Software:SimTower
| SimTower: The Vertical Empire | |
|---|---|
| Developer(s) | OPeNBooK |
| Publisher(s) | |
| Director(s) | Yoot Saito |
| Series | Sim |
| Platform(s) | Windows, Macintosh, Saturn, 3DO |
| Release | Windows, MacSega Saturn
|
| Genre(s) | Construction and management simulation |
| Mode(s) | Single-player |
SimTower: The Vertical Empire (known as Lua error in Module:Lang/utilities at line 332: attempt to call field '_transl' (a nil value). in Japan) is a construction and management simulation video game developed by OPeNBooK and published by Maxis for the Microsoft Windows and Macintosh System 7 operating systems in November 1994. In Japan, it was published by OPeNBook that same year and was later released for the Sega Saturn and 3DO in 1996. The game allows players to build and manage a tower and decide what facilities to place in it, in order to ultimately build a five-star tower. Random events take place during play, such as terrorist acts that the player must respond to immediately.
Critical reception towards the game was generally positive. Reviews praised the game's formula, including its open-ended nature and its ability to immerse the player into the game. Criticism targeted the game's lack of documentation, which some reviewers found made it harder to learn how to play the game. The in-game speed was also criticized for being too slow, which was a crucial issue in the game because time must pass for the player to earn income to purchase new facilities.
Gameplay

SimTower allows the player to build and manage the operations of a modern, multi-use skyscraper. They must plan where to place facilities in the tower that include restaurants, condominiums, offices, hotel rooms, retail stores and elevators. To prevent tenants from vacating their properties, the player must keep their stress low by fulfilling their demands for medical centers, parking lots, recycling facilities, clean hotel rooms staffed with housekeepers, and an efficient transportation system, which involves managing elevator traffic.[1] SimTower, which was built around an elevator simulation program, places a strong emphasis on good elevator management.[2]
The game begins with a one-star tower with limited building options. To increase the tower's star rating, it must attract more tenants by providing more living space (or office space, and later in the game, hotel and various types of commercial space). New facilities are made available while the tower progresses from a one-star rating to a five-star rating. The highest achievable rating is the designation of "Tower" which can only be awarded by building a cathedral at the very top of a five-star building with all possible tower levels above ground developed. The tower is limited to a maximum of 100 floors above ground and nine stories below ground. Standard elevators, which can span a maximum of 30 floors, and express elevators, which can span the entire height of the building, must be used efficiently to decrease tenant stress.[1]
Certain events can take place in the course of managing the tower. For example, terrorists may phone the player to let them know that they have hidden a bomb in the building, and that they demand a ransom. If the ransom is not paid, then security services must find the bomb before it detonates, or else the tower will incur significant damages.[1] If the player builds facilities underground, the game may notify them that their workers have discovered gold treasure, which gives the player a significant amount of funds. At random intervals during the game, there are notifications that state that a VIP will be visiting the tower soon, so the player must prepare for their visit. If the VIP enjoys their visit because of variables such as a comfortable hotel suite and efficient navigation, the VIP will give the tower a favorable rating. A favorable rating would then allow the tower to advance to the next star level, assuming the other qualifications are met. Although it does not have any impact on the tower, at the end of the fourth quarter every year in the game, Santa Claus and his reindeer fly across the tower.[3]
Development
Developed by Yoot Saito of OPeNBooK, SimTower was originally titled The Tower.[4] It works on computers running the Microsoft Windows or Macintosh System 7 operating systems; the game will operate on 68k-based Macs at a minimum. It requires 8-bit colors and four megabytes of random-access memory.[1] Graphics and sounds used in SimTower are similar to those of previous Sim games, and high-resolution graphics are also used. The sound effects are kept to a minimum; noises that are played in the background include office "buzz" and elevator bells.[5]
While attending Waseda University, Saito played SimCity on the Macintosh, which prompted him to pursue video game creation after graduating. His first game was a simulation title that was part of a future media project for a publishing house. When Saito asked to develop a second, the business refused because it was not a video game company. He left the company to personally produce the second game, which built on ideas he conceived while working on his first: elevators and towers. Saito teamed up with freelance programmer Takumi Abe to complete the project.[6] To research the gameplay, Saito contacted an elevator company to learn about elevator scheduling and management. However, the company declined to provide the information.[7] Saito handled the graphic design, starting with a monochromatic scaled tower created in HyperCard. The designer added color to differentiate between office- and hotel-type buildings. As development neared completion, Saito noticed that the Mac's performance had improved and decided to increase the color palette size from 16 to 256 colors. Saito enlisted a second designer to produce animation for the graphics and improve the details for the color increase.[6]
