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SimCity 3000

 
Games: SimCity 3000
 

Game Description

SimCity 3000 is the third title in the popular SimCity series of games. Building on the success of the series, SimCity 3000 adds several enhancements designed to make it an even more enjoyable and realistic experience. The game features a 3D interface similar to SimCity 2000 yet is much more graphically impressive. The new graphics engine includes interactive features such as real moving traffic and pedestrians.

In addition to graphical enhancements, SimCity 3000 adds new depth of gameplay to the series through the design of new events, missions and disasters. A Building Architect Tool allows players to design their own buildings and Maxis' www.SimCity.com website (click on "Extras") allows players to interact, participate in contests and publish their own SimCities.
~ Mike King, All Game Guide

Roots & Influences

Third game in the immensely popular Sim City series of urban simulation games.
~ Mike King, All Game Guide

Review: Overall

SimCity 3000 is better than SimCity 2000 but not by as much as I expected it to be. A reference card is included which points out the differences between the two games but they are so few that anyone who has played SimCity 2000 can easily pick up and play SimCity 3000. My main complaint is that the player still has no control of what types of buildings can be developed other than the select few such as police stations and schools. Once an area is zoned it is up to the people, or Sims, to choose what to develop.

Another problem I have is that the terrain editor, previously available before the start of the game, is gone. It has been replaced with the ability to select from some pre-rendered terrain of real-life cities. Also missing are the sports stadiums which have been replaced by a small ballpark, the kind that can be seen next to a high school.

Once past the minor problems, though, there are a number of welcome additions. Neighbors can now be interacted with adding a new level of realism to the SimCity series. After linking a power line to a neighbor you will be able to purchase or sell power. The same can be done with water and garbage. Garbage is a new feature that will have a large impact on your city. It is difficult to deal with as it creates high pollution. In order to take care of garbage, a landfill must be built and constantly enlarged or the garbage can be removed by a neighbor for a price.

Some other new additions that improve the game include more useful advisors, the ability to have a city four times larger than in past versions, roads that can be placed diagonally, new levels of zooming in and landmark buildings. SimCity 3000 allows a player to zoom in close enough to see pedestrians, individual cars and an overall more detailed look at the buildings. Up to ten real-life landmarks can be placed in a city, ranging from the Taj Mahal to the Empire State Building. Although the landmarks look nice they do not actually have any impact on a city.

Overall, SimCity 3000 is a great game but not a huge improvement over its predecessor, SimCity 2000. One item which was not completed before the release of the game is the Building Architect Tool which can now be downloaded from www.simcity.com. Maxis also issues add-on land packs periodically which are available for downloading at the site as well. New landmarks are included in the packs and the price tag (free) makes upgrading the game a real bargain.
~ Jonathan Sutyak, All Game Guide

Review: Enjoyment

This is as close as you can get to actually building your own city.
~ Jonathan Sutyak, All Game Guide

Review: Graphics

Terrain, buildings, and everything else found in a city look true to real-life.
~ Jonathan Sutyak, All Game Guide

Review: Sound

Relaxing background music.
~ Jonathan Sutyak, All Game Guide

Review: Replay Value

The game never ends and there are an infinite number of possibilites for designing a city.
~ Jonathan Sutyak, All Game Guide

Review: Documentation

An index for the instruction manual would have been helpful.
~ Jonathan Sutyak, All Game Guide

