The Stages

Once you complete a stage, you can start a new game there, rather than at the beginning of time. Just indicate which trait you want to use.

Cell

A meteor slams into a planet, setting in motion evolution. As a single-celled creature, gobble up meat or plant matter — or both — while avoiding larger organisms. The DNA points you accumulate allow you to modify your cell after clicking the Mating Call button and finding your mate. The parts you can add to your cell depend on what you collected by finding meteor shards and devouring other cells. Offensive and defensive parts are available.

Cells floating in liquid.

Creature

Crawl onto land to begin the next stage. In the beginning, you’ll roam the planet solo, befriending or attacking other creatures depending on your choice of social or combat stance when approaching them. Ally with or defeat a certain number of other creatures to complete a goal and earn a new body part, which you can add to your creature by returning to your nest and clicking on your mate.

Large creature roaring.

You also gain new consequence abilities, depending on the way you played during the previous stage:

Consequence Abilities

Carnivorous cell — Raging roar, which scares off other creatures

Herbivorous cell — Siren song, which enchants the opposition

Omnivorous cell — The ability to summon a flock of creatures that help fight or socialize

Tribe

Your creatures build a fire and huddle around it, creating a tribe that’s just one of several on the planet. Kill nearby creatures, or go fishing, to accumulate food, which you spend on huts that dispense weapons, musical instruments, and healing rods. As your tribe conquers others through socialization or combat, it grows in size. Your chieftain, who leads all friendly interactions with other tribes, can be equipped with better outfits that increase his combat ability and other skills.

Green creature with staff.

How you played the previous stages dictates the two consequence abilities you can use this time:

Consequence Abilities

Carnivorous cell — Traps that ward off wild animals

Herbivorous cell — Refreshing storm that produces extra fruit from trees

Omnivorous cell — Summon a deepwater monster that catapults fish out of the ocean

Predatory creature — Fire bombs

Social creature — Fireworks that enhance your tribe’s relationship with nearby tribes

Adaptable creature — The ability to enchant nearby animals

Civilization

Your village is now a city, but other members of your species have founded their own cities that you must bring under control via military, religious, or economic means. Spice geysers provide the SPOREbucks you need to build houses, entertainment centers, and factories, as well as air, sea, and land vehicles. Trade relationships with other cities enable you to eventually purchase them while religious vehicles bombard the opposition into giving up by lowering their happiness and displaying fear-inducing holographic images.

A city with streets.

You now earn three consequence abilities:

Consequence Abilities

Carnivorous cell — Vehicles can become invulnerable for a short period of time

Herbivorous cell — On-the-spot vehicle repair (vehicles typically must stop near a friendly city for repairs)

Omnivorous cell — Static bomb that freezes vehicles, turrets, and buildings

Predatory creature — A mighty bomb that causes fire damage to buildings and vehicles

Social creature — The ability to stop a civilization from being hostile to yours

Adaptable creature — The ability to bribe enemy vehicles into attacking each other

Aggressive tribe — A gadget bomb that causes radioactive damage to buildings and vehicles

Friendly tribe — A black cloud that shuts down entertainment buildings and turrets

Industrious tribe — An ad blitz that helps you purchase a city faster

Space

The final frontier. You build your spaceship and head toward planetary orbit. Zoom out your perspective and you can see your local solar system. Move out further and the entire galaxy comes into view. There’s a lot to explore.

First, however, you must establish a colony on another world. It will produce the spice you need to fund your imperial endeavors. While the colony starts working, visit nearby solar systems and see what their planets have to offer. Scan their inhabitants to add them to your SPOREpedia and abduct specimens to bring home. If you encounter another empire, decide whether you want to take them over through military or economic means. Don’t be surprised if another race attacks your colonies while you’re not paying attention.

Your home planet will send you on missions, and you can accept tasks from other empires if you want to establish a friendly relationship with them; all jobs earn you badges that unlock weapons, tools, and other items. During your journeys, you’ll sometimes come across artifacts, some of which are part of collections that you can complete to earn special badges for unlocking even more cool stuff.

A spiral galaxy.

You now have four consequence abilities:

Consequence Abilities

Carnivorous cell — Increased energy capacity

Herbivorous cell — Cheaper social tools

Omnivorous cell — Cheaper passive tools

Predatory creature — More health points for your spaceship

Social creature — Happiness doesn’t drop as far after disasters

Adaptable creature — Faster galactic travel

Aggressive tribe — Cheaper combat tools

Friendly tribe — A warmer reception when meeting another empire for the first time

Industrious tribe — Cheaper colonization tools

Military civilization — Decreased rate of pirate raids

Economic civilization — Increases spice production

Religious civilization — Decreased rate of biological disasters

In addition, the sum of your playing style during the previous four stages dictates a trait that gives you a fifth consequence ability for the Space stage. If you encounter an empire with a different trait, however, you can adopt it.

Consequence Abilities

Bard: Outgoing entertainer — A soothing effect on other empires

Ecologist: Defender of the natural world — A Safari Vacuum that abducts several of each species on a planet, rather than one

Zealot: Their way or no way — The ability to take over a planet through religious means

Diplomat: The galaxy’s negotiator — A device that stuns all ships and turrets on a planet

Scientist: Wondering what makes it all tick — A Gravitation Wave weapon that destroys all buildings on a planet

Trader: SPOREbucks rule — Get a cash infusion on a trade route when necessary

Shaman: We live in the galaxy and it exists within us — A quick way to return to your home planet

Warrior: Might makes right — The ability to entice pirates to attack a planet

Wanderer: The galaxy’s sampler — None (If you start a game in the Space stage, you’ll be a wanderer by default.)

Knight: Protectors of good — Summon a spaceship to help

Tips and Tricks
Aircraft on fire.

Cell Stage

Creature Stage

Tribe Stage

Civilization Stage

Space Stage

System Requirements
  • Mac OS X version 10.5.3
  • Intel Core Duo processor
  • 1GB of RAM (2GB recommended)
  • 128MB video RAM (ATI Radeon X1600, NVidia Geforce 7300, or higher (Intel Integrated GMA X3100 also acceptable)
  • 4GB hard disk space (and an extra 1GB available for creations)

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