- Release Date: 1997
- Genre: Simulation
- Style: Construction/Building Sim
- Similar Games: SimFarm (Macintosh), SimTower (Macintosh), SimTown (Macintosh), SimAnt (Macintosh), SimTower (IBM PC Compatible), SimAnt (Super Nintendo Entertainment System), SimCity (Super Nintendo Entertainment System), SimEarth: The Living Planet for Windows (IBM PC Compatible), SimFarm (IBM PC Compatible), SimPark (IBM PC Compatible), SimEarth: The Living Planet (Macintosh), SimAnt (IBM PC Compatible), SimFarm [DOS] (IBM PC Compatible), SimTown (IBM PC Compatible), SimCity (Commodore 64/128), SimCity Classic (Hybrid Windows/Mac), SimCity (Atari ST), SimCity (Commodore Amiga)
Game Description
The ground-breaking 'city simulation' game, SimCity, has long been the standing claim to fame of game developer and publisher Maxis, Inc. SimCity 2000 first appeared for the PC in January 1994 under theAll of the popular features found on the PC version of SimCity 2000, such as the water pipe grid and improved graphics, are all here, plus extras only found on the
Unlike many games, SimCity 2000 doesn't have one specific goal or 'winning' scenario (unless in the scenario mode). The game supplies you with the tools to design build and manage your cities (as well as the people in them) -- what you choose to do with those tools is up to you. The three main options available to you are pre-set scenarios, explore and modify the default cities already provided or build your own cities from the ground up.
As you begin you can select to play the Mayor's Boot Camp practice session. Here you can test out gameplay, controls and navigation to prepare yourself for the tasks ahead. The game uses toolbars with icons for all building and management features.
SimCity 2000 for the
~ Tara Hernandez, All Game Guide
Roots & Influences
The SimCity series of games and the related spin-off sims are all products from the creative brain ofHe began researching the subject of urban planning and became especially interested in the works of MIT professor, Jay Forrester. Wright would test theories he read about by using his island editor and build people, cars and small communities. In 1987, he released the game called SimCity for the Commodore 64 though it received little notice. Later he met a technician named
The two began working on SimCity, and after two years they completed the game for the
In June 1997,
~ Tamara Shani, All Game Guide
Production Credits
Original Design: Fred Haslam and Will Wright; PlayStation Programming: Greg Kearney (Lead), Paur Kerchen (Co-Lead), Cort Oi, Kevin Brown, Tom Schenck; Producer: Byrt Martinez; GUI Design: Michael Murguia, Charlie Aquilina; 2D Computer Art: Bonnie Borucki, Mimi Macaraeg, Kok Wee Lim, Shannon Galvin, Charlie Aquilina, Suzie Green, Kelli Pearson, Eben Sorkin; 3D Computer Art: Michael Murguia, Rick Macaraeg, Byrt Martinez, Kevin Kraus, Ocean Quigley, Shannon Galvin; Art Director: Sharon Barr; Music and Sound: Jerry Martin, Sue Kasper, Brian Conrad, Cort Oi, Maxis Sample Heds, Halestorm, Inc.; Newspaper Articles: Debra Larson, Chris Weiss; Documentation: Tom Bentley, Michael Bremer, Byrt Martinez; Documentation Design and Layout: David Caggiano, Kristine Brogno; Testers: Alan Barton, Joe Longworth, Scott Shicoff, Marc Meyer, Jussi Ylinen Keith Meyer, Cathy Castro, Myka Macaraeg, Andy Derber, Nolan Erck, Rick Acquistapace, Robin Hines, Peter Saylor; Product Manager: John Koller; Package Design: Jamie Davison Design, Inc.; Package Illustration: David Schleinkofer
~ Tamara Shani, All Game Guide