Production Credits

Development Director: Christine McGavran; Architect and Senior Engineer: Greg Kearney; Engineering: Dr. Venkat Ajjanagadde, Grant Blaha, Kevin O'Hare, Paul Kerchen, Cisco Lopez-Fresquet, Heather Mace, Cort Oi, Paul Pedriana, Jason Slater, Benjamin Thompson, Vasyl Tsvirkunov, Alex Zvenigorodsky, The Mayor by Night; Art Director: Ocean Quigley; User Interface Art Director: Christian Stratton; Art: Charlie Aquilina, Justin Brown, Kevin Byall, Hawkin Chan, John Frantz, Jr., Kevin Kraus, Kok Wee Lim, Broderick Macaroeg, Ward Moore, David Patch; Additional Art: Alpha Omega, Flying Rhino, Michael Sechman & Associates, REM Infografica; Sound and Music Lead Engineer: Paul Wilkinson; Sound and Music Director: Jerry Martin; Sound Designers: Kent Jolly, Robi Kauker; Compositions: Kirk Casey, Anna Karney, Robi Kauker & Kent Jolly, Jerry Martin, Marc Russo; Musicians: Darol Anger, Sheldon Brown, John R. Burr, Ruth Davies, Richard DeGraffenreid, Louis Fasman, Mary Fettig, Rock Hendricks, Art Hirahara, Kent Jolly, Robi Kauker, David Lauser, Glenn Letsch, Gary Lillard, Jerry Martin, Eddie Ramirez, Marc Russo, Paul van Wageningen, Don Veca, Jason Wall; Creative Director: Jim Gasperini; Executive Producer: Lucy Bradshaw; Associate Producers: Michael Cox, Tim LeTourneau, Laura O'Shea; Assistant Producers: Jeffrey J. Feil, Creighton Hurt, Rick Marazzani; Project Management: Melissa Bachman-Wood; Administrative Support: Brooke Harris; Localization Manager: Knut Grossman; Localization Assistance: Michelle Perry; Product Manager: Corrine Finegan, Ann Cortese, Steve Perkins; Marketing Assistant: Mike Jeffress; Public Relations: Patrick Buechner; Documentation: Scott Shicoff; Documentation Layout: Golden VizComm; Package Design: Soo Hoo Design; In-Game Written Content: Tom Bentley, Rusel DeMaria, Jim Gasperini, Laura O'Shea, Scott Shicoff, Bob Sombrio, Chris Trottier; Quality Assurance Lead: Marc Meyer; Quality Assurance Assistant Leads: Shannon Gray, Myka Macaroeg, Keith Meyer; Quality Assurance: Aaron Bennion, Joe Bird, Sean Blair, Daniela Castillo, Stephen Cohrs, Jessica Durante, Rick Garlick, Dave Graham, Carl Grande, Chris Grantham, Duane Gundrum, Jake Harrison, Michelle Harrison, Kian Harvey, Dave Haws, Phillip Hinkle, Damian Hutchinson, Robert Ivey, Russell Johnson, Trina Ladrido, Mike Lawson, Zir-Paul Macaroeg, Mahmud Rihab Mahmud, Owen Nelson, Minkz Ngo, Paul Parinas, Jon Pryne, Patrick Schultz, Timothy Skuza, Terry Smith; Electronic Arts Quality Assurance: Etienne Grunenwald, Gabriel Gils Carbo, Daniel Hiatt, Jamil Dawsari, Benjamin Crick, Bobby Joe, Anatol Somerville, Michael Jung; General Manager: Luc Barthelet; Executive in Charge of Production: Rob Martyn; Electronic Art Testers: Yakim Hayuk, Andy O'Brien, Rebecca Colbourn
~ Michael L. House, All Game Guide
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Wikipedia: SimCity 3000
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SimCity 3000
File:SimCity 3000 Coverart.png
Developer(s) Maxis
Publisher(s) EA Games
Designer(s) Will Wright
Series SimCity
Platform(s) Windows, Linux, Apple Macintosh, iPhone OS, Nintendo DS
Release date(s) January 31, 1999
Genre(s) Construction and management simulation, city-building
Mode(s) Single-player
Rating(s) ELSPA: 3+
ESRB: E
OFLC: G
Media CD, DS game card
System requirements SimCity 3000: CPU Pentium 166 MHz or K6, 200 MB hard disk space

SimCity 3000 Unlimited: CPU Pentium 233 MHz or K6, 32 MB RAM, 2 MB DirectX 7.0a-compatible video card, 450 MB hard disk space
iPhone/Touch: Firmware 2.2 and 30.1 MB storage.

Input methods Keyboard and mouse (PC, Linux, Mac); touchscreen and gamepad buttons (DS); touchscreen (iPhone OS)

SimCity 3000 (SC3K) is a city building simulation personal computer game and the third installment in the SimCity series. It was published by Electronic Arts (EA) and developed by series creator Maxis, a wholly owned subsidiary of EA. It was released for Windows, Macintosh, and, through an arrangement with Loki Games, Linux.[citation needed]

Contents

Gameplay and changes from SimCity 2000

There were many changes between SimCity 3000 and its immediate predecessor SimCity 2000 (SC2K). These changes spanned both the integral city management aspects of the game, as well as its graphical and landscape aspects. These changes gave the game a feel greatly different from that of SC2K.

