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Creatures

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<p><em><strong>Creatures</strong></em> is an&nbsp;<a title="Artificial life" href="https://en.m.wikipedia.org/wiki/Artificial_life">artificial life</a>&nbsp;(alife)&nbsp;<a title="Computer program" href="https://en.m.wikipedia.org/wiki/Computer_program">computer program</a> series, created in the mid-1990s by English&nbsp;<a title="Computer science" href="https://en.m.wikipedia.org/wiki/Computer_science">computer scientist</a>&nbsp;<a title="Steve Grand (roboticist)" href="https://en.m.wikipedia.org/wiki/Steve_Grand_(roboticist)">Steve Grand</a> whilst working for the&nbsp;<a title="Cambridge" href="https://en.m.wikipedia.org/wiki/Cambridge">Cambridge</a>&nbsp;<a title="Video game" href="https://en.m.wikipedia.org/wiki/Video_game">video games</a> developer&nbsp;<a class="mw-redirect" title="Millennium Interactive" href="https://en.m.wikipedia.org/wiki/Millennium_Interactive">Millennium Interactive</a>. Gameplay focuses on raising alien creatures known as Norns, teaching them to survive, helping them explore their world, defending them against other species, and breeding them. Words can be taught to creatures by a learning computer (for verbs) or by repeating the name of the object while the creature is looking at it. After a creature understands language, the player can instruct their creature by typing in instructions, which the creature may choose to obey. A complete life cycle is modelled for the creatures - childhood, adolescence, adulthood, and senescence, each with their own particular needs. The gameplay is designed to foster an emotional bond between the player and their creatures. Rather than taking a scripted approach, Creatures series games were driven by detailed biological and neurological simulation and their unexpected results. There were six major Creatures releases from Creature Labs. Between 1996 and 2001, there were three principal games released, the Docking Station add-on (generally referenced as a separate game) and two children's games, and there were three games created for console systems. A sequel named&nbsp;<em>Creatures Online</em> was in development, with the artificial life technology from Creatures 3 and Docking Station updated to a 3D environment.</p>

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<th class="fn" colspan="2">Creatures</th>

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<td colspan="2"><img src="/0a05496f-80f7-5464-a0b0-83b050319d2e.png" /></td>

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<th scope="row"><a title="Video game genre" href="https://en.m.wikipedia.org/wiki/Video_game_genre">Genres</a></th>

<td><a title="Life simulation game" href="https://en.m.wikipedia.org/wiki/Life_simulation_game">Life simulation</a></td>

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<th scope="row"><a title="Video game developer" href="https://en.m.wikipedia.org/wiki/Video_game_developer">Developer(s)</a></th>

<td>Creature Labs</td>

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<th scope="row"><a title="Video game publisher" href="https://en.m.wikipedia.org/wiki/Video_game_publisher">Publisher(s)</a></th>

<td><a title="Mindscape" href="https://en.m.wikipedia.org/wiki/Mindscape">Mindscape</a></td>

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<th scope="row"><a title="Author" href="https://en.m.wikipedia.org/wiki/Author">Creator(s)</a></th>

<td><a title="Steve Grand (roboticist)" href="https://en.m.wikipedia.org/wiki/Steve_Grand_(roboticist)">Steve Grand</a></td>

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<th scope="row">Platforms</th>

<td><a class="mw-redirect" title="Windows" href="https://en.m.wikipedia.org/wiki/Windows">Windows</a>,&nbsp;<a title="Classic Mac OS" href="https://en.m.wikipedia.org/wiki/Classic_Mac_OS">Classic Mac OS</a>,&nbsp;<a title="Linux" href="https://en.m.wikipedia.org/wiki/Linux">Linux</a>,&nbsp;<a title="PlayStation (console)" href="https://en.m.wikipedia.org/wiki/PlayStation_(console)">PlayStation</a>,&nbsp;<a title="Game Boy Advance" href="https://en.m.wikipedia.org/wiki/Game_Boy_Advance">Game Boy Advance</a></td>

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<th scope="row">Platform of originWindows</th>

<td>, Classic Mac OSYear</td>

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<th scope="row">of inception1996</th>

<td>&nbsp;</td>

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<h2 class="collapsible-heading" tabindex="0">Contents</h2>

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<h2 class="in-block section-heading collapsible-heading open-block" tabindex="0"><span id="Overview" class="mw-headline">Overview</span><a class="mw-ui-icon mw-ui-icon-element mw-ui-icon-minerva-edit-enabled edit-page" title="Edit section: Overview" href="https://en.m.wikipedia.org/w/index.php?title=Creatures_(video_game_series)&amp;action=edit&amp;section=1" data-section="1">Edit</a></h2>

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<p>The program was one of the first commercial titles<sup id="cite_ref-1" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-1">[1]</a></sup> to code&nbsp;<a title="Artificial life" href="https://en.m.wikipedia.org/wiki/Artificial_life">alife</a> organisms from the genetic level upwards using a sophisticated&nbsp;<a title="Biochemistry" href="https://en.m.wikipedia.org/wiki/Biochemistry">biochemistry</a> and&nbsp;<a title="Neural network" href="https://en.m.wikipedia.org/wiki/Neural_network">neural network</a>&nbsp;<a title="Brain" href="https://en.m.wikipedia.org/wiki/Brain">brains</a>,<sup id="cite_ref-2" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-2">[2]</a></sup><sup id="cite_ref-3" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-3">[3]</a></sup>including simulated senses of sight, hearing and touch.<sup id="cite_ref-GrandCliffAAMAS_4-0" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-GrandCliffAAMAS-4">[4]</a></sup> This meant that the Norns and their&nbsp;<a title="DNA" href="https://en.m.wikipedia.org/wiki/DNA">DNA</a> could develop and "<a title="Evolution" href="https://en.m.wikipedia.org/wiki/Evolution">evolve</a>" in increasingly diverse ways, unpredicted by the makers. By&nbsp;<a title="Selective breeding" href="https://en.m.wikipedia.org/wiki/Selective_breeding">breeding</a> certain Norns with others, some traits could be passed on to following generations.<sup id="cite_ref-5" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-5">[5]</a></sup> The Norns turned out to behave similarly to living creatures.<sup id="cite_ref-6" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-6">[6]</a></sup>Sight is simulated by having a group of neurons representing each type of object in the world. When an object belonging to this type is in front of the creature ('within eyesight'), the neuron becomes active and the creature can 'see' the object.<sup id="cite_ref-GrandCliffAAMAS_4-1" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-GrandCliffAAMAS-4">[4]</a></sup> The Norns possess simulated&nbsp;<a title="Drive theory" href="https://en.m.wikipedia.org/wiki/Drive_theory">biological drives</a> which give punishment when they are raised, and reward when they are lowered. The model for Norns' decision-making process is&nbsp;<a class="mw-redirect" title="Behaviorist" href="https://en.m.wikipedia.org/wiki/Behaviorist">Behaviorist</a> and based on Norns learning how to reduce their drives.<sup id="cite_ref-autogenerated1996_7-0" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-autogenerated1996-7">[7]</a></sup> Dickinson and Balleine state that while this stimulus-response/reinforcement process makes the creatures seem like they are goal-directed, they are instead 'habit machines' responding in a learned fashion to particular stimuli.<sup id="cite_ref-8" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures_(video_game_series)#cite_note-8">[8]</a></sup></p>

<p>Mutations in the genome also occur, allowing new characteristics to appear in the population and potentially be inherited by a future generation.<sup id="cite_ref-NGen23_9-0" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-NGen23-9">[9]</a></sup><sup id="cite_ref-10" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-10">[10]</a></sup> Because the Norns have a lifespan of roughly 40 hours, users could observe the changes that occur over a large number of generations.<sup id="cite_ref-NGen23_9-1" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-NGen23-9">[9]</a></sup> Faulty genomes can also occur - for example, Norns which cannot see or hear,<sup id="cite_ref-11" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-11">[11]</a></sup> or immortal Norns due to a hyper-efficient digestion system.<sup id="cite_ref-12" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-12">[12]</a></sup><sup id="cite_ref-TCGDE_13-0" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-TCGDE-13">[13]</a></sup> Creatures used the&nbsp;<a title="Emergence" href="https://en.m.wikipedia.org/wiki/Emergence">emergent</a> approach seen in&nbsp;<a title="Animat" href="https://en.m.wikipedia.org/wiki/Animat">animats</a>, but with the goal of more complex behaviours than&nbsp;<a title="Animal locomotion" href="https://en.m.wikipedia.org/wiki/Animal_locomotion">locomotion</a>.<sup id="cite_ref-grand352_14-0" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-grand352-14">[14]</a></sup> Grand describes the psychological model of the creatures as being inspired by rats.<sup id="cite_ref-Dr.Frankenstein_15-0" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-Dr.Frankenstein-15">[15]</a></sup> In 2000, Steve Grand described the intelligence level of Norns as being like ants.<sup id="cite_ref-16" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-16">[16]</a></sup> Margaret Boden, in 2003, rejected&nbsp;<em>Creatures</em> as being a form of alien life as the simulated metabolism is concerned with controlling the Norn's behaviour, not on maintaining its 'physical' form.<sup id="cite_ref-17" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-17">[17]</a></sup> In 2011, Steve Grand stated that while the Norns in&nbsp;<em>Creatures</em> could learn, generalise from past experiences to novel experiences, and react in an intelligent manner to stimuli, they could not think.<sup id="cite_ref-18" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures_(video_game_series)#cite_note-18">[18]</a></sup></p>

<p>The&nbsp;<a title="Genetics" href="https://en.m.wikipedia.org/wiki/Genetics">genetics</a> in&nbsp;<em>Creatures</em> are somewhat different from&nbsp;<a class="mw-redirect" title="Physical anthropology" href="https://en.m.wikipedia.org/wiki/Physical_anthropology">human genetics</a>; they are&nbsp;<a class="mw-redirect" title="Haploid" href="https://en.m.wikipedia.org/wiki/Haploid">haploid</a>.<sup id="cite_ref-19" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-19">[19]</a></sup> There is no concept of&nbsp;<a class="mw-redirect" title="Dominant gene" href="https://en.m.wikipedia.org/wiki/Dominant_gene">dominant gene</a> and&nbsp;<a class="mw-redirect" title="Recessive gene" href="https://en.m.wikipedia.org/wiki/Recessive_gene">recessive gene</a>, much less&nbsp;<a title="Genetic recombination" href="https://en.m.wikipedia.org/wiki/Genetic_recombination">recombination</a> between&nbsp;<a title="Locus (genetics)" href="https://en.m.wikipedia.org/wiki/Locus(genetics)">loci</a>. Nevertheless, the complexity of the simulated biochemistry meant that Norn behaviour was highly unpredictable.</p>

<p>Among the fans of&nbsp;<em>Creatures</em> were the&nbsp;<a title="Oxford" href="https://en.m.wikipedia.org/wiki/Oxford">Oxford</a>&nbsp;<a title="Zoology" href="https://en.m.wikipedia.org/wiki/Zoology">zoologist</a>&nbsp;<a title="Richard Dawkins" href="https://en.m.wikipedia.org/wiki/Richard_Dawkins">Richard Dawkins</a>, who called it a "quantum leap in the development of artificial life",<sup id="cite_ref-20" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-20">[20]</a></sup> and author&nbsp;<a title="Douglas Adams" href="https://en.m.wikipedia.org/wiki/Douglas_Adams">Douglas Adams</a>.<sup id="cite_ref-21" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-21">[21]</a></sup>&nbsp;<em>Creatures</em> inspired some players to take up careers in the sciences.<sup id="cite_ref-22" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures_(video_game_series)#cite_note-22">[22]</a></sup></p>

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<h2 class="in-block section-heading collapsible-heading open-block" tabindex="0"><span id="History" class="mw-headline">History</span><a class="mw-ui-icon mw-ui-icon-element mw-ui-icon-minerva-edit-enabled edit-page" title="Edit section: History" href="https://en.m.wikipedia.org/w/index.php?title=Creatures_(video_game_series)&amp;action=edit&amp;section=2" data-section="2">Edit</a></h2>

