder. On flat ground, it gets hotter (desert effect). If you
- have few mountains and lakes you get a desert.
- 8. Build the soil layer. The best soil is under water and in moist zones.
- The soil gets worse as you go up in altitude. If you add water, it will
- not make the soil better. If you expose previously underwater soil, it
- will be good, but will start to erode immediately.
-
- [PAGE: 196]
-
- 9. Add the filter food. Filter food follows the moisture: moist areas and
- lakes have the most. Filter food changes with the seasons: more when
- it's warm with long days; wetness helps, too.
-
-
- DATA FILE TYPES
-
- SimLife uses a number of different types of data files to save plants,
- animals, and games. Here is a listing and explanation of each of the types.
- If there are variations for your particular computer, they will be covered
- in the machine-specific addendum.
-
-
- GAME DATA FILE
-
- Depending on world size and population, the Game file can range from 50KB to
- 500KB. The Game file does not save any of the census information.
-
- Included information:
-
- * The map
-
- * All species prototypes
-
- * All organisms and their locations on the map
-
- * The state of all windows and menu settings.
-
-
- INDIVIDUAL ANIMAL DATA FILE
-
- This file holds the species prototype for a plant, and is approximately 1KB
- in size. It is created from the Select Level of the Biology Lab when you
- click on the Save button.
-
-
- PLANT ZOO FILE
-
- This file holds the species prototypes for a group of plants. It is created
- from the Biology Lab using the Save All Plants button. Its size is
- approximately 1KB per plant.
-
- [PAGE: 197]
-
-
-
- ANIMAL ZOO FILE
-
- This file holds the species prototypes for a group of animals. It is created
- from the Biology Lab using the Save All Animals button. ITs size is
- approximately 1KB per animal.
-
-
- DATA LOG FILE
-
- Data Log files are created when you activate the Data Logging option in the
- Technical submenu of the Simulation Menu. When active, once a day all the
- simulation memory that is viewable in the Graph Census Window is dumped to
- disk.
-
- It is in a standard ASCII tab-delimited file format and cen be loaded into
- most spreadsheets and databases for charting, graphing and statistical
- analysis.
-
- The size of this file depends on the number of species and length of the
- game, and is approximately 1KB per day. This file is appendable: you can
- log data during a game or experiment, stop for a while, and come back
- to the game at a later time and continue logging to the same Data Log file.
-
- The Data Log file also contain genetic descriptions of each animal that lives
- during a game, plus enough genealogy info the eventually recreate the family
- trees of animals in your experiments.
-
- For more information and for the file format, see your machine-specific
- addendum.
-
- [PAGE: 198]
-
-
-
- GLOSSARY
-
- The SimLife manual provides many game-specific definitions for terms that are
- working definitions relevant to gameplay. Many of the following glossary
- definitions are more broad, formal denotations of terms.
-
- Adaptive Behavior - Responses - often genetically controlled - of an
- individual, group or species to the environment that aid
- survival and reproduction.
-
- Artificial Life - The study of and attempt to simulate life and lifelike
- processes in artificial media, including software (computer
- simulations), hardware (robotics), and wetware (organic
- material).
-
- Asexual - Involving or reproducing by reproductive processes (as cell
- division, spore formation, fissions, or budding) that do not involve
- the union of individuals or germ cells: lacking sex or functional
- sex organs.
-
- Carnivore - An organism that feeds on animals; a flesh-eating animal.
-
- Census - A usually complete enumeration of a population; specifically, a
- periodic governmental population count.
-
- Chromosome - A filamentous, threadlike structure in the cell nucleus (in
- eukaryotic cells), along which the genes are located.
-
- Deciduous - Falling off or shed seasonally or at a certain stage of
- development in the life cycle; shedding leaves each year.
-
- Diversity - Represented by a broad band of distinct elements or qualities;
- characterized by variety, difference and deep range.
-
- DNA - Any of various nucleic acids that are localized especially in cell
- nuclei that are the molecular basis of heredity in many organisms, and
- are constructed of a double helix held together by hydrogen bonds
- between purine and pyrimidine bases, which project inward from two
- chains containing alternate links of deoxyribose and phosphate.
-
- Ecology - A branch of science concerned with the interrelationship of
- organisms and their environments.
-
- Ecosystem - The sum total of physical features and organisms occuring in a
- given area.
-
- Environment- The sum total of physical, chemical and biotic factors (as
- climate, soil, and living things) that act upon on organism or an
- ecological community and ultimately determine its form and
- survival.
-
- Evergreen - Having foilage that remains green and functional through more than
- one growing season.
-
- Evolution - Change in the genetic makeup of a population with time; a theory
- that the various types of animals and plants have their origin in
- other preexisting types and that the distinguishable differences
- are due to modifications in successive generations.
