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SimCity on the SNES: Will Wright’s City Builder, With Nintendo Holding the Blueprints

SimCity on the Super NES brought Will Wright's city builder to consoles in the early 1990s, with Nintendo advisors, disasters and a gamepad. Score: 7.8/10.

By mitch·3 min read
A wide city rises from its center, roads and lights tracing its steady rise.

SimCity is Will Wright’s open-ended city-building game, first published by Maxis in 1989, and the Super NES version is the one that brought it to a console audience with a controller instead of a mouse. Maxis developed the series on its own until 1997 and under Electronic Arts after that, and the franchise spawned sequels, spin-offs and, in 2000, The Sims. The SNES cartridge is where a great many players first learned what a city builder was.

The Idea

You are the mayor. You zone land as residential, commercial or industrial, lay roads and power lines, build services and watch the simulation respond. There is no way to win and no way to lose except bankruptcy or abandonment, and the freedom of that was radical in 1989 and still unusual on a console in the early 1990s. The game is a system, and the pleasure is in learning how the system thinks.

The Nintendo Touch

The SNES version was published by Nintendo, and it shows in the details. An advisor character guides new mayors, the interface is redesigned for a directional pad, and the game rewards growth with gifts and milestones that the computer versions did not have. Those additions make the console version friendlier than the original without making it simpler, and for a player coming to the game without a manual they are the difference between confusion and a first successful city.

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The Controller

A city builder on a gamepad should be miserable and mostly is not. The cursor is responsive, the menus are shallow, and zoning a block feels direct enough that the absence of a mouse is a nuisance rather than a wall. Zooming and scrolling are the weak points, and a large city becomes slow to manage late in a session.

Disasters

The disasters are the comic relief and the stress test. Fires, floods, tornadoes and a monster that stomps through the industrial district give a stable city something to survive, and watching a carefully balanced budget absorb a catastrophe is the game at its most engaging.

Where It Falls Short

The simulation is simple by modern standards, and its rules can be gamed once understood. The console version’s smaller maps limit the scale of what you can build. The pace is slow, and a session of patient zoning is not for everyone. And the game’s advice, cheerful as it is, can steer a player toward a formula rather than experimentation.

The Verdict

SimCity on the SNES is a faithful, friendly console version of one of the most important games ever designed. It is not the deepest SimCity. It is the one that taught a generation with controllers to think like a mayor.

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