SimCity (1989 video game)
| Company type | Video game |
|---|---|
| Industry | Video games |
| Founded | 1989 |
| Founder | Will Wright |
| Products | City-building simulation game |
SimCity, also referred to as Micropolis or SimCity Classic, is a city-building simulation game created by Will Wright and launched on various platforms between 1989 and 1991. The game employs a two-dimensional overhead perspective, tasking players with designing and managing urban environments by establishing residential, commercial, and industrial zones, constructing infrastructure, and collecting taxes to finance city expansion. Players aim to enhance the quality of life for inhabitants, maintain economic balance across sectors, and address environmental challenges to prevent deterioration and financial collapse.
Initiated independently by Wright in 1985, SimCity initially faced hesitation from publishers due to its departure from the prevalent arcade-style gameplay of the 1980s. Eventually released by Broderbund, the title experienced modest early sales but gained traction through favorable media attention. After its success on personal computers, a significantly revamped version was launched for the Super Nintendo Entertainment System (SNES) in 1991 under Nintendo's guidance.
On the commercial front, SimCity sold around 500,000 copies on home computer systems and nearly 2 million units on the SNES platform. Critics praised it for its groundbreaking, immersive gameplay and its educational insights into urban planning, political dynamics, and economic management. The game's popularity pioneered the urban simulation genre and influenced publisher Maxis' focus on open-ended simulation games, paving the way for titles like The Sims, which became one of gaming’s best-selling series.
Gameplay
At its heart, SimCity revolves around constructing and managing a city without predefined objectives. Players designate zones for residential, commercial, or industrial use, develop infrastructure such as power grids and transportation networks, set tax rates, and oversee growth. Once development begins, virtual citizens known as "Sims" build and upgrade various structures including houses, apartments, factories, hospitals, and places of worship. The Sims’ choices are influenced by conditions like traffic congestion, electricity supply, crime rates, and neighborhood proximity—for instance, residential zones near power plants typically receive lower housing quality ratings. In the SNES edition and subsequent versions, players can also erect special landmarks such as a mayor’s residence or casinos.
Throughout gameplay, players may face disasters such as floods, tornadoes, fires (often triggered by air or maritime accidents), earthquakes, and monster attacks. Both tornadoes and monsters have the potential to cause train derailments by colliding with trains.
Scenarios
The game offers time-constrained scenarios with specific goals that depend on player performance and can lead to victory or defeat. This mode was introduced at Broderbund’s suggestion to provide clearer objectives and heightened difficulty. Early scenarios were inspired by real-world city layouts. While many scenarios are fictional or involve imagined disasters, some are based on actual historical events, enhancing authenticity and allowing players to experience notable moments from history.
Development
SimCity was created by game designer Will Wright. While developing Raid on Bungeling Bay, Wright found himself more engaged with designing islands through the level editor than actually playing the game, which inspired him to craft progressively advanced editors. At the same time, he developed a fascination with urban planning concepts, particularly influenced by System Dynamics, a methodology pioneered by Jay Wright Forrester, whose theories became the conceptual basis for SimCity. Additionally, Wright drew creative inspiration from "The Seventh Sally," a story in The Cyberiad by Stanisław Lem, which depicted a tiny city inhabited by artificial beings. The game also mirrored Wright’s advocacy for public transportation and his stance against nuclear energy; according to Maxis president Jeff Braun, the company was openly promoting certain political viewpoints.
The initial iteration was created for the Commodore 64 in 1985 but did not reach publication until four years later. Initially named Micropolis, the title was unconventional due to its lack of traditional victory or defeat conditions, leading major publishers such as Broderbund to decline it. Eventually, Braun, who founded the small software firm Maxis, agreed to publish SimCity as one of their debut releases.
By 1988, with the project nearing completion, Wright and Braun revisited Broderbund to negotiate rights clearance. After executives Gary Carlston and Don Daglow evaluated the game, Maxis secured a distribution agreement with Broderbund. Four years after development started, SimCity was released on the Amiga and Macintosh, followed by versions for IBM PC and Commodore 64 in 1989.
