227 lines
13 KiB
Plaintext
227 lines
13 KiB
Plaintext
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SIMCITY
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SIMCITY is a "System Simulation" written by Will Wright (RAID ON BUNGELING
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BAY), published by Maxis, and distributed by Broderbund. This stunning program
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allows you to step into the shoes of mayor, city planner, and financial manager,
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and design, zone, build, and operate an entire city, right up from bulldozing
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the ground for the foundation. This review is based on the Commodore 64/128
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version; Macintosh, IBM-PC, and Atari ST version notes follow.
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The Gods of Software Marketing, operating under the false assumption that no
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one (especially a gamer) is interested in new knowledge, allowed SIMCITY to
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gather dust for three years. Although game elements have been tacked on, SIMCITY
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is not even remotely related to a game. It is an educational experience that
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illuminates real life in ways we usually complain about or ignore completely.
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The object of SIMCITY is to design and build a city on a parcel of
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computer-generated land. Each facet of the city model costs money; you start
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with a $4000 fund. This amount shrinks as work is done and the city rises, and
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increases as taxes are collected. You have to clear and zone land for
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industrial, commercial, and residential use, lay roads and control traffic,
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construct waterways and power plants, and deal with disasters, such as fires,
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tornadoes, earthquakes, and Godzilla.
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New terrain is generated each time you boot the program. This terrain can be
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used as is; it can also be modified or (should you desire to design your own
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terrain) completely cleared. Terrain and cities can be saved for later use.
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The Map Screen is the initial C64 display, and it consists of a Map of the
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newly-generated terrain, and a Map Menu. Icons on the Map Menu invoke different
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map views or lead to other screens, including the Disk Access Menu and the
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Terrain Menu. Additional icons bring up graphs of population, commerce,
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industry, standard of living, and unemployment. Population, traffic, pollution
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index, land value, and rate of growth icons use color-coded bars (which appear
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to the left of the map) to illustrate densities, values, and growths.
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The Map itself consists of wooded areas, open land, and usually a body of
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water. Selecting Edit Screen zooms in on the main Map, and changes its large
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rectangular cursor into a target cursor. The Edit Screen Menu allows you to
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bulldoze forests, create landfills, destroy existing areas in order to rezone,
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or clear disaster rubble. You can also lay roads, add power lines and direct
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them to the city, add waterways, build airports, seaports, and parks, and zone
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the land for industrial and commercial enterprises, and residential areas.
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From the Disaster Menu, you can start fires, create tornadoes and earthquake
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and set a monster loose. The cities of Dullsville, San Francisco, Hamburg, Bern,
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Tokyo, Detroit, Boston, and Rio de Janeiro are included, and the manual suggests
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"game" scenarios: Load Tokyo, select Monster from the Disaster Menu, and let
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Godzilla leisurely trash buildings and start fires. Or, load San Francisco and
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select Earthquake: The Map shakes violently for a few moments, after which fires
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erupt throughout the city. The "game" is played by putting out the fires,
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clearing the rubble, and rebuilding the destroyed areas. None of this
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constitutes gaming in any sense, since you have to perform these same actions
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during the simulation anyway.
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SIMCITY is controlled with the cursor keys, return key, and joystick. The
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cursor keys highlight Menu selections; the return key selects. The joystick
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controls terrain editing, and all construction functions: Select a function with
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the cursor keys, move the target cursor with the stick, and invoke the function
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on the Map with a button press.
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The program disk is copy-protected, but once the program loads, no further disk
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access is needed. The cities that are included can be loaded, modified, and
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saved, and as many as 16 cities can be saved on a previously formatted disk.
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The SIMCITY manual is well-written and understandable. It includes a
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mini-tutorial, a look into the workings of the program, and an essay titled
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"History of Cities and City Planning." By sending in the registration card,
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you'll be informed of upgrades and expansions, and as a special bonus, you'll
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receive SIMCITY Tip #1: How To Embezzle Funds.
