SimTower - Release and Reception

Release and Reception

Reception
Review scores
Publication Score
Allgame 4 out of 5
Dragon 3 & 31⁄2 of 5
Entertainment Weekly B-

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 informed Braun of the game. 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. Maxis published SimTower for the Windows and Macintosh System 7 operating systems in November 1994 in the United States. In 1996, it was ported to the Sega Saturn and 3DO Interactive Multiplayer in Japan.

The South China Morning Post praised the game's formula, noting that it followed in the footsteps of previous open-ended Maxis games. Comparing 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. Benjamin Svetkey of Entertainment Weekly praised the game and commented that it is "more fun than sounds". However, he stated that the gameplay may be too much for fans of the series. Australia's The Age found SimTower a pleasing return to form for Maxis, after the release of the disappointing SimFarm. 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 4 stars out of 5.

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. 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. Game Informer referred to SimTower as a "lesser-known" simulation game, and described it as "fun and addictive". 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. 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. 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.

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. 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. Sega launched a version of SimTower for the Game Boy Advance, called The Tower SP, in Japan on April 28, 2005, and in the United States on March 15, 2006. A version of SimTower called The Tower DS was published by DigiToys in Japan on June 26, 2008.

Today, Yoot Tower is in the iTunes iOS App Store for iPad devices.

Read more about this topic:  SimTower

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