[HN Gopher] Convert SimCity 2000 cities into Minecraft worlds
       ___________________________________________________________________
        
       Convert SimCity 2000 cities into Minecraft worlds
        
       Author : notpushkin
       Score  : 535 points
       Date   : 2022-11-30 11:57 UTC (11 hours ago)
        
 (HTM) web link (github.com)
 (TXT) w3m dump (github.com)
        
       | fnordpiglet wrote:
       | This is the best use of a computer that I've ever encountered.
        
       | poisonarena wrote:
       | neat idea but the project is like 10 years old, and last commit
       | was 3+ years ago and only works on java edition. would like to
       | see something like this, but for other city builders like Caesar
        
         | kuschku wrote:
         | > only works on java edition
         | 
         | Yes, as the project says, Minecraft. Not the cut-down mobile
         | game with microtransactions that claims to be Minecraft.
        
           | sho_hn wrote:
           | I'm not playing Minecraft, but this has fascinated me from
           | afar. AIUI, Microsoft has two teams on two different
           | continents essentially developing two very similar but subtly
           | incompatible versions of the same game. Funky.
           | 
           | Do they share any code or formats? Are the client/server
           | interoperable? Does the C++ one even have a server
           | implementation?
        
             | kurisufag wrote:
             | > Are the client/server interoperable?
             | 
             | not officially. some projects[0] try to bridge the
             | protocols, but I've never personally seen one that operated
             | without issues.
             | 
             | [0] e.g. https://geysermc.org/
        
               | MayeulC wrote:
               | I had no idea the wire protocol was understood so well.
               | Are there similar project to bridge, i.e. Minetest with
               | Mineclone2 and Minecraft (java)?
        
             | jrm4 wrote:
             | I'd say it's a not-inaccurate summation to say "Bedrock" is
             | the closed one (e.g. for consoles) and "Java" is the open
             | one.
        
             | zellyn wrote:
             | I recently got into Minecraft due to kid reaching Minecraft
             | age. I keep meaning to write an intro for technical
             | parents, because it's very confusing at first.
             | 
             | The original was written in Java, and people decompiled and
             | reverse engineered it almost completely, so there are tons
             | of mods that reach in and change things deeply.
             | 
             | They then created MCPE (pocket edition) which was a "cut-
             | down mobile edition". That evolved into "Bedrock
             | Minecraft", which is not "cut-down", and is what runs on
             | mobile devices and gaming consoles (XBox, Switch, PS*). (It
             | also runs on Windows, but not on Macs.)
             | 
             | At this point, the Bedrock and Java editions are more or
             | less equivalently complex, although there are still
             | differences in how many mobs spawn (generally fewer in
             | bedrock, presumably due to (legacy?) performance
             | constraints), as well as tons and tons of differences,
             | subtle and unsubtle, in where and how things spawn, how the
             | mobs behave, etc. Notably, there are significant
             | differences in how redstone works that render most Java
             | edition contraptions non-working in Bedrock.
             | 
             | There are actually many, many more Bedrock players, because
             | lots of kids play on iPads and consoles, but most of the
             | notable YouTube personalities and servers people stream
             | from (Hermitcraft, etc.) are Java, and Java has an
             | incredibly diverse universe of mods and modded servers.
             | 
             | Mojang (now a division of Microsoft) seems to value parity
             | between Java and Bedrock: new features seem equivalent in
             | both, and many point releases contain minor parity fixes.
             | But it's unlikely they would make complex dynamics like
             | redstone equivalent.
             | 
             | IIUC, there seems to be a vague consensus that Bedrock is
             | probably the future, for several reasons: a) As you point
             | out, having two completely different codebases and teams is
             | crazy b) Bedrock runs (or can run - MacOS?) on everything
             | c) Bedrock is C++, and hence can perform better d) There
             | are more recurring revenue opportunities for Bedrock:
             | Mojang-provided servers ("Realms") are Bedrock, and there
             | are the "microtransactions" mentioned in a parent comment:
             | you can pay for skins and add-ons (essentially "mods" that
             | use a provided and sanctioned extension API rather than
             | modifying the binary/bytecode). Minecraft is unusual in
             | that you pay for it once but they keep updating and adding
             | content forever (so far), so recurring revenue is important
             | for Mojang.
             | 
             | If you're getting into Minecraft, I highly recommend
             | Pixlriffs' Minecraft Guide for Java edition players, or
             | Prowl8413's Bedrock Guide for Bedrock players. They will
             | walk you through the early game, and then explain how the
             | various "farms" work ("farming" is when you figure out how
             | to build structures and systems that exploit the game
             | mechanics to produce large quantities of particular
             | resources).
             | 
             | To answer a couple of your questions, the client/servers
             | are not interoperable, but there are proxies like GeyserMC
             | that translate.
             | 
             | The C++ one has a server implementation (Bedrock Dedicated
             | Server - BDS) available in binary form, that you can run on
             | Linux or Windows. As far as I know, there are no third-
             | party bedrock servers that implement all (or even most) of
             | the dynamics of the vanilla game, since that would
             | essentially require re-implementing everything, but if
             | contributing to that process is your jam, I highly
             | recommend the Dragonfly folks: their Go server
             | implementation is quite clean, their discord is active and
             | helpful, and their various proxies and tools and libraries
             | are very useful.
        
