I Found the Weirdest Version of SimCity - ProJared

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Everybody, I’ve   done it. I have discovered the  weirdest version of SimCity, one that   you didn’t even knew existed.  What ever one you think it is,   you’re wrong. Which says a lot, because it turns  out there are a LOT of ports of SimCity.   I grew up playing a lot of SimCity in my youth.  While SimCity 2000 is probably the best one,   and the less said about the 2013 installment the  better, it was the SNES original that captivated   me the most. Even at only six years old  or whatever age I was, I got enthralled   by residential zone, managing housing costs,  reducing crime and dealing with traffic jams.   More than anything, I thought getting the R-Top  and C-Top megabuildings was the coolest thing you   could do. Before activating every single  disaster at the same time at least.   The Super Nintendo game actually ended up being  the most popular version of the original SimCity,   having sold over two million copies compared to  the few hundred thousand of its computer brethren.   In my limited worldview as a kid, my ignorance  led me to believe that the SNES game that I oh so   adored was the original, and it turns out it’s not  even close. While that version came out in 1991,   it was first released in the 80s. The Amiga was home to a port of SimCity,   and is quite similar to the Super Nintendo  version most of us are familiar with.   The only major differences here is that  Residential Zones are green instead of red.   It also goes without saying that the lack  of music is jarring, and the sound effects   aren’t exactly up to par with the console. But  this isn’t the weirdest version of SimCity.   The ZX Spectrum also got SimCity. Slightly less  color pallettes available makes your city built   all over blindingly yellow landscape. All the  same features are here, and still works quite   well despite the slower game speed. Much  like the Amiga version, there’s no music,   and the sound effects rarely make an appearance.  Most interesting I’ve found is that this doesn’t   have the Monster Attack disaster, instead allowing  for manually triggering a Nuclear Meltdown,   something that is saved for scenarios or extremely  rare occurrences in other versions. But this   isn’t the weirdest version of SimCity. The most surprising one I found was that the   Macintosh got its own SimCity around the  same time as the Amiga and ZX Spectrum,   around 1989 and a couple of years before the Super  Nintendo. Obviously, it’s all black and white,   so not exactly the most visually appealing. At  least the building graphics kind of match what I’m   used to. It also lacks sound effects or music. It  also does that weird Mac OS thing where checking   things like graphs or maps makes an all new window  appear alongside the game window. But it still   has everything included, right down  to Monster attacks. But this isn’t   the weirdest version of SimCity. The most surprising of all ports was that   the original 8 bit Nintendo Entertainment  System was to get its own SimCity. It was   shown at trade shows in 1991, but quietly  cancelled in favor of its 16 bit brother.   An unreleased prototype was discovered, and its  ROM made available online. I can’t believe this   thing exists. This is such a cool discovery and  keeps the history of video game conservation   alive. While absolutely surprising, no, this  is not the weirdest version of SimCity.   The original, the very first SimCity,  was developed for the Commodore 64.   While it was made and finished in 1984, it was  not released until 1989. The limitations here a   pretty obvious -- graphics, sound, the fact that  you can’t even see what your population is at.   One thing that this has that none of others do  is pipelines, and making sure water is provided   to all of your buildings. And even though this  is the original, it all its primitive glory,   this is not the weirdest version of SimCity. SimCity has been ported to well over a dozen   different platforms, operating systems,  and who knows what. But one form I never   expected it to be put into was this. SimCity The Trading Card game was published   by Mayfair Games and released in 1994. It seeks to  emulate the excitement of the video game in a deck   of cards, starting with a small town and expanding  into a full metropolis. A starter deck comes with   60 random cards and an instruction manual. There is so much to unpack here on these cards.   First of all, there is no artwork -- instead it’s  all very real photos of very real locations from   around Illinois. And you can clearly see that  they had to stretch the imagination to make some   of these buildings work. Some multistory complex?  