SimCity 鈥?The Game That Invented City Builders

Category: Strategy / Simulation | Developer: Maxis | Designer: Will Wright | Year: 1989 | Play: Browser (DOSBox) | Price: Free

About This Classic


In 1985, Will Wright was working on a helicopter shoot-em-up called Raid on Bungeling Bay. While designing levels with a terrain editor, he realized something unexpected: building the cities was more fun than bombing them. That spark of insight became SimCity 鈥?the game that invented an entire genre and sold over 1 million copies in its first four years.

Released by Maxis in 1989 (DOS version in 1990), SimCity puts you in the role of mayor. You zone land for residential, commercial, and industrial use. You build roads, lay power lines, construct police and fire stations, manage taxes, and deal with disasters 鈥?from fires and floods to the infamous Godzilla attack. There is no win condition. There is no final boss. The game simply asks: can you build a city that works?

SimCity was so novel that publishers initially rejected it 鈥?they didn’t think a game without shooting, racing, or winning could succeed. Br酶derbund finally took a chance on it, and the rest is history.

Gameplay and Tips

Getting Started

  • Start Small: Don’t build a massive road grid on day one. Start with a small industrial zone near the edge, residential near the center, and commercial in between.
  • Power First: Place a power plant, then connect it to zones with power lines. Nothing grows without electricity.
  • Tax Strategy: Default tax rate is 7%. Lower taxes attract residents and businesses 鈥?but cut too deep and you can’t fund services. Raise them above 10% and citizens will leave.

Zone Management

  • Residential (R): Needs to be away from pollution (industry) but close to commercial and transportation. Parks and police stations boost land value.
  • Commercial (C): Thrives near residential and along major roads. Benefits from high traffic.
  • Industrial (I): Creates pollution and traffic but provides jobs. Keep it away from residential zones and connect with roads/rail.

Budget and Services

  • Police and Fire: Essential. A single fire without coverage can destroy blocks of buildings.
  • Transportation: Roads connect zones. Rails move people efficiently. Bulldoze and rebuild to solve traffic jams.
  • Don’t Overbuild: Empty zones cost nothing. Expanding faster than population growth leads to budget deficits.

Advanced Tactics

  • The “Donut” Layout: Industrial on the outer ring (pollution zone), commercial as a buffer ring, residential in the core. Efficient and historically successful.
  • Disaster Mode: Hold Shift+F1 through F6 to trigger disasters manually. It’s the ultimate stress test of your city’s infrastructure.
  • Airport and Seaport: Unlocked at higher populations. They boost commercial and industrial demand significantly.

Controls

  • Mouse 鈥?Select tools, paint zones, bulldoze
  • Arrow Keys 鈥?Scroll the map
  • Alt+Enter 鈥?Toggle fullscreen

Why It’s a Legend

SimCity didn’t just create a new genre 鈥?it fundamentally changed what people thought a video game could be. Before SimCity, “serious” games were about conflict and victory. SimCity was about systems, tradeoffs, and emergent complexity. It was, as Will Wright described it, “a software toy” 鈥?something you played with, not something you beat.

The game’s influence extends far beyond gaming. Urban planners have used SimCity as a teaching tool. Economists have studied its tax and growth models. The concept of “SimCity-like” is now shorthand for any simulation game with open-ended, systems-driven gameplay.

The franchise spawned SimCity 2000, 3000, 4, and the 2013 reboot. Cities: Skylines 鈥?the modern gold standard of city builders 鈥?is a direct descendant. And Maxis, the tiny studio that published it, went on to create The Sims, the best-selling PC game franchise of all time.

Did You Know?

  • The original SimCity was developed for the Commodore 64 in 1985 but wasn’t released until 1989 on the Macintosh 鈥?it sat on the shelf for 4 years because no publisher understood it.
  • Will Wright lost his home in the 1991 Oakland firestorm. While rebuilding, he applied SimCity-like planning principles to his real-life construction process.
  • The “Bowser attack” disaster (a giant lizard) isn’t actually Godzilla 鈥?it’s a legally-distinct monster that just happens to look exactly like Godzilla.
  • SimCity was the first game to use “cellular automata” as a core simulation mechanic 鈥?the same mathematical concept used in Conway’s Game of Life.
  • The game’s traffic simulation was so detailed that Maxis received calls from actual city planners asking about the algorithms.
  • In 1997, Newsweek called SimCity one of the “50 Best Games of All Time.”

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