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SimCity (1989 video game)
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==Ports and versions== [[File:SimCity-Indigo.gif|right|thumb|Multiplayer mode on the [[SGI Indigo]] workstation]] After the original release on the [[Amiga]] and [[Classic Mac OS|Macintosh]], the game was released on the [[Commodore 64]] and [[IBM PC compatibles]], and afterward saw more releases for computers and [[video game console]]s: [[Atari ST]], [[Acorn Archimedes]], [[Amstrad CPC]], [[ZX Spectrum]], [[BBC Micro]], [[Acorn Electron]],<ref name="microuser199102_simcity">{{ cite magazine | url=https://archive.org/details/micro-user-096/page/20/mode/1up | title=Sim City... a major triumph? | magazine=Micro User | last1=Revis | first1=Jon | date=February 1991 | access-date=28 April 2024 | pages=20 }}</ref> [[Super Nintendo Entertainment System]], [[EPOC (computing)|EPOC32]], mobile phone, Internet, [[Microsoft Windows|Windows]], [[FM Towns|FM-Towns]], [[OLPC XO-1]] and News HyperLook on Sun [[Unix]]. The game is available as a multiplayer version for [[X Window System|X11]] [[Tcl]]/[[Tk (computing)|Tk]] on various [[Unix]], [[Linux]], [[DESQview]] and [[IBM OS/2|OS/2]] operating systems. Shortly after the game's initial release, Maxis released the SimCity Terrain Editor for the original versions of the game, which was sold as a mail-order add-on in [[North America]] but gained a standalone retail release in [[Europe]]. The Terrain Editor is a simple tool that allows the user to create maps with forest, land, and water portions. In 1990, Maxis developed two 'Graphics Sets' packs for the MS-DOS and Amiga versions: "Ancient Cities" and "Future Cities". Each pack contained themed sets which changed the graphics and messages in the game to fit certain themes. In 1991, an enhanced version of the game was released for Windows 3.0/3.1. It runs in the Windows GDI with new sounds and music, either PC-Speaker type or digital/MIDI type. In 1992, to coincide with other re-releases of their games, Maxis re-released the Windows version of SimCity as "SimCity Classic", which bundled the game with the MS-DOS version of the Terrain Editor. The Graphics Sets were also reissued to run on Windows 3.1 as well. ''SimCity Classic'' was re-released in 1993 as part of the ''SimClassics Volume 1'' compilation alongside ''[[SimAnt]]'' and ''[[SimLife]]'' for PC, Mac and Amiga.<ref>{{cite magazine|title = SimClassics Volume 1 Compilation Advertisement|date = August 1994|url = https://archive.org/details/theone-magazine-70/page/n115|magazine = The One|publisher = emap Images|issue = 70|page = 116}}</ref> In 1995, a [[Windows 95]] compatible version of the game titled "SimCity Deluxe CD-ROM" was released, which included new 256-color graphics and sound, and bundled the Graphics Sets and an updated Terrain Editor together with the base game. In 1994, [[Interplay Productions]] developed and published under license from Maxis a version of the game titled "SimCity Enhanced CD-ROM" for DOS, which included 256 color graphics and FMV movies that would trigger events. ===Super NES=== {{anchor|Super NES variation}} The Super Nintendo Entertainment System (SNES) followed a mid-1989 call to Maxis co-founder Jeff Braun from [[Nintendo]] expressing interest in porting the game, as Nintendo developer [[Shigeru Miyamoto]] was very interested in how the game allowed the player to create their own world. Braun flew to Nintendo of America's headquarters to meet with chairman [[Howard Lincoln]] and president [[Minoru Arakawa]]. They offered Braun to do all the porting to the Super NES, paying Maxis $1 for every copy sold, and offering Braun a $1 million check for accepting the deal on the spot, which Braun accepted. During this development time, Miyamoto would work alongside Wright to develop means to bring the game to the console.