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<p>Originally conceived as a&nbsp;<a class="mw-redirect" title="Desktop pet" href="https://en.m.wikipedia.org/wiki/Desktop_pet">desktop pet</a> with a brain,<sup id="cite_ref-initialpitch_23-0" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-initialpitch-23">[23]</a></sup> Grand later incorporated inspiration from&nbsp;<a title="The Planiverse" href="https://en.m.wikipedia.org/wiki/The_Planiverse">The Planiverse</a> to pitch a "little computer&nbsp;<a title="Ewok" href="https://en.m.wikipedia.org/wiki/Ewok">ewoks</a>" game,<sup id="cite_ref-24" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-24">[24]</a></sup> like the game&nbsp;<em><a title="Little Computer People" href="https://en.m.wikipedia.org/wiki/Little_Computer_People">Little Computer People</a></em>.<sup id="cite_ref-rationale_25-0" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-rationale-25">[25]</a></sup> Grand wanted players to have a rapport with their creatures, feeling that he should make the creatures seem "genuinely alive" to the player, showing "the 'right' kind of behaviour' in a variety of circumstances. To create this kind of behaviour, Grand felt it was necessary to program the creatures by simulating the building blocks of nature in a&nbsp;<a title="Top-down and bottom-up design" href="https://en.m.wikipedia.org/wiki/Top-down_and_bottom-up_design">bottom-up</a>approach, allowing the complex behaviour to&nbsp;<a title="Emergence" href="https://en.m.wikipedia.org/wiki/Emergence">emerge</a>,<sup id="cite_ref-26" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-26">[26]</a></sup> rather than using a&nbsp;<a title="Rule-based system" href="https://en.m.wikipedia.org/wiki/Rule-based_system">rule-based system</a> approach.<sup id="cite_ref-Dr.Frankenstein_15-1" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-Dr.Frankenstein-15">[15]</a></sup> Grand later wished to include references to an "English" or Norse mythology, to try to make the world more internally consistent,<sup id="cite_ref-mainhistory_27-0" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-mainhistory-27">[27]</a></sup><sup id="cite_ref-mythography_28-0" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-mythography-28">[28]</a></sup> but found that the team wanted to make the game into a conventional adventure game.<sup id="cite_ref-rationale_25-1" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-rationale-25">[25]</a></sup> He later decided to scale back on the mythology aspects of the game, focusing instead on the&nbsp;<a title="Artificial life" href="https://en.m.wikipedia.org/wiki/Artificial_life">artificial life</a> point - eventually presenting the game as an artificial&nbsp;<a title="Animal fancy" href="https://en.m.wikipedia.org/wiki/Animal_fancy">pet hobby</a>, which provided some of the impetus to include genetics in the creatures.<sup id="cite_ref-29" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-29">[29]</a></sup><em>Creatures</em> was developed as a consumer product by&nbsp;<a class="mw-redirect" title="Millennium Interactive" href="https://en.m.wikipedia.org/wiki/Millennium_Interactive">Millennium</a>, and was released by&nbsp;<a class="mw-redirect" title="Mindscape Group" href="https://en.m.wikipedia.org/wiki/Mindscape_Group">Mindscape</a> in 1996. The program was instantly successful,<sup class="noprint Inline-Template Template-Fact">[<em><a title="Wikipedia:Citation needed" href="https://en.m.wikipedia.org/wiki/Wikipedia:Citation_needed"><span title="This claim needs references to reliable sources. (November 2012)">citation needed</span></a></em>]</sup> and an&nbsp;<a title="Online community" href="https://en.m.wikipedia.org/wiki/Online_community">online community</a> of players soon formed, swapping Norns, creating new objects for Albia,<sup id="cite_ref-Jepsen_C2_30-0" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-Jepsen_C2-30">[30]</a></sup> sharing tips on how to play the game and anecdotes about unexpected evolutionary changes that they had seen, and even creating new&nbsp;<a title="Selective breeding" href="https://en.m.wikipedia.org/wiki/Selective_breeding">breeds</a> of Norn. At one point, the Creatures online community was the largest of its type.</p>

<p>In 1996,&nbsp;<em>Creatures</em> won an EMMA Award.<sup id="cite_ref-31" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-31">[31]</a></sup><sup id="cite_ref-32" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-32">[32]</a></sup> Based on sales of 500,000 copies of&nbsp;<em>Creatures</em> from 1996 through to the second quarter of 1998, it was estimated that at that time, there was a possible global population of up to five million norns.<sup id="cite_ref-TCGDE_13-1" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures_(video_game_series)#cite_note-TCGDE-13">[13]</a></sup></p>

<p>Development of&nbsp;<em><a title="Creatures 2" href="https://en.m.wikipedia.org/wiki/Creatures_2">Creatures 2</a></em> began in Q3 1997.<sup id="cite_ref-Gamasutra_C2_33-0" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-Gamasutra_C2-33">[33]</a></sup> In 1998, the video games division of&nbsp;<a class="mw-redirect" title="Millennium Interactive" href="https://en.m.wikipedia.org/wiki/Millennium_Interactive">Millennium</a> was sold to Sony Entertainment while those working on alife and&nbsp;<em>Creatures</em> formed a new company called Cyberlife Technology. Along with continued work on the&nbsp;<em>Creatures</em> titles, the company did work for industry and the&nbsp;<a title="Ministry of Defence (United Kingdom)" href="https://en.m.wikipedia.org/wiki/Ministry_of_Defence(United_Kingdom)">British Ministry of Defence</a>, famously attempting to teach live organisms to fly virtual&nbsp;<a class="mw-redirect" title="Fighter jet" href="https://en.m.wikipedia.org/wiki/Fighter_jet">fighter jets</a>.<sup id="cite_ref-34" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-34">[34]</a></sup><sup id="cite_ref-35" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-35">[35]</a></sup>&nbsp;<em>Creatures 2</em> was nominated in the Artificial Intelligence category of the&nbsp;<a title="Game Developers Conference" href="https://en.m.wikipedia.org/wiki/Game_Developers_Conference">Game Developers Conference</a>'s Spotlight Award.<sup id="cite_ref-36" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures_(video_game_series)#cite_note-36">[36]</a></sup></p>

<p>In the late 1990s, Grand left Cyberlife to form Cyberlife Research and focus on the production of new alife technologies, including work on a&nbsp;<a title="Robotics" href="https://en.m.wikipedia.org/wiki/Robotics">robotic</a> life form he called Lucy as well as writing books about his research. The remainder of the company was renamed Creature Labs, and focused on&nbsp;<a title="Video game development" href="https://en.m.wikipedia.org/wiki/Video_game_development">video game development</a>.<sup id="cite_ref-37" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures_(video_game_series)#cite_note-37">[37]</a></sup></p>

<p>Sequels to&nbsp;<em>Creatures</em>, including&nbsp;<em>Creatures 2</em>,&nbsp;<em><a title="Creatures 3" href="https://en.m.wikipedia.org/wiki/Creatures_3">Creatures 3</a></em> and the small-children's games&nbsp;<em>Creatures Adventures</em> and&nbsp;<em>Creatures Playground</em>, were released by Creature Labs in subsequent years.&nbsp;<em>Creatures Adventures</em> won an EMMA Award in 2000.<sup id="cite_ref-38" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-38">[38]</a></sup>&nbsp;<em>Creatures Playground</em> was exhibited at&nbsp;<a title="Electronic Entertainment Expo" href="https://en.m.wikipedia.org/wiki/Electronic_Entertainment_Expo">E3</a><sup id="cite_ref-39" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-39">[39]</a></sup> and nominated for a&nbsp;<a class="mw-redirect" title="BAFTA award" href="https://en.m.wikipedia.org/wiki/BAFTA_award">BAFTA award</a> in 2000.<sup id="cite_ref-40" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-40">[40]</a></sup><sup id="cite_ref-41" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-41">[41]</a></sup> The final major&nbsp;<em>Creatures</em> release,&nbsp;<em>Docking Station</em>, was made available for download from the company's web site in 2001.<sup id="cite_ref-highlights_42-0" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures_(video_game_series)#cite_note-highlights-42">[42]</a></sup></p>

<p>Development was suspended on future&nbsp;<em>Creatures</em> games on March 20, 2003, when Creature Labs ceased operations, but development and trademark rights have since been purchased by Gameware Development, Ltd. Gameware has revived the Creatures Developer Network, the shop, the forums, the Docking Station server, and has released many before-purchasable tools and add-ons for free.<sup id="cite_ref-gamewaredevelopment1_43-0" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures_(video_game_series)#cite_note-gamewaredevelopment1-43">[43]</a></sup></p>

<p>Gameware staff that previously worked on&nbsp;<em>Creatures</em> developed a convergent media game for the&nbsp;<a title="BBC" href="https://en.m.wikipedia.org/wiki/BBC">BBC</a> called&nbsp;<em><a class="mw-redirect" title="BAMZOOKi" href="https://en.m.wikipedia.org/wiki/BAMZOOKi">BAMZOOKi</a></em>.<sup id="cite_ref-gamewaredevelopment1_43-1" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures_(video_game_series)#cite_note-gamewaredevelopment1-43">[43]</a></sup></p>

<p>In 2004, the&nbsp;<em>Creatures</em> games have been re-released in combination packs under the names&nbsp;<em>Creatures: The Albian Years</em>&nbsp;(C1, C2),&nbsp;<em>Creatures Exodus</em>&nbsp;(C3, DS) and&nbsp;<em>Creatures Village</em>&nbsp;(CA, CP). The Albian Years, and Exodus include the separate games, whereas Village has merged Adventures and Playground into a single game.<sup id="cite_ref-gamewaredevelopment1_43-2" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures_(video_game_series)#cite_note-gamewaredevelopment1-43">[43]</a></sup></p>

<p><a title="Kutoka Interactive" href="https://en.m.wikipedia.org/wiki/Kutoka_Interactive">Kutoka Interactive</a>, a Canadian children's software company, has created releases of&nbsp;<em>Creatures Exodus</em>&nbsp;(Kutoka) and&nbsp;<em>Creatures Village</em>(Kutoka Kids) that are compatible with both Apple's&nbsp;<a class="mw-redirect" title="Mac OS X" href="https://en.m.wikipedia.org/wiki/Mac_OS_X">Mac OS X</a> and&nbsp;<a title="Windows XP" href="https://en.m.wikipedia.org/wiki/Windows_XP">Windows XP</a>.<sup id="cite_ref-gamewaredevelopment1_43-3" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures_(video_game_series)#cite_note-gamewaredevelopment1-43">[43]</a></sup> They were released on 30 September 2005, and can be purchased either directly from Kutoka or from other online stores.</p>

<p>In November 2009,&nbsp;<a title="GOG.com" href="https://en.m.wikipedia.org/wiki/GOG.com">GOG.com</a> announced that they were offering&nbsp;<em>Creatures: The Albian Years</em>,&nbsp;<em>Creatures Exodus</em> and&nbsp;<em>Creatures Village</em> for sale on their site as digital downloads.<sup id="cite_ref-44" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-44">[44]</a></sup> In 2011,&nbsp;<em>Creatures 3: Raised in Space</em>, a&nbsp;<a class="mw-redirect" title="PlayStation One" href="https://en.m.wikipedia.org/wiki/PlayStation_One">PlayStation One</a> game, was re-released on the&nbsp;<a class="mw-redirect" title="PlayStation Plus" href="https://en.m.wikipedia.org/wiki/PlayStation_Plus">PlayStation Plus</a> service.<sup id="cite_ref-EUapril11_45-0" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-EUapril11-45">[45]</a></sup></p>