Ports and versions
After its initial debut on Amiga and Macintosh, SimCity was adapted to numerous other platforms such as Commodore 64, IBM PC compatibles, Atari ST, Acorn Archimedes, Amstrad CPC, ZX Spectrum, BBC Micro, Acorn Electron, Super Nintendo Entertainment System, EPOC32, mobile devices, Internet platforms, Windows, FM-Towns, OLPC XO-1, and Sun Unix through News HyperLook. A multiplayer edition was also accessible for X11 on multiple Unix, Linux, DESQview, and OS/2 environments.
Shortly following the original release, Maxis introduced the SimCity Terrain Editor as a mail-order product in North America and as a retail item in Europe. This add-on allowed players to design their own maps featuring forests, terrain, and bodies of water. In 1990, Maxis launched two themed 'Graphics Sets' packs—"Ancient Cities" and "Future Cities"—for the MS-DOS and Amiga editions, which modified the game's visuals and text elements.
An upgraded version for Windows 3.0/3.1 appeared in 1991, offering enhanced audio effects and music through Windows GDI. The following year, Maxis rebranded this release as "SimCity Classic," bundling it with the Terrain Editor for MS-DOS users. The Graphics Sets were also updated to ensure compatibility with Windows 3.1. In 1993, SimCity Classic was part of the SimClassics Volume 1 compilation alongside SimAnt and SimLife, available on PC, Mac, and Amiga platforms. In 1994, Interplay Productions issued "SimCity: Enhanced CD-ROM" for Windows 95 featuring 256-color graphics, full-motion video events, bundled Graphics Sets, and an updated Terrain Editor.
Super NES
In 1989, Nintendo reached out to Maxis co-founder Jeff Braun with a proposal to adapt the game for the Super Nintendo Entertainment System (SNES). Braun negotiated an agreement with Nintendo executives that included a $1 royalty per unit sold and an advance payment of $1 million. Throughout the development process, Shigeru Miyamoto from Nintendo worked closely with Will Wright to tailor the game for the console platform.
While preserving the fundamental gameplay mechanics, the SNES edition introduced Nintendo-themed modifications: Bowser replaced Godzilla as the primary disaster antagonist; players who achieved a population of 500,000 were rewarded with a Mario statue; and unique structures such as casinos and amusement parks were incorporated—some of which later appeared in SimCity 2000. The game featured a banking system permitting loans of $10,000 subject to repayment terms. Unlike other versions, schools and hospitals were managed automatically rather than being manually placed by players. Cities could be classified as metropolises upon reaching 100,000 inhabitants. Alongside original scenarios, two new challenges were added: an alien invasion in Las Vegas and "Freeland," a scenario characterized by the absence of water and building bonuses. A distinctive advisor named "Dr. Wright," modeled after Will Wright and inspired by Miyamoto’s nickname "Dr. Miyamoto," was introduced to emphasize Nintendo's mascot-driven branding. Soyo Oka composed the soundtrack for this version. The SNES edition achieved Player's Choice status from Nintendo after surpassing one million sales.
In August 1996, the title BS SimCity Machizukuri Taikai was broadcast in Japan through the Super Famicom's Satellaview service. Subsequently, a sequel titled SimCity 64 was released exclusively in Japan for the Nintendo 64’s 64DD peripheral.
Chaim Gingold, a former Maxis team member, credits the collaboration between Will Wright and Shigeru Miyamoto as a significant influence on the development direction of SimCity 2000.
Cancelled NES version
Alongside the SNES port announcement, a version for the Nintendo Entertainment System (NES) was revealed and demonstrated at the 1991 Consumer Electronics Show, but it never saw an official release. In 2018, prototype cartridges emerged, one of which was acquired by video game preservationist Frank Cifaldi, who analyzed its features in comparison to the PC and SNES editions. This version contained a unique soundtrack—also composed by Soyo Oka—that differed from the SNES music[1], which Oka considers among her finest compositions.
Micropolis
In January 2008, the original SimCity source code was made publicly available as free software under the GPL-3.0-or-later, rebranded as Micropolis due to trademark considerations and maintained by Don Hopkins. This release supported the One Laptop Per Child project. The codebase was ported to C++, integrated with Python, and interfaced through both GTK+ and OpenLaszlo frameworks.
