SimCity 2000 | xltronic messageboard
 
You are not logged in!

F.A.Q
Log in

Register
  
 
  
 
(nobody)
...and 72 guests

Last 5 registered
Oplandisks
nothingstar
N_loop
yipe
foxtrotromeo

Browse members...
  
 
Members 8025
Messages 2613722
Today 3
Topics 127517
  
 
Messageboard index
SimCity 2000
 

offline EpicMegatrax from Greatest Hits on 2023-05-12 04:08 [#02627486]
Points: 25264 Status: Regular



how would you personally define "winning" this fine game?


 

offline ijonspeches from 109P/Swift-Tuttle on 2023-05-12 07:24 [#02627499]
Points: 7845 Status: Regular | Show recordbag



2000 it was, running on money, have fusion platnts only,
most importantly filling up every space with the futuristic
eco space domes, which i may now find abhorrent.

but in 3000 it was making everybody happy, you know have all
the different cosy houses, ring their bells, see to their
needs, fine tune taxes and acitvate to protect this building
from changing. you know this version had it all in terms of
building a great utopia, with less traffic & waste problems,
while maintaining a stable economy.


 

offline ijonspeches from 109P/Swift-Tuttle on 2023-05-12 07:27 [#02627500]
Points: 7845 Status: Regular | Followup to EpicMegatrax: #02627486 | Show recordbag



what would be your definition?


 

offline EpicMegatrax from Greatest Hits on 2023-05-12 23:19 [#02627558]
Points: 25264 Status: Regular



similar, actually -- filling up the map with launch arcos.
there is this

Though there is no "true" victory sequence in SimCity
2000, the "exodus" is a close parallel. An "exodus" occurs
during the year 2051 or later, when 300 or more Launch
Arcologies are constructed; the following January each one
"takes off" into space so that their inhabitants can form
new civilizations on distant worlds.[8] This reduces the
city's population to those who are not living in the Launch
Arcologies, but it also opens wide areas for redevelopment
and returns their construction cost to the city treasury.
This is related to the event in SimEarth where all cities
are moved into rocket-propelled domes that then leave to
"found new worlds" (leaving no sentient life behind).


but that's hard


 

offline EpicMegatrax from Greatest Hits on 2023-05-12 23:22 [#02627559]
Points: 25264 Status: Regular



that, oh, 2014 or something, i am listening to those Jeff
Mills The Wizard tapes and i start seeing the isometric gfx
from simcity 2000 in my head as a music visualizer to it

you do it in corners. upper left, lower right. you just
stack simcity buildings on top of the other buildings
forever, and it works because isometric. you can do all
sorts of patterns. then the new layers push the old ones off
the edge of the screen gradually and it's like you're going
through an isometric k-hole of SC2K assets

and this is still a good fucking idea. because i still like
it almost ten years after having not gotten around to it
yet

starting point would be getting ahold of all the gfx in a
usable form.


 

offline Wolfslice from Bay Area, CA (United States) on 2023-05-13 00:50 [#02627562]
Points: 4899 Status: Regular



a good simulator shouldn't really have a win condition,
since there's no real win condition in real life. more about
personal goals.



 

offline Wolfslice from Bay Area, CA (United States) on 2023-05-13 00:50 [#02627563]
Points: 4899 Status: Regular



achievements along the way are always fine though

im an achievement whore in games


 

offline EpicMegatrax from Greatest Hits on 2023-05-13 02:06 [#02627565]
Points: 25264 Status: Regular



a good simulator should allow you to throw down the apple of
eris on an internet forum by asking: how do you beat this
game?


 

offline EpicMegatrax from Greatest Hits on 2023-05-13 02:12 [#02627566]
Points: 25264 Status: Regular



that, oh, how do you know when something is "done" in
general?

as an engineer/computery sort, i'll typically start SC2K by
terraforming the map, before you actually start the game. i
shut disasters off because they detract from the algorithmic
beauty of the game. then i do put some thot into aesthetics
when terraforming, but my primary concern is a good layout,
with a river, sections, no irritating lumpy terrain etc and
then it is "done" when i've built the map out

but other people will do everything to make it pretty,
perhaps, and then it is "done" when you've executed your
vision for whatever you're painting on the grid this time.

you could also make a reasonable argument that the end of
SC2K is getting bored and triggering all the disasters at
once to blow it up.


 

offline EpicMegatrax from Greatest Hits on 2023-05-13 02:17 [#02627567]
Points: 25264 Status: Regular | Followup to Wolfslice: #02627563



achievements along the way are always fine though

im an achievement whore in games


i mildly appreciate them still, a little. but then you look
down the road, and... christ, some of this is insane? who
the fuck has time to get these all? that i see what you're
trying to get out of me with this "achievements" reward
loop, and if i let you do that, you'll run me off a cliff.
so i'll idly go for some of them but it's mostly like: ppf,
get stuffed. i'm better off writing music than chasing that

but, yep, i know people who compulsively get every. fucking.
achievement and then they put the game on a shelf and do it
for another. and it's like a second job, absolutely all they
do after work. and then i also think: yeah, i'm better off
writing music than chasing that

very good for the game companies i'd imagine tho


 

offline EpicMegatrax from Greatest Hits on 2023-05-13 02:19 [#02627568]
Points: 25264 Status: Regular



SC2K is like... i dunno, once or twice a year. it's actually
quite like a vacation. fly off somewhere for two weeks, come
back feeling refreshed


 


Messageboard index