<p>In 2011,&nbsp;<a class="mw-redirect" title="Fishing Cactus" href="https://en.m.wikipedia.org/wiki/Fishing_Cactus">Fishing Cactus</a> announced they were developing Creatures 4, to be demonstrated at that year's&nbsp;<a title="Gamescom" href="https://en.m.wikipedia.org/wiki/Gamescom">gamescom</a>.<sup id="cite_ref-46" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-46">[46]</a></sup> A second demonstration was exhibited at&nbsp;<a title="Gamescom" href="https://en.m.wikipedia.org/wiki/Gamescom#Gamescom_2012">gamescom 2012</a>.<sup id="cite_ref-47" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-47">[47]</a></sup>&nbsp;<em>Creatures 4</em> is Fishing Cactus's most complex game to date.<sup id="cite_ref-LSDJV_48-0" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-LSDJV-48">[48]</a></sup>&nbsp;<em>Creatures 4</em> appeared at the 2012&nbsp;<a title="Paris Games Week" href="https://en.m.wikipedia.org/wiki/Paris_Games_Week">Paris Games Week</a>.<sup id="cite_ref-49" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-49">[49]</a></sup><sup id="cite_ref-50" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-50">[50]</a></sup> In May 2013, Fishing Cactus announced that they and BigBen were partnering with&nbsp;<a title="ProSiebenSat.1 Media" href="https://en.m.wikipedia.org/wiki/ProSiebenSat.1_Media">ProSiebenSat.1 Games</a> as a distributor, and that the name of the game would be changed from&nbsp;<em>Creatures 4</em> to&nbsp;<em>Creatures Online</em>.<sup id="cite_ref-CreaturesOnline_51-0" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-CreaturesOnline-51">[51]</a></sup> Another demo was shown at&nbsp;<a class="mw-redirect" title="GamesCom 2013" href="https://en.m.wikipedia.org/wiki/GamesCom_2013">gamescom 2013</a>.<sup id="cite_ref-52" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-52">[52]</a></sup> Julien Hamaide, a developer of Creatures Online, presented about it at the Game/AI Conference 2014.<sup id="cite_ref-53" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-53">[53]</a></sup><sup id="cite_ref-54" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-54">[54]</a></sup>In September 2015, Fishing Cactus halted the development of Creatures Online.<sup id="cite_ref-55" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-55">[55]</a></sup></p>

<p>In 2016,&nbsp;<a title="Spil Games" href="https://en.m.wikipedia.org/wiki/Spil_Games">Spil Games</a> announced that they had bought the&nbsp;<em>Creatures</em>&nbsp;<a title="Intellectual property" href="https://en.m.wikipedia.org/wiki/Intellectual_property">intellectual property</a> from BigBen and were developing a free-to-play mobile game called&nbsp;<em>Creatures Family</em> to be released in 2017.<sup id="cite_ref-56" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures_(video_game_series)#cite_note-56">[56]</a></sup></p>

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<h2 class="in-block section-heading collapsible-heading open-block" tabindex="0"><span id="Gameplay" class="mw-headline">Gameplay</span><a class="mw-ui-icon mw-ui-icon-element mw-ui-icon-minerva-edit-enabled edit-page" title="Edit section: Gameplay" href="https://en.m.wikipedia.org/w/index.php?title=Creatures_(video_game_series)&amp;action=edit&amp;section=3" data-section="3">Edit</a></h2>

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<p>Basic gameplay consists of hatching some creatures, usually norns, and guiding them to reach maturity and to breed more creatures, with the goal of a more intelligent future population.<sup id="cite_ref-57" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-57">[57]</a></sup> Words can be taught to creatures by a learning computer (for verbs) or by repeating the name of the object while the creature is looking at it. After a creature understands language, the player can instruct their creature by typing in instructions, which the creature may choose to obey.<sup id="cite_ref-CNETreview_58-0" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-CNETreview-58">[58]</a></sup> The player cannot force creatures to do anything.<sup id="cite_ref-edge_59-0" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-edge-59">[59]</a></sup> The player is represented by a disembodied hand in the world, and the hand can attempt to teach creatures by tickling them as a reward or punishing creatures by slapping them.<sup id="cite_ref-CNETreview_58-1" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-CNETreview-58">[58]</a></sup>&nbsp;(For&nbsp;<em>Creatures Village</em>, aimed at very young players, tickling is done by a feather wand, and punishment is represented by a&nbsp;<a class="mw-redirect" title="Squirt bottle" href="https://en.m.wikipedia.org/wiki/Squirt_bottle">squirt bottle</a>.<sup id="cite_ref-60" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-60">[60]</a></sup><sup id="cite_ref-61" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-61">[61]</a></sup>) Older norns can also teach concepts to younger norns.<sup id="cite_ref-62" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-62">[62]</a></sup> Norns may also express to the player how they are feeling. The language aspect was incorporated to promote a relationship between norns and players,<sup id="cite_ref-63" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-63">[63]</a></sup> allowing players to&nbsp;<a class="mw-redirect" title="Anthropomorphise" href="https://en.m.wikipedia.org/wiki/Anthropomorphise">anthropomorphise</a> their creatures.<sup id="cite_ref-64" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-64">[64]</a></sup> A complete life cycle is modelled for the creatures - childhood, adolescence, adulthood, and&nbsp;<a title="Senescence" href="https://en.m.wikipedia.org/wiki/Senescence">senescence</a>, each with their own particular needs.<sup id="cite_ref-aigamedev1_65-0" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-aigamedev1-65">[65]</a></sup> Breeding is depicted in the game as "a delicate affair", and is shown in the game by "a long kissing sound followed by a pop".<sup id="cite_ref-66" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-66">[66]</a></sup> The gameplay is designed to foster an emotional bond between the player and their creatures. Death has real consequences - the individual norns do not return after they die.<sup id="cite_ref-aigamedev1_65-1" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-aigamedev1-65">[65]</a></sup> All creatures are&nbsp;<a class="mw-redirect" title="Bipedal" href="https://en.m.wikipedia.org/wiki/Bipedal">bipedal</a>, but there are some variant appearances that are genetically-linked.<sup id="cite_ref-GrandCliffAAMAS_4-2" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-GrandCliffAAMAS-4">[4]</a></sup> Some alternate play styles include "wolfling runs", where the player may not intervene in their creatures' lives,<sup id="cite_ref-gamewaredevelopment3_67-0" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-gamewaredevelopment3-67">[67]</a></sup> or even norn torture.<sup id="cite_ref-68" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-68">[68]</a></sup> Trying to selectively breed or engineer certain traits into the population is also popular, for example, coloured creatures, norns with a better&nbsp;<a title="Immune system" href="https://en.m.wikipedia.org/wiki/Immune_system">immune system</a>,<sup id="cite_ref-TCGDE_13-2" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-TCGDE-13">[13]</a></sup><sup id="cite_ref-69" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures_(video_game_series)#cite_note-69">[69]</a></sup> or a less-aggressive grendel.</p>

<h3 class="in-block"><span id="Species" class="mw-headline">Species</span><a class="mw-ui-icon mw-ui-icon-element mw-ui-icon-minerva-edit-enabled edit-page" title="Edit section: Species" href="https://en.m.wikipedia.org/w/index.php?title=Creatures_(video_game_series)&amp;action=edit&amp;section=4" data-section="4">Edit</a></h3>

<dl>

<dt>Norns</dt>

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<p>A Norn is an AIL (Artificial intelligent life) species, the development and survival of which constitute the main thematic elements of the program.</p>

<p>Norns are playful, all-trusting, naive creatures that love to explore. This is often the reason for their downfall, suffering, and death. They are more susceptible to disease in comparison to Ettins and Grendels, and in old age they may fall prey to a wasting disease that prevents them from absorbing certain nutrients.</p>

<p>Grand wished Norns to be endearing and for players to keep them as pets - that they should be independent and stubborn, like toddlers, and that the design of the norn should be appealing to as many people as possible, and that the player should care about the norns.<sup id="cite_ref-70" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-70">[70]</a></sup>Reviewers have compared the Norns' visual design to the Mogwai of the&nbsp;<em><a title="Gremlins" href="https://en.m.wikipedia.org/wiki/Gremlins">Gremlins</a></em> film series.<sup id="cite_ref-Jepsen_C2_30-1" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-Jepsen_C2-30">[30]</a></sup><sup id="cite_ref-71" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-71">[71]</a></sup> The Shee originally created the Norns as a mixture of&nbsp;<a title="Valet" href="https://en.m.wikipedia.org/wiki/Valet">valet</a> and pet. According to the Creatures Labs website, they spread across the galaxy through the Warp and evolved into various variations, including but not restricted to: Toxic Norn,<sup id="cite_ref-72" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-72">[72]</a></sup> Treehugger Norn<sup id="cite_ref-73" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-73">[73]</a></sup> and Magma Norns.<sup id="cite_ref-74" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-74">[74]</a></sup> The spread of Norns throughout the galaxy is related to the mysterious disappearance of the Shee from Albia (from the point of view of the Norns). It may also be a sign of how the Shee fared in their attempt to find a habitable planet.</p>

<p>In the games, the Norns have their own simulated biochemistry, haploid genetics, and&nbsp;<a title="Neural network" href="https://en.m.wikipedia.org/wiki/Neural_network">neural network</a> to serve as a brain. From Creatures 2 onwards, Norns also possess organs determined by their genetics;<sup id="cite_ref-Gamasutra_C2_33-1" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures_(video_game_series)#cite_note-Gamasutra_C2-33">[33]</a></sup> mutation and injury can render these defunct, with typically fatal consequences. Each of these has grown somewhat over the course of the series, allowing the creatures to become more complex and intelligent. Norns are omnivores and eat a variety of foods, including carrots, lemons, seeds, insects, fish, honey, and other things. The Norns that the player starts with require some degree of training and discipline from the player in order to make good decisions to maintain their health; however, later on they can evolve to be more independent and hardy, with better-developed instincts and a more robust biochemistry. The player can take advantage of this to breed certain colours or traits through artificial selection, and through many generations the changes can become quite pronounced.</p>

<p>Norns are very social animals,<sup id="cite_ref-75" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-75">[75]</a></sup> sometimes to the extent that they will prefer to play with other norns than to eat.<sup id="cite_ref-76" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-76">[76]</a></sup><sup id="cite_ref-77" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures_(video_game_series)#cite_note-77">[77]</a></sup></p>

<dl>

<dt>Shee</dt>

</dl>

<div class="thumb tright">

<div class="thumbinner"><img src="/f8f99a8d-d00b-5d13-b413-fd95fe661049.png" />

<div class="thumbcaption">The statue of a Shee in&nbsp;<em><a title="Creatures 2" href="https://en.m.wikipedia.org/wiki/Creatures_2">Creatures 2</a></em>. This is one of very few official in-game appearances of the Shee. (There are more hidden deeper in.)</div>

</div>

</div>

<p>The Shee are a race of absent-minded scientists. They are the original inhabitants of Albia, and the creators of the Norns, Ettins, and Grendels.</p>

<p>The Shee are all inventors, and make most of their inventions to save time on tasks that would have taken but a few minutes otherwise.<sup id="cite_ref-78" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures_(video_game_series)#cite_note-78">[78]</a></sup></p>

<p>Most of their discoveries are made by accident, and as such, they sequenced their own&nbsp;<a title="DNA" href="https://en.m.wikipedia.org/wiki/DNA">DNA</a> and eliminated all genetic defects, before discovering the wheel.</p>

<p>Millennia ago, the Shee had left the disk-shaped world of Albia, as they desired to live on a "more spherical world". They created the Shee Ark, took along some Norns, Ettins, and various animals and plants, and set out for their new home. The Shee Ark, like all Shee spacecraft, was itself a living creature grown from scratch, and used "Bioenergy" (the energy of living things, used to balance the game) to perform its various functions.</p>

<p>Early concepts of the Shee had them as merely a more advanced life form than the Norns, not their creators.<sup id="cite_ref-definitivearticle_79-0" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures_(video_game_series)#cite_note-definitivearticle-79">[79]</a></sup></p>

<dl>

<dt>Ettins</dt>

</dl>

<p>Ettins are a species in&nbsp;<em><a title="Creatures 2" href="https://en.m.wikipedia.org/wiki/Creatures_2">Creatures 2</a></em> and&nbsp;<em><a title="Creatures 3" href="https://en.m.wikipedia.org/wiki/Creatures_3">Creatures 3</a></em>.</p>

