![]() Players can also zone landfills, air and seaports, and military bases. Zones are the main type development in any city in the SimCity franchise, and what grows in those zones are determined by the amounts of utilities and services that plot can receive, and the land value of the area. Instead, the player "zones" certain plots of land for specific development. They are not built by the player directly. There are 3 main types of buildings in SimCity 2000: Residential, Commercial, and Industrial (RCI). If they run below a certain budget deficit, they will be kicked out of the mayor's office, losing the game. They also need to balance their budget, their income coming from rent and taxes, and their expenditure from building and maintaining the city. The player then builds a city, providing it with necessary utilities and civic structures. In SimCity 2000, the player starts off with a randomly generated piece of land, which could be terraformed to their liking. Playing within (and sometimes outside) the limits of the rules and seeing what works is part of the game. Players will find that to function, cities need utilities, civic services, transport infrastructure, and a fragile balance between homes and jobs. Given enough money, the player can use the tools in any way they want, but if their cities are not generating income, the money will soon run dry. With no real goal, the game instead directs players by consequence, being given a set of tools and set loose on a dynamic play area. With new tools in transportation, zoning, and infrastructure, as well as a isometric view and a smoother UI, SimCity 2000 gives players more freedom than the original SimCity to create cities. SimCity 2000 adds many features that were missing from the original. SimCity 2000 was also ported to many consoles, ranging from the SNES to the GBA, and is also available on PSN. ![]() ![]() A Windows playable version, SimCity 2000 Special Edition, was released in 1995. But at least they were there if I wanted to look at them.SimCity 2000 is the second game in the SimCity franchise, first released in 1993 for Mac and DOS. well, I probably never really understood all the graphs. Taxes to increase when I ran into money troubles, underground views for laying down utility pipes and subway lines, and graphs showing various attributes of my city that. SimCity 2000 was one of the first PC games to really sink its hooks into me, and I'd often eat dinner in front of the screen, not even playing but just observing.Īnd when I wasn't just staring at my city, there was so much to fiddle with. ![]() It was like a live feed from a webcam pointed at a real metropolis, long before live webcams were even a thing. I always rushed to build seaports just so a little boat would appear in the waterways. After building an airport, I could happily watch the teensy, tiny aeroplanes inching across the screen for hours. In a few days I'd know my virtual city's neighbourhoods and roads better than the one I actually lived in. There was so much detail packed into its pixels, giving every tiny house and park and skyscraper its own personality. I'd played the original SimCity, but SimCity 2000 swapped from the top-down view and 2D graphics to an isometric perspective, which made my little cities feel absolutely alive and real.
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