               | omnibrain wrote:
               | > Mojang-provided servers ("Realms") are Bedrock
               | 
               | You can also rent a JAVA realm. And if you outgrow the
               | realm (want to use mods), you can download the world and
               | run it with a "real" (modded) server.
               | 
               | Modded servers are another rabbit hole...
        
               | sho_hn wrote:
               | Thank you for the high-effort comment!
               | 
               | Has there ever been any community-led effort to create
               | and maintain a "Minecraft spec" (similar to the Tetris
               | spec) and make an open source reference implementation,
               | or is the game to complex for that?
               | 
               | Kind of surprising Mojang didn't go into that direction
               | (e.g. to match Redstone behavior).
        
               | zellyn wrote:
               | IIUC, aside from non-deterministic timing of simultaneous
               | updates, the things that are different about redstone in
               | bedrock are mostly things that _could_ be considered
               | bugs. eg. block spitting (extending a sticky piston for
               | only one tick leaves a pushed block behind, rather than
               | pulling it back in, which makes flying machines more
               | compact in Java), and BUD power (interaction between
               | block updates and redstone state changes)
        
               | Cthulhu_ wrote:
               | Modders have done so; I believe the Minecraft map data
               | structure, at least for the Java version (because it can
               | be decompiled), is pretty well understood. The
               | client/server protocol as used nowadays (?) was actually
               | developed as an open source project at first, because the
               | open source server software ended up being better than
               | their own in-house one.
        
               | zellyn wrote:
               | There is Minetest, which has at least one configuration
               | that attempts to mimic vanilla Minecraft, but I'm not
               | certain how accurate it is.
               | 
               | The stored data structures are well understood for both
               | versions. See for example https://www.amuletmc.com/
               | (Editor, Python) or https://github.com/df-
               | mc/dragonfly/tree/master/server/world/... (Code, Go)
        
             | Pako wrote:
             | Servers are not interoperable by default. There is 3rd
             | party software that acts as a proxy letting Bedrock players
             | connect to Java servers but it'll just remove anything that
             | the more limited client doesn't support.
             | 
             | They both use completely different network stacks, Bedrock
             | using RakNet over UDP, Java using Netty (?) over TCP, so
             | they have to be translated accordingly.
        
               | sho_hn wrote:
               | Thanks!
               | 
               | So I gather Microsoft has renamed Bedrock Edition to just
               | "Minecraft" and then there's "Minecraft: Java Edition".
               | 
               | What's the player base split between these? Do PC players
               | still generally prefer the Java Edition?
        
               | RedNifre wrote:
               | The invisible majority of players uses Bedrock.
               | 
               | The majority of players that stream/post videos or
               | use/write mods use Java.
               | 
               | If you want to play with friends (Macos, Linux etc.) you
               | need Java, because Bedrock is Windows and consoles only.
        
               | sho_hn wrote:
               | Interestingly, it looks like the Bedrock-based "Education
               | Edition" is on MacOS, but normal Bedrock is not.
        
               | zellyn wrote:
               | Yes. So clearly it's not a question of being able to run,
               | or of weird graphics quirks or something. It's a strange
               | omission. Given that Mojang is now owned by Microsoft,
               | it's slightly suspicious...
        
