SimCity 2000, Part VIII: Kentucky Fried Schoolchildren

In SimCity 2000, serious accidents sometimes occur.  Even though they’re not real people, your Sims (they weren’t “Sims” at this point, I think, but by the time The Sims came out they definitely were) face tragedies anyway.  Like when a landing plane crashes into a school, because the people who built the airport right next to two schools didn’t think the school buildings were tall enough to block the planes from landing on the runway.

Airline crashes are one of the many disasters that can occur in SimCity 2000.  Usually this involves a plane simply falling out of the sky, but if you build an airport right in the middle of a city with a lot of tall buildings blocking the runway (or even short buildings, apparently) planes will frequently crash into those buildings, starting a massive fire that has to be put out before it spreads and becomes unmanageable.  This fire is pretty costly because, instead of simply letting a zone redevelop after being devastated, the schools that are caught in the blaze have to be replaced entirely.

Hell might not have the greatest services, but it does have an effective firefighting force.  Unfortunately, while the fire was prevented from spreading into the city, it did take out both schools.

Naturally, the insensitive cunts at the Courier make up a story about the crash that involves a “dog ranch” and that makes absolutely no mention of the schools destroyed or the probable dead schoolchildren resulting from the accident.  The Courier now has a lower reputation than those tabloids you can buy in the supermarket line that have fake headlines and photoshopped pictures of anorexic celebrities on the cover.

On the upside, the citizens of Hell are making use of the new highway, and its connection to the nearby village of Sinistrel (pop. ~250) has somehow alleviated the whole “Industry Needs Connections” problem.  Whatever.  Let’s not complain about that.  The neighboring cities and their populations don’t actually seem to matter – they’re just generated randomly by the game, I think.

The city government also decided to build a second coal plant and to put it next to the new hospital, because why the fuck not.  That soot flying out of the plant’s smokestacks won’t bother anyone.

That stray piece of highway standing next to one of the replacement schools was built before the engineers realized it was impossible to build across slanted terrain like this.  It remains unbulldozed as a monument to the city government’s laziness and incompetence.

Time rolls on and the city continues to grow in population.  Despite the poor living conditions, Hell is now home to over 40,000 citizens.

In 2008, we receive news that Dallas has built a “Plymouth Arco”.  Just what the hell is that, you might be wondering.

Of course the newspaper somehow gives us this news without ever even hinting as to what an arco is.  If you were curious about this, I think the game’s massive manual might have explained it.  Arco is short for “arcology” – a sort of city-within-a-city that is designed to provide a self-contained and self-sufficient living space for thousands of people.  The arcology is a concept that predates SimCity by several decades, but aside from some small-scale projects, no real arcologies exist yet.  In SimCity 2000, however, the player can build arcologies once his city’s population reaches 120,000.  Arcos are a great way to massively boost a city’s population at a time when the player is severely short on extra building space, but they can also greatly contribute to a city’s pollution and crime rates depending upon the type you choose to build (there are four arco types with various pros and cons.)  Since we’re nowhere near 120,000, though, we don’t have to worry about building any arcos for a while.

The paper also reports on a brand new city simulation game that Hell’s students are playing in their social studies classes.  I would make an Inception joke here, but those are played out.

Actually, I remember that we had SimCity 2000 on at least a few of the computers at school when I was a kid.  Since it was an “educational game”, we could get away with playing it at school.  Later on, we also somehow managed to get away with installing and playing a Rainbow Six game in the lab, on multiplayer on the school’s network.  How nobody stopped us doing that for months on end I have no fucking clue.

Yes, in case you were wondering – Hell still suffers from severe pollution problems.  That “pollution control” ordinance is a pile of shit.  If it’s not going to help us, we may as well stop paying for it.

And a mere six years after the first plane-colliding-with-school disaster, a jetliner decides to fall out of the sky… right above one of the replacement schools.

God damn it.

These schools must double as gasoline storage sites, because they explode immediately once a fire gets anywhere near them.

In SimCity, plane crashes are disasters that, unlike fires and chemical spills, can’t be prevented or avoided by placing a bunch of fire stations or maintaining a clean environment.  I suppose it’s a good thing that the plane didn’t fall right over the heart of the city, because the crash creates a fire that can quickly blaze out of control.  But to crash over the god damn school that replaced a school that was also destroyed by a plane accident?  Really?

Without even taking the time to mourn, the writers of the Courier immediately take the opportunity to chew the mayor out… for not having built enough schools.  Fuck you, the Courier.

A plane can’t possibly crash in this spot again… can it?  Anyway, we have to replace that school, so may as well put it right back where it originally stood.

In the meantime, life over in the southwest is going very nicely.  The mayor approved the building of a zoo full of exotic animals (some of them illegal to import into the country, but a few well-placed bribes took care of that) and a marina.  As your city’s population grows, your citizens will demand recreational activities, and these options (along with parks and stadiums) help keep them happy.  The marina in particular is great because you have to place it partially in water – despite the fact that it’s 3×3 tiles, the marina can take up one land tile and jut into a river or lake, freeing extra land for building.  Marinas also generate sailboats like this one.