<ref name="pc gamer snes" >{{cite web | url=https://www.pcgamer.com/games/sim/in-1989-a-nintendo-bigwig-licensed-simcity-on-the-spot-by-sliding-a-million-dollar-check-across-the-table/ | title=In 1989, a Nintendo bigwig licensed SimCity on the spot by sliding a million dollar check across the table | website=PC Gamer | date=June 16, 2024 }}</ref> ''SimCity'' for the Super NES features the same gameplay and scenario features; however, since it was developed and published by [[Nintendo]], the company incorporated their own ideas. Instead of the Godzilla monster disaster, [[Bowser]] of the [[Super Mario (series)|''Super Mario'' series]] becomes the attacking monster, and once the city reaches a landmark 500,000 populace, the player receives a [[Mario]] statue that can be placed in the city. The Super NES port also features special buildings the player may receive as rewards, such as casinos, large parks, amusement parks, and expo centers; some of which would be incorporated into ''[[SimCity 2000]]''. A bank can be built which will allow a loan of $10,000 to be taken, but it must be paid back before another loan can be taken out. The game includes schools and hospitals, though they cannot be placed by the player; instead, the game will sometimes turn an empty residential lot into one. There are city classifications, such as becoming a metropolis of 100,000 people. It has some of the same pre-set scenarios in the PC and Mac versions and two new ones. One is in Las Vegas under attack by aliens and another is called Freeland. Freeland has no water, and no rewards for buildings are given. Also unique to the Super NES version is a character named "Dr. Wright" (whose physical appearance is based on Will Wright) who acts as an adviser to the player. Dr. Wright was inspired by Miyamoto, at time known to fans as "Dr. Miyamoto", and Nintendo had come to recognize the value of cartoonist mascots for games, leading to Dr. Wright's creation.<ref name="pc gamer snes" /> The soundtrack was composed by Soyo Oka. The edition is featured as Nintendo's [[Player's Choice]] as a million-seller. In August 1996, a version of the game entitled ''BS SimCity Machizukuri Taikai'' was broadcast to Japanese players via the Super Famicom's [[Satellaview]] subsystem. Later, a sequel titled ''[[SimCity 64]]'' was released for the [[64DD]], the Japan-only [[Nintendo 64]] add-on. According to Chaim Gingold, a former Maxis employee, he believes that the time Wright spent with Miyamoto helped to influence the direction of ''SimCity 2000''.<ref name="pc gamer snes" /> ===Cancelled NES version=== [[File:NES SimCity.png|thumb|right|Gameplay screenshot from the unreleased Nintendo Entertainment System version of ''SimCity'']] A version for the [[Nintendo Entertainment System]] (NES) was announced alongside the Super NES version and had been showcased at the 1991 [[Consumer Electronics Show]], but the NES version was never properly released. However, prototype cartridges for the NES version were discovered in 2018, and one copy was obtained by [[video game preservationist]] [[Frank Cifaldi]], who extensively documented its features compared to the original personal computer game and the Super NES version.<ref>{{cite web | url = https://kotaku.com/lost-nes-version-of-simcity-emerges-after-27-years-1831308462 | title = Lost NES Version Of SimCity Emerges After 27 Years | first = Jason | last = Schreier | date = December 25, 2018 | access-date = January 4, 2019 | work = [[Kotaku]] | archive-date = January 5, 2019 | archive-url = https://web.archive.org/web/20190105200901/https://kotaku.com/lost-nes-version-of-simcity-emerges-after-27-years-1831308462 | url-status = live}}</ref><ref>{{cite web | url = https://gamehistory.org/simcity/ | title = Recovering Nintendo's Lost SimCity for the NES | first = Frank | last = Cifaldi | date = December 25, 2018 | access-date = January 4, 2019 | work = [[The Video Game History Foundation]] | archive-date = January 7, 2019 | archive-url = https://web.archive.org/web/20190107003111/https://gamehistory.org/simcity/ | url-status = live}}</ref> It featured a completely different soundtrack (also composed by