               | zellyn wrote:
               | There is https://github.com/minecraft-linux/mcpelauncher-
               | manifest, which can run the Android JARs on MacOS or
               | Linux (by shimming/implementing the Android APIs it
               | uses), but a few months back one of the updates
               | dramatically changed the rendering system, and the
               | lone(?) MacOs/Linux maintainer of mcpelauncher is still
               | catching up. See https://github.com/minecraft-
               | linux/mcpelauncher-manifest/iss...
               | 
               | Until that breakage, I ran it quite successfully on MacOS
               | (although it _did_ have occasional crashes)
        
               | virusduck wrote:
               | You can use Geyser [0] to "bridge the gap" to Bedrock
               | clients. There are bugs here and there, but it works
               | pretty great to get everyone on the same server.
               | 
               | [0] https://geysermc.org/
        
         | aliqot wrote:
         | wait till you hear how long it's been since simcity got a
         | commit
        
         | PcChip wrote:
         | Don't let your dreams be dreams, start coding!
        
         | jrm4 wrote:
         | It's technically inaccurate but probably fundamentally fair to
         | say that "Bedrock" is the closed version and "Java" is the open
         | one.
        
       | PhasmaFelis wrote:
       | One of my favorite games on the Commodore 64 was _Raid on
       | Bungeling Bay,_ in which you fly a helicopter around a
       | 360-scrolling island map, knocking out enemy war factories. The
       | map was surprisingly detailed and interactive for an early action
       | game, with supply ships moving around helping to build defenses;
       | you could destroy the six factories in any order, but each time
       | you zapped one, the rest would tech up and get tougher. Very open
       | for the time.
       | 
       | Anyway, the dev found that he enjoyed designing the map and its
       | interactions more than he did actually playing the game, so he
       | decided that his next game would be all about building a map. He
       | called it SimCity.
        
       | Apocryphon wrote:
       | This is the real metaverse we care about.
        
       | YesBox wrote:
       | Pretty cool!
       | 
       | If people are still interested in playing city builder games, I
       | am in the middle of developing one right now. I cleared the CPU
       | hurdle of path finding via developing my own algorithm ( old demo
       | here: https://www.youtube.com/watch?v=7q0l87hwmkI ). Here I am
       | pathing around 300,000 units to their own unique destinations.
       | 
       | Unfortunately I dont have a video update yet, but my game's
       | graphics are now isometric (like SimCity).
       | 
       | I also take a little inspiration from The Sims in that the player
       | will see the interior of the buildings so they can watch their
       | citizens live their lives.
       | 
       | Most frequent updates: https://www.reddit.com/r/Archapolis/
        
         | ahansen wrote:
         | Amazing. I had a few questions about pathfinding inspiration
         | since I had just watched NoClips video on Rollarcoaster Tycoon,
         | but your linked video is already so in depth!
        
         | anthropodie wrote:
         | Thank you for sharing!
        
       | jrm4 wrote:
       | I hope we can all begin to learn some lessons from stuff like
       | this; I think this kind of thing is the only path to a remotely
       | interesting "metaverse" to the extent that such an idea is
       | valuable.
       | 
       | And it's so weird. It's obvious that private companies buying
       | game properties is very often death and annoyance -- but it's
       | (sadly to me) equally obvious that straight-up "nothing but free
       | open source" is unlikely to get the engagement and interest.
       | (e.g. otherwise Minetest would have taken over Minecraft a while
       | ago)
       | 
       | I have _no_ good answers here, but I hope people think about the
       | question?
        
       | joe__f wrote:
       | "Your antivirus program might think that MineCity 2000 is a
       | virus. It's not."
       | 
       | Exactly what a virus would say...
        
       | forbiddenvoid wrote:
       | Time to spin up the ole SC2k again. I haven't played Minecraft in
       | VR yet, and this seems like a really good reason to try it out
       | now.
       | 
       | I would definitely love to see more things like this that spin
       | old games/software into new experiences.
        
       | jl6 wrote:
       | How did they convert the 2D sprites to 3D blocks? Automatically
       | or laboriously?
        
         | jgosar wrote:
         | Hi, I did it manually, first some 2D drawings of where to put
         | the blocks to correspond to the original game's pixels as close
         | as possible, and then I built them using MCEdit, and finished
         | the details in the game itself
        
         | tclancy wrote:
         | You have to mine them one by one.
        