Release and reception
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SimTower was successful in Japan, earning the developers a profit. The Nihon Keizai Shimbun awarded Saito the "Best Young Manager/Venture of the Year" for his work on the game. After the initial Japanese release, Maxis president Jeff Braun contacted Saito regarding a worldwide release; SimCity creator Will Wright had informed Braun of the game.[6] The company localized the game for sale in the United States, and changed the name to capitalize on the popularity of the Sim franchise and increase sales figures.[4] Maxis published SimTower for the Windows and Macintosh System 7 operating systems in November 1994 in the United States.[1][10] In 1996, it was ported to the Sega Saturn and 3DO Interactive Multiplayer in Japan.[6]
The South China Morning Post praised the game's formula, noting that it followed in the footsteps of previous open-ended Maxis games. Comparing SimTower to SimCity 2000, the review remarked that it was more interesting to watch people live out their lives in a tower rather than to observe cars moving around. They also appreciated the "homely" feeling of SimTower, in contrast with other Sim games such as SimEarth and SimLife, which they felt were too universal to take on a personal identity.[1] Benjamin Svetkey of Entertainment Weekly praised the game and commented that it is "more fun than [the concept] sounds". However, he stated that the gameplay may be too much for fans of the series.[8] A reviewer for Next Generation panned the game, saying it lacks the bustling interactivity of previous games in the Sim franchise: "There are bug infestations and the occasional fire with which to deal, but most of the time, SimTower sees you standing around waiting for cash reserves to grow in order to add more floors. Not much fun at all."[9] Australia's The Age found SimTower a pleasing return to form for Maxis, after the release of the disappointing SimFarm.[5] Lisa Karen Savignano of Allgame stated that the game had decent graphics and sound. However, she also felt that SimTower had good replay value due to the non-linear gameplay, giving the game four stars out of five.[3]
The game was criticized by the South China Morning Post for lacking documentation, making it more difficult to learn how to play the game. They also predicted that players would be unhappy with the game's speed, as time plays an important role in earning money from tenants. Before the player can purchase new facilities, a long period of time must pass before income is earned from tenants. The newspaper was also unhappy with complaints from tenants; specific reasons for their dissatisfaction are never given.[1] The Age was disappointed by the lack of pre-built towers and scenarios, suggesting that one along the lines of The Towering Inferno's plot could have been included.[5] Game Informer referred to SimTower as a "lesser-known" simulation game, and described it as "fun and addictive".[11] Writing for the San Diego Union-Tribune, Matt Miller felt that, when compared to SimCity 2000 (1993), gameplay in SimTower moved slowly. He also disliked the moments when he had to wait several minutes to pass by before he could make enough money to purchase new additions for his building.[12] Dragon magazine's reviewers Jay and Dee praised the visuals and gameplay. However, the two commented that the game can feel slow because it lacks gameplay elements and options present in other strategy games.[7] In 1995, the Software and Information Industry Association listed SimTower as the "Best Simulation Program" in the Consumer software category of their annual Codie awards.[13]
The game was followed by Yoot Tower (called The Tower II in Japan), also designed by Yoot Saito, which was initially released on November 24, 1998, for the Macintosh.[14][15] It was later made available for the Windows operating systems in January 1999. Yoot Tower's gameplay is similar to that of SimTower—players build hotels, resorts, and office buildings, and work towards building a five-star tower.[16] Vivarium launched a version of SimTower for the Game Boy Advance, called The Tower SP, published by Nintendo in Japan on April 28, 2005, and by Sega in the United States on March 15, 2006.[17] A version of SimTower called The Tower DS was published by DigiToys in Japan on June 26, 2008.[18][19] Yoot Tower was also released for iPad devices via the online iOS App Store.[20]
See also
References
- ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 Chan, Margaret (February 26, 1995). "The race to build is on!". South China Morning Post.
- ↑ Adams, Ernest (17 May 2005). "Designer's Notebook". Gamasutra. http://www.gamasutra.com/features/20041018/adams_01.shtml.
- ↑ 3.0 3.1 3.2 Savignano, Lisa Karen (1997). "SimTower". Allgame. http://www.allgame.com/game.php?id=642&tab=review.
