SimCity: Difference between revisions

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* [[Cut Song]]: Apparently in the Rush Hour expansion pack, there were supposed to be 12 additional songs, but some 4 or 5 were removed in the final product.
* [[Cut Song]]: Apparently in the Rush Hour expansion pack, there were supposed to be 12 additional songs, but some 4 or 5 were removed in the final product.
* [[Crapsack World]]: It can be built, if you really want to...
* [[Crapsack World]]: It can be built, if you really want to...
* [[Creator Backlash]]: Will Wright defended the changes in ''Societies'', saying that the series had gotten far too complex, and he personally enjoyed each one less and less. The ''many'' gamers who actually thought complexity was the whole point were ''not'' satisfied.
* [[Deadly Gas]]: In ''SimCity 2000'', volcanoes and chemical tanks that were destroyed by fire unleashed a big cloud of noxious smoke onto your city, which caused any building it touched to immediately abandon. The debug menu even had a disaster, called Toxic Spill, that spawned a whole bunch of them at once. ''SimCity 3000 Unlimited'' upped the ante by introducing the Toxic Cloud disaster, which dumped acid rain so potent that it ''[[Hollywood Acid|dissolved]]'' any building under it.
* [[Deadly Gas]]: In ''SimCity 2000'', volcanoes and chemical tanks that were destroyed by fire unleashed a big cloud of noxious smoke onto your city, which caused any building it touched to immediately abandon. The debug menu even had a disaster, called Toxic Spill, that spawned a whole bunch of them at once. ''SimCity 3000 Unlimited'' upped the ante by introducing the Toxic Cloud disaster, which dumped acid rain so potent that it ''[[Hollywood Acid|dissolved]]'' any building under it.
* [[Dynamic Loading]]: ''4'' employs dynamic loading failure to reduce memory consumption, rendering only the part of the map where the camera is focused on. If the camera moves to another part of the map, the rendered data at the first area is erased while the game renders the second area. With the proper settings, even the largest maps can be played on mid-end computers. The game will ''always'' render the ground first, before generating low-resolution copies of any objects, such as buildings, roads and trees, in the area and finally adding in all the details and eye-candy. The entire rendering process in one area can take anywhere from one to as long as ten seconds depending on how many objects are present and how much processing power and memory the computer running ''4'' has.
* [[Dynamic Loading]]: ''4'' employs dynamic loading failure to reduce memory consumption, rendering only the part of the map where the camera is focused on. If the camera moves to another part of the map, the rendered data at the first area is erased while the game renders the second area. With the proper settings, even the largest maps can be played on mid-end computers. The game will ''always'' render the ground first, before generating low-resolution copies of any objects, such as buildings, roads and trees, in the area and finally adding in all the details and eye-candy. The entire rendering process in one area can take anywhere from one to as long as ten seconds depending on how many objects are present and how much processing power and memory the computer running ''4'' has.