That same year, Maxis launched two browser-based versions: an online iteration of SimCity and another called Micropolis. In 2013, a JavaScript/HTML5 adaptation named micropolisJS was introduced.
Since Micropolis is distributed under GPL licensing, users are free to modify and redistribute it provided they avoid using EA trademarks such as "SimCity." This permits derivative works under alternative names. EA retains the right to incorporate approved enhancements back into the official "OLPC SimCity" source code for distribution on OLPC devices under its trademark, subject to review.
Comparison of different versions
| Platform | Version – Release date | Notes |
|---|---|---|
| Amiga | V.1.0 –
|
Among the earliest commercial releases alongside Macintosh, compatible with any Amiga having at least 512KB RAM; distributed on a single floppy disk. |
| V.2.0 | Enhanced with selectable tilesets offering diverse city aesthetics; supports up to 64 colors using Extra Halfbrite mode; requires minimum 1MB memory. | |
| Amiga CDTV |
|
Tailored for television display featuring zoomed city views, remote control-friendly interface, CD-DA audio tracks, plus three additional scenarios. |
| Amstrad CPC | V.1.0 –
|
Basic port retaining essential gameplay elements. |
| Atari ST | V.1.0 –
|
Includes scenario modes but lacks musical accompaniment; graphics less vivid compared to Amiga 2.0. |
| BBC Micro Acorn Electron |
V.1.0 –
|
Limited audio and color due to strict 25KB memory limit but preserves most features found in Amiga edition. |
| Commodore 64 | V.1.0 –
|
Excludes police/fire stations, stadiums, railways; disasters limited solely to earthquakes; lacks statistical screen. |
| Macintosh | V.1.0 –
|
Released in both monochrome and color versions with copy protection; reissued in 1991. |
V.1.1
|
Copy protection removed for enhanced accessibility. | |
Macintosh - Classic –
|
Collector’s edition on CD-ROM compatible with System 6.0.2 and 7; includes Windows support. | |
| PC | MS-DOS – Versions 1.00 through 1.07
|
Offers multiple display options including EGA and CGA modes; limited sound via PC speaker or Tandy DAC; includes copy protection; minimal hardware requirements. |
MS-DOS - Classic – v2.00
|
Removed copy protection; added VGA support at 640x480 resolution with color; integrated Terrain Editor; improved audio via SoundBlaster and MIDI; features six graphical tilesets. | |
Windows - Classic –
|
Designed for Windows 3.1 featuring new soundtracks, floating toolbars, bookmarking functionality, and slight engine differences from DOS versions; includes Terrain Editor and six tilesets. | |
Enhanced CD-ROM – (Interplay)
|
Introduced 256-color graphics, updated music/sound effects, full-motion video cutscenes, and news report segments. | |
Deluxe CD-ROM – (Maxis)
|
Reissued for Windows 95 with refreshed graphics supporting all six tilesets plus new Terrain Editor; compatible with Windows XP and Windows 7. | |
| Super NES | Developed and published by Nintendo under license from Maxis; features seasonal visual changes, reward buildings tied to civic achievements, advisor character Dr. Wright, two additional scenarios (Las Vegas alien attack and Freeland), as well as Japan-style architecture; unique disasters such as Bowser attacks included alongside rewards like Mario statues for large cities; available on Wii Virtual Console until 2013. | |
| ZX Spectrum | V.1.0 – 1989 | Retains scenarios, crime dynamics, and disaster events but limited by reduced sound capabilities and graphical fidelity. |
- SimCity Classic is also accessible on Palm OS devices and via SimCity.com as Classic Live, alongside ports for Psion Series 5 handhelds and mobile phones released in 2006.
- A development cartridge for an unreleased NES variant was discovered at Nintendo’s headquarters.
- Additional terrain editors and architecture expansion disks introduced themed tilesets such as Ancient Asia, Medieval Europe/USA, Wild West, Future Europe/USA, and Moon Colony environments.
