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.

Touchscreen
The game incorporates touchscreen with its game play. It is used for the menu, the minigames and the social interactions.

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.

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.

Talking to a lot of people will upgrade the character's sanity. There are four levels with its own color.

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 room 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.

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.

Related articles

 * List of Sims from The Sims 2 (Nintendo DS)
 * The Sims 2 (Nintendo DS)/cheats
 * The Sims 2 (Nintendo DS)/walkthrough