- ↑ 4.0 4.1 Leo, Jonathan (September 2000). "Origin of Species". GameAxis Unwired (SPH Magazines) (60): 27. ISSN 0219-872X.
- ↑ 5.0 5.1 5.2 Bowtell, Jed (July 20, 1995). "Tower infernal". The Age: p. 34.
- ↑ 6.0 6.1 6.2 6.3 GamesTM Staff (2010). "Sonic Yoot". GamesTM. The Ultimate Retro Companion (Imagine Publishing) 3: 252–255. ISBN 978-1-906078-56-0.
- ↑ 7.0 7.1 7.2 Jay & Dee (May 1995). "Eye of the Monitor". Dragon (217): 65–74.
- ↑ 8.0 8.1 Svetkey, Benjamin (1995-01-13). "SimEarth Review". Entertainment Weekly (Time Inc.) (257). http://www.ew.com/ew/article/0,,20184081,00.html. Retrieved 2010-11-01.
- ↑ 9.0 9.1 "Condemned". Next Generation (Imagine Media) (3): 91. March 1995.
- ↑ "Release Information for SimTower: The Vertical Empire". MobyGames. http://www.mobygames.com/game/simtower-the-vertical-empire/release-info.
- ↑ "Classic GI: The Forgotten Sims". Game Informer (GameStop Corporation) (170): 124. June 2007.
- ↑ Miller, Matt (1995-06-06). "High-rise anxiety builds with Maxis treat Addictive CD-ROM turns kids, adults into developers, tower landlords". San Diego Union-Tribune: p. 6.
- ↑ "Past Winners - 2009 SIIA CODiE Awards". Software and Information Industry Association. http://www.siia.net/codies/2009/pw_1995.asp.
- ↑ "Release Summary". GaintBomb.com. http://www.giantbomb.com/yoot-tower/61-4881/releases/?r=93799.
- ↑ "Yoot Tower". Maximum PC (Future US) 4 (2): 44. February 1999. ISSN 1522-4279.
- ↑ Bloom, David (July 7, 1999). "New Interactive Games Make Their Play". Daily News of Los Angeles.
- ↑ DeVries, Jack (2006-07-06). "The Tower SP". IGN. http://gameboy.ign.com/articles/725/725107p1.html.
- ↑ "The Tower DS – Related Games". GameSpot. http://www.gamespot.com/ds/strategy/thetowerds/similar.html?mode=versions.
- ↑ "The Tower DS announcement". IGN. 6 July 2006. http://gameboy.ign.com/articles/725/725107p1.html.
- ↑ DigiToys Inc.. "Yoot Tower in iTunes iOS App Store for iPad's". iTunesiOSAppStore. https://itunes.apple.com/us/app/yoot-tower/id379197311?mt=8.
External links
- MobyGames is a commercial database website that catalogs information on video games and the people and companies behind them via crowdsourcing. This includes over 300,000 games for hundreds of platforms.[1] Founded in 1999, ownership of the site has changed hands several times. It has been owned by Atari SA since 2022.
Features
Edits and submissions to the site (including screenshots, box art, developer information, game summaries, and more) go through a verification process of fact-checking by volunteer "approvers".[2] This lengthy approval process after submission can range from minutes to days or months.[3] The most commonly used sources are the video game's website, packaging, and credit screens. There is a published standard for game information and copy-editing.[4] A ranking system allows users to earn points for contributing accurate information.[5]
Registered users can rate and review games. Users can create private or public "have" and "want" lists, which can generate a list of games available for trade with other registered users. The site contains an integrated forum. Each listed game can have its own sub-forum.