Sure, that’s a “ski manufacturer”. I have a lot of   questions about “primitive hut”. This is just  a YMCA. And I wanna know in what world does   THIS look like a “nightclub” to anyone?! There are numerous ways to play this -- everyone   sharing one deck building one city, everyone  having their own deck, everyone building their   own city competitively, or as many players  as you want. Building is done in “phases”,   denoted by the color of bar the stat block is  in. You must start with small settlement cards,   consisting of things such as landscape, some  farms, or that one local weirdo trying to live   off the grid. After enough population is built,  you can then build village cards, then city cards,   and finally metropolis cards. Rather than spending money to build things,   each zone is worth so many dollars, and the first  one to whatever dollar amount wins. Cards also   show how much population they provide, require,  how much crime it has and how much pollution it   contributes. The physical space of the table  also matters, because you can only play cards   where there is space available and where they end  up effects the score. So it’s generally better to   play on a standard kitchen table than say the  food tray on the back of an airplane seat.   With a starting hand of seven, you begin your turn  by drawing a card, playing one card on the table…   and that’s it. That’s as involved as it gets.  After the first card, all additonal cards must   be played next to it. Also important is that every  card has transportation along its borders - roads,   railways and some of them with powerlines.  Connecting these together to form a contiguous   transport line is necessary for cards that  require a certain population to reach it.   This is about as complex as a decision gets  - where to place it for the road and rails to   line up. Otherwise you can get a bonus for putting  similar zones next to each other, like commercial   all grouped up or farms or whatever. After reaching Phase 3, the city phase,   it really gets spicy. Now you can rezone and  rebuild cards already played, but can only   do so if the newly elected city council votes  in agreement. Whoever initiated the City Phase   automatically receives the Mayor card. My 60  card starter deck didn’t have one of these,   so as stated by the instruction manual, I  can use the one inside the manual itself,   which means I am now This Guy. When it comes to voting, the mayor gets   two votes and breaks ties, everyone else can go  fuck themselves. For other players to get votes,   they need to purchase city council members, a  new card type. Paying for their services may   reduce their score, but at least they  get to now vote on important zoning   decisions. Some a generic members, allowing for a  single vote. Some council members are specialized,   giving extra votes on certain issues like this  guy is agriculture, this lady is governmental,   and cell phone guy is my new hero. There are also corrupt city council members,   who are cheaper but also must vote a certain  way. You can tell this guy is corrupt by,   what, his inhaler?? Play an election card and  everybody gets to vote in a new governer and   city council chairman, which means the winner  gets to be this gentlemen. I am quite certain   this is a developer’s uncle and they just  used a family christmas photo for it.   Once the City Phase begins, Event cards  are now also allowed to be played.   This is where you can play disaster cards, making  the Mayor pay for them, make players pay taxes,   discard all council members and so on. Here’s the issue I ran into with my first   deck -- its super unbalanced. Of my 60 cards, only  18 could be played in the first settlement phase.   I had 26 Phase 3 cards, 11 phase 2 cards, and  only two Metropolis cards -- one of them being   a Movie Set, in which they somehow got a behind  the scenes photo of John Travolta in the 1996 film   “Michael”. Another problem was that in order to  go from Town to City in phase 3, someone has to   play a Power Plant card. Without that… too bad.  And in all of my 60 cards, two of them were power   plants -- a coal one, and a hydroelectric one  which requried to be built next to water.   Thankfully, the manual has a solution -- you can  substitute a power plant by using the back of   the manual. Or, as stated on page 24, if you are  having trouble advancing phases: “acquiring a few   boosters or a second starter deck should solve  the problem”. Otherwise go fuck yourself.   Really? You can make the game actually playable   by just spending more money.  Sigh… (opens booster pack)   As far as I can tell, cards don’t have different  rarities - no commons or rares or mythics or   legendaries or whatever. So there’s no real  excitement or hype over whatever new card I end   up seeing, they’re all about the same. All of the  buildings are still about as generic as it comes,   though it probably wasn’t the wisest choice to  include a “colonial servants quarters”.   You may have noticed the unusually large  size of these booster packs compared to   conventional ones. That’s because  every pack also includes special   Long Cards -- high value cards that can only be  built on top of two existing cards horizontally.   