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SIMCITY graphics on the C64 are not state-of-the-art, but they're okay. There
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is more screen flicker than usual. Since the idea behind the program is so
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immediately interesting and so valuable, the flicker is something you'll notice
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but pay no attention to. Everything does work the way it's supposed to.
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Design contributor Jeff Braun of Maxis told me that city files will eventually
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be exchangeable among several machine versions (though not with the C64/128
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files). Newly-designed cities have already appeared in the libraries of online
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user groups, and SIMCITY is rapidly becoming a favorite program.
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Amid the torrential downpour of repetitive arcade games, endless role-playing
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quests, and laughable "Top Gun" simulations, SIMCITY is too good to be true:
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This is a real computer program, with profound educational possibilities.
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Thought, planning, and intelligent use of resources must go into the creation of
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Utopia or it will become a ghost town. If you have children in grade school, buy
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SIMCITY for them and tell their teachers about it. Otherwise...buy it for
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yourself!
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MACINTOSH VERSION NOTES
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The Mac version of SIMCITY has attracted many devoted fans, and for good
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reason: It exploits the Macintosh's graphic and sound capabilities to the utmost
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in creating a convincing atmosphere that should satisfy even the most
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discriminating city planner.
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The gameplay is virtually identical to that of the C64 version. SIMCITY uses
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the standard Mac interface, with windows and a menu bar. From the menu bar, you
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can change the game speed or pause the game, launch disasters, and open the
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numerous windows that display all the crucial information for playing the game.
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There are five windows: Maps, Graphs, Budget, Edit, and Evaluation. The Maps
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window displays geographical depictions of high pollution, population, crime
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concentration, and the like. The Graphs window displays statistical data such as
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industrial, commercial, and population growth. From the Budget window, you can
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set tax rates and allocate funds to the police, fire, and transportation
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departments. The Evaluation window indicates how you're doing in the public
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opinion polls, as well as the net migration from your city and your overall
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score. Zoning and construction take place in the Edit window, along with vivid
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graphics and sound to give you the impression that you're in the middle of a
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thriving metropolis. All editing operations can be performed by clicking on the
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icons along the left-hand side of the Edit window. When a disaster occurs, a
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button appears in the upper right-hand side of the screen; pressing the button
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instantly shifts your view to the disaster area.
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The initial Mac version is in black and white, but the game uses good gray
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scales to effectively illustrate a very complex view of a growing city. You can
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even see the traffic moving along the roads (albeit in the wrong direction!).
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color Mac II version is in the works; however, the normal Mac version does take
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advantage of large screen monitors, and if you ever get to see your city in its
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full glory, I'm sure you'll agree that the sight is only a bit less than
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awesome.
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I experienced a problem with the mouse cursor freezing, which forced me to
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restart once. In addition, the first release of SIMCITY for the Mac was
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incompatible with some old Macintosh ROM chips, and wouldn't run on some of the
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earlier Macs. Maxis promises that these problems will be rectified in the next
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version. Unfortunately, because a game as complex as SIMCITY requires true
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multi-tasking, it's incompatible with Multifinder. These shortcomings aside,
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SIMCITY is an excellent game and should provide hours (if not months) of
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entertainment for Mac owners.
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SIMCITY requires a Mac 512K with one 800K drive. The game can be copied onto a
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hard drive, but must access the original disk before play.
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IBM-PC VERSION NOTES
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Great things come to those who wait. In this case, MS-DOS users waited (over
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six months) for the IBM version of Maxis's SIMCITY. The good news is that IBM
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SIMCITY cleans up a lot of bugs and adds at least one significant feature. This
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is truly one of the finest programs produced in years.
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For starters, there's no flicker anywhere. Nor did I experience any freeze-ups
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with the mouse (a Mouse Systems PC Mouse), even after many hours of play. The
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graphics are nonpareil (more about them later). And the greatest change is the
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deletion of on-disk copy protection. The IBM version relies on a document check
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with a four-page black-on-red folder that's nearly impossible to photocopy.
