SimCity 2000

Date

SimCity 2000 is a city-building simulation video game created together by Will Wright and Fred Haslam of Maxis. It is the follow-up to SimCity Classic (1989) and was released for Apple Macintosh and MS-DOS personal computers in 1993. Later, it was made available on other platforms, such as the Sega Saturn and SNES game consoles in 1995 and the PlayStation in 1996.

SimCity 2000 is a city-building simulation video game created together by Will Wright and Fred Haslam of Maxis. It is the follow-up to SimCity Classic (1989) and was released for Apple Macintosh and MS-DOS personal computers in 1993. Later, it was made available on other platforms, such as the Sega Saturn and SNES game consoles in 1995 and the PlayStation in 1996.

In SimCity 2000, players view the game from an angled, 3D-like perspective, unlike the previous version, which used a top-down view. The goal is to build and manage a city by creating residential and industrial areas, constructing infrastructure like power and water systems, and collecting taxes to fund development. Players must improve the quality of life for citizens, keep the city’s sectors balanced, and monitor environmental conditions to avoid the city declining or going bankrupt due to spending more money than earned.

SimCity 2000 received praise for its colorful and detailed graphics, improved controls, gameplay, and music. About 4.23 million copies of the game were sold, mostly in the United States, Europe, and Japan. While its predecessor started the city-building game genre, SimCity 2000 became the example that later urban simulation games followed for many years.

Gameplay

The original SimCity was very successful, but other "Sim" games did not do as well. This led to the creation of a new version called SimCity 2000. This game added many new features. It used a near-isometric view (like the earlier game A-Train) instead of a top-down perspective. Land could have different heights, and underground areas were added for water pipes, subways, and road tunnels.

New buildings included prisons, schools, libraries, museums, marinas, hospitals, and large buildings called arcologies. Players could build highways, roads, bus depots, railway tracks, subways, train depots, and zone land for seaports and airports. There were nine types of power plants: coal, oil, natural gas, nuclear, wind turbines, hydroelectric dams (which could only be placed on waterfall tiles), solar, fusion power, and satellite microwave plants. Most power plants needed to be rebuilt after some time. Players could build highways to nearby cities to increase trade and population.

Budget and finance controls became more detailed. Tax rates could be set separately for residential, commercial, and industrial areas. Players could create city rules and connect to other cities. Managing the budget was important for running the city well.

A new tool called the query tool allowed players to click on tiles to see information like building names, elevation, and land value. Some tiles showed extra details, such as power usage for power plants or traffic levels on roads. Clicking on a library and choosing "Ruminate" displayed an essay by Neil Gaiman.

Graphics showed buildings being built in residential, commercial, and industrial areas. Abandoned buildings were shown as darkened structures to represent urban decay.

News appeared as pre-written newspaper articles with names like "Times," "Post," or "Herald." Players could read them immediately or subscribe yearly. The articles included both serious topics, like new technology or aging power plants, and humorous stories. Some headlines, like "Bald Radio Found" or "Frog Convention," had no effect on the game. SimCity 2000 was the only game in the series with this feature, except for the canceled SimTown. Later versions included a news ticker instead.

There was no official "victory" in SimCity 2000, but an event called "exodus" happened if 300 or more Launch Arcologies were built by the year 2051 or later. In January, these buildings would "take off" into space, reducing the city's population but freeing land for redevelopment and returning construction costs to the city's budget. This event was similar to one in SimEarth, where cities moved into rocket-powered domes to start new worlds.

The game included scenarios where players had to rebuild cities after disasters. Some scenarios were based on real cities and events, such as the 1991 Oakland firestorm, Hurricane Hugo in 1989, the 1993 flood in Davenport, Iowa, or the 1970s recession in Flint, Michigan. Other scenarios were fictional, like a "monster" destroying Hollywood in 2001. The SimCity Urban Renewal Kit added a scenario about a nuclear meltdown in Manhattan in 2007.

Development

Fred Haslam remembered being asked about making a sequel to SimCity during a Maxis dinner in December 1990, just after he and Will Wright had finished SimEarth. Wright had worked on the original game for five years and did not want to make the sequel. He assigned the task to Haslam. Haslam worked on a top-down two-dimensional game for the first 8 months of 1991. At that time, Maxis had already agreed to make a game called A-Train, which used a special 3D-like view to show the landscape. Maxis decided the SimCity sequel should also use this style. Haslam tried for a year to complete this task but failed. Will Wright then joined the team to help.

