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It may be lacking in comparison to the SimCity games that would follow it. However, none of those games had the Nintendo charm that this one doe. It is a fun, addictive, and even challenging game that is well worth checking out. Will Wright and Maxis have created one of the most innovative computer games, and it has now crossed over to the Super Famicom. An NES version has been in the works for a while and may be out by the time you read this.

This version differs from the computer version in several ways: it adds a character to give you progress reports; offers you different "locations" to place on your map like a zoo when your town hits certain levels; and has a background soundtrack - can you name a video game that doesn't have constant music? It's also battery-backed, so you can save two locations for ongoing construction. The best games are often those which break from previous themes for a totally new gaming experience.

This is certainly true for Maxis' SimCity, where the player is elected mayor of a city of his own creation. Turning a small town into a thriving metropolis is quite a task, and it quickly engrosses the player in the life of his own community. The player chooses one of the fixed scenarios or starts a city from scratch. Building a new city requires a decision about its placement.

Possible sites are presented one at a time until an acceptable location is chosen, and the game begins. The main goal of the mayor is to get simulated people, or sims, to move to the city. To accomplish this, the mayor must zone the land, construct various municipal buildings, build roads and mass transport and provide a power grid for the entire operation.

Zoning the land is the most important aspect of the game. Three principle types of zones exist: residential, where the sims live; commercial, where they shop; and industrial, where they produce goods for export If and when these elements are in proper balance, the city attracts new residents. In any town, a zone is pretty useless unless it is connected to both the power grid and the road network.

Both cost a significant portion of the city's revenue to operate, so care must be taken to lay them out in the most efficient manner. The power grid is supplied by one or more power plants, either nuclear or coal. Though a nuclear plant costs more and risks a meltdown, it powers three times the number of zones as a coal plant. While this could be the extent of the player's involvement, many more options are available. Once the zones and their interconnecting grids are set up, the sims begin to move in, build up the areas and clog the roads.

Just as in real life, it may become necessary to bulldoze an extremely busy road section to replace it with high-speed rail.

The sims have their own criminal element, so police stations must be constructed to keep crime down. Fire stations can be constructed to limit the damage of raging fires or prevent them altogether. Sports stadiums, seaports and airports can also be constructed to increase the city's growth. In fact the sims may actually demand these facilities at certain points, moving away if they are not provided. All this is challenging enough and even a little exciting, but where would we be without a tragedy now and then?

Periodically, disasters occur in the city. Seaside areas may flood, a tornado or fire may strike or Godzilla may even attack. Each is triggered by a different set of conditions, and some occur randomly. Money is vitally important.

Each action costs money, and this pool is only replenished by revenues from city taxes. Lowering taxes from the initial rate can increase town growth, but also decreases city revenues. Increasing taxes, while providing an initial boost in income, can cause the sims to flee in droves, quickly emptying the city. Several different windows are used during game play. The maps window shows an overview of the entire city. From here, the mayor can examine many aspects of his city's growth.

These range from a simple portrayal of the road network to a color-coded view of the city's growth areas on computers capable of displaying them to the effective areas of police and fire coverage. The editor window shows a close-up view of the current section of the city viewed and can be freely scrolled about.

It is here that actual zoning and construction is performed. The graphs window provides a look at how the city has done over the last decade or century. Graphs show the growth in the various primary zones, the levels of crime and pollution, as well as actual city revenues.

The budget window allows the mayor to set the city's economics for the upcoming year. His Honor can view projected or actual income, then allocate funds to the police, fire and transportation departments.

The graphics in every version of SimCity take advantage of the host machine's capability. The exact layout of each window varies with each machine but is basically consistent and easy to understand. The primary information is shown in the center of the window and takes up the most room, while any legends and available options are displayed along the edges. In addition to the design-your-own scenario, SimCity comes with eight preset cities complete with imminent disasters.

These really test a player's ability and should only be attempted by experienced users. The manual not only explains the details of game play, but also goes into some of the ideas behind successful city building in the real world. A few more examples of game play and some more background on exactly how the sims make decisions would have been helpful, but sufficient information is provided for successful play.

SimCity is an extremely rich product. Being the mayor of your own city, once reserved to a special few, is now open to nearly anyone with a computer, and the experience is truly thrilling. More Maps - Select "Start New City" on the menu screen, then choose any map number between 1 and Go into the map and choose the "Go To Menu" icon at the top of the screen.

Do NOT save this. Tip: Saving games on an emulator functions a little differently. The integrated save system will not save your progress. You can save your progress in whatever point you like within the game, not only on the official checkpoints offered by the game.

Home Emulators Platforms Games. Until the release of The Sims in , the SimCity series was the best-selling line of computer games made by Maxis. SimCity spawned a series of Sim games. SimCity is an impressive Windows game, available in single-player as well as multiplayer mode. I think that sim city is a good game especially for pc the full version and it a good game much easier and funner than the mobile version and because of that I recommend t its just a great game.

Laws concerning the use of this software vary from country to country. We do not encourage or condone the use of this program if it is in violation of these laws. In Softonic we scan all the files hosted on our platform to assess and avoid any potential harm for your device. Our team performs checks each time a new file is uploaded and periodically reviews files to confirm or update their status. This comprehensive process allows us to set a status for any downloadable file as follows:.

We have scanned the file and URLs associated with this software program in more than 50 of the world's leading antivirus services; no possible threat has been detected.

Based on our scan system, we have determined that these flags are possibly false positives. It means a benign program is wrongfully flagged as malicious due to an overly broad detection signature or algorithm used in an antivirus program. SimCity for Windows. Softonic review. Jeremy Milliner Updated a year ago. SimCity for PC. SimCity 4 3. Cities: Skylines 3. Megapolis 1. SimCity Societies 3. SimCity: Cities of Tomorrow 2. Sim City 3.



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