
That's why I wish the game came with a better manual. It's rewarding when it all comes together, and frustrating when you fail, once again, to build anything worthwhile. There are charts to read, reports to watch, and, above all, needs to juggle. The game requires a balancing act that takes both planning and a persnickety nature. Do a bad job and the people will pack up and move away, leaving your city treasury in horrific debt and landing you what the game cheekily considers to be a far easier job: senator. Do a good job and your city will grow and the money will flow into your coffers. You place schools, parks, roads, water towers, and scenery as you accede to the many demands of your Sim citizens. You decide where to place crucial services like police, fire, medical, and even utilities like power and water. You've got the power to zone land as residential (green), commercial (blue), and industrial (yellow). SimCity 4 functions much like its predecessors. Now on its fourth edition, SimCity returns to our hard drives, and would-be city planners everywhere will be busy for a long, long time. That first game went on to fame, notoriety, and great praise-from critics, gamers, and even educators-and spawned countless imitators, not the least of which include Wright's own smaller-scale The Sims, which went on to become a phenomenon in its own right.

It's hard to believe that creator Will Wright had trouble selling his original SimCity concept to publishers.