Oka) from that of the Super NES version;<ref>{{cite web |last1=Kuchera |first1=Ben |title=Unearthed SimCity NES prototype includes beautiful, unheard score by Super Mario Kart composer |url=https://www.polygon.com/2018/12/26/18156491/simcity-nes-music-mario-kart-pilotwings-soyo-oka-listen |website=[[Polygon (website)|Polygon]] |access-date=July 1, 2019 |date=December 26, 2018 |archive-date=July 1, 2019 |archive-url=https://web.archive.org/web/20190701191334/https://www.polygon.com/2018/12/26/18156491/simcity-nes-music-mario-kart-pilotwings-soyo-oka-listen |url-status=live}}</ref> besides ''Metropolis Theme'',<ref>{{cite web |title=Game Music :: Interview with Soyo Oka (March 2011) |url=https://www.squareenixmusic.com/features/interviews/soyooka.shtml |website=Square Enix Music Online |access-date=July 1, 2019 |archive-url=https://web.archive.org/web/20110403035226/http://www.squareenixmusic.com/features/interviews/soyooka.shtml |archive-date=April 3, 2011|url-status=live}}</ref> a composition that Oka herself considers one of her best works.<ref>{{cite web |title=RocketBaby's interview w/Soyo Oka |url=https://www.rocketbaby.net/interviews_soyo_oka.html |website=RocketBaby.net |access-date=July 1, 2019 |archive-url=https://web.archive.org/web/20010305022924/http://rocketbaby.net/interviews_soyo_oka.html |archive-date=March 5, 2001 |url-status=live}}</ref> ===''Micropolis''=== In January 2008, the ''SimCity'' [[source code]] was released as [[free software]] under the [[GNU General Public License|GPL-3.0-or-later]] license,<ref>{{cite web|url=http://weblogs.asp.net/bsimser/archive/2008/01/10/simcity-source-code-released-to-the-wild-let-the-ports-begin.aspx |title=SimCity Source Code Released to the Wild! Let the ports begin |date=January 10, 2008 |publisher=Weblogs.asp.net |access-date=September 1, 2011 |url-status=live |archive-url=https://web.archive.org/web/20140510093537/http://weblogs.asp.net/bsimser/archive/2008/01/10/simcity-source-code-released-to-the-wild-let-the-ports-begin.aspx |archive-date=May 10, 2014}}</ref><ref>{{cite web|url=http://www.olpcnews.com/content/games/simcity_on_the_olpc_xo.html |title=SimCity on the OLPC XO! |publisher=Olpcnews.com |access-date=September 1, 2011 |url-status=live |archive-url=https://web.archive.org/web/20110830001540/http://www.olpcnews.com/content/games/simcity_on_the_olpc_xo.html |archive-date=August 30, 2011}}</ref><ref>{{cite web |url=http://www.next-gen.biz/features/games-aim-good |title=Games Aim For Good β Edge Magazine |publisher=Next-gen.biz |date=March 7, 2007 |access-date=September 1, 2011 |url-status=dead |archive-url=https://archive.today/20120905082952/http://www.next-gen.biz/features/games-aim-good |archive-date=September 5, 2012}}</ref> renamed to ''Micropolis'' (the original working title) for trademark reasons, and developed by [[Don Hopkins]]. The release of the source code was motivated by the [[One Laptop Per Child]] program. The ''Micropolis'' source code has been translated to [[C++]], integrated with [[Python (programming language)|Python]] and interfaced with both [[GTK+]] and [[OpenLaszlo]].<ref name="Micropolis source code">{{cite web|url=https://code.google.com/p/micropolis/ |title=micropolis β Micropolis City Simulator β Google Project Hosting |date=January 14, 2008 |access-date=September 1, 2011 |url-status=live |archive-url=https://web.archive.org/web/20110822044044/http://code.google.com/p/micropolis/ |archive-date=August 22, 2011}}</ref> In 2008, [[Maxis]] established an online browser-based version of ''SimCity''.<ref>[http://simcity.ea.com/play/simcity_classic.php Game website for SimCity Classic β requires registration] {{webarchive |url=https://web.archive.org/web/20110317030621/http://simcity.ea.com/play/simcity_classic.php |date=March 17, 2011}}</ref> A second browser-based version was later released under the name ''Micropolis''.