- BBC Micro, Acorn Electron, and Acorn Archimedes adaptations by Superior Software/Acornsoft compressed the Amiga version into just 25KB while retaining most gameplay features albeit with reduced color palettes.
- Unix versions were published by DUX Software supporting NeWS and X11 window systems utilizing HyperLook and Tcl/Tk interfaces developed by Don Hopkins for multi-platform compatibility.
Reception
Commercially successful upon release, SimCity had sold one million copies by late 1992—half attributed to home computer sales and half to SNES units sold. Between 1993 and 1999 in the United States alone it ranked ninth among best-selling computer games with an additional estimated sales volume of approximately 830,000 copies. Globally, the SNES edition moved around 1.98 million units including about 900,000 in Japan alone. The title garnered widespread critical acclaim receiving numerous accolades within its first year:
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Additional distinctions include winning an Origins Award for Best Military or Strategy Computer Game (1989), inclusion into Computer Gaming World’s Hall of Fame, nomination as Best Product of the Year by Unix World magazine in 1992, while Macworld honored its Macintosh edition as Best Simulation Game of that year. Industry luminary Sid Meier cited SimCity as an innovative milestone influencing imaginative gameplay design.
The game earned No.4 ranking on PC World’s list of "Ten Greatest PC Games Ever" (2009) and placed No.11 on IGN’s "Top 25 PC Games of All Time" that same year. It appeared frequently on top SNES game rankings and was inducted into GameSpot’s greatest games compilation in 2004. In Germany’s Telespiel trade show held in 2007 it was recognized among sixteen most influential titles.
Critics lauded its strategic complexity coupled with dynamic simulation mechanics; Mike Siggins from Games International awarded it five stars describing it as a timeless Amiga classic that transformed serious themes into engaging gameplay experiences. Macworld praised its sophisticated design presenting realistic urban challenges.
Beyond entertainment value, SimCity gained traction within academic circles—universities like USC and Arizona incorporated it into urban planning and political science curricula respectively—and even influenced political engagement when Providence mayoral candidates utilized simulated cities reflecting their constituencies.
The expansion pack SimCity Terrain Editor received positive reviews including four out of five stars from Dragon magazine while ZX Spectrum readers ranked it fourth in their top hundred games according to Your Sinclair magazine.
Its cultural impact was further validated when named among ten most important video games by The New York Times in 2007 as well as inclusion within Library of Congress initiatives aimed at video game preservation.
Legacy
The success of SimCity spawned numerous sequels and spin-offs developed by Will Wright alongside Maxis including titles such as SimEarth, SimFarm, SimTown, Streets of SimCity, SimCopter, SimAnt, SimLife, SimIsle: Missions in the Rainforest, SimTower, SimPark, SimSafari, culminating with the blockbuster franchise The Sims. Additionally Maxis licensed Japanese-developed games like SimTower and ‘’Let’s Take The A-Train’’ (internationally known as ‘’A-Train’’). The project later known as ‘’Spore’’ initially bore working title "‘’SimEverything’’", reflecting Wright’s conceptual ambitions.
This franchise pioneered what became known as “software toys”—open-ended simulation experiences lacking fixed objectives—leading to commercial triumphs exemplified by ‘’The Sims’’, which remains one of best-selling computer games worldwide. Beyond gaming entertainment alone, SimCity's design principles have informed real-world urban planning efforts through modeling intricate city systems aiding smart city initiatives and infrastructure improvements—for instance platforms like VisitorVille utilize comparable simulation methodologies analyzing website traffic patterns.
Moreover,the series expanded into alternate formats including collectible card games such as Mayfair Games’ ‘’Sim City: The Card Game’’. Though less complex than computer iterations,it earned favorable reviews capturing much strategic essence.
The character Dr.Wright introduced in Super NES edition has appeared in various titles as a non-playable character including ‘’The Legend of Zelda: Link's Awakening’’and serves as an assist trophy within ‘’Super Smash Bros.’’ series installments.
See also
- Government simulation
- Municipal government, which serves as the foundation for SimCity
- Urban planning
- Regional planning
- List of open source games
External links
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