<p>Ettins were created by the Shee to help them on their experiments, especially when using machinery. They made them like machines so much, they tend to steal bits for themselves, often taking them to wherever they consider their home.</p>

<p><em>C2</em> Ettins behave rather differently; they tend to lead a sad and lonely life underground with no one but Pitz and the occasional Grendel for company. The backstory in the guides and manual, as well as the opening sequence, reveals that they once lived in the desert at the top of Albia and, true to their nature, built the pyramid that sits there. The actual use (if any) of the pyramid is unknown.</p>

<p>Ettins were introduced into the&nbsp;<em>Creatures</em> series in&nbsp;<em>C2</em>,<sup id="cite_ref-80" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures_(video_game_series)#cite_note-80">[80]</a></sup> having been revealed to the world after the volcanic eruption.</p>

<p>An early concept of the Ettins described them as insignificant "small, lizard-like creatures", who were often kept as pets by Norns.<sup id="cite_ref-mythography_28-1" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures_(video_game_series)#cite_note-mythography-28">[28]</a></sup></p>

<p>The Ettins in&nbsp;<em>Creatures 2</em> were infertile; however, in&nbsp;<em>Creatures 3</em>, there were two Ettins aboard the Shee Ark at most times (both female), and it was possible to get them to breed if two of them were placed in the Gene Splicer machine to create a male Ettin.</p>

<p>An in-depth exploration of the genetics and neurology of the Ettins in&nbsp;<em>Creatures 2</em> revealed that they were constantly in pain, apparently by design. This discovery was met by fan uproar.</p>

<dl>

<dt>Grendels</dt>

</dl>

<p>Grendels are the green-skinned, red-eyed antagonists of the Norns, over which the player has little control, stealing food and injuring individual Norns. They also carry diseases harmful to Norns.<sup id="cite_ref-TCGDE_13-3" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-TCGDE-13">[13]</a></sup> The early concepts of their appearance described them as "resembling a huge, titanium spider".<sup id="cite_ref-mythography_28-2" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-mythography-28">[28]</a></sup></p>

<p>In the unmodified&nbsp;<em>Creatures 1</em> and&nbsp;<em>2</em>, Grendels do not reproduce, being born infertile. Generally, only one Grendel is alive in the world of Albia at a time. In&nbsp;<em>Creatures 3</em>, two Grendels were alive aboard the Shee Ark at most times (both male), but it was possible to get them to breed and have offspring if both were placed in the Gene Splicer machine and used to create a female Grendel.</p>

<p>In all three games, Grendels are automatically produced by a "Mother" machine; in&nbsp;<em>Creatures 3</em>, however, it is possible to ensure that there are no Grendels in the game by killing any existing grendels (e.g. in the&nbsp;<a title="Airlock" href="https://en.m.wikipedia.org/wiki/Airlock">airlock</a>) and then waiting by the mother, then placing any eggs into water (the&nbsp;<a title="Piranha" href="https://en.m.wikipedia.org/wiki/Piranha">piranha</a> pool) so that they cannot hatch.</p>

<p>The Grendels were another genetically engineered creation of the Shee, albeit an accidental one. They were certainly not what the Shee were trying to get as a result from their experiments, and were considered to be harmful, useless monsters. However, some of the evil Shee (known as the Banshee) believed the Grendels were genetically superior to the Norns, and kept some for improvement.</p>

<p>It is possible to cross a Norn with a Grendel, creating a 'Grenorn'.<sup id="cite_ref-81" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-81">[81]</a></sup><sup id="cite_ref-82" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-82">[82]</a></sup></p>

<p>The Creatures community has appeared to adopt the Grendel as an underdog figure, creating a "Grendel Liberation Front" - despite being intended to add stress to Norns' lives, players began to tame their Grendels.<sup id="cite_ref-TCGDE_13-4" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures_(video_game_series)#cite_note-TCGDE-13">[13]</a></sup></p>

<h3 class="in-block"><span id="User_Interface" class="mw-headline">User Interface</span><a class="mw-ui-icon mw-ui-icon-element mw-ui-icon-minerva-edit-enabled edit-page" title="Edit section: User Interface" href="https://en.m.wikipedia.org/w/index.php?title=Creatures_(video_game_series)&amp;action=edit&amp;section=5" data-section="5">Edit</a></h3>

<p>In each of the games, players interact with the world through the use of a graphical hand as the player's mouse in the main visual area of the game. In&nbsp;<em>Creatures</em> and&nbsp;<em>Creatures 2</em>, players can use applets in a toolbar, often called Kits, along the top of the game window, to access many functions, such as getting their first norn eggs, naming and photographing their norns, monitoring the health and general biochemistry of the norns and administering medicines, monitoring pregnancies, injecting objects into the world, and recording deceased norns.<sup id="cite_ref-83" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-83">[83]</a></sup><sup id="cite_ref-84" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-84">[84]</a></sup><em>Creatures 2</em> introduced an Ecology Kit and Neuroscience Kit.<sup id="cite_ref-C2manual_85-0" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures_(video_game_series)#cite_note-C2manual-85">[85]</a></sup></p>

<p>In Creature 3 and Docking Station, players still use a hand as their mouse to interact with creatures and the world, but the main game area does not have toolbars like in Creatures and Creatures 2, but instead has areas along the sides of the screens with buttons that the user can press to move to different locations, view the current creatures in the world, manage an inventory of items, and change game settings.</p>

<p>Charlie Brooker regarded the level of detail shown in the monitoring kits as "terrifying",<sup id="cite_ref-Brooker_86-0" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-Brooker-86">[86]</a></sup> and it has been argued that the detailed monitoring kits highlight the artificiality of the norns.<sup id="cite_ref-87" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-87">[87]</a></sup> Peter Smith disliked the limitation of C1 that the player is "limited to seeing areas that you've tagged as favorite places or that are currently inhabited by Norns," and found it difficult to correctly reward and punish the creatures.<sup id="cite_ref-cdmag2003_88-0" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-cdmag2003-88">[88]</a></sup> Creatures 2 introduced an angel and devil glyph which appears next to the hand to show you whether you are about to reward or punish your creature.<sup id="cite_ref-C2manual_85-1" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-C2manual-85">[85]</a></sup> Jim Brumbaugh, in reviewing&nbsp;<em>Creatures</em>, disliked the amount of typing that was needed to communicate with the creatures, but found the menu system "highly user friendly." He noted also that there was only one way that the player could save, when the player exited the game.<sup id="cite_ref-89" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-89">[89]</a></sup> Eddie Walou praised the simplified user interface of&nbsp;<em>Creatures 4</em>, saying that earlier games felt like you had to have your&nbsp;<a title="Bachelor's degree" href="https://en.m.wikipedia.org/wiki/Bachelor%27s_degree">BAC</a> to understand.<sup id="cite_ref-Walou_90-0" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-Walou-90">[90]</a></sup> Kahn Lusth, writing for&nbsp;<a title="Canard PC" href="https://en.m.wikipedia.org/wiki/Canard_PC">Canard PC</a>, enjoyed the new interface of&nbsp;<em>Creatures Online</em> for communicating with creatures, where with a click of the mouse the player can choose suggestions to guide their creatures, describing it as more convenient than typing keywords.<sup id="cite_ref-CanardPC_91-0" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-CanardPC-91">[91]</a></sup> To improve the ergonomics on the&nbsp;<a title="IOS" href="https://en.m.wikipedia.org/wiki/IOS">iOS</a> system, a 'rubber-band' system has been created for&nbsp;<em>Creatures Online</em>, where the player draws a line between the norn and an object. When the finger is lifted, the available instructions appear.<sup id="cite_ref-92" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-92">[92]</a></sup></p>

<h3 class="in-block"><span id="Environment" class="mw-headline">Environment</span><a class="mw-ui-icon mw-ui-icon-element mw-ui-icon-minerva-edit-enabled edit-page" title="Edit section: Environment" href="https://en.m.wikipedia.org/w/index.php?title=Creatures_(video_game_series)&amp;action=edit&amp;section=6" data-section="6">Edit</a></h3>

<p>While the initial pitch was for a desktop pet that could interact with other Windows programs, for example,&nbsp;<a title="Windows Media Player" href="https://en.m.wikipedia.org/wiki/Windows_Media_Player">Windows Media Player</a>,<sup id="cite_ref-initialpitch_23-1" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-initialpitch-23">[23]</a></sup> as the game developed, the need for a self-contained world became more apparent. The world was named "Albia", after&nbsp;<a title="Albion" href="https://en.m.wikipedia.org/wiki/Albion">Albion</a>, and one of the goals of gameplay became to explore Albia.<sup id="cite_ref-rationale_25-2" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-rationale-25">[25]</a></sup><sup id="cite_ref-definitivearticle_79-1" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-definitivearticle-79">[79]</a></sup> Grand thought that having the creatures inhabit a rich, "messy", world, and to be able to interact with it in many ways would help creatures' personalities to emerge.<sup id="cite_ref-grand352_14-1" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-grand352-14">[14]</a></sup> The backdrop for&nbsp;<em>Creatures</em> was created by taking photographs of a physical model of the world,<sup id="cite_ref-mainhistory_27-1" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-mainhistory-27">[27]</a></sup> part of which is now housed at&nbsp;<a title="The Centre for Computing History" href="https://en.m.wikipedia.org/wiki/The_Centre_for_Computing_History">The Centre for Computing History</a>.<sup id="cite_ref-93" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-93">[93]</a></sup></p>

<p>The world is rendered in&nbsp;<a title="2.5D" href="https://en.m.wikipedia.org/wiki/2.5D">2.5D</a>, and the world can smoothly scroll to follow a creature. The world contains many different items, which creatures can interact with in a variety of ways. Objects are written using an&nbsp;<a title="Object-oriented programming" href="https://en.m.wikipedia.org/wiki/Object-oriented_programming">object-oriented programming</a> technique - each item has their own scripts which determine how they interact with creatures and with other objects. Objects are detected by a creature by being in its line of sight, which excites a neuron dedicated to that class of objects.<sup id="cite_ref-autogenerated1996_7-1" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-autogenerated1996-7">[7]</a></sup> The object-oriented approach means that the games are highly&nbsp;<a title="Mod (video gaming)" href="https://en.m.wikipedia.org/wiki/Mod(video_gaming)">modifiable</a>.<sup id="cite_ref-edge_59-1" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-edge-59">[59]</a></sup> Some of the items in the world are dangerous to norns.<sup id="cite_ref-94" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-94">[94]</a></sup></p>

<p>In&nbsp;<em>Creatures 2</em>, the environment became more complex, with a "Complete working eco-system, including weather, seasons and a functioning food-chain. The plants seed and spread around the environment if conditions allow. The result of this is a very "real" feeling world that adapts around the player."<sup id="cite_ref-Gamasutra_C2_33-2" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures_(video_game_series)#cite_note-Gamasutra_C2-33">[33]</a></sup></p>

<p>In&nbsp;<em>Creatures 3</em> and&nbsp;<em>Docking Station</em>, the game was set on a spaceship. The environment became more segmented into areas called "metarooms", small biomes, each with their own ecosystem. Players could download and add new metarooms to their games.<sup id="cite_ref-95" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-95">[95]</a></sup><sup id="cite_ref-gamewaredevelopment4_96-0" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-gamewaredevelopment4-96">[96]</a></sup></p>

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<h2 class="in-block section-heading collapsible-heading open-block" tabindex="0"><span id="Games_in_the_series" class="mw-headline">Games in the series</span><a class="mw-ui-icon mw-ui-icon-element mw-ui-icon-minerva-edit-enabled edit-page" title="Edit section: Games in the series" href="https://en.m.wikipedia.org/w/index.php?title=Creatures_(video_game_series)&amp;action=edit&amp;section=7" data-section="7">Edit</a></h2>

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<p>There were six major&nbsp;<em>Creatures</em> releases from Creature Labs. In addition to the three principal games, the&nbsp;<em>Docking Station</em> add-on (generally referenced as a separate game) and two children's games were released.</p>

