
- 68/100
- Players30 ratings

1991 · Maxis · Biological simulation · Life simulation
SimAnt
Nintendo console exclusive
SimAnt is a simulation strategy game which makes you a head of ant colony. There are 3 ways to play SimAnt: Quick Games, Full Games, and Experimental games.
- Released
- 1991
- Platforms
- AmigaFM TownsMS-DOSSNESWindowsmacOS
- Genres
- Biological simulationLife simulationSimulationStrategy
- Developers
- Maxis
- Publishers
- Maxis
- Modes
- Single-player
- Perspective
- Bird view / IsometricSide view
- Themes
- Educational
- Country
- United States
- Age ratings
- ESRB E
About
SimAnt: The Electronic Ant Colony is a 1991 life simulation video game by Maxis and the company's third product, focusing on the lifecycle of ants. It was designed by Will Wright. In 1992, it was named "Best Simulation Game" at the Software Publishers Association's Codie awards. SimAnt was re-released in 1993 as part of the SimClassics Volume 1 compilation alongside SimCity Classic and SimLife for MS-DOS, Mac and Amiga. In 1996, SimAnt, alongside several of Maxis' simulation games were re-released under the Maxis Collector Series with greater compatibility with Windows 95 and differing box art, including the addition of Classics beneath the title.
Keywords
- life simulation
- ants
- world domination
- management
- war
- dog
- rivaling factions
- cat
- human
- resource gathering
- theft
- realism
Media
The articlegameplay, story, development, reception
Gameplay
The game is a simulation of an ant colony. Wright was inspired by E. O. Wilson's study of ant colonies.
The game consists of three modes: a Quick Game, a Full Game, and an Experimental Game. It was released for MS-DOS, Amiga, Mac, and Super NES. The Super NES version adds eight scenarios, where the goal in each is to eliminate the enemy red ants in various locales, each with different hazards.
Development
SimAnt was developed by Maxis and designed and programmed by the company's co-founder Will Wright alongside his high school friend Justin McCormick. The two each did about half the code and design on the game. Total production time was less than a year due to their round-the-clock effort. While Wright focused on the simulation core during the day, McCormick handled much of the front-end programming at night with the duo meeting twice daily.
This was Wright's third simulation title following 1989's SimCity and 1990's SimEarth. While SimEarth was a result of Wright's desire to create a simulation other than a direct sequel to the city-building of SimCity, he described SimAnt as a "slight overreaction" to the seriousness of SimEarth. "I wanted SimAnt to go in the opposite direction: something non-intimidating, something lighthearted, something fun, something where it was really clear what went wrong," he explained.
Reception
The game was reviewed in 1992 in Dragon #178 by Patricia Hartley and Kirk Lesser in "The Role of Computers" column. The reviewers gave the game 5 out of 5 stars. Computer Gaming World stated that "players seeking a non-linear, unconventional and provocative strategy simulation will hit paydirt with SimAnt. The game is easy to get into, stimulating, fun, and increasingly challenging ... students will love it".
GamePro named it "Educational Game of the Year", commenting that "SimAnt is a delightful combination of simulation, strategy, and adventure."
Legacy
Like its predecessor SimEarth, SimAnt achieved only middling sales. It sold over 50,000 copies by February 1992. According to one game box, using a statistic from the Software Publisher's Association, more than 100,000 copies of the PC version had sold by April 10, 1992. Designer Will Wright stated in 1994 that he considered the game his biggest disappointment up to that point in his career as he felt he failed to convey "how cool ants are." In a 1996 postmortem, Wright considered SimAnt as effectively educational yet "too simple" and lacking the same level of creativity and personal imprinting of the original
SimCity. Though not as popular with the targeted adult demographic, the lower complexity of SimAnt ultimately connected best with children, specifically boys aged ten to thirteen years of age. Misgauging a game's core audience was a lesson Wright learned from his experience with the game. He said in 2003 that he would like to remake SimAnt with a more immersive, first-person perspective if given the opportunity. The designer claimed to continue studying books about ants years after the game's completion.
Releases by platformdates and regions as published
Editions and related releases
- Included in
- SimMania for Kids
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Collections5 collections
Platform libraries
- Windows 3.x gamesS
- Mac gamesS
- Super Nintendo Entertainment System gamesRetail releases
- FM Towns gamesGames
Genres
- Simulation gamesBiological simulation
Description adapted from its source, CC BY-SA 4.0.
