Follow TV Tropes

Following

History VideoGame / TheSims1

Go To

OR

Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ArtisticLicenseOrnithology: In ''Unleashed'', cockatoos and macaws will inevitably die after a period of time. Obviously, this happens in real life, but only after decades – those kept as pets regularly live sixty or seventy years, if not longer. It's even more jarring when you consider that humans in the game will never die of old age, nor will cats and dogs (which have much shorter lifespans in real life than either humans or large parrots).
Is there an issue? Send a MessageReason:
None


*** There was only ''one'' relationship bar, that would periodically be reduced if two sims didn't interact. From ''Hot Date'' onwards, there would be ''two'' bars: one representing the "historic" relationship of the characters, that would be reduced moore slowly, and the original one, representing the "instant" feelings of both sims, thus making relationships both easier and more complicated.
*** Speaking of which, each social interaction had a single pie menu option (like "kiss") and sims would sometimes play different animations depending on the relationship level towards the target sim. From ''Hot Dste'' onwards, interactions were grouped in categories, and the player could choose different types of one (for example, "Kiss... Peck"). Plus, an entire array of new interactions was added with that expansion and each subsequent one.

to:

*** There was only ''one'' relationship bar, that would periodically be reduced if two sims didn't interact. From ''Hot Date'' onwards, there would be ''two'' bars: one representing the "historic" relationship of the characters, that would be reduced moore more slowly, and the original one, representing the "instant" feelings of both sims, thus making relationships both easier and more complicated.
*** Speaking of which, each social interaction had a single pie menu option (like "kiss") and sims would sometimes play different animations depending on the relationship level towards the target sim. From ''Hot Dste'' Date'' onwards, interactions were grouped in categories, and the player could choose different types of one (for example, "Kiss... Peck"). Plus, an entire array of new interactions was added with that expansion and each subsequent one.
Is there an issue? Send a MessageReason:
None


** The Grim Reaper is much more menacing here, as his entrance and sound effects are chilling, everything about him (apart from one occasion where he'll perform a doorbell prank and giving Bonehilda his autograph) is played much more seriously, and depending on his mood may actually turn down a Sim's plea.

to:

** The Grim Reaper is much more menacing here, as his entrance and sound effects are chilling, everything about him (apart from one occasion where he'll perform a doorbell prank and giving Bonehilda his autograph) is played much more seriously, and depending on his mood mood, may actually turn down a Sim's plea.



** A Sims' scream whenever they burn or starve to death (or by disease), is much more realistic and agonizing, rather than comedic. Their "Slap" interaction is also not comical, if used on sims of the same gender with the cartoonish multi-hand slap (which is a standard for later games) being reserved for sims of the opposite gender.

to:

** A Sims' scream whenever they burn or starve to death (or by disease), is much more realistic and agonizing, agonizing rather than comedic. Their "Slap" interaction is also not comical, comical if used on sims of the same gender gender, with the cartoonish multi-hand slap (which is a standard for later games) being reserved for sims of the opposite gender.



*** All lights had the option to turn them on or off; it probably was considered so unpractical that the first patch made all of them automatic. Plus, they didn't have graphical fading and weren't dynamic.

to:

*** All lights had the option to turn them on or off; it probably was considered so unpractical that the first patch made all of them automatic. Plus, they didn't have graphical fading and weren't dynamic.dynamic (as a side-effect, this rendered table lamps unbreakable).
Is there an issue? Send a MessageReason:
Yet more Early Installment Weirdnesses.

Added DiffLines:

***Speaking of which, each social interaction had a single pie menu option (like "kiss") and sims would sometimes play different animations depending on the relationship level towards the target sim. From ''Hot Dste'' onwards, interactions were grouped in categories, and the player could choose different types of one (for example, "Kiss... Peck"). Plus, an entire array of new interactions was added with that expansion and each subsequent one.
***And speaking ''yet more'' of which, an interaction disappeared with ''Hot Date'': "Give gift". This is because those gifts were not physical, and only appeared with the interaction; each subsequent expansion introduced shops with buyable items that made the original interaction redundant.

