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On the same day that the expansion pack Rush Hour was released, a bundle pack combining both the main game and the expansion pack was released, entitled SimCity 4 Deluxe Edition. On August 25, 2004, Aspyr Media released SimCity 4 Deluxe Edition for Mac OS X. A year later, the expansion was released for Mac OS X on September 4, 2004.
The original game was released in 1995 by Mayfair Games and contained 517 cards (363 standard size, 154 long) sold in 60-card starter decks and 15-card booster packs. [2] [3]: 4 The starter decks consisted of 5 rare cards, 19 uncommon cards, and 36 common cards, and booster packs consisted of 1 ultra-rare card, 1 rare card, 5 uncommon cards, and 8 common cards. [2]
MySims Social – A game intended to launch on Facebook with The Sims Social and SimCity Social, it never was completed. The Urbz 2 – A game intended to surpass The Urbz: Sims in the City , and turn it into a spinoff sub series to The Sims, but the project went through Development Hell after the original game failed to sell to expectations.
For most folks, it seems, to attempt to play the brand new SimCity is still an exercise in futility. As of this writing, the long-awaited city-builder's persistent servers (required even for solo ...
The fourth and final stage in SimCity Social's Sunken City event is perhaps the most challenging yet, requiring you to have expensive factories, complete a ton of jobs at the game's University ...
This is a list of games created by Maxis. Maxis is an American video game developer that was founded in 1987 and became a division of Electronic Arts (EA) in 1997. Maxis' second software title was the seminal SimCity, a city simulation and planning game. Maxis is the creator of the best-selling PC game of all time, The Sims, and its sequel, The ...
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The former logo of Maxis, used until 2012 Will Wright, Maxis co-founder. Maxis was founded in 1987 by Will Wright and Jeff Braun to help publish SimCity on home computers. . Before then, the game was only available on a limited basis on the Commodore 64 due to few publishers showing any interest in porting a non-traditional game without definite "win" and "lose" condi