-
- [PAGE: 199]
-
-
- Extinct - No longer active or existing.
-
- Filter Food - Organic matter or minute organisms often found in water currents
- that provide a source of nutrition for certain animals.
-
- Food Chain - the sequence of organisms, including producers, consumers, and
- decomposers, through which energy and materials are made and
- consumed in a community; an order of predation in which
- organisms use the next usually lower member as a food source.
-
- Foraging - A browsing, grazing or wandering search for food or provisions.
-
- Gene - A sequence of DNA nucleotides that codes for a particular polypeptide
- or an RNA molecule. Genes provide information for structure and
- function in organisms and are passed on in reproduction.
-
- Genealogy - An account of the descent of a person, family, or group from an
- ancestry or from older forms.
-
- Genetic Drift - Change in the gene pool purely as a result of chance, and not
- a result of selection, mutation, or migration.
-
- Genetics - A branch of biology that deals with the heridity and variation of
- organisms; the genetic makeup and phenomena of an organism, type,
- group, or condition.
-
- Genome - The total genetic information in an organism's nucleus.
-
- Germination - Sprouting or developing; coming into being or beginning to grow.
-
- Gestation - The carrying of young in the uterus and the concomitant
- developmental stages.
-
- Herbivore - An animal that eats plants.
-
- Humidity - Degree of wetness, especially atmospheric moisture.
-
- Intelligence - Ability to learn or understand or to deal with new or trying
- situations; the ability to apply knowledge to manipulate one's
- environment.
-
- Mutation - Any relatively stable heritable change in the genetic material.
-
- Natural Selection - Differential reproduction in nature, leading to an
- increase in the frequency of some genes or gene
- combinations and to a decrease in the frequency of others.
-
- Nectar - A sweet liquid that is secreted by the nectaries of a plant,
- sometimes a nutritional source for animals.
-
- Niche - The functional role and position of an organism in the ecosystem.
-
- Phenotype - The physical manifestation of a genetic trait; the features of
- form, function, and behavior of an organism; an expression of
- interaction between genotype and environment.
-
- [PAGE: 200]
-
-
- Precipitation - A deposit on the earth of hail, mist, rain, sleet, or snow;
- the quantity of water deposited.
-
- Predator - One that preys, destroys or devours; often a consumer of living
- tissue.
-
- Prey - An animal taken by a predator as food.
-
- Prototype - An individual that exhibits the essential features of a later
- type; an original model on which something is patterned.
-
- Recombination - The formation by the processes of crossing-over and
- independent assortment of new combinations of genes in progeny
- that did not occur in the parents.
-
- Speciation - The process of the formation of new species.
-
- Species - A category of biological classification ranking immediately below
- the genus or subgenus, comprising related organisms or populations
- potentially capable of interbreeding.
-
- Toxin - A poisonous substance that is a specific product of the metabolic
- activities of a living organism and is usually very unstable, notably
- toxic when introduced into the tissues, and typically capable of
- inducing antibody formation.
-
-
- SIMLIFE BIBLIOGRAPHY
-
- Adams, Douglas - The Hitchhiker's Guide to the Galaxy. Harmony Book, 1979.
-
- Allen, John - Biosphere 2: The Human Experiment. Penguin Books USA, 1991.
-
- Ashby, W. Ross - Design for a Brain. Chapman & Hall, 1960.
-
- Bell, William J. - Searching Behavior: The Behavioral Ecology of Finding
- Resources. Chapman and Hall, 1991.
-
- Bradbury, Ian - The Biosphere. Belhaven Press, 1991.
-
- Dawkins, Richard - The Blind Watchmaker. W.W. Norton & Company, 1986, 1987.
-
- Dawkins, Richard - The Selfish Gene. New Edition. Oxford University Press,
- 1976, 1989.
-
- Eldredge, Niles - Macro-Evolutionary Dynamics: Species, Niches & Adaptive
- Peaks. McGraw-Hill, 1989.
-
- Goldberg, David E. - Genetic Algorithms in Search, Optimization & Machine
- Learning. Addison Wesley, 1989.
-
- Gonick, Larry and Mark Wheelis - The Cartoon Guide to Genetics. Updated
- Edition. Harper Perennial, 1983, 1991.
-
- [PAGE: 201]
-
-
- Gould, James L. and Carol Gould - Sexual Selection, Scientific American
- Library. 1989.
-
- Imes, Rick - The Practical Botanist: An Essential Field Guide to Studying,
- Classifying, and Collecting Plants. Simon and Schuster, Fireside,
- 1990.
-
- Keeton, William T. - Elements of Biological Science. W.W. Norton & Company,
- 1973.