Haslam and Wright worked together to finish the game, and each found their ideas helped the other. Haslam shared examples, such as including a square grid from A-Train, which Wright later removed for an underground view. Haslam also described how Wright wanted to add labels for locations, which Haslam used to show connections between neighbors. Wright added features like arcologies, microsimulations, and the underground view. Haslam added the city newspaper (replacing the "score" from SimCity), free-size zoning, and the ability to issue bonds. Haslam coded the list of terms used in the newspaper headlines, while Debra Larson wrote the actual articles. Some features were removed during development, such as zones for mining, farming, and lumbering, one-way streets, and tidal waves.

The art team studied buildings carefully to create a realistic look. Jenny Martin, the art director, and her team wanted buildings to have different styles, mixing old-fashioned, modern, and decorative designs. They first designed 3 x 3 tile buildings, then reduced them to 2 x 2 tiles, and finally to 1 x 1 tiles. Using Electronic Arts' Deluxe Paint on 486 PCs, Jenny and her team of four worked full-time on the game’s art for four months.

The game contains about ten minutes of music. Sue Kasper, the music lead, was asked to create moody and dark music similar to the movie Blade Runner. However, she said the limited ability of sound cards at the time made it hard to produce long notes. "One of the challenges was sustain. To make the music truly moody and dark, you need long, sustained sounds." The music team included multiple MIDI files for the DOS and Windows versions. Each version was optimized for different sound cards. CD-quality sound was not used because of storage limits. The base game was shipped on two 1.44 Mb floppy disks. Including 10 minutes of music at CD quality would have needed over 100 Mb of space, while the MIDI music only needed about 100 Kb.

Maxis was known for adding extra information in their manuals beyond what was needed to play the game. Michael Bremer, the documentation manager, originally wanted to write about city planning trends. However, he learned that most cities are not planned at all. He instead included people’s opinions, poems, drawings, photos, and essays to explain what "city" means to them. He said, "I think it all turned out great."

Expansion

In 1994, Maxis released an add-on called Scenarios Vol. I: Great Disasters for SimCity 2000. This add-on included new scenarios based on different types of disasters. These disasters usually destroy the city, and players must rebuild it. The scenarios include: a UFO attack, two nuclear meltdown scenarios, two major chemical spill scenarios, a large flood, a major hurricane, two firestorm scenarios, a volcano, an earthquake, a high power microwave beam misfire, riots, and a typhoon.

Along with the Great Disasters Scenarios package, a separate set of tools called the SimCity Urban Renewal Kit (SCURK) was introduced. This tool allowed players to change the images used in the game to represent different buildings, similar to how image editing software works. Players could create simple image files of a standard size using a limited number of colors (256 total). Animation was also possible through limited color changes.

Some pre-made graphics packages were shared, including ones that replaced reward buildings with images of famous international buildings, such as the Eiffel Tower. Most buildings were created by fans and shared online. Some designs from SCURK influenced the buildings in SimCity 3000. Cities made with SCURK can be saved and played in SimCity 2000. SCURK can also be used to create custom cities for SimCopter and Streets of SimCity.

Special editions

The SimCity 2000 "CD Collection" was released shortly after the main game, becoming the first version available on CD (previously released on 1.44MB floppy disks). It included the SimCity Urban Renewal Kit (SCURK), the Vol. 1 scenario pack, bonus cities, and SCURK art.

There are two versions of the CD Collection: one designed only for Windows 3.1, and another that works with both Windows 3.1 and Windows 95 32-bit versions. Both versions include Maxis bonus demos and catalogs. The CDs look the same and can only be told apart by reading their contents. The combo version includes folders labeled "Win31" and "Win95" in its main directory.

The combo version of the game has some differences compared to the Windows 3.1-only version. For example, in the earlier version, right-clicking on the map centers the view. In the combo version, this action opens a menu with three options: Center map, Query, or Bulldoze.

SimCity 2000 "Special Edition" was released on February 7, 1995, for Microsoft Windows and MS-DOS. It includes all content from the CD Collection, plus remade music, new cities chosen by Maxis from a 1994 competition, bonus scenarios, and "WillTV" movies.

The "WillTV" movies were a new feature for Maxis. These included an introduction movie and four commentary videos by Will Wright, which could be viewed using the "WillTV" application included with the game.

The Windows 95 version of the game can install on Windows XP 32-bit but may have issues with save/load functions on newer 64-bit operating systems. These problems can sometimes be fixed using third-party patches.

In December 2014, Electronic Arts offered SimCity 2000 Special Edition as a free download for a limited time. This version requires an internet connection to Electronic Arts servers for saves and gameplay. It includes the DOS Special Edition with "WillTV" movies, along with preconfigured DOSBox and an automatic installer for modern Windows.