         | Cthulhu_ wrote:
         | Probably manual, given they have a specific list of supported
         | buildings. But they're pretty simple so I can imagine it'd take
         | an hour at most to build one them (in creative mode).
        
       | justin-mccarthy wrote:
       | Would love to see something like Magnasanti in Minecraft
       | 
       | https://www.moma.org/interactives/exhibitions/2013/designand...
        
       | pipeline_peak wrote:
       | I thought it was interesting that not only does this guy choose
       | C# over Java but he chooses to write getter methods instead of
       | properties
       | 
       | https://github.com/jgosar/mine-city-2000/blob/master/SimCity...
       | 
       | Completely trivial, but as a long time C# developer, this was a
       | big pet peeve.
       | 
       | For City name just do
       | 
       | public string CityName{ get; private set; }
       | 
       | Based on the fact that I see capital letters in String etc, this
       | is either old code or this guy dove head first from Java.
        
         | chris37879 wrote:
         | Or Unity, their flavor of C# discouraged properties for a long
         | time, it does support them now, though.
        
       | jawadch93 wrote:
        
       | beprogrammed wrote:
       | Things you didn't know you needed
        
       | roody15 wrote:
       | Well done. Cool project.
        
       | [deleted]
        
       | nomercy400 wrote:
       | How much time does it cost to create one building? Would be cool
       | to connect minecraft to a real running sc2k, adding/removing
       | buildings on-the-fly.
        
         | jgosar wrote:
         | The simplest ones can be done in a few hours. The latest one I
         | did was the Statue which only took about 3 hours.
         | 
         | The most complex one so far is the big corporate tower with the
         | KSIM sign on top. That one took a few days.
        
       | pocketsand wrote:
       | porntipsguzzardo
        
       | aarpmcgee wrote:
       | Not sure why exactly, but this gives me strong nostalgic feelings
       | for Lego Island.
        
       | dreen wrote:
       | Hopefully Minecraft has a mod to let you fly around in a
       | helicopter and pick people up from the ground only to drop them
       | confused on top of a skyscraper.
        
         | mikepurvis wrote:
         | While Ride of the Valkyries blares in the background,
         | obviously.
        
           | remoquete wrote:
           | Showering them with water from a bucket.
        
             | Mezzie wrote:
             | And the mobs kissing.
        
               | DonHopkins wrote:
               | "himbos"
               | 
               | https://www.avclub.com/simcopter-programmer-once-
               | deployed-ar...
               | 
               | https://en.wikipedia.org/wiki/Himbo
               | 
               | https://tcrf.net/SimCopter
               | 
               | https://www.youtube.com/watch?v=ozL3LtSsYd8
        
         | reilly3000 wrote:
         | If anyone here wants to try to recreate your Sim Copter glory
         | days, I would recommend FlansMod. It's an incredible mod family
         | that is pinned to the ancient Minecraft 1.7.10 I believe. It
         | has tons of vehicles and weapons from WW1 biplanes to mechs.
         | There are definitely helicopters and I think they have
         | passenger seats.
         | 
         | The whole thing was pushing the bounds of the Minecraft engine
         | beyond reason when it was being actively developed, and has
         | largely been abandoned. Still, I was hosting a Flan's server to
         | play w/ my kids as recently as last winter. If you can live
         | with the bugs it's an incredibly fun mod, and a masterclass in
         | Java hackery.
        
         | cykros wrote:
         | In my experience there aren't many things minecraft doesn't
         | have a mod for -- though sometimes it is a matter of what
         | version of minecraft you want it for. mods at the very least
         | tend to trail the main release version by a few cycles.
        
       | rheide wrote:
       | I had this exact idea but for OpenTTD worlds. Well done.
        
       | raydiatian wrote:
       | Is this what "reticulating splines" means, then? Almost 30 years
       | later and I still don't understand but the phrase is eternally
       | trapped in my mind.
        