Captain J. Scirica doesn’t have a care in the world, I bet.  What an asshole.  I wish I were him.

Retrospective: SimCity 2000 (or why the world’s energy problems will be solved by 2050)

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When you are a child, the world is full of endless possibilities (it’s also full of asshole bullies and unfair rules, but never mind that.) And no game better embodied that world of possibilities than did SimCity 2000. Released in 1993, SimCity 2000 was the isometric 3D sequel to the original top-down SimCity and was the company’s biggest hit until The Sims came along in 1999. The idea was basic – you were the major of a blank patch of land (and water, if you so wished) and your job was to build a city, complete with power, water, services and entertainment for your new residents, who would flock to your city as soon as you zoned land for residential, commercial or industrial use.

SimCity 2000 seemed to predict a sunny future where we’d all eventually benefit from advances in technology, where political and police corruption were nonexistent and where a low student/teacher ratio meant a school automatically turned out A students who went on to fulfilling courses of study and careers.

Of course, there were still disasters.

For example

For example

Disasters that you could start yourself from the disaster menu, and also from the magical debug menu that allowed you to generate mega-disasters like volcanoes and nuclear meltdowns as well as enough free cheat code money to rebuild right away.

If you wanted to take your game seriously, however, you were in for some planning. SimCity 2000 isn’t the most complicated game in the world, but it’s up there on the list, and to make your citizens happy you’ll have to track and alleviate high crime and heavy traffic, build enough fire departments and hospitals to keep people safe and walking around, provide schools, universities and libraries to educate your citizens and keep them from not getting stupid. Critical decisions such as whether to allow the construction of a military base mean balancing between the value of the military’s help in fighting disasters against higher crime and pollution where the base was built. City ordinances can also affect your city, with their own benefits and drawbacks.

Fortunately, you have a panel of advisers ready and willing to help you with your decisions. Unfortunately, they aren’t much help. Most of them just want full funding in their particular areas and will complain if you drop it.

Pretty sure this one isn't real

Pretty sure this one isn’t real

One of the most interesting aspects of SimCity 2000 was its predictions of future technology. You had the option of starting your game in 1900, 1950, 2000 and 2050, but 1900 was the default (and the “real way” to play, as far as I’m concerned) perhaps in part because you got to see and take advantage of new technologies as they developed historically. Upon the building of the first airplanes, you get to build an airport. Your first nuclear plant is available in the 50s. But, of course, SimCity 2000 was only developed in 1993, so there are some technologies that are mere predictions – the most exciting of which is the fusion power plant, made available in 2050. SimCity‘s fusion plant can power about half of the entire map, is completely safe and, despite being the most expensive plant in the game, is also the most cost-effective. We should all hope Will Wright’s prediction is correct.

If you've played SimCity 2000, you'll know just how much waste this screenshot depicts

If you’ve played SimCity 2000, you’ll know just how much waste this screenshot depicts

SimCity 2000 also saw the advent of the arcology, a bizarre self-contained city of the future. The idea for the arcology didn’t come from SimCity, in fact – early design ideas were proposed by Frank Lloyd Wright and other architects, and real-life arcology-esque projects are planned for construction in the United Arab Emirates and Japan. Arcologies in SimCity 2000 are expensive and massively boost crime and potentially pollution, depending on the type you build, but they also give a major boost to your population – and to your tax base.

Despite these predicted advances in technology, though, your city’s local newspaper will always be completely stupid and nonsensical. It uses article templates with randomly generated words in certain spots, kind of like Mad Libs. Even so, SimCity‘s newspaper is still less of a joke than the Washington Times.

Yes, every story in the paper looks like this.

Yes, every story in the paper looks like this.

So, yeah. SimCity 2000 is a real classic. All my love for this game might stem from the fact that I played the hell out of it as a kid, but even without the nostalgia goggles on, it’s a legitimately great game. Not that I really need to convince everyone of that, since it sold about ten billion copies anyway and everyone seems to love it or at least pay it respect.

Sadly, though, the SimCity story doesn’t have a happy ending. SimCity 2000 was followed by SimCity 3000 in 1999 (sort of a graphical update of 2000 with not much else going for it, though it’s still good) and SimCity 4 in 2003, which was also good and legitimately felt pretty different from its 1993 ancestor. The series’ latest entry, however, was a disgrace. 2013’s SimCity looked amazing, but it was released full of bugs. Many fans were shocked at the fact that they were required to be connected to the internet to play the game in singleplayer mode. To add insult to injury, the SimCity servers fucked themselves upon launch and for a while nobody was able to play the game they’d just bought for 50 or 60 dollars. To add even more insult to injury, Maxis and EA apologized for all this by announcing the coming release of The Sims 4, which they promised wouldn’t be all glitchy and force to you be online constantly. A shitty SimCity game for a good Sims game. What a trade, huh? Some people might like it, but really, this drives me crazy. Not like I have much time left to play open-ended sandbox games anyway.

Perhaps not coincidentally, EA won The Consumerist‘s Worst Company in America award that same year. EA basically responded by saying “We have enough money to buy and sell you ten times over, so fuck yourself.” Which I suppose is fair.