Daftpanzer
canonically ambiguous
NESLife V
This is a revamping of NESLife 4 in the style of the epic saga that was NESLife 3. This time with simple pixel graphics and a healthy dose of inspiration from TuxLife (which I intend to compliment, not compete with). Welcome to another world of evolution!
If you've played a Life NES before, you know the deal: each turn, you can create one new species by picking any living species (one that survived the last update), and making changes to it. You can play to be the most successful, or just to be creative, its up to you. There are many paths to success... And even more to failure!
To begin with, you can make two points (2) worth of gene additions, and up to two (2) subtractions.
You can add an additional gene with some kind of bonus (never more than one bonus per evolution):
But, what are Genes?
For the purposes of this game, species have 'genes' that represent its abilities and characteristics. These genes can be levelled-up indefinitely. For example, 'Swimming x3' allows a creature to swim faster than 'Swimming x1'. However, efficiency is key, so don't be afraid to ditch some genes along the way. Just remember that a species should always have some way of getting energy and nourishment.
You are free to imagine any kind of 'gene' that you want, but don't be surprised if I generalise it, or rename it to aid comparison between species. I will tend to use a universal set of 'genes' that will expand as we go along.
As creatures get more complex, there are certain essentials such as Gills and Brains, Roots and Leaves - I will be providing advice on this later.
You are also welcome to provide background if you so wish, such as suggestions for how your creation should look and behave. But as mod, I reserve the final say in such things.
Changes from NESLife 3:
Advanced Rules:
ATTENTION: BEFORE YOU POST A NEW EVOLUTION
I am requiring your help to let this NES run more smoothly. Please format your evolution post properly: it will help me ALOT when dealing with dozens of evolutions.
Please Include only these lines:
Since a lot of evolution descriptions are traditionally along the lines of “my species pwns all and I win”, I've started to re-write many of them in the stats list. What you could give me with your description is simply: how you would justify those mutations taking hold in the population.
And please do NOT bother posting the updated gene list for your creature. I will do this myself because A: I will probably change the names of new genes/abilities you introduce, and B: I want to check everything over anyway.
Let's roll!

Again, credit to TerrisH and Tuxedohamm and Lord_Iggy, whose ideas I have copied, and thanks everyone who contributed previously to my NESLife games.
This is a revamping of NESLife 4 in the style of the epic saga that was NESLife 3. This time with simple pixel graphics and a healthy dose of inspiration from TuxLife (which I intend to compliment, not compete with). Welcome to another world of evolution!

If you've played a Life NES before, you know the deal: each turn, you can create one new species by picking any living species (one that survived the last update), and making changes to it. You can play to be the most successful, or just to be creative, its up to you. There are many paths to success... And even more to failure!
To begin with, you can make two points (2) worth of gene additions, and up to two (2) subtractions.
You can add an additional gene with some kind of bonus (never more than one bonus per evolution):
- Evolve an older species that grants a bonus for all evolutions (to encourage branching - look on the latest Tree of Life for species marked with an *asterisk).
- Be awarded a gene bonus in one of the updates (look near the bottom), for creating a very successful or innovative species.
- Remove a gene that can be realistically morphed into a new gene/ability that you want - for example, one level of crawling becomes swimming, or scales become feathers. I (your friendly moderator) will need to approve this on a case-by-case bonus. Remember that removing unnecessary genes will streamline your species, reducing its energy hunger and is generally a good idea anyway.
But, what are Genes?
For the purposes of this game, species have 'genes' that represent its abilities and characteristics. These genes can be levelled-up indefinitely. For example, 'Swimming x3' allows a creature to swim faster than 'Swimming x1'. However, efficiency is key, so don't be afraid to ditch some genes along the way. Just remember that a species should always have some way of getting energy and nourishment.
You are free to imagine any kind of 'gene' that you want, but don't be surprised if I generalise it, or rename it to aid comparison between species. I will tend to use a universal set of 'genes' that will expand as we go along.
As creatures get more complex, there are certain essentials such as Gills and Brains, Roots and Leaves - I will be providing advice on this later.
You are also welcome to provide background if you so wish, such as suggestions for how your creation should look and behave. But as mod, I reserve the final say in such things.
Changes from NESLife 3:
- I am going to be much more brutal this time around. Expect more regular extinctions, even to the point of some species not surviving their first turn.
- A series of mass extinction events has been mapped out ahead of time. They may happen at inconvenient moments, and there is nothing that can be done to stop them!
- I will not be flooding the world with my NPC creations this time. I will limit myself to one or two species per turn, and leave more room for player creativity.
Advanced Rules:
Spoiler Gene Specialisation :
Introducing gene 'specialisation': an example, you have a generic gene – Digestion. This gene can have an optional, attached specialisation towards meat eating, plant eating or some other kind of eating. This would be written in the stats as Digestion x3 [+2 Carnivore] or Digestion x3 [+2 Herbivore]. In the absence of any [specialisation], digestion will be generalised – IE, omnivorous.
Other things that can be weighted are perhaps Eyes x3 [+2 Night Vision], Walking x3 [+2 Running], Jaws x2 [+2 Chewing], and who knows?
Usually, you can't really have more than one kind of specialisation at once. It is possible, but they shouldn't be mutually exclusive. EG, you can't specialise in both meat eating and plant eating - you'd end up with an omnivorous digestive system, which is the default anyway.
So then, when you post a new evolution, you can change the specialisation for each gene by +1 or -1 independently (only from 0 can you start on a new specialisation). You don't have to be altering the actual gene that turn with one of your evolution points – this is a separate action from adding and removing genes themselves. But the specialisation level cannot ever exceed the gene level (for example, Digestion x2 cannot have +3 Meat).
Other things that can be weighted are perhaps Eyes x3 [+2 Night Vision], Walking x3 [+2 Running], Jaws x2 [+2 Chewing], and who knows?
Usually, you can't really have more than one kind of specialisation at once. It is possible, but they shouldn't be mutually exclusive. EG, you can't specialise in both meat eating and plant eating - you'd end up with an omnivorous digestive system, which is the default anyway.
So then, when you post a new evolution, you can change the specialisation for each gene by +1 or -1 independently (only from 0 can you start on a new specialisation). You don't have to be altering the actual gene that turn with one of your evolution points – this is a separate action from adding and removing genes themselves. But the specialisation level cannot ever exceed the gene level (for example, Digestion x2 cannot have +3 Meat).
ATTENTION: BEFORE YOU POST A NEW EVOLUTION
I am requiring your help to let this NES run more smoothly. Please format your evolution post properly: it will help me ALOT when dealing with dozens of evolutions.
Please Include only these lines:
Species Name: Your Name (this line in BOLD please)
Evolved from: ancestor name
Genes added: (ONLY genes added)
Genes removed: (don't include this line if nothing was removed)
Description: Please have a few words / short paragraph here that sums it up.
Since a lot of evolution descriptions are traditionally along the lines of “my species pwns all and I win”, I've started to re-write many of them in the stats list. What you could give me with your description is simply: how you would justify those mutations taking hold in the population.
And please do NOT bother posting the updated gene list for your creature. I will do this myself because A: I will probably change the names of new genes/abilities you introduce, and B: I want to check everything over anyway.
Let's roll!

Again, credit to TerrisH and Tuxedohamm and Lord_Iggy, whose ideas I have copied, and thanks everyone who contributed previously to my NESLife games.