

Once an area is zoned it is up to the people, or Sims, to choose what to develop.Īnother problem I have is that the terrain editor, previously available before the start of the game, is gone. 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. 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. SimCity 64 appears to be based on SimCity 2000.SimCity 3000 is better than SimCity 2000 but not by as much as I expected it to be. SimCity 3000 is the sequel to SimCity 2000. Also, Sim City 2000 cities can be used in SimCity 3000. This feature would later inspire Sim City 4: Rush Hour. Players can then tour the cities they made from their vehicles. Most console ports included new features such as 3D minigames, cutscenes, futuristic buildings, and weather.Ĭities created in SimCity 2000 can be loaded into SimCopter or Streets of SimCity. SimCity 2000 was released for many different consoles including the SNES, Sega Saturn, PlayStation, Nintendo 64, and Game Boy Advance.
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Also, the user interface was redesigned to emulate the UI in Windows 95. In Network Mode, players had to buy land before building on it. If the player's computer was connected to the right network, he could cooperate or compete with other cities for resources. SimCity 2000: Network Edition was released in 1996 for Macintosh and Windows.
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WillTV was a series of four full motion videos featuring Will Wright's commentary. Along with the base game, it also included the Urban Renewal Kit, new cities, new scenarios, and WillTV. This repackaged version of SimCity 2000 was released in 1995 for DOS, Windows, and Macintosh. Scenarios proved to be popular enough to warrant the creation of SimCity 2000 Scenarios Volume 1: Great Disasters, a disk with new scenarios. As before some were added and others were taken away. A new feature was the option not to have disasters. As before, they could happen randomly or be triggered purposely. Several of the old ones were removed and new ones were added. The opinion polls were also useful for finding out what a city's sims want done.ĭisasters made their return in SimCity 2000. Much of the news was humorous nonsense, but the paper would feature relevant news after important events such as disasters or the discovery of a new energy source.

The newspaper was another new feature in SimCity 2000. By using the query tool on a building, players could find out more about it.

Players could enact city ordinances and make connections with neighboring towns.Īlso new was the query tool. Players were given the ability to set taxes separately for residential, commercial, and industrial zones. Also, seven new power plants were added.įinances were more elaborate as well. Airports and seaports had to be zoned rather than simply built. More variety in transit was included, such as subways, bus depots, and highways. New buildings such as schools, prisons, marinas, and arcologies were added. Also, an abandoned building would have a different graphic. Land could be different elevations, and an underground view was added for the laying of pipes and subways. The old overhead view was replaced with an isometric view. SimCity 2000 marked a major shift in gameplay from the original SimCity, the basic structure set forth in this seminal version has defined subsequent releases.