<h3 class="in-block"><span id="On_Albia.28later_re-released_as_Creatures:The_Albian_Years.29"></span><span id="On_Albia(later_re-released_as_Creatures:The_Albian_Years)" class="mw-headline"><em>On Albia</em>&nbsp;(later re-released as&nbsp;<em>Creatures: The Albian Years</em>)</span><a class="mw-ui-icon mw-ui-icon-element mw-ui-icon-minerva-edit-enabled edit-page" title="Edit section: On Albia (later re-released as Creatures: The Albian Years)" href="https://en.m.wikipedia.org/w/index.php?title=Creatures_(video_game_series)&amp;action=edit&amp;section=8" data-section="8">Edit</a></h3>

<h4 class="in-block"><span id="Creatures" class="mw-headline"><em>Creatures</em></span><a class="mw-ui-icon mw-ui-icon-element mw-ui-icon-minerva-edit-enabled edit-page" title="Edit section: Creatures" href="https://en.m.wikipedia.org/w/index.php?title=Creatures_(video_game_series)&amp;action=edit&amp;section=9" data-section="9">Edit</a></h4>

<p>The original&nbsp;<em>Creatures</em> game, released in the United Kingdom and Australia in November 1996 and in North America in July 1997, took place on the fictional disc-shaped world Albia. While the "faces" of the disc were uninhabitable, the "rim" of Albia was home to a complicated&nbsp;<a title="Natural environment" href="https://en.m.wikipedia.org/wiki/Natural_environment">environment</a> much like Earth's. Here lay an abandoned system of&nbsp;<a title="Laboratory" href="https://en.m.wikipedia.org/wiki/Laboratory">laboratories</a> left over by the Shee, an advanced race that had suddenly left the planet many years earlier in order to find a more stable world. In these laboratories and environments, the player was able to hatch new Norns from leftover&nbsp;<a class="mw-redirect" title="Egg (biology)" href="https://en.m.wikipedia.org/wiki/Egg(biology)">eggs</a> and re-inhabit the world of Albia. According to Millenium, every copy of&nbsp;<em>Creatures</em> contains a unique starting set of eggs, whose genomes are not replicated on any other copy of the game.<sup id="cite_ref-NGen23_9-2" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-NGen23-9">[9]</a></sup> An expansion pack, called "Life Kit #1" was released for purchase later.<sup id="cite_ref-97" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures_(video_game_series)#cite_note-97">[97]</a></sup></p>

<p><em>Creatures</em> sold 100,000 copies by November 1997. At the time, John Moore of Mindscape explained that the company "expect[s] to sell more than 200,000&nbsp;<em>Creatures</em> by the end of the year."<sup id="cite_ref-sales1_98-0" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures_(video_game_series)#cite_note-sales1-98">[98]</a></sup></p>

<h4 class="in-block"><span id="Creatures_2" class="mw-headline"><em>Creatures 2</em></span><a class="mw-ui-icon mw-ui-icon-element mw-ui-icon-minerva-edit-enabled edit-page" title="Edit section: Creatures 2" href="https://en.m.wikipedia.org/w/index.php?title=Creatures_(video_game_series)&amp;action=edit&amp;section=10" data-section="10">Edit</a></h4>

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<div class="thumbinner"><img src="/756fcc99-c60a-537f-b7fc-39eeeb8c1b9a.png" />

<div class="thumbcaption">Creatures 2 added 16-bit graphics and a larger world</div>

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<p><em><a title="Creatures 2" href="https://en.m.wikipedia.org/wiki/Creatures_2">Creatures 2</a></em>, released on September 30, 1998, took place many years after the first game, after a devastating&nbsp;<a title="Natural disaster" href="https://en.m.wikipedia.org/wiki/Natural_disaster">natural disaster</a>&nbsp;(or, as explained in later games, a devastating Shee disaster) had changed the&nbsp;<a title="Landscape" href="https://en.m.wikipedia.org/wiki/Landscape">landscape</a> of Albia dramatically and opened up new areas of the world. New&nbsp;<a title="Technology" href="https://en.m.wikipedia.org/wiki/Technology">technology</a> and&nbsp;<a title="Species" href="https://en.m.wikipedia.org/wiki/Species">species</a>were made available to the&nbsp;<a title="Player (game)" href="https://en.m.wikipedia.org/wiki/Player(game)">player</a>, and the creatures themselves had been provided with "considerably more sensory input, more actions they can take, and improved brain dynamics".<sup id="cite_ref-99" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-99">[99]</a></sup> Despite the great change in environment, including a "complete working eco-system",<sup id="cite_ref-Gamasutra_C2_33-3" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-Gamasutra_C2-33">[33]</a></sup> the focus of the game remained the same. Creatures 2 Deluxe (with Life Kit) soon followed. 200,000 copies of&nbsp;<em>Creatures 2</em> were immediately shipped upon its release.<sup id="cite_ref-TCGDE_13-5" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-TCGDE-13">[13]</a></sup> Two expansion packs, Life Kit 1 and Life Kit 2, were released for C2.<sup id="cite_ref-100" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-100">[100]</a></sup><sup id="cite_ref-101" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-101">[101]</a></sup>&nbsp;<em>Creatures 2</em> was considered "much more difficult" than&nbsp;<em>C1</em>,<sup id="cite_ref-102" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-102">[102]</a></sup> and the new, more challenging environment and norn biology was described as frustrating, but that after installing a new genome and going through successive generations, the Norns seemed smarter.<sup id="cite_ref-Jepsen_C2_30-2" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-Jepsen_C2-30">[30]</a></sup>Nick Walkland described the gameplay as a "labour of love", noting that the challenge was to sustain your Norns' lives.<sup id="cite_ref-103" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-103">[103]</a></sup> Sid Fisk of Gamezilla criticized the audio for Creatures 2 for not alerting him when his creature was near-death, but playing a "funeral dirge" as the body left the screen.<sup id="cite_ref-104" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-104">[104]</a></sup></p>

<h3 class="in-block"><span id="After_Leaving_Albia.28later_re-released_as_Creatures_Exodus.29"></span><span id="After_Leaving_Albia(later_re-released_as_Creatures_Exodus)" class="mw-headline"><em>After Leaving Albia</em>&nbsp;(later re-released as&nbsp;<em>Creatures Exodus</em>)</span><a class="mw-ui-icon mw-ui-icon-element mw-ui-icon-minerva-edit-enabled edit-page" title="Edit section: After Leaving Albia (later re-released as Creatures Exodus)" href="https://en.m.wikipedia.org/w/index.php?title=Creatures_(video_game_series)&amp;action=edit&amp;section=11" data-section="11">Edit</a></h3>

<h4 class="in-block"><span id="Creatures_3" class="mw-headline"><em>Creatures 3</em></span><a class="mw-ui-icon mw-ui-icon-element mw-ui-icon-minerva-edit-enabled edit-page" title="Edit section: Creatures 3" href="https://en.m.wikipedia.org/w/index.php?title=Creatures_(video_game_series)&amp;action=edit&amp;section=12" data-section="12">Edit</a></h4>

<p><em><a title="Creatures 3" href="https://en.m.wikipedia.org/wiki/Creatures_3">Creatures 3</a></em>, released on November 4, 1999, took a detour from the first two games. It took place on the&nbsp;<a title="Starship" href="https://en.m.wikipedia.org/wiki/Starship">spaceship</a> that the Shee had used to flee Albia. The ship was divided into many carefully controlled&nbsp;<a title="Natural environment" href="https://en.m.wikipedia.org/wiki/Natural_environment">environments</a>&nbsp;(Norn Terrarium, Jungle Terrarium, Desert Terrarium, Marine Terrarium).&nbsp;<em>Creatures 3</em> was much more technologically focused, including many agents which could be connected in various ways to perform tasks.<sup id="cite_ref-105" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-105">[105]</a></sup> Still, the goal was to&nbsp;<a title="Experiment" href="https://en.m.wikipedia.org/wiki/Experiment">experiment</a> with the three principal species and create a living world out of an empty ship.&nbsp;<em>Creatures 3</em> included a "new social element",<sup id="cite_ref-106" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-106">[106]</a></sup> by which norns could remember relationships they've formed with other creatures better.<sup id="cite_ref-gamewaredevelopment3_67-1" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures_(video_game_series)#cite_note-gamewaredevelopment3-67">[67]</a></sup></p>

<h4 class="in-block"><span id="Docking_Station" class="mw-headline"><em>Docking Station</em></span><a class="mw-ui-icon mw-ui-icon-element mw-ui-icon-minerva-edit-enabled edit-page" title="Edit section: Docking Station" href="https://en.m.wikipedia.org/w/index.php?title=Creatures_(video_game_series)&amp;action=edit&amp;section=13" data-section="13">Edit</a></h4>

<p>The final major&nbsp;<em>Creatures</em> release was&nbsp;<em>Docking Station</em>, an&nbsp;<a title="Internet" href="https://en.m.wikipedia.org/wiki/Internet">Internet</a>-based add-on to&nbsp;<em>Creatures 3</em>, released free of charge on the&nbsp;<em>Creaturesweb</em> site on March 27, 2001.<sup id="cite_ref-highlights_42-1" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-highlights-42">[42]</a></sup><sup id="cite_ref-107" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-107">[107]</a></sup> It was intended as a way to sell&nbsp;<em>Creatures 3</em>&nbsp;(you could dock the worlds of the two games together, hence the name&nbsp;<em>"Docking" Station</em>) and extra packs of Norn breeds.&nbsp;<em>Docking Station</em> has an intermittent reminder screen that encourages users to buy&nbsp;<em>Creatures 3</em>.</p>

<p><em>Docking Station</em> added the possibility of interaction between individual player worlds; Norns could 'travel' to other online worlds via a central server, players could&nbsp;<a title="Online chat" href="https://en.m.wikipedia.org/wiki/Online_chat">chat</a> to other online players, and it was possible to track Norns (and their offspring) that had been present in their worlds via the&nbsp;<em>Docking Station</em> website.<sup id="cite_ref-gamewaredevelopment4_96-1" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-gamewaredevelopment4-96">[96]</a></sup> While&nbsp;<em>Docking Station</em> was released late in the series' run, it changed gameplay (and the potential of the series) dramatically. One reviewer stated that it opened up a whole new world for her online.<sup id="cite_ref-108" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-108">[108]</a></sup> Another reviewer criticised the online portion of the game, as it requires the player to find online buddies.<sup id="cite_ref-109" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-109">[109]</a></sup> Docking Station also expanded considerably on the game mythos, including the introduction of an 'anti-Shee', the Banshee (a Grendel/Shee hybrid).<sup id="cite_ref-110" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-110">[110]</a></sup></p>

<h3 class="in-block"><span id="Creatures_Online" class="mw-headline"><em>Creatures Online</em></span><a class="mw-ui-icon mw-ui-icon-element mw-ui-icon-minerva-edit-enabled edit-page" title="Edit section: Creatures Online" href="https://en.m.wikipedia.org/w/index.php?title=Creatures_(video_game_series)&amp;action=edit&amp;section=14" data-section="14">Edit</a></h3>