         | mccolin wrote:
         | I looked this up once to determine if it was real or just
         | hilarity. And the answer is great. From [Sims
         | Fandom](https://sims.fandom.com/wiki/Reticulating_splines)
         | site:
         | 
         | > The words 'reticulate' and 'spline' both have dictionary
         | definitions, which has led several people to determine a
         | meaning for the phrase, such as "to make a network of curved
         | elements." However, Will Wright stated in an interview that the
         | term itself is meaningless, as SimCity 2000 does not reticulate
         | splines when generating terrain; the phrase was included in the
         | game because it "sounded cool."
        
           | PhasmaFelis wrote:
           | It's compelling because SimCity 2000's terrain is very much a
           | network of curved lines, so it sounds like a plausible part
           | of the process.
        
           | jgosar wrote:
           | It sounds cool indeed. That's why this project includes a
           | reticulateSplines method :)
           | 
           | https://github.com/jgosar/mine-
           | city-2000/blob/master/MineCit...
        
       | JuanPosadas wrote:
       | I wish the demo videos included walking inside the skyscrapers.
        
       | MayeulC wrote:
       | That looks great!
       | 
       | It's C# though, so I have no idea how to build this under Linux.
       | I also wish there was a Minetest backend.
       | 
       | Similar: OSM to Minecraft[0][1] (there should be another code
       | drop soon-ish, I heard [2] they plan to move the dev effort to
       | GitHub by the end of the year).
       | 
       | [0]: https://minecraft.ign.fr/
       | 
       | [1]: https://github.com/ignfab-minalac/minalac
       | 
       | [2]: video, in French:
       | https://peertube.openstreetmap.fr/w/cLpfr5jWd9SipjJTDKDPmj?s...
        
         | tippysdemise wrote:
         | Usually, building C# projects on Linux is as simple as getting
         | the .NET SDK using your favorite package manager and running `$
         | dotnet build` at the root of the project. Just FYI.
        
           | MayeulC wrote:
           | Thanks for the tip! I saw some .sln files and I assumed
           | project information was only stored in a Visual Studio-
           | specific format.
        
         | chris37879 wrote:
         | Looks like the GUI uses WinForms, which means you won't be able
         | to build it on linux, I would wager. You may, however, be able
         | to run an already built version of it through Wine.
        
           | nycdotnet wrote:
           | The GUI code looks very simple at first glance - just four
           | buttons and file picker and background worker. Chances are
           | this would be straight-forward to port to a .NET command-line
           | tool that would be cross-platform assuming there's nothing
           | Windows-specific in the domain logic.
        
             | MayeulC wrote:
             | Thinking about it, wouldn't mono support this fairly well?
             | I don't have much experience with mono nor C#, but going
             | from a sibling comment and my package manager, I would be
             | tempted to install mono-msbuild-sdkresolver and run `mono
             | build`.
             | 
             | Of course, I believe a command-line tool is a better fit,
             | especially if one wants to automate this.
             | 
             | The real value of this project probably lies in the
             | buildings the author made :)
        
               | jgosar wrote:
               | I'm the author, and the GUI is indeed not the focus of
               | this project. It's just there so people can do the
               | conversion in a few clicks.
        
           | MayeulC wrote:
           | Well, I wasn't too interested in the GUI anyway :)
        
       | theandrewbailey wrote:
       | Wow.
       | 
       | I played SimCity 2000 all the time when I was a kid. Still got
       | the CD and some save files, and built a retro PC that can run
       | it.[0] (I even have the same sound card that the family PC had,
       | so the MIDI is exactly the same.)
       | 
       | Walking around my cities in Minecraft would be so surreal.
       | 
       | [0] https://theandrewbailey.com/article/122/SimCity-2000
        
       | Systemic33 wrote:
       | Very cool idea and execution.
       | 
       | Slightly off-topic; if there ever was a excellent example of what
       | it means when a C# program is being written by a java developer,
       | this would certainly qualify.
       | 
       | Was this ported from a java project?
        
         | davbryn wrote:
         | When did we get C# devs flexing on Java devs? Isn't like that
         | like a paint by numbers expert flexing on a paint by letters
         | kinda person?
        
           | the_gipsy wrote:
           | Oh this is so mean ;)
        
         | Cthulhu_ wrote:
         | It's typical how this particular project / codebase attracts so
         | many armchair code reviewers (in multiple threads); I've not
         | seen anything like that on HN for ages. Is C# / Java some kind
         | of trigger for it?
        
