A Hole in the Ground

A Hole in the Ground was introduced in The Sims: Makin' Magic. Sims can jump in the Hole to go to Magic Town, or to go from one Magic Town lot to another. Sims do not need to have magic to use the Holes, and using them is free. Children can use them to go to Magic Town on their own. Neighborhood Sims visiting a Magic Town community lot will use the Holes on that lot to enter and leave, even if their home lot does not have a Hole.

The Mystery Man's package contains a Hole in the Ground, and it can also be bought in Buy mode.

Sims that use the Hole in the Ground to go to Magic Town cannot call the Balloon Cab to get around; they must always use the Hole in the Ground to travel between lots or to go home. Likewise, Sims that arrive in Magic Town via the Balloon Cab cannot use the Hole in the Ground, and must call the cab to get around.

If the Tragic Clown is trapped in a room, he will use a Hole in the Ground to escape from it, and teleport to the resident Sims. It is not known whether MagiCo adapted this into a transport system, or if the Clown modified a MagiCo Hole for his own purposes.

Other games

 * In some Sims games, such as The Urbz: Sims in the City, The Sims 2 (console) and The Sims 2 Pets (Console)  if an NPC Sim (monkey butler, maid, police, firefighter) is trapped or for some reason cannot escape, he/she will simply throw a small, round black hole on to the ground and jump into it to escape.
 * Sometimes in The Urbz: Sims in the City, Darius will throw a small black round circle and jump into it to go to the VIP Room. The Urbz will then display a cutscene of Darius.
 * The Sims 3: Ambitions introduced the inventing skill. One of the inventions is a miner which can drill deep holes, that can be connected in a tunnel network. While this is not the same sort of Hole in the Ground that MagiCo or the Tragic Clown use, it can be argued that these tunnel networks are precursors of Magic Town's network of Holes.

Trou dans le sol pt-br:Um Buraco no Chão Dziura W Ziemi