Added: 639

Changed: 6

Is there an issue? Send a MessageReason:
None


*** On the base game, there was no option whatsoever for sims to have sex, and children would spawn from two sims of oppoaite genders kissing a lot; ''Livin Large'' introduced a heart-shaped for that purpouse that had a chance to spawn a baby whenever two opposite-gender adult sims ''used'' it. And nearly every subsequent expansion gave options for sims to ''play''.

to:

*** On the base game, there was no option whatsoever for sims to have sex, and children would spawn from two sims of oppoaite opposite genders kissing a lot; ''Livin Large'' introduced a heart-shaped bed for that purpouse that had a chance to spawn a baby whenever two opposite-gender adult sims ''used'' it. And nearly every subsequent expansion gave options for sims to ''play''.


Added DiffLines:

***The UI had just five buttons (Mood, Personality, Relationships, Work, House), and the last three had a bar of up to ten points to quickly see the level of each one. From ''Hot Date'' onwards, two more buttons were added (Interests and Inventory), and the point bars were eliminated. The inventory one would be further modified with the last Expansion, ''Making Magic'', which subdivided it into "Magic Items", "Ingredients" and "Other items".
***Sims had conversation interests right from the first version, but they were invisible and unmodifiable; all expansions [[OverlyLongGag from ''Hot Date'' onwards]] made them visible on the UI.
Is there an issue? Send a MessageReason:
Adding differences between base game and expansions version ofbthe game.

Added DiffLines:

**It also applies to the unpatched base game, which had some oddities that were patched out or changed on later expansion packs:
***The Grim Reaper didn't exist, so sims died instantly with no choice to save them.
***All lights had the option to turn them on or off; it probably was considered so unpractical that the first patch made all of them automatic. Plus, they didn't have graphical fading and weren't dynamic.
***Changing clothes was a pie menu option on every dresser; the sims would turn over and change their clothes, and you had to do it until the character changed into the clothes you wanted. It also didn't make any distinction between body types. A patched game would spawn a menu in order to view all clothes options and choose what you wanted.
***On the base game, there was no option whatsoever for sims to have sex, and children would spawn from two sims of oppoaite genders kissing a lot; ''Livin Large'' introduced a heart-shaped for that purpouse that had a chance to spawn a baby whenever two opposite-gender adult sims ''used'' it. And nearly every subsequent expansion gave options for sims to ''play''.
***Calling a neighbour only gave the option to invite them. All subsequent expansions let you either talk or invite them over. Also, each family on the neighbourhood had a pie menu option; once townies (non-controllable neighbours) were introduced from ''Hot Date'' onwards, a phonebook interface would spawn in order to choose who to call.
***There was only ''one'' relationship bar, that would periodically be reduced if two sims didn't interact. From ''Hot Date'' onwards, there would be ''two'' bars: one representing the "historic" relationship of the characters, that would be reduced moore slowly, and the original one, representing the "instant" feelings of both sims, thus making relationships both easier and more complicated.

Added: 763

Changed: 15

Is there an issue? Send a MessageReason:
None


* AbsurdlyElderlyMother: Since, unlike posterior games, elderhood doesn't technically exists, being just part of the head selected for a given sim, it's completely possible for a female sim who looks like a granny to have a baby.

to:

* AbsurdlyElderlyMother: Since, unlike posterior subsequent games, elderhood doesn't technically exists, being just part of the head selected for a given sim, it's completely possible for a female sim who looks like a granny to have a baby.


Added DiffLines:

* DoWellButNotPerfect: Once a sim reaches the level 10 job of their career, there is a random chance after every workday that they will be demoted to a mid-level job in another field: for example, a military general will become a SWAT team leader, or a movie star will become a congressperson. While this can add variety to the gameplay and keep things fresh, it's extremely annoying if you just want to rake in the cash, not to mention that the new career path will probably require them to build more skills and make new friends to get promotions. To avoid this, many players simply have their sims stay at the level 9 job[[note]]or the one with the most positive/least negative chance cards[[/note]] while never meeting the requirements for the last promotion.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* PrankCall: Randomly featured in the original base game. Later versions and expansions would patch them out.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** It's the only entry where the Japanese version was given the DubNameChange to ''[=SimPeople=]'' (to be more consistent with the ''Sim'' title. Accordingly, the player families (except the Goths) and homes were altered to give them an East Asian flavor. Later games kept the original name, and the playable household and homes unaltered.
Is there an issue? Send a MessageReason:
Incest Is Relative is an index, not a trope


* IncestIsRelative: Unlike the later installments, ''The Sims 1'' has no way to track whether two Sims are related or not. Because of this, you can deliberately invoke this trope either by [[GameplayAndStorySegregation hooking up two Sims who are canonically related]] or using the Age of Instant charm from ''Makin' Magic'', which [[ExactlyWhatItSaysOnTheTin instantly ages up]] the child using it, allowing them to romance their parents or other aged-up siblings.