<p><em>Creatures Online</em> was a planned sequel to the game, which was being developed by Fishing Cactus. The game was announced as&nbsp;<em>Creatures 4</em> in Fishing Cactus's blog in May 2011.<sup id="cite_ref-111" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-111">[111]</a></sup> Creatures Online was to have 5 worlds, was to be completely in 3D graphics instead of&nbsp;<a title="2.5D" href="https://en.m.wikipedia.org/wiki/2.5D">2.5D</a><sup id="cite_ref-autogenerated1996_7-2" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-autogenerated1996-7">[7]</a></sup> pre-rendered graphics, and in-game currency was planned to buy Norns toys, food, etc. Creatures Online was designed to be a&nbsp;<a title="Free-to-play" href="https://en.m.wikipedia.org/wiki/Free-to-play">free-to-play</a> game. A collector's edition box was also announced with a Norn figurine, the three original games for current PCs, and all the money you paid for the game as in-game money for your Norns.<sup id="cite_ref-112" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-112">[112]</a></sup> Creatures 4 entered an in-house&nbsp;<a class="mw-redirect" title="Alpha test" href="https://en.m.wikipedia.org/wiki/Alpha_test">alpha phase</a> in March 2013.<sup id="cite_ref-113" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-113">[113]</a></sup> The internal systems of the creatures from C3/DS were retained and updated for the 3D environment.<sup id="cite_ref-Walou_90-1" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-Walou-90">[90]</a></sup><sup id="cite_ref-114" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-114">[114]</a></sup> Norns' fur patterns were to be partially&nbsp;<a title="Procedural generation" href="https://en.m.wikipedia.org/wiki/Procedural_generation">procedurally generated</a>, with the goal of ensuring "that no two Norns look alike".<sup id="cite_ref-115" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-115">[115]</a></sup>&nbsp;<a title="Heterochromia iridum" href="https://en.m.wikipedia.org/wiki/Heterochromia_iridum">Heterochromia iridum</a> has been introduced.<sup id="cite_ref-116" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-116">[116]</a></sup>The norns of Creatures Online will have a new&nbsp;<a title="Drive theory" href="https://en.m.wikipedia.org/wiki/Drive_theory">drive</a>, tentatively called "<a class="mw-redirect" title="Altruism in animals" href="https://en.m.wikipedia.org/wiki/Altruism_in_animals">altruism</a>", which encourages them to do things which will benefit the norn colony, like tending to plants and fixing broken toys.<sup id="cite_ref-117" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-117">[117]</a></sup>&nbsp;"Creatures 4" was renamed "Creatures Online" in May 2013.<sup id="cite_ref-CreaturesOnline_51-1" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-CreaturesOnline-51">[51]</a></sup> Creatures Online, unlike earlier entries in the Creatures series,<sup id="cite_ref-facebook2013_118-0" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-facebook2013-118">[118]</a></sup> was to have a system of missions for the player to complete.<sup id="cite_ref-CanardPC_91-1" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-CanardPC-91">[91]</a></sup></p>

<h3 class="in-block"><span id="Younger_Children.27s_Games.28later_re-released_as_Creatures_Village.29"></span><span id="Younger_Children's_Games(later_re-released_as_Creatures_Village)" class="mw-headline"><em>Younger Children's Games</em>&nbsp;(later re-released as&nbsp;<em>Creatures Village</em>)</span><a class="mw-ui-icon mw-ui-icon-element mw-ui-icon-minerva-edit-enabled edit-page" title="Edit section: Younger Children's Games (later re-released as Creatures Village)" href="https://en.m.wikipedia.org/w/index.php?title=Creatures_(video_game_series)&amp;action=edit&amp;section=15" data-section="15">Edit</a></h3>

<h4 class="in-block"><span id="Creatures_Adventures" class="mw-headline"><em>Creatures Adventures</em></span><a class="mw-ui-icon mw-ui-icon-element mw-ui-icon-minerva-edit-enabled edit-page" title="Edit section: Creatures Adventures" href="https://en.m.wikipedia.org/w/index.php?title=Creatures_(video_game_series)&amp;action=edit&amp;section=16" data-section="16">Edit</a></h4>

<p>Released in 2000, and targeted at younger children (ages 6&ndash;9),&nbsp;<em>Creatures Adventures</em> dropped the complex interface of the main series in favour of brighter graphics and a more childlike atmosphere.<sup id="cite_ref-119" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures_(video_game_series)#cite_note-119">[119]</a></sup></p>

<h4 class="in-block"><span id="Creatures_Playground" class="mw-headline"><em>Creatures Playground</em></span><a class="mw-ui-icon mw-ui-icon-element mw-ui-icon-minerva-edit-enabled edit-page" title="Edit section: Creatures Playground" href="https://en.m.wikipedia.org/w/index.php?title=Creatures_(video_game_series)&amp;action=edit&amp;section=17" data-section="17">Edit</a></h4>

<p>The second game in the younger children's series,&nbsp;<em>Creatures Playground</em>&nbsp;(released the same year), could be connected to Adventures to create an even bigger world to explore. It has a theme park for the creatures, including mini-games like whack-a-mole.<sup id="cite_ref-120" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures_(video_game_series)#cite_note-120">[120]</a></sup></p>

<h3 class="in-block"><span id="Console_games" class="mw-headline">Console games</span><a class="mw-ui-icon mw-ui-icon-element mw-ui-icon-minerva-edit-enabled edit-page" title="Edit section: Console games" href="https://en.m.wikipedia.org/w/index.php?title=Creatures_(video_game_series)&amp;action=edit&amp;section=18" data-section="18">Edit</a></h3>

<p>The&nbsp;<em>Creatures</em> concept was made into three different games for consoles:&nbsp;<em><a class="mw-redirect" title="Creatures (Game Boy Advance game)" href="https://en.m.wikipedia.org/wiki/Creatures(Game_Boy_Advance_game)">Creatures</a></em> for the&nbsp;<a title="Game Boy Advance" href="https://en.m.wikipedia.org/wiki/Game_Boy_Advance">Game Boy Advance</a> and&nbsp;<em><a class="mw-redirect" title="Creatures (PlayStation game)" href="https://en.m.wikipedia.org/wiki/Creatures(PlayStation_game)">Creatures</a></em> and&nbsp;<em><a class="mw-redirect" title="Creatures: Raised in Space" href="https://en.m.wikipedia.org/wiki/Creatures:Raised_in_Space">Creatures: Raised in Space</a></em> for&nbsp;<a title="PlayStation" href="https://en.m.wikipedia.org/wiki/PlayStation">PlayStation</a>. In the PlayStation games, the hand is replaced by a&nbsp;<a title="Fairy" href="https://en.m.wikipedia.org/wiki/Fairy">fairy</a> named Scrubby.<sup id="cite_ref-121" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-121">[121]</a></sup> Because of the limited processing power of the early-day consoles, the&nbsp;<a class="mw-redirect" title="AI" href="https://en.m.wikipedia.org/wiki/AI">AI</a> had to be completely reprogrammed by the console development team around&nbsp;<a class="new" title="Volker Eloesser (page does not exist)" href="https://en.m.wikipedia.org/w/index.php?title=Volker_Eloesser&amp;action=edit&amp;redlink=1">Volker Eloesser</a>. A fourth,&nbsp;<em>Project Loci</em>, was in development at the time of Creatures Labs' liquidation,<sup id="cite_ref-122" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures_(video_game_series)#cite_note-122">[122]</a></sup> but was cancelled for lack of funds.&nbsp;<em>Loci</em> would have been the first&nbsp;<em>Creatures</em> game for the PS2, Xbox and GameCube.</p>

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<h2 class="in-block section-heading collapsible-heading open-block" tabindex="0"><span id="Later_bundled_releases" class="mw-headline">Later bundled releases</span><a class="mw-ui-icon mw-ui-icon-element mw-ui-icon-minerva-edit-enabled edit-page" title="Edit section: Later bundled releases" href="https://en.m.wikipedia.org/w/index.php?title=Creatures_(video_game_series)&amp;action=edit&amp;section=19" data-section="19">Edit</a></h2>

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<p>There have been various re-releases of the&nbsp;<em>Creatures</em> games. The later re-releases from Gameware improved Windows XP compatibility by allowing them to run easily under non-administrator accounts and without the use of the compatibility mode, but break compatibility with some third-party content without the use of a third-party patch.</p>

<dl>

<dt><em>Creatures Trilogy</em>&nbsp;/&nbsp;<em>Creatures Trilogy Gold Collection</em></dt>

</dl>

<p>This release of&nbsp;<em>Creatures Trilogy</em> included&nbsp;<em>Creatures</em>,&nbsp;<em>Creatures 2</em>, and&nbsp;<em>Creatures 3</em>, as well as the&nbsp;<em>Life Kit</em> addons for the earlier games. It was released before&nbsp;<em>Docking Station</em>, but the version of&nbsp;<em>Creatures 3</em> included in this was identical to the original release (except that it was using the newest patch) and was therefore compatible with&nbsp;<em>Docking Station</em>.</p>

<p>Encore Software released a&nbsp;<em>Creatures Trilogy</em> containing&nbsp;<em>Creatures</em>,&nbsp;<em>Creatures 2</em>, and&nbsp;<em>Creatures 3</em>,<sup id="cite_ref-gamewaredevelopment2_123-0" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures_(video_game_series)#cite_note-gamewaredevelopment2-123">[123]</a></sup> under their&nbsp;<a class="new" title="Encare (page does not exist)" href="https://en.m.wikipedia.org/w/index.php?title=Encare&amp;action=edit&amp;redlink=1">Encare</a> line. They also released a "gold" version titled&nbsp;<em>Creatures Trilogy Gold Collection</em>.</p>

<dl>

<dt><em>Creatures Internet Edition</em>&nbsp;/&nbsp;<em>Creatures Gold</em></dt>

</dl>

<p>The final major&nbsp;<em>Creatures</em> release was a re-release in 2001 by FastTrak Software Publishing as&nbsp;<em>Creatures Internet Edition</em>, a bundle of&nbsp;<em>Creatures 3</em>,&nbsp;<em>Creatures 3 Update 2</em>,&nbsp;<em>Docking Station</em>, and a number of environment extras and tools (many with multilingual variants).<sup id="cite_ref-gamewaredevelopment2_123-1" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures_(video_game_series)#cite_note-gamewaredevelopment2-123">[123]</a></sup><a title="Linux Game Publishing" href="https://en.m.wikipedia.org/wiki/Linux_Game_Publishing">Linux Game Publishing</a> released a Linux port of&nbsp;<em>Creatures Internet Edition</em> a few months later in December 2001.</p>

<p>The original&nbsp;<em>Creatures Internet Edition</em> was released again in 2002 by&nbsp;<a title="Focus Multimedia" href="https://en.m.wikipedia.org/wiki/Focus_Multimedia">Focus Multimedia</a>, without the physical manual, as&nbsp;<em>Creatures Gold</em>, but the disc contents were identical (and so the installer and PDF manual both referred to it as&nbsp;<em>Creatures Internet Edition</em>).</p>

<dl>

<dt><em>Creatures: The Albian Years</em></dt>

</dl>

<p><em>Creatures 1</em> and&nbsp;<em><a title="Creatures 2" href="https://en.m.wikipedia.org/wiki/Creatures_2">Creatures 2</a></em> on one disk, updated to run on Windows XP.</p>

<dl>

<dt><em>Creatures Exodus</em></dt>

</dl>

<p><em><a title="Creatures 3" href="https://en.m.wikipedia.org/wiki/Creatures_3">Creatures 3</a></em> and&nbsp;<em>Docking Station</em> plus a selection of new Norn breeds on one disk, updated for improved Windows XP compatibility. Mac OS X and Windows &amp; Mac dual-format, and&nbsp;<a class="external text" href="https://web.archive.org/web/20110517015344/http://www.gamewaredevelopment.com/ds/ds_more.php?id=552_0_16_0_C" rel="nofollow">free downloadable</a> versions are also available.</p>

<dl>

<dt><em>Creatures Village</em></dt>

</dl>

<p><em>Creatures Adventures</em> and&nbsp;<em>Creatures Playground</em>, merged and updated for improved Windows XP compatibility. Mac OS X and Windows &amp; Mac dual-format versions are also available.</p>

<dl>

<dt><em>Creatures Triple Collection</em></dt>

</dl>

<p><em>Creatures Triple Pack</em>, otherwise known as&nbsp;<em>Creatures Collection: Triple</em>, contains&nbsp;<em>The Albian Years</em>,&nbsp;<em>Creatures Exodus</em> and&nbsp;<em>Creatures Villagefor</em> Windows.</p>