         | n4r9 wrote:
         | Could you give examples of what you mean? I've had a look
         | through and there are certainly stylistic things I'd do
         | differently, such as using "var" and LINQ more, and
         | capitalising method names. But it's easy enough to understand
         | despite that.
        
           | Systemic33 wrote:
           | Don't get me wrong, it's not "bad" code (from a brief glance)
           | but it's just clearly written as if it was Java code, and
           | probably not in a usual IDE like Visual Studio, Rider or
           | VSCode /w C# plugin (as that would typically scaffold a more
           | C#-esque style).
           | 
           | Here's what I've noticed so far:
           | 
           | - Uses camelCase instead of PascalCase
           | 
           | - Uses setter and getter methods instead of C# properties.
           | 
           | - Uses reverse DNS namespace com.mc2k.SimCityReader instead
           | of e.g. JGosar.MineCity2000.SimCityReader.
           | 
           | - Lack of LINQ (It is such a big part of C#, that not using
           | it at all is strange).*
           | 
           | - Lac of using generics e.g. List<string> instead of
           | string[].*
           | 
           | - Excessive use of arrays (you'd typically use a simple
           | IEnumerable<T> or List<T>).
           | 
           | - Lack of `var`.*
           | 
           | - Casting integer literals to short, byte, etc -- these all
           | have equivalent literal notation.*
           | 
           | - Lack of extension methods.*
           | 
           | - Lack of maps (pattern matching).*
           | 
           | There could be more, but those are what I noticed.
           | 
           | EDIT: * Given that the original code was done with VS 2010
           | and .NET Framework 4, its fair to say that a few of the
           | points above do not apply, but the code is nevertheless very
           | java-esque (just from the first two points).
        
             | throwaway_032 wrote:
             | I looked at the code from a Java developer point of view,
             | and besides the first 2 points, I don't see anything that
             | was Java-specific.
             | 
             | If anything, the code style is reminding me more about
             | classic game code, where they use arrays instead of List
             | and are more concerned about data types and memory usage.
             | Maybe this person is coming from a background of game
             | programming and/or C(++)?
        
             | pdntspa wrote:
             | I'm saving this as it's an excellent guide for taking my
             | dated pre-LINQ C# skills and polishing them up as need be
        
             | pjc50 wrote:
             | https://github.com/jgosar/mine-
             | city-2000/blob/master/MineCit... contains "private
             | byte[][][][][][][] _blockDatas;" which made my eye twitch.
             | 
             | But generally I think it's just older than the git history
             | indicates. The sln file mentions Visual Studio 2010!
        
               | Systemic33 wrote:
               | Ye this commit [0] imports a "local repository" with
               | Visual Studio 2010 .sln file.
               | 
               | The original README mentions .NET Framework 4, so C# has
               | progressed a fair amount since.
               | 
               | [0] https://github.com/jgosar/mine-
               | city-2000/commit/f1cbe98601c4...
        
               | jgosar wrote:
               | Hi, I'm the author of this project. I actually coded most
               | of it in 2014, i just did some refactoring and uploaded
               | it to GitHub in 2019 after I mentioned it in a job
               | interview and the guy asked if the code is uploaded
               | anywhere so he could look at it.
        
               | Systemic33 wrote:
               | Hi jgosar, and thanks for joining into the discussion :D
               | 
               | I figure you noticed the drastic increase in repo
               | activity and stars. What's your own opinion on java-ness
               | of the code? Do you feel it is an accurate assessment?
               | 
               | I hope you didn't take it personal, I've most certainly
               | done similar things when I learned C# after doing java
               | for the initial university courses.
        
               | jgosar wrote:
               | Yes, I mostly worked on Java and C# projects at the time,
               | so it's understandable:)
        
             | usrusr wrote:
             | Excessive use of arrays can be a sign of many things, but
             | not of being a java developer. Perhaps a sign of having
             | been a java developer at some point in time before 2004 but
             | not having touched the language ever since.
        
               | n4r9 wrote:
               | An array can be much more performant than a list in many
               | circumstances, but I agree it's a little strange to
               | completely avoid lists.
        
             | [deleted]
        
         | jgosar wrote:
         | We were working on a mix of Java and C# projects at work at the
         | time I started writing this, so that's probably why the code
         | looks like a mix between the two.
        