-
- Langton, Christopher G., ed. - Artificial Life II: A Proceedings Volume in the
- Santa Fe Institute Studies in the Sciences of
- Complexity, Volume X. Addison Wesley, 1992.
-
- Langton, Christopher G., ed. - Artificial Life: A Proceedings Volume in the
- Santa Fe Institute Studies in the Sciences of
- Complexity, Volume VI. Addison Wesley, 1989.
-
- Lem, Stanislaw - The Cyberiad: Fables for the Cybernetic Age. Harcourt
- Brace Jovanovich, 1974.
-
- Meyer, Jean-Arcady, ed. - From Animals to Animats: Proceedings from the First
- International Conference on Simulation of Adaptive
- Behavior. Massachusetts Institute of Technology,
- 1991.
-
- Minsky, Marvin - The Society of Mind. Simon & Schuster, 1985, 1986.
-
- Packer, Craig - "Captives in the Wild." National Geographic, Vol. 181, No. 4
- (1992): 122-136.
-
- Pianka, Eric R. - Evolutionary Ecology - Fourth Edition. Harper & Row, 1988.
-
- Terborgh, John - Diversity and the Tropical Rain FOrest. Scientific American
- Library, 1992.
-
- Vonnegut, Kurt - Galapagos. Delacorte Press, 1985.
-
- Wilson, E. O., ed, et al - Biodiversity. National Academy Press, 1986.
-
- Wilson, E. O. - Life on Earth. Sinauer Associates, Inc., 1978.
-
- Young, Paul - The Botany Coloring Book. Harper & Row, 1982.
-
- [PAGE: 202]
-
-
-
- INDEX
-
- A - C
-
- A Button 26, 99
- About SimLife... 84
- Accidents 157
- Action 146, 147
- Add a Group 124
- Adult 144
- Advanced 89
- Age (% of Max) Graph 154
- All Deaths 157
- Altitude 120
- Altitude Button 37
- Altitude Tool 109
- Analysis 77
- Animal Food Sources 143
- Animal Gene Groups 161
- Animal Genome 141-147
- Animal Icons 136
- Animal Limits 179
- Animal Variables 183
- Animal Zoo File 197
- Animals 18
- Anywhere 124
- Artifacts 38, 105, 181
- Artificial Life 6
- Auto Scroll 87
- Auto Tracking 39, 87
- Auto-Disasters 97
- AutoSpeciate 92
- Average 89
- Avoid 144
- Barrier Tool 114
- Barriers 33, 121, 126
- Beginner 89
- Behavior 143
- Biology Lab 43-45, 48, 55, 58-59, 94, 128-139
- Biology Lab, Edit Lab 131-139
- Biology Lab, Select Level 129-131
- Biology Lab Buttons 43, 138 T
- Births Graph 154 Y
- Bowser 42, 93 P
- Brain Box 183 E
- Build World... 88 D
- Build World... Button 32, 61, 122
- Build-A-Bug 54 B
- Carrot 40, 112 Y
- Causes of Death 157
- Census Button 42, 43 R
- Census Submenu 95 Y
- Census Windows 69, 70, 152-174 G
- Census Windows Button 29 A
- Change Physics... 65, 90 R
- Change Picture to Match Prototype Genome 138
- Change Prototype Genome to Match Picture 138
- Chromosomes 20
- Civilization 97
- Clear Icon 85
- Climate Lab 64, 94, 151
- Climate Lab Button 64
- Clone 39, 111
- Close 84
- Cold Wave 96
- Comet 97
- Conserving Memory 194
- Continous Gene Display - Color 164
- Continous Gene Display - Monochrome 162
- Continous Genes 72, 159, 161
- Control 60-61
- Control Key 39, 80, 100
- Copy Button 60, 129
- Copy Icon 50, 85
-
- D - F
-
- Danger 146, 147
- Dashboard 24-29, 59-61, 94, 98-102
- Data File Types 196-197
- Data Log File 197
- Data Logging... 92
- Day Length 178
- Day Length Variation 151
- Days 14
- Deaths Graph 154
- Delete All Animals 130
- Delete All Plants 130
- Delete Button 129
- Die-off 144
- Difficulty Submenu 89
- Disasters Menu 96
- Discrete Genes 72, 159-160
- Display Controls 99
- Display Messages 87
- Diversity 95
- Diversity Window 171-173
- DOS/Windows Dashboard 25, 98
- Down-arrow Buttons 15, 27, 80
- Drawing Order 105
- Drought 97
- Ecology 17
- Ecology Score Graph 154
- Ecosystem 17
- Edit 94
- Edit Button 129
- Edit Level 44
- Edit Menu 85
- Edit Rectangle 30, 35, 118
- Edit Species Genome 138
- Edit Window 35, 63, 104-116
- Edit Window Control Panel 36, 104, 106-116
- Edit Window Display Area 105