Added: 217

Changed: 108

Is there an issue? Send a MessageReason:
None


** The Grim Reaper is much more menacing here, as his entrance and sound effects are chilling, and doesn't have any comedic quirks (apart from one occasion where he'll perform a doorbell prank), and depending on his mood may actually turn down a Sim's plea.

to:

** The Grim Reaper is much more menacing here, as his entrance and sound effects are chilling, and doesn't have any comedic quirks everything about him (apart from one occasion where he'll perform a doorbell prank), prank and giving Bonehilda his autograph) is played much more seriously, and depending on his mood may actually turn down a Sim's plea.


Added DiffLines:

* LoonyFan: Not paying attention to fans (the Anybodies) will result in an Obsessed Fan stalking a famous sim throughout the lot. Snapping pictures on residential lots and craving for your attention on community lots.
Is there an issue? Send a MessageReason:
None


* EarthDrift: The first game is far more grounded in our reality than later ones, even if it still featured aliens and later, magic. For example, it mentions real world history, and the downloadable Agent Household name's are from real world government organizations rather than a Sim equivalent (i.e. SCIA, SNDFA, etc.).

to:

* EarthDrift: The first game is far more grounded in our reality than later ones, even if it still featured aliens and later, magic. For example, it mentions real world history, and the downloadable Agent Household name's are from real world government organizations rather than a Sim equivalent (i.e. SCIA, SNDFA, etc.).SCIA).
Is there an issue? Send a MessageReason:
None


* EarthDrift: The first game is far more grounded in our reality than later ones, even if it still featured aliens and later, magic.

to:

* EarthDrift: The first game is far more grounded in our reality than later ones, even if it still featured aliens and later, magic. For example, it mentions real world history, and the downloadable Agent Household name's are from real world government organizations rather than a Sim equivalent (i.e. SCIA, SNDFA, etc.).

Added: 126

Changed: 203

Is there an issue? Send a MessageReason:
None


** A Sims' scream whenever they burn or starve to death (or by disease), is much more realistic and agonizing, rather than comedic.

to:

** A Sims' scream whenever they burn or starve to death (or by disease), is much more realistic and agonizing, rather than comedic. Their "Slap" interaction is also not comical, if used on sims of the same gender with the cartoonish multi-hand slap (which is a standard for later games) being reserved for sims of the opposite gender.


Added DiffLines:

* WimpFight: The "Slap Fight" interaction is essentially this. How the one being attacked responds is dependent on their mood.
Is there an issue? Send a MessageReason:
None


* UselessUsefulSpell: The "Banish" spell might have been a very valuable.... except it cannot be used on both the Burglar and the Obsessed Fan.

to:

* UselessUsefulSpell: The "Banish" spell might have been a very valuable.... valuable spell.... except it cannot be used on both the Burglar and Burglar, the Obsessed Fan.Fan, and the party crashers Pete and Paulette Dropinsky.

Added: 406

Changed: 516

Is there an issue? Send a MessageReason:
None


* {{Hammerspace}}: Sims apparently carry around everything from screwdrivers to mops to shovels in their pockets and can whip them out as needed. Hell, you can store a ''piano'' in a Sim's inventory (in the sequel at least).

to:

* {{Hammerspace}}: Sims apparently carry around everything from screwdrivers to mops to shovels in their pockets and can whip them out as needed. Hell, you can store a ''piano'' in a Sim's inventory (in the sequel at least).



