Also, time only passes on a residential lot when it is being played, and time on a Sim's home lot stops when he or she visits a community lot. When a household moves out of a lot, the seasonal progression will stop, and will resume when a new household moves in.Īs in The Sims, trying to invite Sims after midnight will always cause them to refuse regardless of relationship level. If The Sims 2: Seasons is installed, it will be the last day of the first season of the neighborhood when Sims first move onto a residential lot. When a household moves into a previously occupied home, the time will be 8:00 AM, but the day of the week may be what it was when the previous occupants moved out. When Sims first move onto a residential lot, the time will be 8:00 AM on Monday. The exceptions to this are The Sims 2: University (in college sub-neighborhoods) and The Sims Castaway Stories. Bills are delivered every Tuesday and Thursday. This affects work and school schedules students have weekends off, and Sims with jobs have scheduled days off. In The Sims 2 and The Sims Stories, time is now divided into seven-day weeks. A majority of areas in The Urbz: Sims in the City have different music at day and night though some areas such as the King Tower, Jail and Club Xizzle do not change music. The game also keeps track of how many days has passed. The default day and time is Monday 10:00 AM. It uses a week-based system similar to The Sims 2 and The Sims Stories although this can only be seen from the Load/Save game screen. Like Bustin' Out, it affects what mini-games can be played, what objectives can be completed and what area Urbz are at (Note: In the DS version, Urbz might be at a different area than in the GBA version). Unlike the console versions of The Urbz, time is very important in these versions. Unlike The Sims for consoles and The Sims Bustin' Out, time cannot be controlled with the Pause and Fast buttons while playing in two-player mode. Midnight parties always occur at 12:00 AM (0:00) and Villains will arrive at 1 PM (13:00). Unlike other The Sims games, Urbz such as Scary Mary will never refuse if the player invites them after midnight but they will however if the player has a -40 relationship with that Urb. This was later seen in The Sims 3 and The Sims Medieval.Īs in The Sims and The Sims Bustin' Out, there are no weeks in The Urbz: Sims in the City. Time in The Urbz: Sims in the City is the same as the other The Sims games, except that time passes for the entire city regardless of which Urb the player is playing as. The Urbz: Sims in the City PS2, Xbox and GameCube Many areas in The Sims Bustin' Out change music between day and night though some areas such as the Jail and the Pizzeria don't change music between time periods. It is the first game to record the days that have passed, which was later added in The Sims 3 and The Sims Medieval. Time affects when the buildings can be entered, when Mini-games can be played, and where a Sim would be at.
Time seems to function as it did in other The Sims games.
When speeding up time, sounds do not get pitched up. However, when playing Bustin' Out in Bust Out mode, time passes on all lots as it does in The Urbz: Sims in the City.
The sims bustin out ps2 wont work free#
In The Sims for consoles and Free Play mode in The Sims Bustin' Out, time works the same as in The Sims. Inviting Sims at or after midnight will always cause them to refuse regardless of relationship level the exception to this is The Urbz: Sims in the City. When Sims visit a community lot, time on their home lot stops, so Sims can spend hours or even days on community lots and return home shortly after they left. Time only passes on a residential lot when it is being played, so each household has its own time. When Sims first move onto a residential lot, the time will always be 7:00 AM. The game will automatically switch to Ultra speed when there are no controllable Sims on the lot, or when all Sims on the lot are asleep. One Sim minute is approximately one real life second, and the player can speed up time to skip through lengthy interactions or to quickly pass long stretches of time. Sims go to work or school every day, unless the player prevents them from going. Bills come every three days, but that is the only cycle there are no days of the week.