- Edit Window Tool Indicator 101
- Edit Rectangle 30
- Energy Requirement Bar 147
- Environment 17
- Evaluation 94
- Evaluation Window 51, 187
- Evaporation Rate 149
- Evergreen Button 150
- Everything 181
- Evolution 21
- Expert 89
- Features 145
- Females (%) Graph 154
- File Menu 84
- Filter Feeder Food 119
- Filter Food 19, 119
- Fire 97
- Flash Cards 45, 48, 82, 132-134
- Flood 96
- Flower Season 149
- Food 19, 146
- Food (%) Graph 154
- Food Chains 20
- Food Slider 150
- Food Sources 33, 121, 126
- Food Tool 114
- Food Value 176
- Food Web 95
-
- [PAGE: 203]
-
- Food Web Window 165-167
- Food Webs 20
- Forage Count 183
-
- G - L
-
- Game Data File 196
- Gender 46, 141, 148
- Gene Pool 21, 95
- Gene Pool Diversity 48, 134
- Gene Pool Window 71, 158-164
- Gene Poole 42
- Gene Selection 162
- Genes 20
- Genetics 20
- Genome Window 40, 46-47, 56-57, 140-150
- Genomes 21
- Gestation 145
- Gestation Size 145
- Gestation Time 145
- Goals of SimLife 2
- Goodies Submenu 87
- Graph Display Area 155
- Graph Information 154
- Graph Selectors 153
- Graph Time Scale 153
- Graphs 95
- Graphs Window 70, 152-155
- Group Selection 160
- Health 146, 149
- Health (%) Graph 154
- Health Costs 177
- Heat Wave 96
- Help Button 28, 31, 101, 116, 122, 124, 127, 139, 147, 150, 152, 156, 158, 176
- Hide All Animals 88
- Hide All Layers 88
- Hide All Plants 88
- Highlight 39, 112
- History 95
- History Window 42, 174
- Home Gene Splicer-Dicer 47
- Icon Section 134
- Icons 49-50, 58
- Ignore 144
- In the Water 124
- Individual Animal Data File 196
- Individual Organism Naming System 81
- Individual Plant Data File 196
- Installation 10
- Joystick 35-36, 105, 116
- Kill Off 124
- Lab Book 53, 70-71, 74
- Lake Size 181
- Large 127
- Laws of Physics Window 65, 175-180
- Layers Submenu 88
- Life 16, 121, 144
- Life Button 38
- Life Span 144, 178
- Life Tool 110-113
- Llama 34, 39, 188
- Load a Species 131
- Load a Zoo 131
- Local Species 16, 81, 153, 157, 160, 166
- Locate an Individual Window 188
- Locate an Individual... 91
-
- M - P
-
- Macintosh Dashboard 25, 98
- Main Links 166
- Make Population Match Prototype Genome 138
- Make Prototype Genome Match Population 139
- Making a Living 172
- Making the Simulation Run Faster 194
- Map 94
- Map Window 30, 117-122
- Map Window Button 30
- Map Window Control Panel 31, 118-122
- Map Window Display Area 118
- Mating Difference 48, 56, 134
- Max 146, 147
- Maximum Size Bar 147
- Maximum Size Slider 150
- Medium 127
- Menu Bar 24
- Menus 15, 24, 84-97
- Metabolism Costs 177
- Mice 13
- Modified 89
- Moisture 120
- Moisture Tool 108
- Moisture Zones 181
- Mortality 95
- Mortality Window 43, 156-157
- Mountains 126
- Move 39, 111
- Movement 141
- Movement Costs 176
- Mutagen Tool 116
- Mutagens 32, 121, 126
- Mutation 145
- Mutation Rate Slider 150
- Nectar 46
- Nectar Button 150
- New Animal Button 130
- New Game 84
- New Game Window 23, 103
- New Plant Button 130
- New World Name 126
- No Auto-Disasters 97
- No Graph 154
- Novice 89
- Number of Children 145
- Old Age Slider 150
- On the Land 124
- On-screen Tutorial 10
- One Species 167
- Open Game 84
- Option Key 39, 80, 100
- Organism Display Controls 99
- P Button 26, 99
- Palette 49
- Paste Icon 85
- Pause Button 29, 69, 101
- % Female 145
- % Genes from Father 48, 134
- % of Biomass Graph 154
- Persist 143
- Phenotype 94
- Phenotype Window 41, 184
- Philosophy of Life 83
- Plague 96
- Plant Costs 178
- Plant Gene Groups 161
- Plant Genome 148-150
- Plant Icons 135
- Plant Limit 179
- Plant Variables 182
- Plant Zoo File 196
- Plants 18
-
- [PAGE: 204]
-
- Play Animal Sounds 87
- Play Music 87
- Play Other Sounds 87
- Play Scenario Button 103
- Populate 39, 111