<ref>{{cite web|url=http://micropolisonline.com/ |title=Micropolis Online |access-date=November 12, 2012 |url-status=live |archive-url=https://web.archive.org/web/20130203081337/http://micropolisonline.com/ |archive-date=February 3, 2013}}</ref> In 2013, a browser-based version was released, ported using [[JavaScript]] and [[HTML5]], as ''micropolisJS''.<ref>{{cite web|url=https://graememcc.github.io/micropolisJS |title=MicropolisJS |access-date=May 9, 2015 |url-status=live |archive-url=https://web.archive.org/web/20150509154755/http://graememcc.github.io/micropolisJS/ |archive-date=May 9, 2015}}</ref> Since ''Micropolis'' is licensed under the GPL-3.0-or-later, users can do anything they want with it that conforms with the GPL-3.0-or-later{{spaced ndash}}the only restriction is that they cannot call it "SimCity" (along with a few other limitations to protect EA's trademarks).<ref>{{cite web|url=https://code.google.com/p/micropolis/wiki/License |title=License β micropolis β Micropolis GPL License Notice and additional terms per GNU GPL Section 7. β Micropolis City Simulator β Google Project Hosting |date=June 14, 2011 |access-date=February 5, 2013 |url-status=live |archive-url=https://web.archive.org/web/20130511162524/http://code.google.com/p/micropolis/wiki/License |archive-date=May 11, 2013}}</ref> This allows other, differently named projects to be forked from the Micropolis source code. Improvements to the open-source code base that merit EA's approval may be incorporated into the official "OLPC SimCity" source code, to be distributed with the OLPC under the trademarked name ''OLPC SimCity'', but only after it has been reviewed and approved by EA.<ref name="donhopkins1">{{cite web |first=Don |last=Hopkins |url=http://www.donhopkins.com/drupal/node/131 |title=History and Future of OLPC SimCity / Micropolis |publisher=Don Hopkins |date=November 11, 2007 |access-date=February 5, 2013 |archive-url=https://web.archive.org/web/20150927114252/http://www.donhopkins.com/drupal/node/131 |archive-date=September 27, 2015 |url-status=dead}}</ref> ===Comparison of different versions=== {| class="wikitable sortable" style="width:100%; margin-right:0; clear:both; font-size:85%;" |+ Detailed information about ports of ''SimCity Classic'' |- ! scope="col" | Platform ! scope="col" | Version β Release date ! scope="col" | Comments |- ! scope="row" rowspan="2" | Amiga | V.1.0 β {{vgrelease|NA|February 1989}} | Alongside ''SimCity'' for the Macintosh, this was the first commercially released version of ''SimCity''. It ran on any Amiga with at least 512 kilobytes of memory and was distributed on a single [[floppy disk]].<ref name="Amiga HOL entry">{{cite web|url=http://hol.abime.net/1928/boxscan |title=''Sim City'' (Amiga version) |work=Hall Of Light |access-date=May 6, 2011 |url-status=live |archive-url=https://web.archive.org/web/20110503083854/http://hol.abime.net/1928/boxscan |archive-date=May 3, 2011}}</ref> |- | V.2.0 | This version has been enhanced with the ability to switch tilesets. A tileset consists of all the images the game uses to draw the city, and by changing the tileset one can give the city a different look and feel. The graphics support up to 64 colors in [[Amiga Halfbrite mode|Extra Halfbrite mode]]. Because of this new functionality, SimCity 2 requires at least 1MB of memory, twice that of the original version. |- ! scope="row" | Amiga CDTV | {{vgrelease|EU|1991}}<ref name="HOL entry CDTV">{{cite web|url=http://hol.abime.net/1931 |title=''Sim City'' (CDTV version) |work=Hall Of Light |access-date=November 5, 2006 |url-status=live |archive-url=https://web.archive.org/web/20060208023347/http://hol.abime.net/1931 |archive-date=February 8, 2006}}</ref> | To make the game more pleasant to play when viewed on a distant television, this version of the game shows a closer view of the city. Other changes include a user interface more suited for use from the CDTV's remote control, use [[CD-DA]] for music, and the addition of three scenarios.{{Citation needed|date=July 2008}} |- ! scope="row" | Amstrad CPC | V.1.0 β {{vgrelease|EU|1990}} Sim City Amstrad CPC |- ! scope="row" | Atari ST | V.1.0 β {{vgrelease|EU|July 1990}} Sim City Atari ST | This version features scenarios but has no music and the game's graphics are less colorful than the graphics of the Amiga version 2.0.