Some are generic like office buildings or a  school, some of these are notable landmarks. Why   yes, my city does have a Sequoia National Forest.  And the Panama Canal, fuck it, why not.   Because they come in boosters only and stick  out, every single one of these long cards I   opened up were super bent to shit. Not  that these have any value or anything,   but like, come on dude at least protect it  with some extra cardboard or something.   Since the long cards can’t be shuffled  into the main deck, for obvious reasons,   a separate long card deck can be used during  play. When a player would draw from the main deck,   they can instead draw a long card in hopes  of getting some big value. Another issue I   ran into with these long cards is… where am  I supposed to put them!? I can’t fit them   into a box with the other cards, and no deck box  exists that can comfortably fit everything. Also,   there’s no guideline as to a reasonable size of  the long deck. How many should I have there for   smooth play? A few? A dozen? All of them? That goes for the rest of the deck too!   How many phase 1, 2 3 or 4 cards is expected!? I’d  imagine a higher amount of phase 1 and 2, because   otherwise the game can’t even get going and you  spend most turns drawing and then discarding down   to handsize. How can I fit enough of all these  in, while also including a healthy amount of   event cards and nerds? How many power plants is  a reasonable amount so that we can reliably get   to the City phase? What amount of residential,  commercial and industrial zones do I need, along   with agricultural, government, city services, and  golden “special” cards? Also, remember the Mayor   card? That isn’t included the actual deck - that  must always be set aside, like a commander.   There’s also so much math involved. You’ll need  a score sheet for everyone’s money. But there’s   also combo bonuses and multipliers that can  happen -- get bonus money for putting zones   next to each other. And if a complex is built of  interrelated cards of constituent zones like farm,   gambling, or Post Office, you cumulatively add  in a bonus of that complex. Then if you rezone,   upgrade or rebuild figure it all out again. All at the same time, keep constant track of the   population. This is easier said than done when  you play cards that say things like “add 1 sim   to every residential zone within 3 blocks”  or whatever. Any time you play another card   that requires so many sims connected to it  by transport, add it all up again and ugh…   it’s always just constantly changing. It’s too  much math, and this is coming from someone who   regularly plays Magic The Gathering. I can’t imagine this game was ever popular,   yet it somehow managed multiple expansion sets,  all based on real cities. There are starter decks   for Atlanta, Chicago, New York and Washington DC.  They don’t change how the game is played at all,   it’s just more kind of familiar buildings. Ultimately, the game just isn’t very fun. It   feels like it would work best as a three or more  player game, but all of the multiplayer stuff like   Council Votes just seems tacked on. There’s no  voting in two player mode making it very boring,   and playing by yourself means there’s no threat  or challenge -- you’re just trying to get a high   score or whatever. The cards all look pretty  generic, and all the score keeping gets to be   quite tedious. It straddles the fence of being a  cooperative game and a competitive game to finely,   making its purpose muddied and unclear on how it  should be played. Despite being a “collectible   card game”, nothing about it is collectible.  It’s too clunky, cumbersome, and uninteresting   to retain anyone’s attention, even if they’re a  fan of SimCity the video game, like myself.   It feels like a failed experiment. Like they  said “how can we capitalize on the success   of a niche genre while also getting some of that  sweet card money?” It’s a novelty at best, but I   don’t forsee myself pulling this off the shelf at  my next party for people who even *want* to play.   Unless I’m trying to make them leave. However, I know there’s one   burning question that’s on everyone’s mind,  and I’ll answer that right now. (Smell   booster) (END)
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Channel: ProJared
Views: 273,009
Rating: undefined out of 5
Keywords: projared, projared scandal, projared drama explained, projared drama, simcity, sim city, snes, super nintendo, simcity snes, simcity super nintendo, simcity NES, simcity card game, simcity card game rules, sim city card game, sim city card game how to play, how to play simcity, how to play simcity card game, simcity trading card game, simcity ccg, simcity tcg, nintendo, normalboots
Id: CWC98ujsw0s
Channel Id: undefined
Length: 14min 28sec (868 seconds)
Published: Thu Sep 16 2021
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