Ludography
BS Sim City cover

1989 · Maxis · Business simulation · City-building

BS Sim City

Nintendo console exclusive

SimCity, later renamed SimCity Classic, is a city-building simulation video game, first released on February 2, 1989, and designed by Will Wright for the Macintosh computer. SimCity was Maxis's second product, which has since been ported into various personal computers and game consoles, and spawned several sequels including SimCity 2000 in 1993, SimCity 3000 in 1999, SimCity 4 in 2003, SimCity DS, SimCity Societies in 2007, and SimCity in 2013. Until the release of The Sims in 2000, the SimCity series was the best-selling line of computer games made by Maxis.

Released
3 October 1989
Platforms
Acorn ArchimedesAcorn ElectronAmigaAmstrad CPCAndroidAtari STAtari ST/STEBBC MicroBBC Microcomputer SystemBrowserCDTVCommodore 64Commodore C64/128/MAXDESQviewEPOCFM TownsIPod touchJava virtual machineLinuxMS-DOSMobileNEC PC-9800 seriesOLPC XO-1PC-9800 SeriesPalm OSSNESSharp X68000SymbianUnixVirtual ConsoleWiiWindowsX Window SystemZX SpectrummacOS
Genres
Business simulationCity-buildingSimulationStrategy
Developers
MaxisNintendo Entertainment Analysis & Development
Publishers
BroderbundMaxisElectronic ArtsSuperior Software
Series
SimCity
Modes
MultiplayerSingle-player
Perspective
Bird view / Isometric
Themes
BusinessSandbox
Country
United States
Age ratings
PEGI 3ESRB E
Languages
English

About

SimCity (also known as the retronyms Micropolis or SimCity Classic) is a city-building simulation video game developed by Will Wright, and released for several platforms from 1989 to 1991. SimCity features two-dimensional graphics and an overhead perspective. The game's objective is to create a city, develop residential and industrial areas, build infrastructure, and collect taxes for further city development. Importance is placed on increasing the population's standard of living, maintaining a balance between the different sectors, and monitoring the region's environmental situations to prevent the settlement from declining and going bankrupt.

SimCity was independently developed by Will Wright, beginning in 1985; the game was not released until 1989. Because the game lacked any arcade or action elements that dominated the video game market in the 1980s, video game publishers declined to release the title for fear of its commercial failure until Broderbund eventually agreed to distribute it. Although the game initially sold poorly, positive feedback from the gaming press boosted its sales. After becoming a best-seller, SimCity was released on several other platforms, most notably on the Super Nintendo Entertainment System (SNES) in 1991. Its gameplay was significantly revised with Nintendo's involvement.

Keywords

  • tycoon
  • management
  • kaiju
  • freeware
  • building
  • economy
  • natural disaster
  • city builder
  • nintendo power
  • launch titles
  • pack-in game
  • never-ending

Media

The articlegameplay, story, development, reception

Gameplay

The core concept of SimCity is to build and design a city without specific goals to achieve. The player may divide land into commercial, industrial, or residential zones, add buildings, change the tax rate, build a power grid, build transportation systems and take any other actions to enhance the city. Once able to construct buildings in a particular area, the too-small-to-see residents, known as "Sims", may choose to construct and upgrade houses, apartment blocks, light, heavy industrial buildings, commercial buildings, hospitals, churches, and other structures. The Sims make these choices based on such factors as traffic levels, availability of electrical power, crime levels, and proximity to other types of buildings—for example, residential areas next to a power plant will seldom appreciate the highest grade of housing. In the Super NES version and later, the player can also build rewards when they are given, such as the mayor's mansion or a casino.

The player may face disasters including floods, tornadoes, fires (often from air disasters or shipwrecks), earthquakes and monster attacks. In addition, monsters and tornadoes can trigger train crashes by running into passing trains.

