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To unlock the Did You Know? mode, you have to play the game in a family through 100 Simdays and more. If you have a neighborhood with several families, you do not need to have all of them playing 100 days. It only requires just one family to unlock. The window, of course, will only be available for the family with 100 days (i.e. while the others who haven't reach it won't).
Now the next part is to find it. First thing first. Exactly at the 100th day, you will get this question icon on the very upper-right corner of your screen (i.e. the one that used to be QuickTips and such). There will be a message from the Maxis folks, and you'll be prompted to decide whether to accept the Did You Know? window or not. You, obviously, will want to accept. You can have the text here, but not pictures.
Now for the Did You Know? Window. It also appears as the Question mark icon on the upper-right corner of your screen by 10 AM every morning. If you missed a day, it will keep the unlocked information (i.e. it won't skip to the next person in the list). But just in case, you might want to keep an eye every time you're playing.
Congratulations! This house has been running for 100 days! You must really like this game, we are glad since we do too. If you like the game this much then you must be interested in knowing how it was made. Each day you continue to keep this family going a new "did you know?" box will appear until you know all about us.. if you are not interested then click "don't show this again" but come on you want to know... you know you do!
Will first thought of "The Sims" shortly after the original SimCity. It took this long for technology to catch up with Will's vision. In Maxis Offices we have a mock-up design for the original idea of the Sims. Though the technology is far more advanced, the actual game does not vary much from this prototype. Will makes wicked excel sheets, and likes to zip around the Maxis offices on a bright red electric scooter.
Kana was the glue that held the Sims project together and moved things forward. Rarely seen without a Diet Coke (r) in hand, Kana is also known for her "Saga of Kana" which was a test house she used to mark progress in the game and to find the remaining bugs. It is rumored that Kana gained her production skills testing IBM workstation software in a previous life.
Came to us late in the project to lead the programmers to Alpha and Final. He inherited our somewhat brutal schedule as well as our notorious game database. Likes to assign bugs with a smile. Jeff and Claire worked on another non-Maxis game together long ago, but would not let us print the title here for some reason.
Charles led an ever growing art team that began with just him and grew to three artists, three animators, and a contracted company. He is responsible for designing and drawing the game's interface as well as the whole look of "The Sims". Charles is worshipped by some for his work on PC classics such as Panzer General and Allied General. We love him because he brings us chocolate marbled bread from his favorite deli.
Besides writing the majority of the actual game code, Jamie wrote the "tree" language that is used to code the objects in "The Sims". Because this "tree" code resides in the actual objects and the Sims run the code from the objects, the game is incredibly expandable. This is why you can just drop objects into the game from the Web or create them in HomeMaster. A.K.A. "Jamers."
Patrick is responsible for getting us all that early press. We were really impressed when he got "The Sims" in U.S. News & World Report. Little did we know that it was just the beginning of all the press we would get thanks to him. He was largely responsible for keeping the momentum and excitement going.
Chris has done a little of almost everything on "The Sims." Most notably heading the tuning team to get us from Alpha fo Final. Though not exactly her job, she is also known as the best bug hunter in the game. Very few people in the team know the entire game as well as she does. We call her "The Database Goddess."
Luc believed in the game through its development when even some of the team members questioned it. Luc built most of the early support for the game by establishing "The Sims Neighborhood Watch." Luc is a card carrying member of the Fancy French Shirt Society.
Patrick is responsible for the majority of the object programming. Between Patrick pushing the "tree" programming to its limits and Jamie increasing the strength of the "tree" programming language, all the game play takes place. Patrick's first game was made in 1982, but he won't say how many years he has been in the industry.
Eric was the graphics guru on "The Sims." In charge of the graphical system programming, he made everything you see possible. Though maybe not a great programming achievement in code, one of his best effects is the fading roof on the neighborhood screen. The roofs fade away so you can see inside the houses. By the way, besides coding the fading roofs, he also came up with the idea. He is famous on the team for "Wouldn't it be really neat if.... Now what if I told you it is already done."