In a pattern which has continued throughout the SimCity franchise, the number and complexity of city services increased between SC2K and SC3K. The most notable change is the addition of the concept of waste management. In SC3K, once a city has a population greater than 1,000, garbage will begin to accumulate and would have to be disposed of at the expense of the city. Farms and agriculture structures were also introduced, appearing on large light industrial zones in a city with low land value and little pollution. In Sim City 3000, there are three zoning densities, compared to SC2K's two. In addition to their limited life span, power plants are now vulnerable to decreasing maximum output due to age.

Although the concept of neighbor cities was introduced in SC2K, it was greatly expanded upon in SC3K. For the first time, the player can interact with his or her neighbor cities, negotiating rudimentary business deals with other mayors, such as the sale or purchase of water, electricity or waste management services. These generate a monthly charge which is either added to or subtracted from the player's treasury, in accordance with the deal. Canceling a neighbor deal will incur a substantial cash penalty.

Although not strictly a city management aspect, SimCity 3000 simulates the effect of land value on construction much more realistically than in SimCity 2000. In SC3K, land value creates very distinct neighborhoods which tend to contain narrow income bands, creating well-defined slums, middle class areas, and wealthy areas. Land value is also determined by the city center effect where buildings that are at the city center have higher land values and those buildings on the borders have lower land values.

Business deals were another new concept to SC3K; by allowing certain structures (a maximum security prison, casino, toxic waste conversion plant and Gigamall (a large shopping mall)) to be built within the city, the player can receive a substantial amount of funds from them. Business deal structures, however, have serious negative effects on a city.

There were several changes to the graphical interface in SC3K. Although the game retained the pseudo-isometric dimetric perspective of its predecessor, the actual landscape became more complex and colorful. In SimCity and SC2K, the playable landscape is mostly brown, while in SC3K, the playable landscape is a more realistic green color, along with other colors that progressively change by height, from beige (beach sand) to green to brown (bare ground) to white (snow). In SC2K, land could either be flat or sloped, and all slopes were of the same steepness. In SC3K, there are five distinct steepness of slope, creating more varied landscapes. Also, there are different types of trees which can appear on the playable map.

Advisers and petitioners

SimCity 3000 and its revision, Unlimited, feature seven advisers, each covering a specific issue, who help players make proper decisions in the game by providing recommendations and advice. As opposed to previous versions of SimCity, the advisers actually give in-depth advice which is helpful to the player.

There are also petitioners, many of whom are citizens of the city, that request players to modify city policies, such as lowering tax rates, or enacting an ordinance. Some are outside interests, often pushing proposals which would harm the city in exchange for a boost to its financial coffers.

News tickers

In addition to advisers, a news ticker scrolls along the bottom of the screen, displaying pertinent information about the city in the form of news stories, such as indicating that the city needs more schools, or how well a particular city department is functioning. Generally, when things were going very well in a city, the news ticker would display headlines which are comical, or even nonsensical and often seemingly useless to the player. Examples of such headlines being: "Semicolon declared sexier than comma in grammarian's fête", or "(City Name) prints all wrong numbers in phone book, leads to 15 marriages" or quotes from a "Tommy B. Saif Sez." Other headlines may be labeled "(City Name) News Ticker" or "From the Desk of Wise Guy Sammy". On occasions, the ticker will even provide a foreshadowing of an approaching disaster, for example, sometimes reading "Did you feel that big truck pass by? What? It wasn't a truck?", "Tidal waves reported off coast", "strange sightings reported between Areas 50 and 52," "Mrs. SimLeary buys prize-winning cow," or perhaps another quote from a set range of different headlines before an earthquake occurs.

Landmarks

Independent real-world landmarks were also introduced for the first time in SimCity 3000, but are mostly for aesthetic purposes (though placing a building would open up an option in the city ordinances window for tourism advertising), and are free of construction cost. Examples of landmarks featured in the original SC3K include the Parthenon, the CN Tower, Notre Dame, the Bank of China Tower, the Empire State Building, the Pharos of Alexandria and the Twin Towers of the World Trade Center with each tower a separate building, the Statue of Liberty, the Eiffel Tower, and even the Fernsehturm TV Tower in Berlin.

Disasters

The game features a number of disasters which the player or game could inflict upon one's city, including fires, earthquakes, tornadoes, riots and UFO attacks. The population may decrease if residential areas are destroyed by the disasters. As in past SimCity games, all disasters can be disabled. The effects of disasters are also more realistic, for example a major earthquake can cause a faultline to appear across the map.