* TheManyDeathsOfYou: Apart from deaths by starvation, fire, drowning, etc. that would also appear on this game's sequels, there are some kinds of death that are unique to the first game, such as being launched to the sky by the skydiving simulator or by being eaten after being turned into a toad. [[note]]They notably prevent the Grim Reaper from spawning. The sim's tombstone appears instantly.[[/note]]



* TheManyDeathsOfYou: Apart from deaths by starvation, fire, drowning, etc. that would also appear on this game's sequels, there are some kinds of death that are unique to the first game, such as being launched to the sky by the skydiving simulator or by being eaten after being turned into a toad. [[note]]They notably prevent the Grim Reaper from spawning. The sim's tombstone appears instantly.[[/note]]

to:

* TheManyDeathsOfYou: Apart from deaths by starvation, fire, drowning, etc. that would also appear UselessUsefulSpell: The "Banish" spell might have been a very valuable.... except it cannot be used on this game's sequels, there are some kinds of death that are unique to both the first game, such as being launched to Burglar and the sky by the skydiving simulator or by being eaten after being turned into a toad. [[note]]They notably prevent the Grim Reaper from spawning. The sim's tombstone appears instantly.[[/note]]Obsessed Fan.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Electrocution in this game is considered an instant death, also it is impossible to save a Sim who was set a-lit; the moment they are set on fire, they are doomed no matter what. Even if a fire has been instantly extinguished by a spell attained from a Black Crystal..
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** A Sims' Simlish is not as flexible like in the later games which results in them speaking the same phrase, as evident when using certain interactions.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Same-sex couples can't get married in this version of the game. ''VideoGame/TheSims2'' would introduce a form of civil union only for same-gender partnerships, and from ''VideoGame/TheSims3'' onwards any couple could get married as long as both parties were of age and not married to anyone else. It's worth noting, however, that the fact that the original ''Sims'' allowed same-sex romances to take place ''at all'' was considered [[FairForItsDay highly progressive in the early 2000s]].
Is there an issue? Send a MessageReason:
None


** Drew Carey arrives in his limo if your party is hoppin' enough. Yes, ''that'' Drew Carey.

to:

** Drew Carey Creator/DrewCarey arrives in his limo if your party is hoppin' enough. Yes, ''that'' Drew Carey.enough.



** The game is fairly grounded in reality - with most of the fantastical things (such as the genie lamp or voodoo doll in ''Livin' large'', or the magic societies in ''Makin' Magic'') being fairly easy to ignore or just being there for [[RuleOfFunny humour]]. See also EarthDrift.

to:

** The game is fairly grounded in reality - with most of the fantastical things (such as the genie lamp or voodoo doll in ''Livin' large'', Large'', or the magic societies in ''Makin' Magic'') being fairly easy to ignore or just being there for [[RuleOfFunny humour]]. See also EarthDrift.
Is there an issue? Send a MessageReason:
None


** A Sims' scream whenever they burn or starve to death (or by disease), is much more realistic and agonizing, lacking any form of BlackComedy whenever it happens.

to:

** A Sims' scream whenever they burn or starve to death (or by disease), is much more realistic and agonizing, lacking any form of BlackComedy whenever it happens.rather than comedic.

Added: 163

Changed: 137

Is there an issue? Send a MessageReason:
None


** This is the only game where cats and dogs can be starved or burned to death unlike in later games where they can only die by old age.

to:

** This is the only game where cats and dogs can be starved or burned to death unlike in later games where they can only die by old age. In addition, children can be starved to death, or die by a disease whereas in all games after, they'll be taken away by a social worker.
** A Sims' scream whenever they burn or starve to death (or by disease), is much more realistic and agonizing, lacking any form of BlackComedy whenever it happens.

Added: 686

Changed: 291

Is there an issue? Send a MessageReason:
None


* EarlyInstallmentWeirdness: Aside from babies (which are treated as ''objects'' instead of a life stage) growing up into children, Sims do not age naturally. Adults will never die of old age and children will never grow up, barring the Age of Instant charm that magical children can create and use in ''Makin' Magic''.

to:

* EarlyInstallmentWeirdness: EarlyInstallmentWeirdness:
**
Aside from babies (which are treated as ''objects'' instead of a life stage) growing up into children, Sims do not age naturally. Adults will never die of old age and children will never grow up, barring the Age of Instant charm that magical children can create and use in ''Makin' Magic''.


