SimCity 2000

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Image:SimCity 2000.png
SimCity 2000
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Developer(s) Maxis {{#if:{{{publisher|}}}|<tr><th style="background-color: #ccccff;">Publisher(s)<td>{{{publisher|}}}
Release date(s) 1993
Genre(s) Simulation
City-building game
Mode(s) Single player {{#if:{{{ratings|}}}|<tr><th style="background-color: #ccccff;">Rating(s)<td>{{{ratings|}}}
Platform(s) DOS, Amiga, Sega Saturn, SNES, Sony PlayStation, Nintendo 64, Game Boy Advance, Mac OS, Acorn Archimedes {{#if:{{{media|}}}|<tr><th style="background-color: #ccccff;">Media<td>{{{media|}}}

SimCity 2000 (SC2K) is a simulation/city building computer game and the second installment in the SimCity series of games. SC2K was released by Maxis in 1993 for computers running the Apple Macintosh and MS-DOS operating systems. It was later re-released on a number of different platforms [1], including: Amiga (1994), Microsoft Windows, SNES (1995), Sega Saturn (1996) PlayStation (1996), Nintendo 64 (1997), and Game Boy Advance (2003).

In 1995, SimCity 2000 won "Best Military or Strategy Computer Game" Origins Award.

Contents

Overview

Image:SimCity2000 Windows In-Game Screenshot.png

The unexpected and enduring success of the original SimCity, combined with the relative lack of success with other Sim titles, finally motivated the development of a sequel. SC2K was a major extension of the concept; the view was now dimetric instead of overhead, land could have different elevations, and underground layers were introduced for water pipes and subways. New types of facilities included hospitals, prisons, schools, libraries, museums, parks, marinas, zoos, stadiums and arcologies. Players could build highways, roads, bus depots, and zone land for seaports and airports. Enacting city ordinances and connecting to neighbouring cities became possible. The budget and finance controls were also much more elaborate.

News comes in the form of several pre-written newspaper articles with variable names that could either be called up immediately or could be subscribed to on a yearly basis. The newspaper option provided many humorous stories as well as relevant ones, such as new technology or recent disasters. SimCity 2000 is the only game in the entire series to have this feature, though newer versions have a news ticker. The newspapers had random titles (Times, Post, Herald, etc.), and prices based on the simulated year.

Though there is no "true" victory sequence in SimCity 2000, the "exodus" is a close parallel. An "exodus" occurs when 300 Launch Arcologies are constructed; each one takes off into space so that their inhabitants can form new civilizations on distant worlds. This reduces the city's population to those who are not living in the Launch Arcologies, but it also opens wide areas for redevelopment and returns their construction cost to the city treasury. This is related to the event in SimEarth where all cities are moved into rocket-propelled domes that then leave to "found new worlds" (leaving no sentient life behind).

Tricks

Image:Simcity2000 Arcology.jpg

Two notable tricks (or glitches) involve the Sea Level tool in the Terrain Editor. By manipulating this tool, players can cause things that are not normally supposed to happen in the game, such as a rise in elevation without a hillside (like a cave) where a waterfall tile once sat and trees that sit on ground water (like a swamp). Although trees sitting on ground water are a fairly plausible terrain feature, it is not possible to achieve this effect by another means, and probably constitutes a glitch.

Another set of tricks involves using the terrain tools in the city mode which allows players utilize roads in ways that are not normally allowed in SimCity 2000. The first trick allows players to build an underwater road tunnel; to do this, players are required to create a hill and dig a tunnel through it (the tunnel needs to be long enough so that its entrances will not be demolished during the next step), and then lower the hill using the Terrain tool to a below-water level, thus allowing the tunnel to dip below grade under the water. The second is extremely difficult, involving adjustment of the terrain to allow a highway to connect at grade with a regular roadway instead of using an offramp.

Perhaps the most useful trick to new players involves a glitch in the bond-handling algorithms. This must be done before any buildings are built or any money has been spent, shortly after starting a new city. The player must type "fund" in-game and presses "enter" to the dialogue box that appears; this must be done twice. Next, the player must go to the budgetary dialogue box, and take out a loan. The interest rate will be listed as ".%". From this point forward and the city will be guaranteed an income of about $1.5 million per year, with no taxes. The danger of the glitch, however, involves another glitch in the game: when the city treasury reaches about $2 billion, the total treasury variable will overflow and "wrap around" to -$2 billion, at which point the citizens will force the mayor to leave town (one of the few ways to actually lose the game).

