
- 53/100
- Players9 ratings

1990 · Maxis · Biological simulation · Life simulation
SimEarth
SimEarth is a planet simulator - a model of a planet. It is a game, an educational toy, and an enjoyable tool. With SimEarth you can take over many included planets, or design and create your own.
- Released
- 1990
- Platforms
- AmigaCommodore C64/128/MAXFM TownsMS-DOSPC-9800 SeriesSNESSega CDSharp X1TurboGrafx-16WiiWindowsmacOS
- Genres
- Biological simulationLife simulationSimulation
- Developers
- Maxis
- Publishers
- MaxisFujisankei Communications International
- Modes
- Single-player
- Perspective
- Bird view / Isometric
- Country
- United States
- Age ratings
- ESRB E
About
SimEarth: The Living Planet is a life simulation game, the second designed by Will Wright, published in 1990 by Maxis. In SimEarth, the player controls the development of a planet. English scientist James Lovelock served as an advisor and his Gaia hypothesis of planet evolution was incorporated into the game. Versions were made for the Macintosh, Atari ST, Amiga, IBM PC, Super Nintendo Entertainment System, Sega CD, and TurboGrafx-16.
It was re-released for the Wii Virtual Console. In 1996, 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. SimEarth was re-released in 1997 under the Classics label.
Keywords
- life simulation
Media

The articlegameplay, story, development, reception
Gameplay
In SimEarth, the player can vary a planet's atmosphere, temperature, landmasses, etc., then place various forms of life on the planet and watch them evolve. In the "Random Planet" game setting, the game is a software toy, without any required goals. The big (and difficult) challenge is to evolve sentient life and an advanced civilization, culminating in that species leaving the planet in an exodus. The development stages of the planet can be restored and repeated, until the planet "dies" ten billion years after its creation, the estimated time when the Sun will become a red giant and kill off all of the planet's life.
There are also eight scenarios that do have goals, the first three (Aquarium, Cambrian Earth, and 1990 Earth) involving managing the evolution and development of Earth in different stages, the next four (Mars, Venus, Ice Planet, and Dune) involving terraforming other planets to support life, and the final scenario (Earth 2XXX) involving rescuing life and civilization on a future Earth from self-replicating robots and nuclear warfare and giving the player the option of causing a great flood to help achieve this goal. In addition, there is another game mode besides Random Planet and Scenario mode, called Daisy World, where the only biome on the planet is daisies, which change their color relative to the temperature.
Development
Will Wright was introduced to James Lovelock by Stewart Brand, a former editor of CoEvolution Quarterly who lived near Wright, upon hearing about SimEarth. Lovelock advised the development team behind SimEarth, and particularly assisted with geophysical models. Lovelock stated in regards to the Gaia model that "Attempts to model the Earth through simple sciences such as biology or biochemistry fail because the models are oversensitive to initial conditions and prone to chaotic disturbance." Gaia models link biology and geology however, which Lovelock claimed are "for some reason stable and able to resist perturbations." Lovelock expressed that SimEarth's simulation has "a degree of realism" despite it being "little more than a game", and he expressed that he had not seen or been involved in any computer simulations of nature on the scale of SimEarth at the time, noting that many professional climate models at the time did not take clouds, the ocean, or biology into account.
Reception
Computer Gaming World called SimEarth "absolutely fascinating". The reviewer wished that the game had more SimCity-like visual feedback, but stated that it was superior to its predecessor because of larger scope and greater replayability. It won the 1991 Software Publishers Association Excellence in Software Awards for Best Secondary Education Program and Best Simulation Program.
Entertainment Weekly gave the game an A− and wrote that "While it's never too early to teach kids to respect the biosphere, the same may not be true of introducing them to complicated simulations such as Simearth: The Living Planet (FCI, for Super NES), which has more variables (temperature, precipitation, etc.) than a polynomial equation. There's something to be said for this, though: A task as simple as 'growing a daisy'—one option offered here—requires knowing far more than which button to push to cream the bad guy."
Releases by platformdates and regions as published
Editions and related releases
- Ported as
- SimEarth: The Living Planet
- Built on it
- SimEarth: The Living Planet
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Collections7 collections
Platform libraries
- Windows 3.x gamesS
- Mac gamesS
- Super Nintendo Entertainment System gamesRetail releases
- Sega CD gamesGames
- TurboGrafx-16 gamesList of games
Publishers
- Virtual Console games for WiiTitles › TurboGrafx-16 / PC Engine
- Virtual Console games for WiiPAL update notes › 2017
- Sega gamesDeveloped or published by Sega
Description adapted from its source, CC BY-SA 4.0.