Features may vary by handset
- Create-A-Sim: Choose from 24 different Sim combinations
- Meet The Locals: Sims are social creatures. Getting to know other Sims in the neighborhood can lead to employment, friendship and even romance.
- Fulfill Wants & Needs: Your Sim desires certain things to stay happy. Give them what they want... or don't. It's all in your hands.
- Work: There's no free ride! Sims need Simoleans to buy food, objects and expand their house.
- Skills: Better skills mean better jobs and more money. Help your Sim improve their Skills to move up the career ladder.
- Shop: Help your Sim shop for the right combination of objects to furnish their house.
- Expand: Sims can save up their Simoleans to build additional rooms for their house.
Pre-Game
After the required EA/Maxis splash screens and the title screen, the player will first see a progress bar with the title "Downloading Essential Game Data." After that, the game gives the player an initial menu that they will see every time they run the game. It offers New Game, Continue/Load Saved Game (grayed out in the initial display), Sound On/Off and Exit. Selecting a new game when there is already a saved game will prompt the player that the preceding game will be lost. Selecting a saved game will always give you the option to update the content of the game.
Introduction
Once a new game is selected, the player will be given the option to Create-A-Sim or to Download-A-Sim. Either of these choices leads into a short download of assets to the handset. In both modes, players may browse their options with the joystick.
After Sim selection/customization, the player must select a zodiac sign and an aspiration, which is accomplished with the use of a colorful wheel depicting all 12 signs on the outside, and the four Aspirations are on the inside. A mock ball spins around the wheel, and where the "ball" lands determines a bonus profile, of Simoleans, trading objects, and functional objects. These rewards are presented to the player right away.
Then, as the phone downloads the game data for the Block and Houses, your Sim is moving to Splendington by means of driving down an old farm road; this is represented in the game as a top-down driving game. The potholes take money away from your Sim, hitting Simoleans confers Simoleans onto them.
First Interactions
After arriving on the block, the player will be given a series of dialogue boxes about the town of Splendington and what they've come here to do. They will be given an option to read a tutorial explaining the controls and objectives of the game.
A "welcome wagon" of local Sims will be arrive outside on the initial entry on to the House lot, at the beginning of a new game, and at every update of the Block that includes a level-up.
Core Sims Play
The same basic resource management play style of the original PC game is very much a part of this mobile game. Managing your Sim's needs (Hunger, Bladder, Comfort, Fun, Environment, Social, Hygiene), and satisfying a variety of Wants will provide fun challenges for the new player and franchise fan alike.
Trading and Gifting
All Sims arrive on the Block with a selection of objects that they can trade for. Trades are a simple one-to-one negotiation, with a single accept/reject prompt confirming the trade. Players may also gift objects to the other Sims, causing their SimQ stat to rise based on the generosity of the gift.
Work & Leveling Up
In connection with their job, the player's Sim has special objects based on their Aspiration which they may sell to both make Simoleans and to progress in the game. Savvy selling of these special objects will enable the player to unlock, download, and play new game levels.
Socializing
One of the most amusing elements of game play is the whimsical process of socializing and making friends with other Sims. Initially the player sees the person they are talking to in a ? view shot; as they increase their relationship score the image becomes a close up. Relationship scores are saved from day to day, generating Daily and Life scores from the average of the two. Sims' relationship scores and personality affect how well any given social interaction will go.
Q. How many Sims can I control?
A. One per game
Q. How many Sims can I choose from?
A. There are 24 possible Sim combinations to choose from.
Q. How many neighbor Sims are there?
A. There are 6 neighbor Sims.
Q. How many jobs are there?
A. There are 5 jobs
Q. How does my Sim make money?
A. Your Sim can make money by going to work 5 days a week. There's also an off chance that they might win the lottery.
Q. The game seems to start with enough objects in the house to fulfill my Sim's needs, why do I need more?
A. The objects you begin the game with are enough to fulfill your Sim's needs. But, additional objects which come available for sale will often fulfill needs faster. For example you start with a shower but you will get the chance later on to buy a bath tub. If your Sim needs a wash, using the shower will fulfill the hygiene need but this will take longer than the bath.
Q. My Sim refuses to go to work, why is this?
A. You need to improve your Sim's overall mood by getting most of the Need bars in the green. Then your Sim will be in the mood to go to work. Try and get your Sim up a few hours before work to give yourself enough time.
Q. My Sim refuses to study, work out or play guitar. Why is this?
A. Your Sim is in a bad mood. A Sim in a bad mood won't want to learn anything. Improve their overall mood and they will want to study again