Another trick involves the "Plant Trees" option, in which the player clicks to plant the trees and then presses the Shift key. This causes the structure(s) or trees to be "erased"; it is replaced with a blank tile square. This may be a glitch, but it is used by scenario designers to hide unattractive powerlines and to create an illusion that those powerlines are buried. This makes the city look more realistic and slightly more aesthetically pleasing.

SimCity Urban Renewal Kit

Image:SC2k SCURK.png With the release of SC2K came the introduction of a tool called the SimCity Urban Renewal Kit (SCURK). It enabled players to modify the images used in-game to represent various buildings, in much the same manner as general image manipulation software. The player was able to create basic bitmap files of a standard size with a standard 256 color palette. A number of pre-altered graphics packages were distributed, including some which replaced the "reward" buildings with images of various well known international buildings, such as the Eiffel Tower, but most buildings were made by fan-artists and shared on the Internet. Several SCURK designs influenced the designs of SimCity 3000's original buildings.

The SCURK is divided into three areas.

  • Paint the Town — A graphics program fashioned to produce custom buildings for SC2K.
  • Pick and Copy — A tileset (building set) modifier, which allows users to produce new tilesets that display specific custom buildings.
  • Place and Print — A sandbox-style city builder with less restrictions as it would in SC2K, which also enables users to print cities on paper. The SCURK was also bundled along with Streets of SimCity and SimCopter, as the Place and Print aspect of the program was especially useful for non-SC2K users who intended to build custom cities for either games.

SimCity 2000 Special Edition

A re-packaged version of SimCity 2000, SimCity 2000 Special Edition, was released in 1995 for Apple Macintosh, Microsoft Windows and DOS PCs, partly because the original SimCity 2000 cannot be run under Windows 95 (not even in prompt mode). In addition to containing SimCity 2000, it also featured the SimCity Urban Renewal Kit, new cities selected by Maxis from a 1994 competition, additional scenarios, and movies. The movies, a first for Maxis, SC2K-SE was the first "Sim" game to feature "real" videos (compared to "animated bitmaps", such as the winning screen in SimAnt). These videos included the intro movie and four commentary videos by Will Wright; the latter were accessed via the "WillTV" application that came with the game.

SimCity 2000 Network Edition

A network version of the game, SimCity 2000: Network Edition was released in 1996 for both Macintosh and Windows.

The network edition had the ability to share in-game resources and to compete or cooperate with other cities. If the user is on an appropriate network (TCP or IPX), then SimCity 2000 Network Edition works in a similar way to SimCity 4, giving the ability to cooperate with other cities (for example, by trading electricity for money, and vice-versa).

This version also features a revamped user interface. Instead of a static toolbar, items are accessed via cascading menus from the right of the screen, resulting in more screen real-estate for SimCity itself, without sacrificing functionality.

SimCity 2000 (Nintendo 64)

A Japan-only release of SimCity 2000 for the Nintendo 64 in 1997, produced and published by Imagineer Co., Ltd., featured some additional features, mainly minigames, a dating game, horse races and monster breeding, among others, all of them in 3D. A few new "natural" disasters were also included, most of them being giant monster attacks (players were able to use their monster to fight against them). Even when these extras gave the game a lot more to do, many consider it lost the original feeling of the game, since the extras were intended to appeal specifically to the Japanese market.

Subsequent releases based on SC2K

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  • SimHealth — Released in 1994, the game simulated Clinton's healthcare reform proposals for the US; but never achieved great popularity. It featured a user interface that resembled a city in SimCity 2000.
  • SimCopter — A flight simulator based on the cities of SimCity 2000, SimCopter, was published in 1996. It had the capability of importing SC2K cities and allowing the user to pilot a helicopter around them and accomplish missions such as rescuing people or putting out a fire. The game is typically considered a success because of the opportunity to explore the user's cities.
  • Streets of SimCity — Published in 1997, Streets of SimCity was a racing game based on the SimCopter engine. In addition to racing, it also featured courier missions and vehicular combat. (Although there were no tanks, weapons could be mounted onto a car or truck at the service station; the most devastating were a machine gun and missile launcher.) A seeming regression of graphics and control from SimCopter prevented this game from being a commercial success. However, both SimCopter and Streets of SimCity later inspired the feature "U-Drive-It" from the SimCity 4: Rush Hour expansion pack.

External links

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