SimCity 2000 (1993)

Maxis

Amiga · DOS · FM Towns · Game Boy Advance · Legacy Computer · Mac · PC (Microsoft Windows) · PC-9800 Series · PlayStation · PlayStation 3 · PlayStation Portable · Sega Saturn · Super Famicom · Super Nintendo Entertainment System · Windows Mobile

3.64 from 1043 ratings

2176 members have it in their collection · 16 playing now · 225 backlogged · 81 wish listed

How long? Main story 55h (from 3 logged playthroughs)

It has all the features, flexibility, art, animation, and power you need to create an environment of your dreams. Choose from a selection of bonus cities and scenarios to rule or ruin as you please. Build schools, libraries, hospitals, zoos, prisons, power plants, and much more... Lay down roads, railways, and highways. Explore the underground layer and build subways and … Read more
It has all the features, flexibility, art, animation, and power you need to create an environment of your dreams. Choose from a selection of bonus cities and scenarios to rule or ruin as you please. Build schools, libraries, hospitals, zoos, prisons, power plants, and much more... Lay down roads, railways, and highways. Explore the underground layer and build subways and utilities without compromising your aesthetics. Customize different buildings or design your own graphics sets from scratch. This is the ultimate classic Maxis city-building and management simulation. If this game were any more realistic, it'd be illegal to turn it off! Read less
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Release dates

  • Dec 1993 (Full Release) (Worldwide) Mac
  • 1993 (Full Release) (Europe) DOS
  • Feb 1994 (Full Release) (North_America) DOS
  • Jun 1994 (Full Release) (Japan) PC-9800 Series
  • Nov 1994 (Full Release) (Europe) Amiga
  • Dec 1994 (Full Release) (Japan) FM Towns
  • 1994 (Full Release) (Europe) Legacy Computer
  • Feb 28, 1995 (Full Release) (Europe) PC (Microsoft Windows)
  • May 26, 1995 (Full Release) (Japan) Super Famicom
  • Sep 29, 1995 (Full Release) (Japan) Sega Saturn
  • Oct 11, 1995 (Full Release) (North_America) Sega Saturn, Super Nintendo Entertainment System
  • Dec 08, 1995 (Full Release) (Europe) Sega Saturn, Super Nintendo Entertainment System
  • Feb 06, 1996 (Full Release) (North_America) Legacy Computer
  • Jul 09, 1996 (Full Release) (North_America) PlayStation
  • Nov 1996 (Full Release) (Europe) PlayStation
  • Dec 1996 (Full Release) (Brazil) Sega Saturn
  • Dec 20, 1996 (Full Release) (Japan) PlayStation
  • 1996 (Full Release) (North_America) PC (Microsoft Windows)
  • Oct 2001 (Full Release) (North_America) Windows Mobile
  • Nov 13, 2003 (Full Release) (North_America) Game Boy Advance
  • Nov 21, 2003 (Full Release) (Europe) Game Boy Advance
  • 2005 (Full Release) (Worldwide) PC (Microsoft Windows)
  • Nov 20, 2008 (Digital Compatibility Release) (Europe) PlayStation 3
  • Aug 28, 2009 (Digital Compatibility Release) (North_America) PlayStation 3
  • 2012 (Digital Compatibility Release) (Asia) PlayStation 3

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Rating distribution

5 stars
211
4 stars
373
3 stars
349
2 stars
89
1 star
21
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Community All Reviews Statuses

Elrood

Review Elrood 3/5 · Aug 23, 2024

The First Great City Simulator

3.5 stars, if I could. I loved this game way back in the day and put a ton of time into it. A ton. I remember standing in right field in Little League in the middle of a game daydreaming about SimCity 2000. I recently replayed it and while I had a good time with it, its shortcomings were apparent. …

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3.5 stars, if I could. I loved this game way back in the day and put a ton of time into it. A ton. I remember standing in right field in Little League in the middle of a game daydreaming about SimCity 2000. I recently replayed it and while I had a good time with it, its shortcomings were apparent. For my recent replay, my intention in “beating” this game was to work on my own little city for a while, experimenting and having fun, and to also beat each and every scenario the game has to offer. I accomplished the former (though I never got to the arcologies) but the latter proved rather frustrating. It doesn’t take long to figure out the easiest (and oftentimes only) method of beating most of them just take out enough bonds until you have the funds to do whatever you need to do to rebuild the city (lots and lots of demolition), while leaving it in massive debt until the sun consumes the Earth. Because of that, I bailed out after having completed roughly half of the scenarios. I may return to finish off those I didn’t complete (I have a list), but the future is hazy on that.

