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You can pick up the money manually by highlighting it and clicking. Your Sim cannot walk through walls, though you can pick up items through walls. It might pop through a wall and onto the ground outside. The money is represented by a collectible object which exits the target of an action and pops onto the floor. The game awards your character in-game money for making his bed. Your character must physically traverse the distance between wherever he is and the bed. Here is a recap of the bullet points: Your bed can come unmade when you are not touching it. The above description brings up almost everything I want to discuss about The Sims Social. Like the boomerang in Zelda, you can’t run away from it. If, while collectible objects are littered on the floor in your Sim House, you click on a friend’s house on the menu at the bottom of the screen, should you check your money and experience point balance after getting to your friend’s house, you will find that you now safely and cleanly possess what you might have left on the floor. We could put on our producer hats and really think about this situation, or we could maneuver immediately to our next point: Of course, there are logistical reasons for all of this. Then, when enough seconds have passed, it flies up and into your possession anyway. If you don’t pick up an item, it sits there for many seconds. The “reward†is - well, the reward is negligible, when you consider: Soon, accidentally clicking on something else becomes the “risk†for picking up any one of the scores of collectible items and trinkets popping out of everything you virtually touch. Missing a click means possibly accidentally highlighting another weed, and bringing up its action menu - or, in your house, when trying to pick up some money you earned playing the guitar (as in a real music career, it pops out of your guitar every time you finish playing it), you might accidentally click on the guitar again, open its action menu: Your choices being “Play for fun†or “Composeâ€. So the mouse pointer becomes some abstract avatar, some hand of god. Your Sim might be in the middle of cutting the next batch of weeds - you can issue your Sim five instructions at a time - and you can issue the command to pick up the collectibles while your Sim continues to work. Things fly out of anything you can click on: cut some weeds outside your house and money will pour out of them and onto the ground. With a “clack†or a “plink†or a “pop†or a “plop†(depending on the item), it bounces, flies toward your menu, and is yours.
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Picking up items feels almost like a game (though not a particularly fascinating one): slide the mouse over the collectible object, wait (a split second!) for the object to acquire a white outline, and then click. My Sim will not stop walking away from the money, even as it makes a plink sound and flies from the ground into the menu display at the top of the screen. My Sim will claim the money even as his back is turned and he walks away from it.
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Then I have to quickly click on the money. If I click a spot on the floor (or the grass) near the money, I might accidentally be telling my Sim to walk to that place. I have to be careful when I click at the money. When I click on the money, no matter which room of the house it’s in, it’s mine. My bed is against the wall - because only certifiably strange people put their bed in a place where it’s not touching any walls - so sometimes, when the money pops out of my bed, it pops in the direction of the wall, and it passes through the wall, and lands in the side yard of the house. Ten dollars materialized from somewhere within my bed, and popped out onto the ground. A sound effect (roughly of blankets against cardboard) played. My Sim hiked from the front yard, through the living room, into the hallway, through the office, and into the bedroom. Bottom line: The Sims Social is “a love letter from a computer virus”