SimCity 2000 (DOS)
- For other games in the series see SimCity.
SimCity 2000 is a strategy game based on urban planning and sequel to SimCity (DOS). You control the primary aspects of planning out the city including where residential, commercial, and industrial zones will be, where the police and fire departments will be built, power plants, parks, roads, railways, airports, and more. As your city grows, you will have various problems to deal with including traffic, crime, pollution, and civil unrest. You also have to worry about the city's budget and not build so fast or so reckless that you end up going bankrupt.
The game also acts as a fun toy where you can cause disasters to see how your city reacts to fires, hurricanes, riots, plane crashes, even alien attacks!
In addition to all the features of the first game, SimCity 2000 introduces an entire water system, mountains, and the progression of technologies. You can start a city all the way back in 1900 with only a few technologies available, and then, as time progresses, new technologies are invented until you reach the future where futuristic technologies like fusion power plants become available. The view has also switched to an isometric display which gives you a better look at your city and allows you to rotate the view.
SimCity 2000's music is a collection of jazzy tracks that are played randomly at different intervals along the progression of the game.
The choice to play the songs at random means there is no official SimCity 2000 theme, and the music doesn't flow with what's going on in the game. Sue Kasper gave the songs varied emotions; some of the tracks have a nice rural feel, others have a more urban sound, some are lazy, others are anxious. However, since the songs play at random, you can get a fast-paced urban song when you only have a tiny village, a lazy slow song when your teeming metropolis is rioting, or a nice toe-tapping dance number when your city is being crippled by a hurricane!
The current recording was made with a Roland MT-32, though there are numerous other supported sound cards that need to be recorded.
- Ripper: TheAlmightyGuru
- Recorder: TheAlmightyGuru
- Game Credits:
The XMI music files were ripped from the SC2000.DAT file, which contains the majority of the game's data. There are four soundtracks with the same music for four different sound cards, each has a numeric prefix 1, 2, 3, and 5 (4 doesn't exist, possibly indicating a sound card that was scrapped during development). Number 3 is for Roland output. There are 19 tracks per set numbered 0-18 (the Roland output is missing track 17 which appears to be used for sound effects). These are used by different sound cards.
When the user selects a sound card for music playback in INSTALL.EXE, the program makes several edits to SC2000.CFG. Sound card configuration options go under the [Music] section, and the set of XMI files to play back is set as a 2-letter code in the MUSICFILES field of the [MIDI Bank] section. Tracks that begin with 1 correspond to the 2-letter code GM, for general MIDI. These are the only tracks that come in Windows installs, in the MIDI file format. Tracks that begin with 2 correspond to the code SB, and are used for several different FM synthesis cards (see below). Tracks that begin with 3 correspond to the code MT, and are for the Roland MT32/LAPC-1. Tracks that begin with 5 correspond to the code WB, and are exclusively for the Creative Wave Blaster sample-based synthesis add-on for Sound Blaster 16 and Sound Blaster AWE32 cards.
Default Sys-Ex data is used and included in the rip for MT-32 output. There are also two instrument bank files in an unknown format for use with a different output. In the SC2000 file, these banks are labeled GM.OPL and GM.AD, suggesting that they are banks for the different variants of cards that use the SB set of XMI files, namely the Adlib and Sound Blaster (which primarily use OPL synthesis) variants.