Overview and Gameplay
Create a Sim in Barkersville, adopt a cat or dog, and build a routine around work, errands, relationships, housing, and pet care. Daily needs include hunger, energy, hygiene, comfort, fun, social contact, bladder, and home environment. Simoleons pay for rent, food, furniture, toys, and upgrades.
Progress comes through four pet-related careers: Pet Walking, Animal Training, Veterinary Medicine, and Animal Parapsychology. Each career uses its own minigame and adds harder requirements as rank increases. Pet tricks are learned from books, scrolls, and characters, then practiced for duels and three-round competitions.
Controls And Mechanics
The directional pad moves the Sim, navigates menus, and positions furniture. A interacts with people and objects or confirms choices, while B runs or cancels. L opens the Needs menu, R rotates furniture, Start opens status screens, and Select opens options or sells selected furnishings.
Career minigames use timing, tool selection, leash control, or symbol matching. Training scores depend on input accuracy, trick mastery, repetition, and judge preferences. Walking sessions lose earnings for escaped pets or property damage, veterinary work fails when the itch meter fills, and parapsychology drains limited psychic energy.
Version Notes
The Game Boy Advance edition uses an isometric, goal-driven structure built around errands, career minigames, relationship growth, pet training, and competition progress.
Release And Credits
- Release year: 2006
- Developer: Artificial Mind & Movement
- Publisher: Electronic Arts
- Original platform: Game Boy Advance