- Populate Window 33-34, 67-68, 123-124
- Populate... 88
- Populate... Button 33, 67-68, 122
- Population 95, 159
- Population Graph 154
- Population Interaction Window 168, 169
- Population Window 170
- Prefer/Avoid/Ignore 144
- Prototype 129
- Prototype Genome 21, 82
-
-
- Q - S
-
- Quit 84
- Radiation (%) Graph 154
- Rainfall Variation 151
- Rating 187
- Reconverge Species 92
- Record All Statistics 91, 155
- Recording Data 70
- Recruit 112
- Reference 79-197
- Regional Weather Variation 125
- Rename Button 60
- Return to Select Level 60, 138
- Rivers and Lakes 126, 181
- Roamin' Noses 55
- roaming 143
- Run Control Window 189
- Run Control... 91
- Sacredness of All Life 54
- Sample Experiments 190-193
- Save 84
- Save All Animals 130
- Save All Plants 130
- Save As... 84
- Save Button 51, 129
- Scenarios 23, 103
- Score 187
- Scrolling 36
- Seasons 149
- Seed Season 149
- Seeds 149
- Select Level 129
- Selected Species 15, 27, 81, 99, 100, 123, 129
- Selected Species Section 100
- Set Defaults 180
- Set Random Seed... 90
- Set Time To 0 91
- Share Food 143
- Show All Animals 88
- Show All Layers 88
- Show All Plants 88
- Show Clipboard 85
- Show Genes 40, 113
- Show Phenotype 41, 113
- Show Plague Pink 89
- Show Steps 181
- Show Variables 40, 113
- SimAnt(R) 4
- SimCity(R) 4
- SimEarth(R) 4
- Simulation Menu 85
- Simulation Stuff 178-197
- Size 145
- Size (% of Max) Graph 154
- Small 127
- Smite 39, 111
- Software Toys(R) 4
- Soil and Climate Change 180
- Soil Depth 119
- Speciate 41, 113
- Speciate Window 41, 185-186
- Speciation 22
- Species 17
- Species Naming System 80
- Speed Submenu 85, 86
- Splatt 53-78
- Sprout Moisture 149
- Sprout Season 149
- Sprout Temperature 149
- Starting Data 73
- Status 187
- STD 96
- Stealth 145
- Structure 148
- System Simulation 4
-
- T - Z
-
- Taking Data 76
- Technical Submenu 65, 90
- Teleport 97
- Temperature 120
- Temperature Button 37
- Temperature Tool 107
- Temperature Variation 151
- Temperature Zones 181
- Ticks 14, 36
- Time Display 107
- Time in SimLife 14
- Tiny 127
- Title Section 141
- Toxin Tool 115
- Toxins 32, 121, 126
- Trails 122
- Triangle Buttons 15, 80
- Tricky Graphs 162
- Turn Angle 143
- Turn Type 143
- Turning 143
- Tutorials 10-78
- Types of Genes 159
- Ultra-Food 19, 33, 114, 121, 126
- Undo 85
- Update All Windows 88
- Use Colors Button 160
- Variables 94
- Variables Window 40, 182-183
- Vision 145
- Water 121, 146
- Water (%) Graph 154
- Water Button 38
- Water Slider 150
- Water Tool 114
- Weapons 145
- Who's Eating Me? 157
- Window-opening Buttons 29
- Windows 98-197
- Windows Menu 94
- World Average Moisture 125
- World Average Temperature 125
- World Building Options Window 181
- World Building Options... 91
- World Buliding Process 195
- World Design Window 32, 62, 125-127
- World Design Window 32, 62, 125-127
- Year Length 179
- Years 14
-
-
- SIM LIFE
-
- ADDENDUM & QUICKSTART GUIDE & KEYBOARD CHART
-
- AMIGA VERSION
-
- Typed by Rygar!
-
- Supplied by JBM
-
-
-
-
-
- SYSTEM INFORMATION
-
-
- HARDWARE REQUIRED
-
-
- AGA VERSION:
-
- A1200, A4000 using Workbench 3.0 with 2 MB of RAM. A
- hard drive is recommended.
-
- STANDARD VERSION:
-
- A500, A500+, A600, A1200, A1500, A2000, A3000, A4000 using
- Workbench version 1.3 or higher with a minimum 1 MB of RAM
- although 2 MB is recommended. A hard drive is also recommended.
-
-
- GENERAL INFORMATION
-
- This Addendum / Quick Start Guide contains all the Amiga - specific
- information to play SimLife.
-
- There are two versions of SimLife for the Amiga: AGA which fully
- supports A1200 and A4000 machines utilising the AGA graphics
- chipset and STANDARD which supports all non AGA Amiga
- machines.
