The Sims 2 (Nintendo DS)

The Sims 2 for Nintendo DS is the first DS game of The Sims 2. Like the many of the console games it takes place in Strangetown with some of the same faces.

The plot is quite simple, the player's character arrives in Strangetown after crashing their car. The local old guy Jebidiah S. Jerky, who informs them that "your engine has more holes than a donut shop," and they should probably check in at the local hotel. An interesting coincidence is that the manager of the hotel left the previous day and has left a note at the check in desk addressed to the player's character stating that they are the new manager of the hotel.

The aim of the game is to improve the hotel by adding extensions, furnishing rooms, completing goals set by the game or randomly by the quite frankly mental guests and keeping it clean.

There are three guests, Frankie Fusilli, Ava Cadavra, and Optimum Alfred, who have quests that must be completed.

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Real-time
The game plays in real time, with some options only occurring at night and others only in the day. Building rooms takes 8 real-time hours and the guests checkout on specified dates. The shop has new items every week and a new large item every month. Skill points that are found around the hotel only appear at certain times on certain days. Weather is random. Also, if the player changes the time, the aliens will take over Strangetown, so it's best not to.

Social interaction
The guests are always coming and going, usually they stay pretty sane and have no problems. The player's character can increase their relationship with them by "Impressing" them. Sometimes, Sims walk around all huffy and they sometimes send mean phone messages and text messages. Calm these Sims down because some of them actually break hotel furniture. Some Sims may be upset over something. Some Sims may be bonkers and start going around all loopy and will pee on the hotel floor which needs to be clean to maintain a hotel rating. Sims will always greet the player's character when approaching them. Depending on what the Sim is feeling, their reaction will be different when speaking to them. Items can be traded to other Sims for a big boost in relationship. Sim can be given any a vacant room in the hotel. When a Sim is checked in declare how long they are staying. A Sim can be evicted from a room. Depending on how they feel at the end of their vacation they will pay either full, half, or tip. Always restock the brochure holder, because each one is worth 15 Simoleons.

Like the majority of other games in the Sims series it is possible to enter romantic relationships with other sims. But Sims can only interact romantically with a Sim of the different gender, not every Sim can be romance. Sims that can't be romanced are Lord Mole, Optimum Alfred, Bigfoot, Jeb, Pepper Pete, Emperor Xizzle, and Horus.

Returning Sims

 * Ava Cadavra
 * Bigfoot
 * Cannonball Coleman
 * Detective Dan D. Mann
 * Dusty Hogg
 * Futo Maki
 * Giuseppi Mezzoalto
 * Johnny Smith
 * Luthor L. Bigbucks
 * Misty Waters
 * Tank Grunt
 * Pepper Pete

New Sims

 * Emperor Xizzle
 * Auda Sherif
 * Frankie Fusilli
 * Kayleigh Wintercrest
 * Lord Mole
 * Horus Menhoset IX
 * Optimum Alfred
 * Penelope Redd
 * Kent Hackett
 * Sancho Paco Panza
 * Mamma Hogg
 * Honest Jackson
 * Jebidiah S. Jerky
 * Tristan Legend
 * Concierge
 * Safari Chick
 * Saloon Chick

Sanity
Sanity is the player character's mood. Sanity can be controlled by interacting with objects such as a bed, bench, chair, shower, toilet, food, etc. Icons displayed above the player character's head should be done immediately or else their sanity meter drains faster than normal. Also, not fulfilling the icons for the toilet and bed will result in the player getting thrown in jail and losing two hundred simoleons for bail. If the player has insufficient funds to bail themselves out, Mamma Hogg will bail them out for them.

Talking to a lot of people will upgrade the character's sanity. There are four levels, each with its own color as shown in the table below:

Hotel
The hotel begins with only the lobby, 2nd floor lobby, basement lobby, furnace, small room, manager's suite and penthouse, which may sound like a lot but there are many other rooms which need to be built to complete the game including a vault, casino, and art gallery. Certain rooms must be built when the three special guest are checked in. Examples of this would be the vault that Frankie Fusilli requires, or the Cult Room in which Ava Cadavra seeks. As well as completing the in game goals, it is the players' job to maintain the hotel. Not doing so can decrease your hotel score.

There is a cheat to unlock the Bovine Shrine (the Cult Room).

Skill points
There are 5 types of skill points: Body, Business, Charisma, Creativity, and Mechanical.

Skill points, when they appear, will remain in the same location for 8 hours, changing at 8 a.m., 4 p.m. and 12 midnight. The calendar gives the time when the skill point first can be discovered, but it will remain there for 8 hours. Only one skill point of each type can be found at a certain time, day and location.

Earning Simoleons
Players can earn Simoleons by getting guests to stay in your hotel. Alternate ways of getting Simoleons include finding license plates and selling them to the sheriff in the prison, selling fuel rods to the clerk in the city hall, selling the gourds to the lady in the Saloon and selling UFO parts to Johnny Smith (the general store clerk). Players can also make Simoleons by creating art in the gallery and playing music in the Sax Lounge and the Lion Lounge by playing on the keyboard. Other ways of earning Simoleons include selling items you don't need. For example, showers, sinks and other spare furniture. Players can get Simoleons by cheering people up, calming them down or restraining them. Even more ways involve going to the desert with your metal detector to find things like mummified aliens and metal bars that you can sell to the shop clerk. Once you build The Vault for your hotel, in the middle of the room should be a machine where Sims can print Simoleons. However, doing this has consequences and using the machine too much can get your Sim arrested. You can use it also to sell bars. This way gives more money than selling it in the shop.

Ratticator
As the story progresses, there are more and more threats to Strangetown and the only one that can save it is your Sim! It's time to suit up as the Ratticator! In order for your Sim to unlock the ability to fight evil as a superhero you must purchase the Rat Cave which will appear in the basement. If you have not bought the Rat Cave by the Optimum Alfred level then during that level keep visiting the basement and eventually Tristan Legend will show up and introduce you to the Rat Cave. I n the Rat Cave there is a large test tube with a suit inside it. Make your Sim approach it and you should be able to select wear suit. As the Ratticator, your Sim will be able to fight aliens and goons by using scare, battarang and sim-fu, but be warned! Not all goons will be afraid of the Ratticator! It will scare most Sims, aliens, Jimmy the Neck and Crime Spree Bob, but robots will still attack you! Whilst in the Ratticator costume, your Sim will have no access to their mobile phone, will not be able to interact with other Sims and won't be able to change their clothes at a dresser or change their hairstyle. It is vital to be experienced with your Sim as the Ratticator for the final level, which is the showdown between your Sim and Optimum Alfred.

Trivia

 * There is some speculation over when the game is set because of Johnny Smith and Tank Grunt. In The Sims 2 for PC Tank and Johnny are both teens, but Johnny is far closer to becoming an adult to Tank. At the start of The Sims 2 for DS, Tank appears to be an adult and Johnny still a teen. This is unusual as it should be the other way round.
 * The only non-hostile alien in the game is Johnny Smith, who is actually a hybrid.
 * After the first boss is defeated, Honest Jackson will disappear from the game. If the player calls him, he will say that he is in the city hall. However, he will not be there.