SimCity 2000 Network Edition, sometimes called the "Gold Edition," was released in 1996 for Windows 32-bit only. It allows up to four players to share or compete in resources on a network. Mayors in this version start with more money but must buy land before building on it.

This edition includes a redesigned user interface. Instead of a fixed toolbar, tools are accessed through menus that appear on the right side of the screen, freeing up more space for the game while keeping all functions available.

The Network Edition has difficulty running on operating systems based on the Windows NT kernel. Fixes include a Network Interoperability Patch, a Network Launcher/Browser/Server Patch, an updated help file, and a full-screen utility.

Ports

SimCity 2000 has been released on many different platforms and versions since its first release in 1993. These include versions for personal computers and video game consoles.

A version for the Acorn RISC OS was released in 1995. Krisalis Software created this version, and they had previously made the original SimCity work on this platform. The music in this version was different from the original.

The first console version of the game was for the Super Famicom/Super NES. HAL Laboratory developed this version, and it was published by Imagineer only in Japan in May 1995. Later, versions for North America and Europe were released by THQ's Black Pearl Software label in late 1996, near the end of the Super Nintendo's lifespan.

Because of the Super NES' limited hardware, the game had fewer features and simpler graphics. Controls were designed for use with a controller, and the Super NES Mouse accessory was not supported. Load and screen scrolling times were longer, and only six maps could be saved in a single game. Some features were removed, including difficulty settings, a single newspaper regardless of city size, fewer songs, five scenarios instead of more, and the removal of the Riot and Volcano disasters. Names for teams, cities, and mayors were limited to eight characters, while the PC version allowed up to 32 characters.

New features included population gifts such as a bigger city hall at 1,000,000 population, a TV station at 2,000,000 population, and a rocket launching pad at 3,000,000 population. Players could see a rocket launch in the final scenario after reaching 5,000,000 population. Since the game was developed in Japan, stock photos were replaced with images that resemble anime or manga.

The Sega Saturn version was one of the first games announced for the system in August 1994. Maxis developed the game, with support from an in-house team at Sega. It was first released in Japan in September 1995, followed by releases in North America and Europe.

The Saturn version had changes to take advantage of the console's features. Graphics were improved with 3D animations for buildings in the building query windows, and buildings could change their appearance between 1950, 2000, and 2050. The game used CD-ROM technology for a full CD-quality soundtrack, better sound effects, and FMV sequences, including an opening scene of an alien chasing a rocket in space. However, the game ran slower than original versions and lacked some features, such as certain disasters. The Braun Llama Dome was not included, and a Space Terminal replaced it. In the Japanese version, a statue awarded at 30,000 population was replaced with one featuring Sonic the Hedgehog.

Scenarios from the Great Disasters expansion pack were also included.

The PlayStation version was released in November 1996. This version was based on the Sega Saturn port, but cities did not evolve over time, and the game ran at a lower frame rate. Two major additions included scenarios from the Great Disasters expansion pack, such as a new volcano forming in Portland, and the ability to tour the city from a car's perspective. The Silicon Valley and Washington, D.C. scenarios were included on the disk but were not used.

This version was released on the PlayStation Network in Europe for PSP and PS3 on November 20, 2008, and in North America on August 28, 2009.

A Japan-only version of SimCity 2000 for the Nintendo 64 was released on January 30, 1998, produced and published by Imagineer Co., Ltd. It included additional features such as mini-games, a dating game, a TV to replace the newspaper, horse races, and monster breeding, all in 3D. New "natural" disasters were also added, including giant monster attacks that players could fight using their own monsters.

Another Japan-only version, SimCity 64, was based on SimCity 2000 but was customized for the Nintendo 64DD system. Features included the ability to view the city at night, free-roaming pedestrian movement, and individual vehicles and pedestrians with their own AI. Cities were displayed in more advanced 3D graphics, making SimCity 64 the first true 3D version of the game.

In 2003, Destination Software released SimCity 2000 for the Game Boy Advance. This version included most of the same content as previous versions but omitted some features, such as launch rockets. The water system was also removed, possibly due to the device's technical limitations.

On February 6, 1996, WinWare released a port of SimCity 2000, created by Mark A. Pietras, Micheal A. Pitts, and James R. Thomas.

Reception

In the United States, SimCity 2000 was the ninth best-selling computer game between 1993 and 1999, selling 1.4 million copies. In 1996 alone, it sold 500,000 copies. According to PC Data, SimCity 2000 SE was the United States' 20th best-selling computer game during January–November 1998. According to Maxis's Lucy Bradshaw, SimCity 2000 sold 3.4 million copies globally across all platforms by January 2002.