-
- The disks supplied have been compressed and will require
- decompressions before use. If you intend to play SimLife from
- floppies, please ensure that you have 3 formatted blank disks for the
- game to install onto. See Installation instructions below.
-
-
- NO COPY PROTECTION
-
- SimLife is not copy protected. This is an experiment and a big leap
- of faith for us. We are trusting you not to give away copies of this
- game. Copy protection is a pain - for all of us - and we'd like to stop
- using it forever, but if SimLife falls victim to piracy, then we will
- revert to using protection on future products.
-
-
- HIGH RESOLUTION MODE
-
- If you are using the AGA version of SimLife you have the
- capabilities of operating in high resolution mode if you have a
- multisync monitor attached. The standard version may also be
- operated in high resolution if you have a flicker fixer and 2MB or
- more with a multisync monitor.
-
-
- QUICK-START GUIDE INSTALLATION
-
- Both AGA and STANDARD versions of the SimLife program have
- identical installation programs. To install SimLife:
-
- 1. Insert the SimLife Disk 1 into your internal disk drive.
- 2. Reset you Amiga.
- 3. Follow the on screen instructions choosing graphical
- requirements and install destination (either floppy or hard disk),
- swapping disks when necessary.
-
-
- STARTING THE PROGRAM
-
- FROM HARD DISK
-
- After installation (see above), using Workbench open the folder that
- the game has been installed to and double-click on the SimLife icon
- to play.
-
- FROM FLOPPY DRIVE
-
- Insert the disk labelled `SIMLIFE1' into your internal drive and reset
- your machine. The game will load automatically.
-
-
- THE ON-SCREEN TUTORIAL
-
- After starting SimLife, you will see the New Game Window. Click on
- the Tutorial button, then on Play Scenario to start the On-screen
- Tutorial. You will then be walked through the basics of SimLife. A
- special Tutorial Menu will appear to help you navigate and access
- special Help screens.
-
- There are two additional tutorials in the manual that will take you on
- a more complete tour of SimLife and demonstrate how to design, set
- up and carry out a SimLife experiment.
-
-
- SPECIAL AMIGA FEATURES
-
- Following is an explanation of any and all features and functions of
- SimLife on the Amiga that weren't covered in the manual.
-
-
- LOADING AND SAVING FILES
-
- All file loading and saving is achieved through the standard Amiga
- file requester. In addition, SimLife gives you the option of keeping
- backup copies of the previous versions of each of these files. If you
- want a backup, click in the Make Backups box in the Save File
- dialogue box.
-
-
- SOUNDS
-
- Most sounds in SimLife happen in response to your actions, but there
- are three sounds that occur to notify you of important events that you
- might not otherwise notice.
-
- Oooooh - this moan is the sound of an animal dying.
- Ooh-la-la - this is the sound of animals mating.
- Fanfare - this sound announces a birth.
-
-
- BEYOND THE VALLEY OF THE SIMS
-
- SimLife is a powerful simulation engine that can be put to use in a
- number of different ways, both useful and silly. We've included a few
- saved games on one of the disks that show some of these uses (or
- abuses). Try them out. See if you can figure out what they are
- and why.
-
-
- DATA LOGGING
-
- An advanced, but very useful feature in SimLife is Data Logging.
- When you activeate the Data Logging... item in the Technical
- Submenu of the Simulation Menu, the program will write a lot of data
- to disk in a standard text file. This information can then be loaded
- into a spreadsheet or other statistical program, and you can make all
- the graphs and charts you could ever want.
-
- Warning: The Data Log File can get huge. Depending on the size
- of the world and the number of plants and animals in it, this file
- can take up to 100KB per year. Make sure you have the disk space.
-
- When you activate Data Logging, you will be presented with a
- dialogue box that lets you name the data file and tell the computer
- where to save it.
-
-
- DATA LOGGING FILE SAVING OPTIONS
-
- In addition to the usual Amiga file saving controls, you
- can set a few other options.
-
- Append to Existing File
-
- Sometimes you might run SimLife with Data Logging,
- take a break (to work - or better yet, play SimCity),
- the come back to SimLife later. If you want to
- continue Data Logging where you left off, and have
- the data go into the same data file you were using
- before, use the same file name and check this box.
-
- Data Checkboxes (A.K.A. Flags)
-
- You can choose what data to save to disk by
- checking the following boxes. If you hold
- down the Option key while checking a box,
- they will all be checked. If you hold down
- the Option key while unchecking (clearing)
- a box, they will all be unchecked.
-
- An explanation of what information each checkbox represents can be
- found starting on the next page, as part of the complete description of
- the Data Log file format.