Added DiffLines:

** The Grim Reaper is much more menacing here, as his entrance and sound effects are chilling, and doesn't have any comedic quirks (apart from one occasion where he'll perform a doorbell prank), and depending on his mood may actually turn down a Sim's plea.
** This is the only game where cats and dogs can be starved or burned to death unlike in later games where they can only die by old age.

Changed: 12

Is there an issue? Send a MessageReason:
None


* ArtShift: As noted in the YMMV section, while the graphics never changed (which was a point of contention for reviewers) the object sprites and details increased whith each subsequent Expansion Pack. This is specially noticeable in the flora, which went from pretty simple designs in the base game to sprawling, growing and really beautiful drawings in the ''Makin' Magic'' Expansion Pack.

to:

* ArtShift: ArtEvolution: As noted in the YMMV section, while the graphics never changed (which was a point of contention for reviewers) the object sprites and details increased whith each subsequent Expansion Pack. This is specially noticeable in the flora, which went from pretty simple designs in the base game to sprawling, growing and really beautiful drawings in the ''Makin' Magic'' Expansion Pack.
Is there an issue? Send a MessageReason:
None


* ArtShift: As noted in the YMMV section, while the graphics never changed (which was a point of contention for reviewers) the object sprites and detailes increased whith each subsequent Expansion Pack. This is specially noticeable in the flora, which went from pretty simple designs in the base game to sprawling, growing and really beautiful drawings in the 'Makin' Magic' Expansion Pack.

to:

* ArtShift: As noted in the YMMV section, while the graphics never changed (which was a point of contention for reviewers) the object sprites and detailes details increased whith each subsequent Expansion Pack. This is specially noticeable in the flora, which went from pretty simple designs in the base game to sprawling, growing and really beautiful drawings in the 'Makin' Magic' ''Makin' Magic'' Expansion Pack.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

*ArtShift: As noted in the YMMV section, while the graphics never changed (which was a point of contention for reviewers) the object sprites and detailes increased whith each subsequent Expansion Pack. This is specially noticeable in the flora, which went from pretty simple designs in the base game to sprawling, growing and really beautiful drawings in the 'Makin' Magic' Expansion Pack.
Is there an issue? Send a MessageReason:
As of The Sims 4, real-world countries, cultures, and timelines are still mentioned, like Korea in The Sims 2 and Japan in The Sims 4.


* EarthDrift: The first game is far more grounded in our reality than later ones, even if it still featured aliens and later, magic. Many in-game items' descriptions would make references to our world rather than exclusively featuring made-up locations, even making references to real-life history and trends throughout the decades.

to:

* EarthDrift: The first game is far more grounded in our reality than later ones, even if it still featured aliens and later, magic. Many in-game items' descriptions would make references to our world rather than exclusively featuring made-up locations, even making references to real-life history and trends throughout the decades.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** The game is fairly grounded in reality - with most of the fantastical things (such as the genie lamp or voodoo doll in ''Livin' large'', or the magic societies in ''Makin' Magic'') being fairly easy to ignore or just being there for [[RuleOfFunny humour]]. See also EarthDrift.
Is there an issue? Send a MessageReason:
None


''The Sims'' is the first game in ''VideoGame/TheSims'' series, released in 2000, with seven expansion packs. Several sequels have succeeded it: ''VideoGame/TheSims2'' (September 14, 2004), ''VideoGame/TheSims3'' (June 2, 2009), and ''VideoGame/TheSims4'' (September 2, 2014). There have also been many spinoffs; noteworthy titles include, but are definitely not limited to, ''VideoGame/TheSimsOnline'' (December 17, 2001), ''VideoGame/TheSimsMedieval'' (March 22, 2011), and ''VideoGame/TheSimsFreePlay'' (December 15, 2011).

A people simulator from Maxis, the creators of the insanely popular ''VideoGame/SimCity''. Players are in charge of the lives of everyone in a neighborhood, though you can only play one household at a time. For that household, mind the Sims' needs (food, sleep, entertainment, socialization, hygiene, and the like) as they guide them through the daily grind of dealing with work, chores (and the kids, if you're inclined to get your Sims to start a family). Sometimes things go awry, and your Sims won't listen to you, or they'll have nervous breakdowns. [[VideoGameCrueltyPotential It can be more fun to let this happen if you're feeling sadistic]], or just like to see your Sims implode, have their house catch on fire, or die en masse. Alternately, you can set up your own little SoapOpera, or recreate your favorite fictional characters, or even just play normally.