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Unfortunately, you must re-enter a code every time you load a scenario or
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restore a game in progress -- the infamous "ZANY GOLF syndrome." Still, this is
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a major improvement over earlier versions.
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Please note that, contrary to earlier reports, the Commodore 64/128 version
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city files are _not_ compatible with the IBM, or with other versions. However,
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the data files for the IBM, Tandy, Amiga, Mac and Color Mac II are all
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exchangeable.
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Along with the well-written manual (completely recreated for the IBM edition
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copy protection document, and user reference card, the game includes both disk
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formats: There are two 5-1/4" disks and one 3-1/2" disk. You'll need 512K, or
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640K if you want to take advantage of the highest-res graphics.
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Speaking of graphics, the following modes are supported: CGA in hi-res
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monochrome (640x200), Hercules Monochrome (720x348), Tandy (320x200x16 colors),
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EGA hi-res (640x350x16 colors), EGA low-res (320x200x16 colors), and EGA hi-res
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monochrome (640x350). I played the game primarily in the EGA hi-res mode (which
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requires 256K ram on your EGA card, in addition to your system's 640K). The
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graphics are absolutely stunning in this underused mode, and there's an
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incredible amount of detail. Notice the stadium, for example: You can actually
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identify the two teams -- with different-colored uniforms -- running up and down
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the field; and the industrial pumping stations are really pumping away smoothly.
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These are some of the best graphics you've ever seen in a piece of entertainment
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software.
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Because of the wide range of speeds available among the various IBM-PC
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configurations, the game allows you to specify precisely how much animation
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you'd like to include in any given game session: Since there are many high-level
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computations going on here, you may need to turn off some of the animation in
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order to make the game move along quickly. At 25 MHz, the game screams -- even
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with full animation, at the slowest "time" setting. Fortunately, you can do all
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the building and bulldozing you like while suspended in Pause mode, then switch
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off the Pause and watch the animation take over.
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IBM SIMCITY is mouse- and joystick-compatible; I found the mouse to be the
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pointer of choice. The Mac-like interface is recreated nicely here, with windows
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and graphs that update themselves continuously. You may also reposition windows,
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or move front to back and vice versa. Printing requires an Epson-compatible
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printer, on which you can print out a single-page map of your current project,
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or a mammoth eight-page schematic of the entire area in excruciating detail.
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The sound comes in two varieties: the default sound from the IBM speaker
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(so-so), and special sound for those who have a Covox Sound Master. The Covox is
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an optional $90 card available from Maxis (information is included in the
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package). Presumably, the digitized speech and music are a good deal clearer
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with this card; I could barely understand the traffic reports as played through
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the puny IBM speaker.
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Fully deserving of its "Game of the Year" status, SIMCITY is one of the finest
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entertainment packages available. The IBM-PC version is nothing if not superior
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to previous releases. It should be on every IBM gamer's five-foot shelf of
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games.
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ATARI ST VERSION NOTES
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The Atari ST version of SIMCITY is virtually identical to all other versions.
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It looks great, plays great, and is easily controlled with mouse and keyboard.
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There are eight city scenarios, three difficulty levels, and no disk-based copy
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protection. ST data files are compatible with IBM, Tandy, Mac, and Amiga data
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files, and the program will run on any ST with 512K and a color monitor.
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The SIMCITY package for the ST comes with one 360K disk, an instruction manual
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(with a tutorial), and an All-Time High Score sheet that is used for
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documentation checks. The program disk is not copy-protected and can be backed
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up on a floppy or copied to a hard drive. If you don't have a hard drive, you'll
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need formatted disks on which to save your cities.
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I reviewed the C64 version of SIMCITY over a year ago, and now that the ST
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version has finally arrived, no one need be left out. You can think of SIMCITY
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as a game or an educational program, but in either case, it's one of the best
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packages you'll ever load into your computer. Apart from suggesting that you
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purchase it immediately, there's nothing I can add that hasn't already been
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said.
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SIMCITY is published by Maxis and distributed by Broderbund.
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*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
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