-
-
- DATA LOGGING FILE FORMAT
-
- In order to make use of this data once you get it into a spreadsheet (or
- other program), you'll need to know how all the data is arranged.
-
- Each line in the data log file starts with the four-letter abbreviation, as
- seen next to each checkbox, that indentifies the type of information the
- line contains, followed by one or more data fields. Fields are
- separated from each other by a single Tab. Lines are separated by a
- Return. The first data field is the simulation time, showing the year,
- day, and tick of the event being reported. On most lines, the next field
- is either a species or an Orgot (an individual SimLife Organism)
- identifier code, which consists of a flag indicating whether this is a plant
- or an animal species, the species number and version, and specific organism if
- applicable. The remaining fields are different for each message type as noted.
-
-
- Type Year.Day.Tic Date Time Message
- NOTE 0000.000.000 92/06/01 17:12:51 "Log started"
-
- These are human-readable messages that report when the data log was started
- or closed, as well as when a game is paused, the simulation time is reset to
- zero, or a game is loaded.
-
-
- Type Year.Day.Tic SpeciesID Event Message
- HIST 0000.000.000 1.19.01.000 2 "Wheatgrass' has only seeds left"
-
- All messages that appear in the History window will be recorded to the data
- log as they occur.
-
-
- Type Year.Day.Tic SpeciesID Remaining Special Pop.
- DIED 0000.000.000 1.02.01.023 12
-
- This is a record of each plant or animal death.
-
-
- Type Year.Day.Tic SpeciesID New Species Pop.
- LIVE 0000.000.000 1.00.01.030 30
-
- Each time a new plant or animal is created or populated, the species
- identifier and unique orgot number of the new inhabitant is recorded. If the
- GENE checkbox is checked, the genetic make-up of the new organism is reported.
-
-
- Type Year.Day.Tic SpeciesID New Species Pop.
- BORN 0000.000.000 1.00.01.030 30
-
- Each time an animal is born, the birth is reported. If the GENE checkbox is
- checked, the genetic makeup ofthe newborn is reported.
-
-
- Type Year.Day.Tic SpeciesID New Species Population
- SEED 0000.000.000 1.00.01.030 30
-
- Each time a plant sprouts from a seed, the event is reported. If the GENE
- checkbox is checked, the genetic makeup of the new plant is reported.
-
-
- Type Year.Day.Tic OrgotID OrgotID
- MATE 0000.000.001 0.06.01.002 0.06.01.001
-
- Each time a pair of animals or plants mate, the event is reported. The first
- OrgotID is the female.
-
-
- Type Year.Day.Tic OrgotID OrgotID
- ASEX 0000.001.000 0.12.01.005 0.12.01.005
-
- Each tiem an asexual plant or animal becomes pregnant, the event is reported.
- Since the orgot is mating with itself, the OrgotID is duplicated for
- consistency with the MATE data format.
-
-
- Type Year.Day.Tic SpeciesID Number Killed
- KILL 0000.000.000 1.00.01.000 30
-
- Each time a plant or animal is manually killed, the death is reported.
-
-
- Type Year.Day.Tic SpeciesID Number Populated
- POPU 0000.000.000 1.00.01.000 30
-
- Each time a species is manually populated, the event is reported.
-
-
- Type Year.Day.Tic SpeciesID Daily Statistics
- DATA 0000.001.000 0.00.01.000 See below
-
- At the end of each simulation day, the census statistics for each active
- species are summarised.
-
-
- Type Year.Day.Tic SpeciesID Annual Statistics
- YEAR 0001.000.000 0.00.01.000 See below
-
- At the end of each simulation year, the census statistics for each active
- species are summarised.
-
-
- Type Year.Day.Tic SpeciesID Message
- DELE 0000.000.000 1.00.01.030 `SpeciesName' has been deleted.
-
- Each time a species is deleted, the event is reported.
-
-
- Type Year.Day.Tic SpeciesID Message
- CREA 0000.000.000 1.00.01.030 `SpeciesName' has been created.
-
- Each time a species is created, the event is reported.
-
-
- Type SpeciesID Species Name
- LEGN 0.00.01.000 "Elephant"
-
- At the beginning of each data log is a legend or listing of each species
- identifier and species name. This can be used as a key to look up the name of
- a species from its identifier number.
-
-
- Type Year.Day.Tic OrgotID MothersID Genetic Data
- GENE 0000.000.000 1.00.01.001 1.00.01.000 See below
-
- Each time a plant or animal is populated or born, the genetic information for
- that individual is reported. Since animals have more genetic data than plants,
- animals have several additional fields in addition to the basic fields.
-
-
- DATA and YEAR Fields
-
- All of the following fields are recorded for DATA (daily census statistics)
- and YEAR (yearly census summaries) for each active species.