It's a game about RealLife. ItWillNeverCatchOn.

''The Sims'' is known to be extremely addictive in most and/or all of its variants. The game includes tools which allows you to export your houses, Sims, and neighborhoods as DownloadableContent for other people; and, as mentioned, there is a huge variety of unofficial {{Game Mod}}s which change the way the game functions. It has been used to create several works of fiction: Rooster Teeth Productions, creators of ''Machinima/RedVsBlue'', were employed by EA to make "Machinima/TheStrangerhood" using ''The Sims 2'' as a marketing effort; and a British college student created a homeless-father-daughter drama blog called "Webcomic/AliceAndKev" using the third game.

to:

''The Sims'' is the first game in ''VideoGame/TheSims'' series, released in 2000, 2000 with seven expansion packs. Several sequels have succeeded it: ''VideoGame/TheSims2'' (September 14, 2004), ''VideoGame/TheSims3'' (June 2, 2009), and ''VideoGame/TheSims4'' (September 2, 2014). There have also been many spinoffs; noteworthy titles include, but are definitely not limited to, ''VideoGame/TheSimsOnline'' (December 17, 2001), ''VideoGame/TheSimsMedieval'' (March 22, 2011), and ''VideoGame/TheSimsFreePlay'' (December 15, 2011).

A people simulator from Maxis,
packs.

This game introduced
the creators core features of the insanely popular ''VideoGame/SimCity''. Players are in charge franchise's "people simulation" mechanic, including simulation of the lives households, a large neighborhood of everyone in a neighborhood, though families you can only play one could control, purchasing increasingly expensive and increasingly efficient household at objects, and a time. For that household, mind comprehensive house-building feature which even trained architects enjoy using. Having said that, there was no aging in the Sims' needs (food, sleep, entertainment, socialization, hygiene, and the like) as they guide game: children remained children forever, nobody died (unless you caused them through the daily grind of dealing with work, chores (and the kids, if you're inclined to get to), and once you had made your Sims to start a family). Sometimes things go awry, fat and your Sims won't listen rich, there wasn't much else to you, do to or they'll have nervous breakdowns. [[VideoGameCrueltyPotential It can be more fun with them.

Sim personalities worked on a PointBuild system using five ten-point scales with a total of twenty-five points
to let this happen if you're feeling sadistic]], or just like to see your Sims implode, have their house catch distribute between them: Outgoing/Shy, Grouchy/Nice, Playful/Serious, Neat/Sloppy, Active/Lazy, which tied in with star signs based loosely on fire, or die en masse. Alternately, you can set up your own little SoapOpera, or recreate your favorite fictional characters, or even just play normally.

It's a game about RealLife. ItWillNeverCatchOn.

the astrological signs of the WesternZodiac.

''The Sims'' is known to be extremely addictive in most and/or all of its variants. The game includes tools which allows you to export your houses, Sims, and neighborhoods as DownloadableContent for other people; and, as mentioned, there is a huge variety of unofficial {{Game Mod}}s which change the way the game functions. It has been used to create several works of fiction: Rooster Teeth Productions, creators of ''Machinima/RedVsBlue'', were employed by EA to make "Machinima/TheStrangerhood" using ''The Sims 2'' as a marketing effort; and a British college student created a homeless-father-daughter drama blog called "Webcomic/AliceAndKev" using the third game.
functions.
Is there an issue? Send a MessageReason:
None


* GRatedSex: To have a baby, two sims only need to do enough romantic interactions (such as kissing) with each other until a pop-up asking if they should have a baby appears. The "Livin' Large" expansion pack, however, introduced a heart-shaped bed that has the option for a couple to "play" under the covers, a precursor to the "[=WooHoo=]" present in The Sims 2 and onwards.

to:

* GRatedSex: To have a baby, two sims only need to do enough romantic interactions (such as kissing) with each other until a pop-up appears asking if they should have a baby appears. The "Livin' Large" expansion pack, however, introduced a heart-shaped bed that has the option for a couple to "play" under the covers, a precursor to the "[=WooHoo=]" present in The Sims 2 and onwards.

Top