Development

SimCity was developed by game designer Will Wright. While working on the game Raid on Bungeling Bay, in which the player flies a helicopter dropping bombs on islands, Wright found he enjoyed designing the islands in the level editor rather than playing the actual game. This led him to develop increasingly sophisticated level editors. At the same time, Wright was cultivating a love of the intricacies and theories of urban planning and acknowledges the influence of System Dynamics which was developed by Jay Wright Forrester and whose book on the subject laid the foundations for what would become SimCity.

In addition, Wright also was inspired by reading "The Seventh Sally", a short story from The Cyberiad by Stanisław Lem, in which an engineer encounters a deposed tyrant, and creates a miniature city with artificial citizens for the tyrant to oppress. The game reflected Wright's approval of mass transit and disapproval of nuclear power; Maxis president Jeff Braun stated "We're pushing political agendas".

Reception

SimCity was a financial success, selling one million copies by late 1992, including 500,000 for home computers and another 500,000 for the SNES. In the United States, it was the ninth best-selling computer game from 1993 to 1999, with another 830,000 units sold. The SNES version sold 1.98 million units worldwide, including 900,000 units in Japan. It was critically acclaimed and received significant recognition within a year after its initial release. As of December 1990, the game was reported to have won the following awards:

In addition, SimCity won the Origins Award for "Best Military or Strategy Computer Game" of 1989 in 1990, was named to Computer Gaming World's Hall of Fame for games readers highly rated over time, and the multiplayer X11 version of the game was also nominated in 1992 as the Best Product of the Year in Unix World. Macworld named the Macintosh version of SimCity the Best Simulation Game of 1989, putting it into the Macintosh Game Hall of Fame. Macworld, in their review, praised its graphics as well as its strategic gameplay, calling it "A challenging, dynamic game, realistic and unpredictable", and notes how "as the population grows the city's needs change." SimCity was named No.

Legacy

SimCity yielded several sequels. "Sim" games of many types were developed – with Will Wright and Maxis developing myriad titles including SimEarth, SimFarm, SimTown, Streets of SimCity, SimCopter, SimAnt, SimLife, SimIsle, SimTower, SimPark, SimSafari, and The Sims, which spawned its own series, as well as the unreleased SimsVille and SimMars. They also obtained licenses for some titles developed in Japan, such as SimTower and Let's Take The A-Train (released as A-Train outside Japan). Spore, released in 2008, was originally going to be titled "SimEverything" – a name that Will Wright thought might accurately describe what he was trying to achieve.

SimCity inspired a new genre of video games. "Software toys" that were open-ended with no set objective were developed trying to duplicate SimCity's success. The most successful was Wright's own The Sims, which went on to be the best selling computer game of all time. The ideas pioneered in SimCity have been incorporated into real-world applications as well, as urban developers have recognized that the game's design was "gamification" of city planning by integrating numerous real-world systems for a city or region interacted to project growth or change.

Awards

Releases by platformdates and regions as published

PlatformReleasedRegions
MS-DOS3 October 1989North America
Amiga3 October 1989North America
Commodore C64/128/MAX31 December 1989North America
ZX Spectrum31 December 1989Europe
macOS31 December 1989North America
Sharp X680007 September 1990Japan
PC-9800 Series7 September 1990Japan
Amstrad CPC31 December 1990Europe
BBC Microcomputer System31 December 1990Europe
Atari ST/STE31 December 1990Europe
Acorn Electron31 December 1990Europe
FM Towns31 December 1990Japan
Windows31 December 1992North America
Acorn Archimedes31 December 1993Europe

Editions and related releases

Derivative works
Sim City
Followed by
SimCity 2000
Ported as
SimCity
Remade as
SimCity
Remastered as
SimCity Classic
Basis for
SimCity
Built on it
SimCity: Terrain EditorSimCitySimCity Classic

In the same series

Games like this

Collections1 collection

Platform libraries

Description adapted from its source, CC BY-SA 4.0.