Dance sphere

"What nightclub is complete without a device that can allow you to dance while suspended in an electromagnetic field? Not a single one, according to ExtremeCO! The ElectroDance Sphere utilizes a sophisticated built in fusion reactor (just add water) to power itself, so it has the juice to suspend even the portliest of Sims. ExtremeCO asks you: 'Now really, who doesn't like to vomit?'"

The ElectroDance Sphere by ExtremeCO is an object added in The Sims 2: Nightlife. It can be found in the Hobbies-Exercise section of Buy mode, and can be placed on residential and community lots. It consists of three rings held in large metal clamps which are attached to its base. The innermost ring has a handhold and footrest. When it is not in use, all three rings are lined up vertically, and the player can click on it and choose one of three speeds. The Sim will then step into the rings, grab the handhold, and plant his or her feet on the footrest. The rings will then be released and rotate into position, and a network of wires will appear to complete the sphere. The device will then become fully engaged, and the sphere will levitate and begin to spin in various directions.

The ride will stop when the player cancels the action or when the Sim is thrown from the sphere. The Sim's chances of being thrown are greater at higher speed, and also depend on his or her Body skill. Sims are often dizzy for a few minutes after leaving the sphere. Spinning in the ElectroDance Sphere builds Body skill. If FreeTime is installed, it also builds enthusiasm for the Fitness hobby.

Sims may use the ElectroDance Sphere autonomously. If one is present, they may have a minor want to use it, and/or a minor fear of being thrown from it.

Sims who have been abducted by aliens at least once have a chance of being abducted again while using the ElectroDance Sphere on medium or high speed. If this happens, the Sim will disappear and reappear some time later. The ElectroDance Sphere will stop while the Sim is "away", and restart when the Sim returns, but the Sim will still be considered to be using it while "away", and will continue to gain Body skill.

The Sims 3: Showtime
"Jump in and hold on tight, because this may be the ride of your life. Like its predecessor, the Electro Dance Sphere, the PPGC harnesses the power of a thermofusion cell that is strong enough to generate an Einstein-Rosen bridge. It's really out of this world!"

The ElectroDance Sphere returns in The Sims 3: Showtime under the name PlasmaPunch Gyroscopic Conductor. It looks essentially the same as it does in The Sims 2: Nightlife. Sims who have reached level 10 in the Handiness skill can upgrade it to include an Inertial Stabilizer and Dimensional Gates. The Inertial Stabilizer seems to make it easier for Sims to use the Conductor without vomiting. Sims that travel through Dimensional Gates may return with various objects, including a Genie lamp.