<ref name="AtariLegend">{{cite web |url=http://www.atarilegend.com/reviews/reviews_games.php?game_id=442&review_id=28&PHPSESSID=695ab9347d751771f68e89e269db4cb6 |title=''Sim City'' (Atari ST version) |work=Atari Legend |access-date=June 6, 2007 |url-status=dead |archive-url=https://web.archive.org/web/20071220071448/http://www.atarilegend.com/reviews/reviews_games.php?game_id=442&review_id=28&PHPSESSID=695ab9347d751771f68e89e269db4cb6 |archive-date=December 20, 2007}}</ref> |- ! scope="row" | BBC Micro <br />Acorn Electron | V.1.0 β {{vgrelease|UK|1990}} | This version lacks music, many sound effects, most animation and has limited colour palettes, but has most of the features of the Amiga version, in spite of having to run in 25KB of memory.<ref name="microuser199103_simcity">{{cite magazine | url=https://archive.org/details/micro-user-097/page/n26/mode/1up | title=Success in Sim City | magazine=Micro User | publisher=Database Publications | last1=Scott | first1=Peter | date=March 1991 | access-date=28 April 2024 | pages=27β28 }}</ref> |- ! scope="row" | Commodore 64 | V.1.0 β {{vgrelease|NA|1989}} | This version lacks police/fire stations, stadiums and railways. Disasters are limited to earthquakes. It also forgoes the stat screen useful for evaluating the city's development. The player can select between eight scenarios or on randomly generated terrain.{{Citation needed|date=July 2008}} |- ! rowspan="3" scope="row" | Macintosh | V.1.0 β {{vgrelease|NA|February 1989}} | Released in two versions: monochrome and color. Copy-protection 'red-sheet' with symbols that is queried at game start. Repackaged edition released in 1991 with the cover printed on the game box (without sleeve over the box). |- | V.1.1 {{vgrelease|NA|1989}} | Copy protection removed. |- |Macintosh - Classic β {{vgrelease|NA|1996}} | Windows and Macintosh CD-ROM version released as part of Collector's series. Supports System 6.0.2 and System 7. |- ! rowspan="5" scope="row" | PC | MS-DOS β 1.00 ~ 1.07 {{vgrelease|NA|1989}} | Features EGA color graphics in both low-resolution 320x200 and high-resolution 640x350, as well as monochrome EGA 640x350, CGA 640x200, and Hercules 720x348. v1.07 added MCGA 640x480 mono. Limited sound effects through the PC speaker, Tandy DAC, or rare [[Covox]] SoundMaster. Has a copy-protection 'red-sheet' with symbols that is queried at game start. Capable of running on an IBM PC 5150 with 512KB RAM and ONE 5-1/4" floppy drive (no hard drive required). |- | MS-DOS - Classic β v2.00 {{vgrelease|NA|1992}} | Re-released for MS-DOS as version 2.00. Copyright protection was removed and added support for VGA 640x480 in color, and a special VGA/MCGA 320x200 in 256 color mode. Dropped Covox sound support and added standard SoundBlaster digital sound and MIDI background music. Terrain Editor is now integrated right into the main program interface, and can switch back and forth with a single key-stroke. Addons: New standalone Terrain Editor for DOS and 6 graphics sets. |- |Windows - Classic β{{vgrelease|NA|1992}} |Released for Windows 3.1 with new sounds and music, either PC-Speaker type or digital/MIDI type. The interface has floating toolbars, and bookmarks to save positions of note in the city to return to later. The PC Speaker sounds and music are quite innovative, the music is based on a Bach violin solo. The simulator engine appears to have a few subtle differences, such as hi-value residential zones that stay as small houses in the DOS versions, when loaded into the Windows version instantly turn into hi-value hi-rises. Terrain Editor for DOS included. Addons are the 6 graphics sets. |- |Enhanced CD-ROM β (Interplay){{vgrelease|NA|1994}} |Released by [[Interplay Entertainment|Interplay Productions]] for [[DOS]], it featured 256-color graphics, new music and sound effects and added FMV movie cutscenes and