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<h2 class="in-block section-heading collapsible-heading open-block" tabindex="0"><span id="Reception" class="mw-headline">Reception</span><a class="mw-ui-icon mw-ui-icon-element mw-ui-icon-minerva-edit-enabled edit-page" title="Edit section: Reception" href="https://en.m.wikipedia.org/w/index.php?title=Creatures_(video_game_series)&amp;action=edit&amp;section=20" data-section="20">Edit</a></h2>

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<p>As of September 2017, the Creatures Community, or CC, is still very active online and in the games;<sup id="cite_ref-124" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-124">[124]</a></sup> Each year, the Community holds a festival called the Creatures Community Spirit Festival,<sup id="cite_ref-125" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-125">[125]</a></sup> or CCSF, to celebrate the games and the community that has formed since the creation of the game.<sup id="cite_ref-126" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures_(video_game_series)#cite_note-126">[126]</a></sup> Players have always ranged in age and the enthusiasm for the games is still very high.</p>

<p>Several reviews of the series emphasise that the player will need patience,<sup id="cite_ref-CNETreview_58-2" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-CNETreview-58">[58]</a></sup><sup id="cite_ref-127" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-127">[127]</a></sup><sup id="cite_ref-hubble1_128-0" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-hubble1-128">[128]</a></sup><sup id="cite_ref-129" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-129">[129]</a></sup> and recommend it for players who are not parents.<sup id="cite_ref-130" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-130">[130]</a></sup><sup id="cite_ref-131" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-131">[131]</a></sup></p>

<p>The early games do not have specific goals,<sup id="cite_ref-facebook2013_118-1" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-facebook2013-118">[118]</a></sup> leading some reviewers to consider it a 'small scale genetic experiment' rather than a game.<sup id="cite_ref-132" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-132">[132]</a></sup> One reviewer compares the game to a virtual '<a class="mw-redirect" title="Fish tank" href="https://en.m.wikipedia.org/wiki/Fish_tank">fish tank</a>', feeling that once the frustration of raising norns through their childhood was over and a breeding population had been established, the game became boring for him.<sup id="cite_ref-cdmag2003_88-1" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures_(video_game_series)#cite_note-cdmag2003-88">[88]</a></sup></p>

<p>Several reviewers compared Creatures favourably to&nbsp;<a title="Tamagotchi" href="https://en.m.wikipedia.org/wiki/Tamagotchi">Tamagotchi</a> when Creatures first came out.<sup id="cite_ref-hubble1_128-1" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-hubble1-128">[128]</a></sup><sup id="cite_ref-133" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_note-133">[133]</a></sup></p>

<p>For&nbsp;<a title="Caroline Daniel" href="https://en.m.wikipedia.org/wiki/Caroline_Daniel">Caroline Daniel</a>, it is intriguing what our interactions with the game will reveal about us. Furthermore, Daniel regarded the game as an important step in popularising artificial life technology in the home.<sup id="cite_ref-134" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures_(video_game_series)#cite_note-134">[134]</a></sup></p>

<p>Between July and November 1997, over 100,000 copies of&nbsp;<em>Creatures</em> were sold in the American market.&nbsp;<em><a title="Windows Sources" href="https://en.m.wikipedia.org/wiki/Windows_Sources">Windows Sources</a></em> magazine gave the series a "Stellar Award".<sup id="cite_ref-135" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures_(video_game_series)#cite_note-135">[135]</a></sup></p>

<p>Jay Schindler wondered if this game was entertainment or a simulation of parenthood. Schindler criticised the inability to scroll all the way around the world. Schindler also noted that raising a group of norns was much more difficult than raising a single norn, as they could interact with each other with much greater ease than he could interact with a norn.<sup id="cite_ref-Schindler_136-0" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures_(video_game_series)#cite_note-Schindler-136">[136]</a></sup></p>

<p>Don Labriola wrote of&nbsp;<em>Creatures</em> that "no other program so successfully mirrors the joys and challenges of raising a child or pet."<sup id="cite_ref-137" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures_(video_game_series)#cite_note-137">[137]</a></sup></p>

<p>In 2016, the&nbsp;<em>Creatures</em> series was featured by an academic study into science-themed video games as depicting an accurate model of evolution and natural selection, displaying three key features of the process.<sup id="cite_ref-138" class="reference"><a href="https://en.m.wikipedia.org/wiki/Creatures_(video_game_series)#cite_note-138">[138]</a></sup></p>

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<h2 class="in-block section-heading collapsible-heading open-block" tabindex="0"><span id="References" class="mw-headline">References</span><a class="mw-ui-icon mw-ui-icon-element mw-ui-icon-minerva-edit-enabled edit-page" title="Edit section: References" href="https://en.m.wikipedia.org/w/index.php?title=Creatures_(video_game_series)&amp;action=edit&amp;section=21" data-section="21">Edit</a></h2>

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<div class="reflist columns references-column-width">

<ol class="references">

<li id="cite_note-1"><span class="mw-cite-backlink"><strong><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_ref-1"></a></strong></span>&nbsp;<span class="reference-text"><cite class="citation web">Holt, Lindsey (2006).&nbsp;<a class="external text" href="https://docs.google.com/viewer?a=v&amp;q=cache:vZ4O4mLERcJ:citeseerx.ist.psu.edu/viewdoc/download?doi%3D10.1.1.100.8744%26rep%3Drep1%26type%3Dpdf+LINDSEY+HOLT+critical+study+norn&amp;hl=en&amp;gl=au&amp;pid=bl&amp;srcid=ADGEESiKpW-yllagk-uKO8f_wsWCvWM6bdgk1t6w98DE37FIVUQbXlROparPfOmv7XaQVzAW0erovrENwZ4Vy6W_1qs8RxNEAIIcogHKOe91zOc_MMju5bd-XlxuYAWmlzSIf-wa085O&amp;sig=AHIEtbReVlSOKkmed7IZEXgADpkhJrVtiA" rel="nofollow">"Simulation: Life Inside the Machine"</a>. Docs.google.com.<span class="reference-accessdate"> Retrieved <span class="nowrap">2012-09-01</span></span>.</cite></span></li>

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<li id="cite_note-3"><span class="mw-cite-backlink"><strong><a href="https://en.m.wikipedia.org/wiki/Creatures_(video_game_series)#cite_ref-3"></a></strong></span>&nbsp;<span class="reference-text"><cite class="citation journal">Stern, Andrew (1999).&nbsp;<a class="external text" href="https://www.aaai.org/Papers/Symposia/Spring/1999/SS-99-02/SS99-02-017.pdf" rel="nofollow">"AI Beyond Computer Games"</a>&nbsp;(PDF).&nbsp;<a title="Association for the Advancement of Artificial Intelligence" href="https://en.m.wikipedia.org/wiki/Association_for_the_Advancement_of_Artificial_Intelligence">AAAI</a> Technical Report SS-99-02.<span class="reference-accessdate"> Retrieved <span class="nowrap">2012-12-08</span></span>.</cite></span></li>

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<li id="cite_note-NGen23-9"><span class="mw-cite-backlink">&nbsp;<a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_ref-NGen23_9-0"><sup><em><strong>a</strong></em></sup></a>&nbsp;<a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_ref-NGen23_9-1"><sup><em><strong>b</strong></em></sup></a>&nbsp;<a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_ref-NGen23_9-2"><sup><em><strong>c</strong></em></sup></a></span>&nbsp;<span class="reference-text"><cite class="citation magazine">"Millennium Interactive".&nbsp;<em><a title="Next Generation (magazine)" href="https://en.m.wikipedia.org/wiki/Next_Generation(magazine)">Next Generation</a></em>. No. 23.&nbsp;<a class="mw-redirect" title="Imagine Media" href="https://en.m.wikipedia.org/wiki/Imagine_Media">Imagine Media</a>. November 1996. pp. 56&ndash;57.</cite></span></li>

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<li id="cite_note-127"><span class="mw-cite-backlink"><strong><a href="https://en.m.wikipedia.org/wiki/Creatures_(video_game_series)#cite_ref-127"></a></strong></span>&nbsp;<span class="reference-text"><cite class="citation web">Rita Courtney (2000).&nbsp;<a class="external text" href="https://web.archive.org/web/20010701213611/http://www.gamezone.com/gzreviews/r12597.htm" rel="nofollow">"GameZone.com - PC Game Reviews - Creatures 3"</a>. Web.archive.org. Archived from&nbsp;<a class="external text" href="http://www.gamezone.com/gzreviews/r12597.htm" rel="nofollow">the original</a> on 2001-07-01<span class="reference-accessdate">. Retrieved <span class="nowrap">2013-10-04</span></span>.</cite></span></li>

<li id="cite_note-hubble1-128"><span class="mw-cite-backlink">&nbsp;<a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_ref-hubble1_128-0"><sup><em><strong>a</strong></em></sup></a>&nbsp;<a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_ref-hubble1_128-1"><sup><em><strong>b</strong></em></sup></a></span>&nbsp;<span class="reference-text"><cite class="citation web">Hubble, Calvin.&nbsp;<a class="external text" href="http://www.gamerevolution.com/review/creatures" rel="nofollow">"Creatures Review"</a>. Game Revolution.</cite></span></li>

<li id="cite_note-129"><span class="mw-cite-backlink"><strong><a href="https://en.m.wikipedia.org/wiki/Creatures_(video_game_series)#cite_ref-129"></a></strong></span>&nbsp;<span class="reference-text"><cite class="citation web">Fielder, Lauren (1998-11-13).&nbsp;<a class="external text" href="http://www.gamespot.com/reviews/creatures-2-review/1900-2538465/" rel="nofollow">"Creatures 2 Review"</a>. GameSpot.<span class="reference-accessdate"> Retrieved <span class="nowrap">2016-03-10</span></span>.</cite></span></li>

<li id="cite_note-130"><span class="mw-cite-backlink"><strong><a href="https://en.m.wikipedia.org/wiki/Creatures_(video_game_series)#cite_ref-130"></a></strong></span>&nbsp;<span class="reference-text"><cite class="citation web">Leonard, Andrew.&nbsp;<a class="external text" href="https://web.archive.org/web/20131127023401/http://www.wired.com/wired/archive/6.02/streetcred_pr.html" rel="nofollow">"The Game of Life"</a>.&nbsp;<em>Street Cred</em>. <a class="mw-redirect" title="Wired.com" href="https://en.m.wikipedia.org/wiki/Wired.com">Wired.com</a>. Archived from&nbsp;<a class="external text" href="https://www.wired.com/wired/archive/6.02/streetcred_pr.html" rel="nofollow">the original</a> on November 27, 2013.</cite></span></li>

<li id="cite_note-131"><span class="mw-cite-backlink"><strong><a href="https://en.m.wikipedia.org/wiki/Creatures_(video_game_series)#cite_ref-131"></a></strong></span>&nbsp;<span class="reference-text"><cite class="citation web"><a class="external text" href="https://archive.is/20010508111713/http://www.pcgameplay.co.uk/reviews/puzzle/creatures3.htm" rel="nofollow">"Creatures 3"</a>. 2001-05-08. Archived from&nbsp;<a class="external text" href="http://www.pcgameplay.co.uk/reviews/puzzle/creatures3.htm" rel="nofollow">the original</a> on 2001-05-08<span class="reference-accessdate">. Retrieved <span class="nowrap">2013-10-26</span></span>.</cite></span></li>

<li id="cite_note-132"><span class="mw-cite-backlink"><strong><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_ref-132"></a></strong></span>&nbsp;<span class="reference-text"><cite class="citation journal">"Creatures".&nbsp;<em><a title="Next Generation (magazine)" href="https://en.m.wikipedia.org/wiki/Next_Generation(magazine)">Next Generation</a></em>: 91&ndash;92. May 1997.</cite></span></li>

<li id="cite_note-133"><span class="mw-cite-backlink"><strong><a href="https://en.m.wikipedia.org/wiki/Creatures_(video_game_series)#cite_ref-133"></a></strong></span>&nbsp;<span class="reference-text"><cite class="citation web">Alderman, John (6 May 1997).&nbsp;<a class="external text" href="https://web.archive.org/web/20131203013456/http://www.wired.com/culture/lifestyle/news/1997/05/3639" rel="nofollow">"Tamagotchi, Schmamagotchi: Here Come the Norns"</a>.&nbsp;<a class="mw-redirect" title="Wired.com" href="https://en.m.wikipedia.org/wiki/Wired.com">Wired.com</a>. Archived from&nbsp;<a class="external text" href="https://www.wired.com/culture/lifestyle/news/1997/05/3639" rel="nofollow">the original</a> on December 3, 2013.</cite></span></li>