-
- Simulation time; Species ID: Total species population, including seeds for
- plants; for plant species, the number of seeds, if any; Species population,
- not including unsprouted seeds; Number of births or sprouts in this species;
- Number of deaths in this species; Water level for this species; Health level
- for this species; Number of females in the species population; Average age of
- the species population; Average size of the species population; Total biomass
- of this species.
-
-
- GENE Fields for Plants
-
- These are the fields recorded for each individual plant:
-
- Simulation time; OrgotID: OrgotID of this orgot's mother; Food Store gene;
- Water Store gene; Health Store gene; Height gene; Mutation gene; Life span
- gene; Stealth gene; Birth/Death gene; Movement/food source gene; Reserved gene
- (not used for genetics).
-
-
- GENE Fields for Animals
-
- These are the fields recorded for each individual animal. They are the same as
- the plant genes above, plus the following additional fields:
-
- Behaviour gene; Vision gene; Food Action gene; Water Action gene; Health
- Action gene; Food Danger gene; Water Danger gene; Health Danger gene;
- Gestation Time gene; Gestation Size gene; Metabolism/Gender/Share Food gene;
- Adult age gene; Weapons gene; Turn Style gene; Persistence gene; Species0
- attract/repel gene; Species1 attract/repel gene; Species2 attract/repel gene;
- Species3 attract/repel gene; Species4 attract/repel gene; Species5 attract/
- repel gene; Species6 attract/repel gene; Species7 attract/repel gene.
-
-
- KEYBOARD CHART
-
- File Commands
- ~~~~~~~~~~~~~
- Right Amiga Key + N = New Game...
- Right Amiga Key + O = Open Game...
- Right Amiga Key + W = Close Game...
- Right Amiga Key + S = Save
- Right Amiga Key + Q = Quit
-
- Speed Commands
- ~~~~~~~~~~~~~~
- Right Amiga Key + P = Pause
- Right Amiga Key + - = Slow
- Right Amiga Key + = = Medium
- Right Amiga Key + F = Fast
- Right Amiga Key + U = Ultra
-
- Opening Windows
- ~~~~~~~~~~~~~~~
- Right Amiga Key + E = Edit
- Right Amiga Key + M = Map
- Right Amiga Key + T = Climate Lab
- Right Amiga Key + B = Biology Lab
- Right Amiga Key + O = Dashboard
- Right Amiga Key + 1 = Variables
- Right Amiga Key + 2 = Phenotype
- Right Amiga Key + 3 = Evaluation
- Right Amiga Key + 4 = Diversity
- Right Amiga Key + 5 = Food Web
- Right Amiga Key + 6 = Gene Pool
- Right Amiga Key + 7 = Graphs
- Right Amiga Key + H = History
- Right Amiga Key + 8 = Mortality
- Right Amiga Key + 9 = Population
-
- Technical Commands
- ~~~~~~~~~~~~~~~~~~
- Right Amiga Key + Y = Change Physics
- Right Amiga Key + L = Locate an Individual
- Right Amiga Key + D = Data Logging
-
- Goodies and Options
- ~~~~~~~~~~~~~~~~~~~
- Right Amiga Key + J = Music on/off
- Right Amiga Key + K = Sound on/off
- Right Amiga Key + A = Auto Tracking on/off
-
- Other Keys
- ~~~~~~~~~~
- Tab = Toggles between Plant and Animal in the Dashboard
-
- Escape = Cancels operations, deselects selections, and sets
- Life Tool to No Tool
-
- Left Alt Key = In the Edit Window:
- Hold down Left Alt Key while cloning to cause mutation
- Hold down while raising or lowering Temperature or
- Moisture to limit effect to one tile.
- Hold down while using Carrot to call only Highlighted
- animal.
-
- Left Alt Key = In the Dashboard:
- Hold down while clicking an On/Off button to turn all
- plants or animals on or off.
- Hold down while selecting a colour/symbol to set all
- plants or animals to that colour/symbol.
- Hold down while clicking on the Pause button to
- single-step the simulation one Tick.
-
- Left Alt Key = In the Graphs Window:
- Hold down while selecting the Local Species or
- Information to set all four Selectors at once.
-
- Left Alt Key = In the Map Window:
- Hold down while clicking the Populate... button to
- randomly populate the world.
-
- Left Alt Key = In the Food Web Window:
- Hold down while clicking on a predator to open the
- Population Interaction Window.
-
- Left Alt Key = In Data Logging Dialogue Box:
- Hold down while toggling any checkbox on or off to
- turn them all on or off.
-
-
-
-
- MINDSCAPE INTERNATIONAL
- PRIORITY HOUSE, CHARLES AVENUE, BURGESS HILL, WEST SUSSEX RH15 9PQ
- TEL 0444 246333 FAX 0444 248996
-
-
-
-
-