news reports. |- | Deluxe CD-ROM β (Maxis) {{vgrelease|NA|1995}} | SimCity Deluxe CD-ROM - Re-released in 1995 for Windows 95 with new 256-color graphics and sound, all 6 graphics sets, and new Terrain Editor. Works in Win XP and Win 7. |- ! scope="row" | Super NES | {{vgrelease|JP|April 26, 1991|NA|August 1991|EU|September 24, 1992}} | Developed and Published by Nintendo under license by Maxis, the Super NES version of ''SimCity'' had additional features not found in the original ''SimCity'', including graphics changing to match the seasons (trees are green in summer, turn rusty brown in the fall, white in the winter, and bloom as cherry blossoms in the spring), civic reward buildings, and a very energetic green-haired city advisor named Dr. Wright (after Will Wright), who would often pop up and inform the player of problems with their city. In addition, the Super NES version of ''SimCity'' had two additional bonus scenarios, accessible when the original scenarios were completed: Las Vegas and Freeland (see the section on scenarios). The style of the buildings also resembles those in Japan rather than those of North America. A [[Nintendo Entertainment System]] port was also planned but was cancelled. Nintendo also put their stamp on the game, with a dangerous disaster being [[Bowser]] attack on a city (in place of a generic movie-type monster), and a [[Mario]] statue awarded once the megalopolis level of 500,000 inhabitants is reached. The Super NES version of ''SimCity'' has been released for the [[Wii]]'s [[Virtual Console]] service (No longer available as of January 2, 2013). |- ! scope="row" | ZX Spectrum | V.1.0 β 1989 | Has all the features (such as scenarios, crime, and disasters) of later versions of the game, but with much more limited sound and graphics.<ref name="simcityZX">{{cite web | url = ftp://ftp.worldofspectrum.org/pub/sinclair/games-info/s/SimCity.txt | title = ''Sim City'' (ZX version) | work = SimCity.txt on the original game disk | access-date = June 6, 2007}}{{dead link|date=December 2017 |bot=InternetArchiveBot |fix-attempted=yes}}</ref> |} * ''SimCity Classic'' is available for [[Palm OS]] and on the SimCity.com website as ''Classic Live''. It was also released by Atelier Software for the [[Psion 5]] handheld computer, and mobile phones in 2006.<ref name="Mobile phone port">{{cite web |url=http://www.pocketgamer.co.uk/r/Mobile/Sim+City+Mobile/review.asp?c=1804 |title=''SimCity'' (mobile phone version) review |work=Pocket Gamer |access-date=November 11, 2006 |url-status=dead |archive-url=https://web.archive.org/web/20061129191818/http://www.pocketgamer.co.uk/r/Mobile/Sim%2BCity%2BMobile/review.asp?c=1804 |archive-date=November 29, 2006}}</ref> * The July 2005 issue of ''[[Nintendo Power]]'' stated that a development cartridge of ''SimCity'' for the [[Nintendo Entertainment System|NES]] was found at Nintendo headquarters. Never released, it is reportedly the only one in existence. * Additionally a terrain editor and architecture disks were available with tileset graphics for settings of Ancient Asia, Medieval, Wild West, Future Europe, Future USA and a Moon Colony. * Versions of ''SimCity'' for the [[BBC Micro]], [[Acorn Electron]], and [[Acorn Archimedes]] computers were published by [[Superior Software]]/[[Acornsoft]]. Programmer Peter Scott had to squeeze the 512k Amiga version of the game into 25 KB to run on the aging 32 KB [[BBC Micro]] and [[Acorn Electron]]. Despite this, it kept almost all of the functionality of the Amiga game and very similar graphics (although only using four colors).<ref name="microuser199103_simcity"/> * DUX Software published a [[Unix]] version of ''SimCity'' for the NeWS window system using the HyperLook user interface environment, and a multiplayer version of ''SimCity'' for the [[X Window System|X11]] window system using the [[Tcl]]/[[Tk (computing)|Tk]] user interface toolkit, both developed and ported to various platforms by [[Don Hopkins]].
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