The Sims 2 (Nintendo DS)

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The Sims 2 for Nintendo DS
Box art for The Sims 2 for Nintendo DS
Development
Developer(s) Maxis
Publisher(s) EA Games
Ratings ESRB: E10+
ACB: M
PEGI: 7+
Series The Sims series
Release date(s) NA October 24, 2005
PAL November 4, 2005
Related pages
Cheats
Game walkthrough
For other versions of The Sims 2, see The Sims 2 (disambiguation).
For the wiki about this game, visit The Sims 2 DS Wiki.

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 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 (the only weather is rain). Also, if the player changes the time backwards, the aliens will appear in every alien spawn point in Strangetown, so it's probably best not to change it backward.

Social interaction

The player can increase their relationship with Sims by interacting with them, provided they are in town. Social interations with them depend on their moods.

  • Neutral Sims don't need interacting with, but can be impressed for a boost in relationship. The interaction doesn't give a physical reward like money or gourds. They come up as "happy" if messaged on the phone.
  • Angry Sims can send rude text messages at randomised moments. These Sims should be calmed down if they are guests in the hotel, as they can break furniture items in their room (which cannot be repaired).
  • Sad Sims can sometimes alter the colors of the furniture in their hotel room if they are guests. They can be cheered up.
  • Loopy Sims need to be restrained, otherwise they leave ick piles on the floor that need to be cleaned.
  • Romantic Sims can be romanced, but the interaction gives no reward other than a relationship boost. If the player's Sim is male, they can only romance females (and vise versa). Some Sims can't be romanced, which are Lord Mole, Optimum Alfred, Bigfoot, Jeb, Pepper Pete, Emperor Xizzle, and Horus.

Depending on what the Sim is feeling, they will interact with the player in different ways (text messages will be in different tones, their greeting will be different, etc). Items can be given as gifts to improve relationships. Sims waiting in the hotel lobby can be checked in to any a vacant room in the hotel. They will give a day that they are staying to, unless they are evicted by the player or choose to randomly leave (which is announced via text). Depending on their mood when they are checked out, guests will pay either the full bill or half, and may even tip. A brochure holder is in the library that can be restocked, and each brochure is worth 15 simoleons.

Sims

Returning Sims

New Sims

Sanity

Sanity is the player's character's mood. Sanity can be increased by interacting with objects such as beds, benches, chairs, showers, toilets, fridges, etc. Icons displayed above the player character's head should be done immediately or else their sanity meter will drain. When the Sanity meter runs out, the player may be thrown in jail and loses two hundred simoleons for bail. If the player has insufficient funds to bail themselves out, Mamma Hogg will bail them out for them. Otherwise, they will pass out and are returned to the Manager's Suite by a ghost. Sanity can also deplete from spending time in the desert and the freezer. There is a hanging chunk of meat inside of the freezer, which can be interacted with for a large boost in Sanity.

Sanity meters can vary in colour depending on levels. Depending on their aspiration, interacting with Sims that are in a specific mood will eventually increase their level (for example, SIms with the fortune aspiration will increase their level by calming down angry sims). Levels can be checked on the Stat Panel in the Manager Suite, and it comes under the "aspirations" tab. There are four levels, each with its own color as shown in the table below:

Sanity Level Color
1 Red
2 Green
3 Yellow
4 Silver

Hotel

The hotel begins with only the Main Lobby, 2nd Floor Lobby (with the Small Room by the elevator), the basement (where the furnace room and freezer are located), the Manager's suite, and the Penthouse. There are many other rooms which can be built, including a vault, casino, and art gallery. Certain rooms must be built when the three special guests are checked in. Frankie Fusilli asks for a vault, and the Cult Room is a task set by Ava Cadavra. As well as completing the in-game goals, it is the players' job to maintain the hotel. Building every room in the hotel will bring the rating of the hotel to 100%. The player can purchase rooms by talking to the Clerk in the City Hall for simoleons, and Tristan Legend will build it over the next 8 hours. There are three extra rooms that can be built for guests to stay in, which are the Jungle Guest Room, the Deluxe Guest Room, and the Modern Guest Room, and are all found on the 2nd Floor Lobby. Inside of the Atrium, there is the Sax Lounge, the Art Gallery, the Asian Emporium, the Casino, the Spa and Gym, and the Lion Lounge. The basement holds the Shrine, the Rat Cave, the vault, the Secret Warehouse, and the Lab. The Rat Cave is 3,500 simoleons to build, however Tristan will build it for free if it hasn't been bought by the final fight.

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, playing music in the Sax Lounge and the Lion Lounge by playing on the keyboard, or by winning Keelhaulin' Cards in the Casino. 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. In 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 game shares a majority of the Sims from the GBA version, but in this one those seen from the GBA version: they are checking into the hotel, while in the GBA version they all have homes. This could mean it is either an alteration of the history of the GBA title or possibly even a sequel.
  • The only non-hostile alien in the game is Johnny Smith, who is actually a hybrid.
  • After the Frankie Fusilli part of the game is done, Honest Jackson will disappear from the game. If the player calls him, it will say that he is in the city hall. However, he will not be there.
  • If you 'block' an NPC Sim and force the NPC to walk to a wall, the NPC will eventually stop and will do a certain action. This action also occurs when the player chooses the incorrect choice while calming, cheering up, and restraining the NPC.

See also



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