Super Nintendo Entertainment System SimCity (USA)

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SimCity is an open-ended city-building computer and console video game series originally designed by developer Will Wright. It is published by Maxis (now a division of Electronic Arts). The game was first published in 1989 as SimCity, and it has spawned several different editions sold worldwide. The ongoing success of SimCity has also sparked the release of many other spin-off "Sim" titles, including 2000's The Sims, the best-selling computer game[1] up until approximately 2012.[citation needed]

In SimCity, the player is given the task of founding and developing a city, while maintaining the happiness of the citizens and keeping a stable budget. In SimCity 2000, SimCity 3000 and SimCity 4, the player is allowed to alter the terrain of the city before building on it.

The player must define zones, each having limits on the kind of development that can occur there. Development of the zones is not performed directly by the player, but happens when certain conditions are met, such as power supply, adequate transport links or acceptable tax level. The residential zones, in green, provide housing for Sims; the commercial zones, in blue, provide shops and offices; and the industrial zones, in yellow, provide factories, laboratories and farms. There are three different densities in the game: low density for small buildings, medium density for low to mid-sized buildings, and high density for anything up to large tower blocks.

Developed in Orinda, California, SimCity's game mechanics are heavily based on 20th century California development. For example, players start from an undeveloped greenfield, cars are the default form of transportation, earthquakes happen, zoning separates residential, commercial, and industrial land uses, and one can enact policies such as declaring one's city a nuclear free zone.

The player (acting as mayor) is given a blank map to start with, and must expand their city with the budget they have. As the city matures, the player may get to place government and other special buildings (such as a mayor's house or courthouse), depending on how large their city is. The player must supply services to their citizens. These include health, education, safety, parks and leisure. These come in the form of different buildings, where each building covers a circular "range" of service. Inadequate funding of these services can lead to strikes.

Cities must also provide basic utilities, namely electricity, water and (in SimCity 3000 and SimCity 4) waste management.

The primary source of income is taxation, which can be altered by one percent increments in all versions up to SimCity 3000, and by tenths of a percent in SimCity 4. Legalizing gambling and placing certain "special" buildings (such as military bases or federal prisons) can generate income as well. The player may also make deals with neighbouring cities to sell or buy services, as long as a connection is made to the neighbor for that service (this feature was introduced in SimCity 3000).

SimCity is predominantly a single-player game (the exceptions being a "Network Edition" of SimCity 2000, and a Unix port of the original SimCity).[2] SimCity 4 also provides a form of multiplayer gaming with the ability to share regional maps and cities with other players, allowing players to collaborate, but not to interact in real time gameplay.[3] [4] [

SimCity was published in 1989, and was the first game in the SimCity series.[6] SimCity was originally developed by game designer Will Wright. The inspiration for SimCity came from a feature of the game Raid on Bungeling Bay that allowed Wright to create his own maps during development. Wright soon found he enjoyed creating maps more than playing the actual game, and so the idea for SimCity was created.[7] While developing SimCity, Wright cultivated a real love of the intricacies and theories of urban planning[8] and acknowledges the influence of System Dynamics which was developed by Jay Wright Forrester and whose book on the subject[9] laid the foundations for the simulation.[10] In addition, Wright also was inspired by reading "The Seventh Sally", a short story by Stanisław Lem from The Cyberiad, published in the collection The Mind's I, in which an engineer encounters a deposed tyrant, and creates a miniature city with artificial citizens for the tyrant to oppress.[11]







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