Music

Another major change from SC2K was the addition of a live music score composed by Jerry Martin. The new jazz-inspired score adds greatly to the overall feel and depth of the game compared to the MIDI music in the previous game. The fifteen tracks from the game are also available as MP3s for download on EA's SC3K website for listening outside of the game. [1]

Development

Prior to the acquisition of Sim developer Maxis by Electronic Arts in 1997, plans were originally made in 1996 to develop SimCity 3000 as a fully 3D game, in tune with the emergence (at the time) of 3D computer and video games.[2] Although the idea was deemed impractical by employees for being too graphically demanding, Maxis management pushed for the concept, and the game was developed for a year.[2] A pre-release screenshot of the original version suggests graphics similar to those seen in both SimCopter and Streets of SimCity, and was intended to include extensive micromanagement.[citation needed] When the game was first unveiled in the 1997 E3, it was "an experience still regarded as an embarrassment."[2] The 3D version of the game was expected to become a flop, and its future release was even thought to be the fatal blow to an already poorly performing Maxis, which had failed to release profitable titles in the years since SimCity 2000.[2]

After EA completed acquisition of Maxis, Luc Barthelet was assigned by EA as the new general manager of Maxis.[3] He was troubled by the 3D SC3K, questioning the viability of a game with such graphics.[4] Eventually, the 3D version was completely scrapped, Lucy Bradshaw was brought in from EA in November 1997 to lead the SC3K project, and a new revision based on SC2K's pseudo-isometric dimetric projection and sprite-based graphics was redeveloped from scratch.[4] The new plan focused on retaining the core engine of the game, improving more minor features in the game instead, such as larger maps, new zoom levels, and additional gameplay parameters.[4][5]

The second version of SC3K would receive a more positive reception during its appearance in 1998 E3, and was well-received after its release in February 1999 (although Maxis originally intended the game to be released by Christmas 1998; regardless, EA willingly waited until the game was completed).[5]

Rerelease

In 2000, the game was rereleased and under different names in different regions, such as SimCity 3000 Unlimited (in the US), SimCity 3000 Deutschland (Germany), SimCity 3000 World Edition (other countries) and SimCity 3000 UK Edition (UK & Ireland) among others. This added, among other things, East Asian and European building sets, additional terrain colors and vegetation types, a snapshot feature, an improved version of the Building Architect Tool (a pseudo-3D design tool based on cubes), four additional disasters (such as locusts and space junk), additional landmarks (like the Seoul Tower and Helsinki Cathedral), and thirteen scenarios (along with an editor based on Microsoft Access). Premade cities are also available, including London, Berlin, Madrid, Moscow and Seoul.

BAT

Like the SCURK for SimCity 2000, SimCity 3000 has its own building modifier called the BAT (Building Architect Tool). BAT is based on the idea of 2 meter building blocks stacked in a 2 1/2-D graphic environment. All buildings have 4 distinct sides to be seen in the game, so SCURK's stictly 2D approach was not possible.

A library of building texture sets are provided that allow the builder to paint the stack of blocks in a flexible and realistically scaled way. (These texture sets themselves are customizable.) Later BAT Plus was introduced with the ability to add non-block props to buildings, and to import customized props as well (and in effect, over-riding the 2m building block once and for all).

Despite the huge amount of buildings and artists involved with the BAT (over 50,000 buildings have been uploaded to the the SimCity3000Unlimited web site at EA.com), some feel that it has not gained the cult-status the SCURK has.[citation needed] Another criticism is that SimCity 3000 did not allow people to create and edit cities by placing buildings independently of the simulation, unlike the SCURK's city editor.

SimCity DS

SimCity DS is a heavily modified version of SimCity 3000 for the Nintendo DS (or most likely a rewrite), released in Japan on February 22, 2007, North America on June 19, 2007 and Europe on June 22, 2007. The game inherits SC3K's graphics, but makes use of the handheld's dual screens to display additional interfaces at once. Console-specific features are also included, such as the use of the console's integrated microphone, which is used to blow out fires, and the touchscreen, which is used to control the interface. The game also features a "Save the City" mode, in which the player must help one of several cities recover from a disaster and reach a specific target to succeed.

References

External links


 
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Games. Copyright © 2008 All Media Guide, LLC. Content provided by All Game Guide ® , a trademark of All Media Guide, LLC. All rights reserved.  Read more
Wikipedia. This article is licensed under the GNU Free Documentation License. It uses material from the Wikipedia article "SimCity 3000" Read more