In 1993, InfoWorld compared the improvements in SimCity 2000 to "watching the part in The Wizard of Oz where the color kicks in," and praised the Macintosh version as "basically the same game, but now it's the way you always wish it was when you played the first version." In 1994, a reviewer from Computer Gaming World, who had written a book about the original SimCity, said the Macintosh version of SimCity 2000 offered "plenty of new challenges," fixed "virtually every criticism I leveled at the game" in the book, and was "without question a superior program." The reviewer concluded it was "more fun than the original SimCity… It's Sim-ply irresistible." The magazine noted that the CD version's "multimedia enhancements make for a more accessible and enjoyable product."

SimCity 2000 was named Best Simulation at the 1994 Codie Awards, the fifth win in a row for Maxis. It was a runner-up for Computer Gaming World's Strategy Game of the Year award in June 1994, losing to Master of Orion. The editors wrote, "This advanced city simulator adds many of the features and considerations that were previously lacking in the original SimCity." It was also a finalist for Electronic Entertainment's 1993 "Best Game" award, which went to X-Wing.

In 1994, PC Gamer US named SimCity 2000 the 7th best computer game ever, and PC Gamer UK named it the best computer game of all time, writing, "Near perfect in conception and execution, SimCity 2000 does what most games never even dream of." In 1996, Next Generation listed the personal computer versions as number 33 on their "Top 100 Games of All Time," calling it "easily one of the most enthralling games playable." In August 2016, SimCity 2000 placed 13th on Time's "The 50 Best Video Games of All Time" list. In 1996, GamesMaster ranked Sim City 2000 70th on their "Top 100 Games of All Time." In the same issue, GamesMaster rated the Sega Saturn version 10th in its "The GamesMaster Saturn Top 10."

In 1995, SimCity 2000 won the "Best Military or Strategy Computer Game of 1994" Origins Award. In 1998, PC Gamer declared it the 35th-best computer game ever released, and the editors called it "lots of fun."

Famitsu magazine's Reader Cross Review gave the Super Famicom version of the game a 6 out of 10. Andromeda of GamePro commented that it suffers from an awkward control interface and repetitive music, but offers more than the Super NES version of the original and is an overall worthwhile purchase for simulation fans.

Ed Lomas of Sega Saturn Magazine criticized the slow scrolling in the Saturn port but praised the game itself for its depth, realism, and addictiveness, calling it "one of the few games that appeals to just about everyone. It… has the strange ability to convert full-time arcade shooter fans into around-the-clock urban planners with a sense of civic duty." A reviewer for Maximum said the Saturn port contains all the content of the PC version and is good fun to play, but has worse graphics and more slowdown than the PC version, even on less powerful computers.

A reviewer for Next Generation said the Saturn version "is a carbon copy of the latest installment of this city-planning simulation game, and, as such, it carries with it the monstrously addictive quality and absorbing challenge of all SimCity games." The reviewer noted the lack of mouse support as a major problem. GamePro's brief review said the expanded menu "bogs Sim City [sic] 2000 down a little" but that the game would still be enjoyable for fans of the series.

The four reviewers of Electronic Gaming Monthly praised the PlayStation version for including mouse support, declaring the game the "killer app" for the PlayStation Mouse. They criticized the port's interface and low-resolution graphics, which Dan Hsu felt were enough to ruin the game, but were pleased with the addictive simulation gameplay. A reviewer for Next Generation said the game is "a true, if uninspired, descendant" of the original SimCity. He praised the addition of the 3D "ride-through" feature in the PlayStation version but complained of the clunky interface when using the PlayStation joypad. Scary Larry of GamePro said the slow and confusing interface of the PlayStation conversion ruins any enjoyment. IGN staff mistakenly criticized the PlayStation version for lacking mouse support and said it doesn't compare well to other simulation titles, but still called it "worth it" for fans of the genre.

In March 1994, Maxis partnered with Compute! Publications to hold a contest for Compute! magazine readers to design original cities using the game. Compute! judged entries submitted via floppy disks. The contest expected at least five and no more than twenty winners. Winners received $50, a $50 software package from Maxis, and a $15 hint book from Compute!. The contest ended by the beginning of the next month.

In December 2012, the Museum of Modern Art added SimCity 2000 to its permanent collection of video games. As one of the more complex and longer games in the exhibition, the game is displayed as a specially designed demo.

Several games were released as spinoffs of SimCity 2000:

  • SimHealth – Released in 1994, the game simulated the healthcare plan proposed by President Bill Clinton for the United States. Designed for a niche audience, the simulation did not gain much popularity. It featured a user interface similar to SimCity 2000.
  • SimCopter – An arcade helicopter flight simulator based on the cities of SimCity 2000, SimCopter was published in 1996

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