I put a decent amount of time into the game this time around, but frankly I eventually became a little bored. I know that the post-1993 future looks bright in terms of city simulators, but SimCity 2000 is still incredible for its time and one of my all-time favorite games. Also, that soundtrack…

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Chovus

Status Chovus Apr 14, 2024

Played a lot back in the 90s, windows 95 version. I usually used the infinite money cheat to focus on the sandbox of building a cool city. I remember having a massive city covering the entire map, with numerous arcologies, recreating my hometown, and beating all the scenarios legit. Last year (2023) I tried the SNES version on my PSP …

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Played a lot back in the 90s, windows 95 version. I usually used the infinite money cheat to focus on the sandbox of building a cool city. I remember having a massive city covering the entire map, with numerous arcologies, recreating my hometown, and beating all the scenarios legit. Last year (2023) I tried the SNES version on my PSP but did not play long. I forget why but since I moved it from the main emulator to the secondary, it must have locked up on that emulator. Now in 2024 I built an ideal legit city from scratch on the other emulator, which unfortunately meant a lot of letting the game run while I did other things because there was no fast forward or turbo mode.

I started with an oil power plant in the NE corner on a mostly flat coastal map. The plant could not be put directly on the edge so I filled those gaps with water pumps. Then I put dense industry 3 deep on both sides of the plant, then a road connecting to both neighbors. One of the most important rules of the game was that RCI zones will develop out to 3 spaces away from transportation. Even though technically 4 spaces could work if the 3rd space turned into a 2x2 building with the 4th, I always limited it to 3. So once I sorted out that corner (which stayed weird all along the east edge of the map), I had a long string of 3 deep industry along the north edge, and built the majority of the city in 9x9 blocks surrounded by road. This format gave a solid ring of 3 deep zones with a 3x3 spot in the center that I used for civic buildings that did not need access to roads (police, fire, schools, hospitals, parks, water pumps etc ). I spread all the way to the coast, where I put desalination and the prison along the edge, then the seaport further down the coast and surrounded by industry. I divided the map into quadrants with a T shaped highway going through the middle, though not towards the coast. It would have been a + shape if it was not a coastal map. The highways connected to neighbors and there were on ramps connected on both sides of every road. The highway placement was a little weird though so rather than having 3 deep industry on both sides of the highway, one side had 2 deep and the other had a single strip of light industry. I probably could have designed that better. I also had a rail line going from the seaport straight up to connect with the north neighbor, then branching west to that neighbor and going somewhat close to the airport in the NW corner. I put rail stations in the civic locations with some light residential around. Perhaps a better design would be to have rail going along the very edge of all 3 sides of the map like this, where r= road, R=rail, D=rail depot, i=industry