Don wrote the animation engine in the game. His code is what makes the Sims look so lifelike when running hundreds of animations. Don also ported the editor for the "tree" programming from the Mac to Windows.
Trevor came to us near the end of the project. Without him many of the last coded objects would have been cut from the game such as the Basketball Court. He also adopted the Installer to "The Sims".
Stolen from "SimMars," Alex came to us first to help with some object programming then wrote the file system used in "The Sims" to combine all the files into single files. He also wrote "SLANG" the tool used to translate "The Sims" into the many languages it ships with.
They are responsible for the sound effects and voices in "The Sims". You can thank these two for the hilarious TV channels and commercials. Unfortunately, we had to cut "VOX_choke_heimlich" and "VOX_throwup" sounds from the game. Maybe that was fortunate actually...
Eric made all the people in the game and their clothing. He also made the mock-up of the neighborhood screen as well as numerous art works for magazines showcasing "The Sims." Only Eric knows what a naked Sim looks like. Some of us prefer it that way.
Yet another Eric. This Eric made a large portion of our animations which give the Sims their realistic look and emotion. A snappy dresser and Swing dance aficionado, he also displays a keen interest in inflatable office furniture and wrestling masks. Don't ask him about video games starring sloths.
Jami produced a large portion of the object graphics. Some of her work includes the aquarium and the animated phones. She also produced the infamous "SimSafari" Zebra Couch that, despite what Will may claim, is not the zebra from SimSafari. Actually, no SimCreatures were injured or hurt while making "The Sims."
Mike is a man of all trades. He worked on testing, tuning, maintained the test neighborhoods, mnned the SimWatch web cam, and more numerous tasks that can be named. Mike claims he is a "survivor" of the Streets of Sim City testing process. He is also the youngest member of the team.
Melissa was instrumental in specifying how the objects in the game would look and leading the massive testing effort, often commuting 100+ miles a day between Maxis and EA. Melissa proudly displays a sign reading, "I wasn't hired for my demeanor." above her desk.
Tim and Chris came on board to handle the localization of The Sims into many languages and to help with the development and testing of our free SimShow and HomeMaster tools. Both started in testing and Customer Support at EA. Chris is still the only Maxis employee with a handlebar mustache.
Chief of the SimWatch, Sean also was in charge of the sound effects and catalog text in the game. It is amazing that Sean and Claire can still hear anymore after hours upon hours of listening to all the sounds in the game and verifying that they worked. Sean was a lead tester at EA for three years at EA before coming to Maxis.
Paul is responsible for the Sound System used in the Sims. Sims say different things depending on their age, sex, mood and skill. That is all Paul. You may have heard his work in a little game called SimCity 3000. Paul started at Distinctive Software before it became EA Canada. Even though he is Canadian, we still enjoy working with him.
Roxy was one of three designers on the game along with Claire and Will. She wrote all the dialogs on the phone as well as the catalog descriptions used in Build Mode. It was her idea to have social interactions in the game.
Though a majority of the design of the game came from Will Wright, Roxy and Claire picked up the other tasks such as documenting the design. Claire found the voice actors and directed recording sessions. Claire also specified every sound in the game and there are a lot of them! Together with Sean she made sure "The Sims" has a lot of sound in very interesting places.
Another couple of Martians we abducted. Bob and B.J. helped with the nearly impossible task of getting every animation and object done in time and on schedule. The Sims team had originally hoped to include 100 objects with the game. With the help of others such as B.J. we were able to ship with over 200. Bob is still the only Maxis employee with a Delorean.
Guided by Jamil, Gabe and Etienne, finding well over 4,000 bugs was the job of this intrepid team. (Only a minimum of duplicates) Working under the motto "(Quis simulatiet ipsos simulates?)" they made sure to find as many problems as possible, so you wouldn't have to.
Jim left us shortly after E3 to join an Internet start-up. Jim affected the game in too many ways to mention.