History

MobyGames was founded on March 1, 1999, by Jim Leonard and Brian Hirt, and joined by David Berk 18 months later, the three of which had been friends since high school.[6][7] Leonard had the idea of sharing information about computer games with a larger audience. The database began with information about games for IBM PC compatibles, relying on the founders' personal collections. Eventually, the site was opened up to allow general users to contribute information.[5] In a 2003 interview, Berk emphasized MobyGames' dedication to taking video games more seriously than broader society and to preserving games for their important cultural influence.[5]
In mid-2010, MobyGames was purchased by GameFly for an undisclosed amount.[8] This was announced to the community post factum , and the site's interface was given an unpopular redesign.[7] A few major contributors left, refusing to do volunteer work for a commercial website.{{Citation needed|date=June 2025} On December 18, 2013, MobyGames was acquired by Jeremiah Freyholtz, owner of Blue Flame Labs (a San Francisco-based game and web development company) and VGBoxArt (a site for fan-made video game box art).[9] Blue Flame Labs reverted MobyGames' interface to its pre-overhaul look and feel,[10] and for the next eight years, the site was run by Freyholtz and Independent Games Festival organizer Simon Carless.[7]
On November 24, 2021, Atari SA announced a potential deal with Blue Flame Labs to purchase MobyGames for $1.5 million.[11] The purchase was completed on 8 March 2022, with Freyholtz remaining as general manager.[12][13][14] Over the next year, the financial boost given by Atari led to a rework of the site being built from scratch with a new backend codebase, as well as updates improving the mobile and desktop user interface.[1] This was accomplished by investing in full-time development of the site instead of its previously part-time development.[15]
In 2024, MobyGames began offering a paid "Pro" membership option for the site to generate additional revenue.[16] Previously, the site had generated income exclusively through banner ads and (from March 2014 onward) a small number of patrons via the Patreon website.[17]
See also
- IGDB – game database used by Twitch for its search and discovery functions
References
- ↑ 1.0 1.1 Sheehan, Gavin (2023-02-22). "Atari Relaunches The Fully Rebuilt & Optimized MobyGames Website". https://bleedingcool.com/games/atari-relaunches-the-fully-rebuilt-optimized-mobygames-website/.
- ↑ Litchfield, Ted (2021-11-26). "Zombie company Atari to devour MobyGames". https://www.pcgamer.com/zombie-company-atari-to-devour-mobygames/.
- ↑ "MobyGames FAQ: Emails Answered § When will my submission be approved?". Blue Flame Labs. 30 March 2014. http://www.mobygames.com/info/faq7#g1.
- ↑ "The MobyGames Standards and Practices". Blue Flame Labs. 6 January 2016. http://www.mobygames.com/info/standards.
- ↑ 5.0 5.1 5.2 Miller, Stanley A. (2003-04-22). "People's choice awards honor favorite Web sites". Milwaukee Journal Sentinel.
- ↑ "20 Years of MobyGames" (in en). 2019-02-28. https://trixter.oldskool.org/2019/02/28/20-years-of-mobygames/.
- ↑ 7.0 7.1 7.2 Plunkett, Luke (2022-03-10). "Atari Buys MobyGames For $1.5 Million". https://kotaku.com/mobygames-retro-credits-database-imdb-atari-freyholtz-b-1848638521.
- ↑ "Report: MobyGames Acquired By GameFly Media". Gamasutra. 2011-02-07. https://www.gamedeveloper.com/game-platforms/report-mobygames-acquired-by-gamefly-media.
- ↑ Corriea, Alexa Ray (December 31, 2013). "MobyGames purchased from GameFly, improvements planned". http://www.polygon.com/2013/12/31/5261414/mobygames-purchased-from-gamefly-improvements-planned.
- ↑ Wawro, Alex (31 December 2013). "Game dev database MobyGames getting some TLC under new owner". Gamasutra. https://www.gamedeveloper.com/business/game-dev-database-mobygames-getting-some-tlc-under-new-owner.
- ↑ "Atari invests in Anstream, may buy MobyGames". November 24, 2021. https://www.gamesindustry.biz/articles/2021-11-24-atari-invests-in-anstream-may-buy-mobygames.
- ↑ Rousseau, Jeffrey (2022-03-09). "Atari purchases Moby Games". https://www.gamesindustry.biz/atari-purchases-moby-games.
- ↑ "Atari Completes MobyGames Acquisition, Details Plans for the Site's Continued Support". March 8, 2022. https://www.atari.com/atari-completes-mobygames-acquisition-details-plans-for-the-sites-continued-support/.
- ↑ "Atari has acquired game database MobyGames for $1.5 million" (in en-GB). 2022-03-09. https://www.videogameschronicle.com/news/atari-has-acquired-game-database-mobygames-for-1-5-million/.
- ↑ Stanton, Rich (2022-03-10). "Atari buys videogame database MobyGames for $1.5 million". https://www.pcgamer.com/atari-buys-videogame-database-mobygames-for-dollar15-million/.
- ↑ Harris, John (2024-03-09). "MobyGames Offering “Pro” Membership". https://setsideb.com/mobygames-offering-pro-membership/.
- ↑ "MobyGames on Patreon". http://www.patreon.com/mobygames.
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