LGR - SimTower - PC Game Review

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**SimTower Review**

I must confess that reviewing classic Maxis Sim games like SimTower can be challenging for me, as I have a strong affection for this game myself. Along with SimAnt and SimCity 2000, SimTower holds a special place in my heart, and I've been playing it for almost 15 years.

Whenever I receive requests to review games like SimTower, I hesitate because I know there's always a risk that my bias will show through in the review. As much as I love to critique games, I'm aware that my enthusiasm might cloud my judgment. However, I'll do my best to provide an objective assessment of this beloved classic.

**A Brief History of SimTower**

SimTower was released in 1996 by Maxis for Windows and Macintosh platforms. Interestingly, it wasn't developed entirely in-house; instead, the game was created by a third-party developer. The original name of the game is not specified in the provided text, but this piece of information might be worth looking into further.

**My Experience with SimTower**

SimTower has been my favorite classic Maxis Sim game for years, and I'm excited to share my thoughts about it. Despite my love for the game, I'll strive to maintain a neutral tone in this review to ensure that readers receive an accurate assessment of its strengths and weaknesses.

"WEBVTTKind: captionsLanguage: enAahhh!I have a feeling this is going to be hard.Along with SimAnt and SimCity 2000,SimTower is easily my favorite classic Maxis Sim game.So whenever I get requests forgames like this, I always hesitatebecause as I much as I love to review it,I know the chance is there that it won't be very neutralsince I love the game so muchand have for almost 15 years.But whatever. Here we go.SimTower was released in 1996 byMaxis for Windows and Macintosh,however, it wasn't developed in-house.The game was originally known simplyas \"Tower\" in its home country of Japan.This is actually the second ofthree Japanese Maxis games,along with A-Train and SimTunes.Being created by the legendary Yoot Saito,the guy behind such quirky classics as Seaman,you know you're in for a unique experience.You begin the game by creating a new towerwith nothing but a plot of land and some funds.There are no scenarios, no quest to complete.The only real goal is to createa tower that is... successful.Now what constitutes success? Well,that's pretty much up to you.One way to quote-unquote \"beat\" the gameis to reach a five-star rating for your tower,that being the pinnacle of recognitionamong other towers in the game.But you really don't have to.You could just build a tower of condos,an office building, or fill it withrestaurants and garbage dumps.These might not be as profitable as a balanced tower,but you could really do whateveryou want if you want... to do it.As such, it really fits in well with the other Sim games,where you don't have an exact goal but simplyuse a set of tools to play withand a system to simulate and see what happens.Looking at the tools you are provided withmay give you the impression that the game is aboutphysically building a tower structure and layout.After all, you have tools for lobbies,elevators, floors and basement levels,but you won't be seeing anythingabout actual tower fidelity or structure.No girders or support beams to place.This called SimTower,but it may as well be calledIt's not a simulation of the building of a towerwith blueprints, corporate deals and engineering,it's a simulation of the people in the building.It's sort of a catch-22, if you think about it.You need to build a tower to attract people,but you need to attract people to build the tower.Fortunately, Sims are excessively curious creatures,so once you build a lobby and an officeor two, the Sims will start wandering insideand spending their hard-earned Simolians.Once you have a lobby, you can start building upward.Laying floors is the first step,followed by populating those floorswith rooms for the Sims to rent,like condos, offices, cafes, hotelsand even movie theaters.Of course, you'll need to providea way for your Sims to get around,so you have access differenttypes of elevators and stairs.Now how all of this actually workstogether is a pretty complex simulationthat happens to have a nice andapproachable user interface.Honestly, it's just a great exampleof genius in game design.The best way to think of thisis a vertical version of SimCity.Your lobbies are your power plants,elevators are roads,and the type of tenants are the residential,commercial and industrial zones.You even have emergency teams andwaste management later in the game.As a kid, this really opened my eyes to the ideas ofperspective and perceivable scaleand contained universes.The idea that a tower itselfis almost a living organism,teeming with life and pathways,like it's own city within a city.It's just mind-blowing when you finallyrealize what it is that you're looking at.Maxis games just do a superb job with thisand SimTower is one of the better examples.Your tower isn't just another building,it's a reality within a greater reality.It just happens to be filled withpersnickety, pissed-off Sims.Yes, that's right: your Sims have personalities.See, you could build a tower any which way,spending funds left and right withno real regard for human interaction.But if you do this, you're screwedand will have lots and lots of Sims red with anger.The query tool is very useful in this regard.Just click on a Sim to find out where they're going,where they work or live,and what they're angry about.You can then use the same tool on the different tenantsto see if they're having trouble or causing the trouble.For instance, a movie theater or anoffice next to a condo or hotel is bad newsbecause of the noise it causes.Placing a café near a lobby or elevatorare great because of the traffic,but placing a high-end suite next to the same placemight be bad for exactly the same reason.It's all about balance and harmony,finding that perfect pattern to model your tower afterto achieve maximum efficiency.As long as the tenants and guests remain happy,calm and provided for with a minimum of stress,your tower will thrive.Happy Sims are productive Sims.And productively happy Sims pay their rent.So as each day comes to aclose and the next one begins,you've got your cards placed right,then the rent starts rolling in,accompanied by that awesome,pleasing sound effect.Doesn't that sunrise just look awesome?I freakin' love the ambience on display here.This is the kind of game that youwake up early in the morning to playwith a cup of joe in one handand a mouse in the other.There are several things that canhappen that affect your tower status,like insect infestations,finding buried treasure,VIPs visiting and even bomb threats.So as soon as you fall into a building patternthat you think is gonnatake you all the way to the topwith easy success,something comes along and screws up your dayjust enough to give you a little jolt back into reality.SimTower is great.If you like SimCity at all,I would highly recommend giving SimTower a try.Even if you don't, I'd still recommend trying it.Unlike some other outside-developed Maxis games like A-Train,SimTower is very easy to pick up and play with,even if you really just don't know what you're doing.It doesn't take very long to get a general feel forwhat's happening to your tower and how to improve it.But it takes an absurd amountof playing to really get a massive,100-storey five-star tower that is self-sufficient.If I could list one flaw,it would be that it could use just a bit more.More businesses, more tenants, more random events,and just a pinch more depth.This was exactly what happenedwith its sequel, Yoot Tower,and it's really the same game, just expanded.Honestly, both games are exceptional,so if you want a strategy sim with alittle bit more of a different feel to it,give the Tower games a tryand calm some angry Sims down.\n"