riiiiiiDDR

Though the question would be whether to put the depots right next to each other or spread them out 6 spaces and fill any dead space with civics. My overall design was to put industry around undesirable elements (map edge, highways, power plants, prison, ports), then a buffer zone of commercial zones, then a heart of residential. I flattened the few hills and filled in the large bay to create a uniform coastline. Despite filling out all the land available I only had around 90,000 people, so I began filling in the ocean to create more land. I left a 2x3 pool of salt water so I could cram 3 desalination plants in the civic area of each block. I left 1 tile of water along the edge of the map and only filled in about halfway along the coast before I reached 100k and unlocked arcologies. I would have to let the game run for hours to afford just 1 though! It did feel like the map was smaller than I remembered for the PC version. I had bus depots spread throughout the city but did not bother with a subway system. The transportation system in this game was weird due to the hard 3 tile limit for transportation. My understanding is that any zone up to 3 spaces away from a subway station could connect to any other zone up to 3 from any connected subway station, or rail depot if they are linked. So subway stations would probably be best placed deep in the residential heartlands in a ring formation through the middle of all 4 quadrants, with branches going to commercial and industrial areas, and likely linking up with the rail system at the map edges. Realistically, people would be willing to walk way more than 3 spaces, and mix the various forms of transportation, so the transportation system in this game unfairly favored driving and made rail and subway far less useful than they should be. I used ordinances to reduce pollution, fight drugs, neighborhood watch, promote sports, teach CPR, promote education, parking fines, and extra tax. At the end I turned on beautifucaton and carnival. I did not use legal gambling, volunteer firefighters, free clinics, or homeless shelters. I put funding for police and fire to 50% for the early game until they needed more. I played with no disasters. Even though fighting disasters was fun, remembering what was built where was not fun. At once point I forgot to keep track of my power plant and had to cut everything except transportation to 0% to afford to replace the plant. This was the dumbest aspect of the game; the 50 year time limit on power plants, which forced the forward planning to have enough money to replace the plants. The more sensible thing would be to put in yearly maintenance costs that could be easily tracked and budgeted around. I built 2 oil plants until I needed more power, at which point I let the city suffer through decades of brownouts until 1 plant died and I replaced it with nuclear. That was the most financially efficient way. I later replaced the other oil with nuclear, and much later replaced it with fusion. I never needed to replace the 2nd nuclear plant with fusion, but probably would if I started building arcologies. Microwave power was a decent option but every other option sucked. Coal was the cheapest but terrible for pollution. Gas was expensive and did not provide much; waste of money and space. Solar did not provide enough to be worth the space. On PC I used hydro dams on any slope tile that did not have a road. They made good use of otherwise unusable terrain but it was very unrealistic to plop down water on a hill and expect to build a hydroelectric dam there. It should have been something only buildable across rivers, and maybe in the ocean for tidal power. Regardless it was better to flatten the land for more dense zoning. If I was playing with disasters on I would either make everything except a few tiles from the coast 2 high (or everything except a section for the seaport), or put a single line of 2 high as a dike to stop flooding. Either way most of those slope tiles would be hydro dams. Wind turbines were pretty much useless for my flat map, but I have played on more rugged maps where I preserved the natural terrain. In that case, wind power was the best thing to put on the top of hills rather than fooling around with getting roads up there. My city was constantly suffering from water shortages despite having like a dozen desalination plants and many more ground water pumps. I hated the water system in this game. It was such a pain in the ass because the amount of water provided by the infrastructure was so unrealistically low and there seemed to be weird simulation of pressure and flow or something that made some areas permanently dry. I get that ground water pumps should suck, but even a single pump near a lake or a single desalination plant should sufficiently water a fair sized city. I got an airforce base in the same quadrant as my airport, though I made sure to terraform the coastline before just incase I got a naval base. It would be cool if the game allowed each type of military base in the same city.

This game was much better than the original Sim City, with a lot of replayability. Some of the design features were annoying but did not detract from the game too much. Many of the building graphics are burned into my memory, such that this game was an all time classic. The SNES version was much worse with slow performance, no fast forward, several other missing features, and text so dumbed down as to be childish and completel devoid of the odd charm in the PC version. Still it was cool to play it on the go. Might try the playstation version at some point to see if it is any better.

8.0/10 for PC.

6.0/10 for SNES

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Tendopain

Status Tendopain Jan 9, 2024

İn ps 1, i played it many hours without knowing what i am doing :D still i could manage to build a city ( who needs water in their houses)

ApramPepo

Review ApramPepo 4/5 · Oct 3, 2021

Having a good time.

You know what SimCity is, you know that this game does a very good job at making the player relaxed and yet still brings out a challenge and strategy to enjoy.

This entry expands on the original game, and makes the original game a concept on paper while this is the true execution. you're not just here to but some …

Read more

You know what SimCity is, you know that this game does a very good job at making the player relaxed and yet still brings out a challenge and strategy to enjoy.

This entry expands on the original game, and makes the original game a concept on paper while this is the true execution. you're not just here to but some building, generate power, grow some numbers anymore. You are more involved in this game way more and you have to think of strategy for everything.

You need to make sure where to build road, build industrials, build a city, And Expand it, You are the pencil of every decision you make to grow your city, give the Sims what they want, and make profit.

A game with such Challenge, Strategy, Enjoyment, and Limitless Replay value, So hard to keep everything in check, yet the game is so relaxing not rushing the player, but would punish if the player is being a Prick.

Great game of balance between hard and relaxing.

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ApramPepo

Status ApramPepo Sep 30, 2021

I don't know how to put this!

This game has a good mixture of It is very simple to understand and gets very complicated, but the complication is not breaking the game's simplicity. It's Complicated but Simple, I can't describe it anything Else.