<li id="cite_note-134"><span class="mw-cite-backlink"><strong><a href="https://en.m.wikipedia.org/wiki/Creatures_(video_game_series)#cite_ref-134"></a></strong></span>&nbsp;<span class="reference-text">Daniel, Caroline. "Little life forms to call your own."&nbsp;<em><a title="New Statesman" href="https://en.m.wikipedia.org/wiki/New_Statesman">New Statesman</a></em> 15 Nov. 1996: 12. Literature Resource Center. Web. 12 Nov. 2015.</span></li>

<li id="cite_note-135"><span class="mw-cite-backlink"><strong><a href="https://en.m.wikipedia.org/wiki/Creatures_(video_game_series)#cite_ref-135"></a></strong></span>&nbsp;<span class="reference-text">"Creatures Sells 100,000 Copies in Less Than 100 Days, Virtual Life Sim from Mindscape Continues to Fly off the Shelves."&nbsp;<em><a title="Business Wire" href="https://en.m.wikipedia.org/wiki/Business_Wire">Business Wire</a></em> 3 Nov. 1997: 11030074. General OneFile. Web. 12 Nov. 2015.</span></li>

<li id="cite_note-Schindler-136"><span class="mw-cite-backlink"><strong><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_ref-Schindler_136-0"></a></strong></span>&nbsp;<span class="reference-text">Schindler, Jay. "CREATURES."&nbsp;<em><a title="Simulation &amp; Gaming" href="https://en.m.wikipedia.org/wiki/Simulation%26_Gaming">Simulation &amp; Gaming</a></em> 29.4 (1998): 482. General OneFile. Web. 12 Nov. 2015.</span></li>

<li id="cite_note-137"><span class="mw-cite-backlink"><strong><a href="https://en.m.wikipedia.org/wiki/Creatures(video_game_series)#cite_ref-137"></a></strong></span>&nbsp;<span class="reference-text">Labriola, Don. "Mindscape's Creatures brings artificial life to your desktop."&nbsp;<em><a title="Computer Shopper (US magazine)" href="https://en.m.wikipedia.org/wiki/Computer_Shopper(US_magazine)">Computer Shopper</a></em> Nov. 1997: 290. General OneFile. Web. 12 Nov. 2015.</span></li>

<li id="cite_note-138"><span class="mw-cite-backlink"><strong><a href="https://en.m.wikipedia.org/wiki/Creatures_(video_game_series)#cite_ref-138"></a></strong></span>&nbsp;<span class="reference-text"><cite class="citation web">Leith, Alex.&nbsp;<a class="external text" href="https://theconversation.com/playing-a-science-based-video-game-it-might-be-all-wrong-59874" rel="nofollow">"Playing a science-based video game? It might be all wrong"</a>.&nbsp;<em>The Conversation</em><span class="reference-accessdate">. Retrieved <span class="nowrap">10 July</span> 2016</span>.</cite></span></li>

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<h2 class="in-block section-heading collapsible-heading open-block" tabindex="0"><span id="Further_reading" class="mw-headline">Further reading</span><a class="mw-ui-icon mw-ui-icon-element mw-ui-icon-minerva-edit-enabled edit-page" title="Edit section: Further reading" href="https://en.m.wikipedia.org/w/index.php?title=Creatures_(video_game_series)&amp;action=edit&amp;section=22" data-section="22">Edit</a></h2>

<div id="content-collapsible-block-7" class="mf-section-8 collapsible-block open-block">

<ul>

<li><cite class="citation journal"><em><a title="GamesTM" href="https://en.m.wikipedia.org/wiki/GamesTM">GamesTM</a></em>. May 2007.</cite>&nbsp;<span class="error citation-comment">Missing or empty&nbsp;<code>|title=</code>&nbsp;(<a title="Help:CS1 errors" href="https://en.m.wikipedia.org/wiki/Help:CS1_errors#citation_missing_title">help</a>)</span></li>

<li><cite class="citation book">Grand, Steve (2001).&nbsp;<em>Creation&nbsp;: life and how to make it</em>. Cambridge, Mass.: Harvard University Press. <a title="International Standard Book Number" href="https://en.m.wikipedia.org/wiki/International_Standard_Book_Number">ISBN</a>&nbsp;<a title="Special:BookSources/978-0674006546" href="https://en.m.wikipedia.org/wiki/Special:BookSources/978-0674006546">978-0674006546</a>.</cite></li>

<li><cite class="citation journal"><em><a class="extiw" title="fr:Joystick (magazine)" href="https://fr.wikipedia.org/wiki/Joystick_(magazine)">Joystick</a></em>&nbsp;(in French). October 1996.</cite>&nbsp;<span class="error citation-comment">Missing or empty&nbsp;<code>|title=</code>&nbsp;(<a title="Help:CS1 errors" href="https://en.m.wikipedia.org/wiki/Help:CS1_errors#citation_missing_title">help</a>)</span></li>

<li><cite class="citation news">Lyall, Sarah (February 2, 2002).&nbsp;<a class="external text" href="https://www.nytimes.com/2002/02/02/arts/man-who-would-be-god-giving-robots-life.html?pagewanted=all&amp;src=pm" rel="nofollow">"Man Who Would Be God: Giving Robots Life"</a>.&nbsp;<em>The New York Times</em>.</cite></li>

<li><cite class="citation journal">"The power of life: CyberLife introduces the next word in the digital pet craze".&nbsp;<em><a title="Next Generation (magazine)" href="https://en.m.wikipedia.org/wiki/Next_Generation_(magazine)">Next Generation</a></em>: 206. November 1997.</cite></li>

<li><cite class="citation journal"><em><a title="PC Zone" href="https://en.m.wikipedia.org/wiki/PC_Zone">PC Zone</a></em>. October 1996.</cite>&nbsp;<span class="error citation-comment">Missing or empty&nbsp;<code>|title=</code>&nbsp;(<a title="Help:CS1 errors" href="https://en.m.wikipedia.org/wiki/Help:CS1_errors#citation_missing_title">help</a>)</span></li>

<li><cite class="citation book">Simpson, Toby (1998).&nbsp;<em>Creatures 2&nbsp;: official strategies &amp; secrets</em>. San Francisco: Sybex. <a title="International Standard Book Number" href="https://en.m.wikipedia.org/wiki/International_Standard_Book_Number">ISBN</a>&nbsp;<a title="Special:BookSources/978-0782124408" href="https://en.m.wikipedia.org/wiki/Special:BookSources/978-0782124408">978-0782124408</a>.</cite></li>

<li><a class="external free" href="https://archive.is/20130206171833/http://www.gamesmania.de/game/creatures/1375/" rel="nofollow">https://archive.is/20130206171833/http://www.gamesmania.de/game/creatures/1375/</a>&nbsp;(German)</li>

<li><a class="external free" href="https://web.archive.org/web/20000616090011/http://www.gamecenter.com/Reviews/Item/0%2C6%2C0-3763%2C00.html" rel="nofollow">https://web.archive.org/web/20000616090011/http://www.gamecenter.com/Reviews/Item/0%2C6%2C0-3763%2C00.html</a>?</li>

<li><a class="external free" href="http://www.g4tv.com/games/pc/65731/creatures-4/articles/75494/creatures-4-first-look-preview-the-next-generation-of-artificialadorable-intelligence/" rel="nofollow">http://www.g4tv.com/games/pc/65731/creatures-4/articles/75494/creatures-4-first-look-preview-the-next-generation-of-artificialadorable-intelligence/</a></li>

<li><cite class="citation journal"><em><a title="Game.EXE" href="https://en.m.wikipedia.org/wiki/Game.EXE">Game.EXE</a></em>&nbsp;(in Russian). Moscow: Computerra (3). March 1997.</cite>&nbsp;<span class="error citation-comment">Missing or empty&nbsp;<code>|title=</code>&nbsp;(<a title="Help:CS1 errors" href="https://en.m.wikipedia.org/wiki/Help:CS1_errors#citation_missing_title">help</a>)</span></li>

<li><cite id="CITEREFNdalianis,_Angela1999" class="citation">Ndalianis, Angela (September 1999), "The future breed: creatures and mad science",&nbsp;<em><a title="Artlink" href="https://en.m.wikipedia.org/wiki/Artlink">Artlink</a></em>,&nbsp;<strong>19</strong>&nbsp;(3): 14&ndash;16,&nbsp;<a title="International Standard Serial Number" href="https://en.m.wikipedia.org/wiki/International_Standard_Serial_Number">ISSN</a>&nbsp;<a class="external text" href="https://www.worldcat.org/issn/0727-1239" rel="nofollow">0727-1239</a></cite></li>

<li><cite class="citation">"Creatures that can breed on the desktop.(Features)",&nbsp;<em>The Times (London, England)</em>, NI Syndication Limited: 12, 1996-11-20,&nbsp;<a title="International Standard Serial Number" href="https://en.m.wikipedia.org/wiki/International_Standard_Serial_Number">ISSN</a>&nbsp;<a class="external text" href="https://www.worldcat.org/issn/0140-0460" rel="nofollow">0140-0460</a></cite></li>

<li><cite class="citation">"Norns alive! Virtual critters need lots of care.(FEATURES)",&nbsp;<em>The Australian (National, Australia)</em>, News Limited: C11, 1998-09-22</cite></li>

<li><cite id="CITEREFHewson,_David1997" class="citation">Hewson, David (1997-11-23), "Creature features; Home and learning.(Features)",&nbsp;<em>Sunday Times (London, England)</em>, NI Syndication Limited: 7,&nbsp;<a title="International Standard Serial Number" href="https://en.m.wikipedia.org/wiki/International_Standard_Serial_Number">ISSN</a>&nbsp;<a class="external text" href="https://www.worldcat.org/issn/0956-1382" rel="nofollow">0956-1382</a></cite></li>

<li><cite id="CITEREFPowell,_Nigel1998" class="citation">Powell, Nigel (1998-09-30), "Parents are kept busy tending to creature comforts.(Features)",&nbsp;<em>The Times (London, England)</em>, NI Syndication Limited: 11,&nbsp;<a title="International Standard Serial Number" href="https://en.m.wikipedia.org/wiki/International_Standard_Serial_Number">ISSN</a>&nbsp;<a class="external text" href="https://www.worldcat.org/issn/0140-0460" rel="nofollow">0140-0460</a></cite></li>

<li><cite id="CITEREFHewson,_David1997" class="citation">Hewson, David (1997-08-03), "Digital DNA leaves Tamagotchi in evolutionary dead end; Sounding off.(Features)",&nbsp;<em>Sunday Times (London, England)</em>, NI Syndication Limited: 20,&nbsp;<a title="International Standard Serial Number" href="https://en.m.wikipedia.org/wiki/International_Standard_Serial_Number">ISSN</a>&nbsp;<a class="external text" href="https://www.worldcat.org/issn/0956-1382" rel="nofollow">0956-1382</a></cite></li>

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<h2 class="in-block section-heading collapsible-heading open-block" tabindex="0"><span id="External_links" class="mw-headline">External links</span><a class="mw-ui-icon mw-ui-icon-element mw-ui-icon-minerva-edit-enabled edit-page" title="Edit section: External links" href="https://en.m.wikipedia.org/w/index.php?title=Creatures_(video_game_series)&amp;action=edit&amp;section=23" data-section="23">Edit</a></h2>

<div id="content-collapsible-block-8" class="mf-section-9 collapsible-block open-block">

<ul>

<li><span class="official-website"><span class="url"><a class="external text" href="http://www.gamewareeurope.com/creatures/" rel="nofollow">Official website</a></span></span>&nbsp;(Gameware Europe)</li>

</ul>

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