       | tedeh wrote:
       | This reminds me a lot of SimCopter (1996) where you could also
       | import your SC2k city and fly around and do missions. Mostly
       | about helping people in various forms of distress by picking them
       | up and flying to various destinations. Great flashback from 90's
       | gaming, I remember tossing people out at random when flying which
       | was always hilarious when you're a young kid. You could then pick
       | them up and fly them to the hospital to get fixed up.
       | 
       | But I must say I think the original SimCopter looks slightly
       | better graphically than this Minecraft version.
       | 
       | You can play SimCity 2000 online here, by the way:
       | 
       | https://playclassic.games/games/city-building-dos-games-onli...
        
         | DonHopkins wrote:
         | Clint Basinger's Lazy Game Reviews always has excellent reviews
         | of Maxis games.
         | 
         | LGR - SimCopter - PC Game Review
         | 
         | https://www.youtube.com/watch?v=x4mh7Pc5MSI
         | 
         | LGR - Streets of SimCity - PC Game Review
         | 
         | https://www.youtube.com/watch?v=zi60A2-PcpM
         | 
         | The SimCity 2000 Retail Demo Disk for DOS
         | 
         | https://www.youtube.com/watch?v=G2b5HRRTH70
         | 
         | LGR - SimCity 2000 Network Edition - PC Game Review
         | 
         | https://www.youtube.com/watch?v=W9e3WlJChro
         | 
         | LGR - SimCity Educational Version Unboxing & Overview
         | 
         | https://www.youtube.com/watch?v=edXRNtuAGTg
         | 
         | SimCity 30 Years Later: A Retrospective
         | 
         | https://www.youtube.com/watch?v=TrScy1icWjI
         | 
         | The Sims 1: An LGR Retrospective Review
         | 
         | https://www.youtube.com/watch?v=bsob06m9p_4
        
           | lazyfanatic wrote:
           | Clint is great!
        
             | theandrewbailey wrote:
             | I can't help but think your username was inspired by LGR.
             | Put another coin in the 'HN usernames are on topic' jar.
        
         | nimajneb wrote:
         | I never had SimCopter, but I did have the vehicle based one. I
         | remember having fun playing in it in cities I made. Is it
         | called Streets of Sim City?
        
         | partiallypro wrote:
         | I remember being able to do this in SimCopter, but at least as
         | a kid I could never get it to import right.
        
         | jgosar wrote:
         | SimCopter was actually the inspiration behind this project, but
         | what annoyed me was that the buildings mostly looked nothing
         | like in SimCity 2000.
        
           | jtokoph wrote:
           | My biggest disappointment was the lack of Arcologies in
           | SimCopter. If I remember correctly, the land they were
           | originally on was just empty once imported.
        
             | jgosar wrote:
             | Unfortunately that's the case in MineCity 2000 as well
        
             | omnibrain wrote:
             | I'm quite sure, that at least the one with the glass dome
             | on top was in the game, because I remember trying to land
             | on top of the glass dome.
        
         | forbiddenvoid wrote:
         | I spent a lot of time in SimCopter as a teenager. It was always
         | fun to get to explore the cities I had spent so much time
         | curating in SC2k.
        
         | justusthane wrote:
         | SimCopter was awesome! I had forgotten all about it. I didn't
         | realize you could import SimCity cities!
        
           | Arrath wrote:
           | God I love SimCopter. played it so much as a kid but I never
           | got to the fanciest helicopters because every run hit a bug
           | where I couldn't enter the hanger anymore, I was too young to
           | know that patching a game was even a thing, if it ever got a
           | patch to fix that.
        
         | dontbenebby wrote:
         | Thanks for this, I usually hate to say sequels are bad (since
         | Simcity 2000 was itself a sequel and much better than the
         | original SimCity) but that series really went off the rails
         | around when Simcity 3000 came out.
         | 
         | (It's a shame we didn't get a higher resolution version of
         | Simcopter and Streets of Simcity instead of a long string of
         | "The Sims" plus... well I quit gaming before they took GTA
         | online, but I got the impression the GTA community is more into
         | murdering sex workers for cash rather than equipping your car
         | with an airfoil _and_ a hopper so you can jump high in the air
         | then glide down into areas of the map your opponent cannot
         | reach.)
         | 
         | Ps I've never seen that domain you can also play Simcity 2000
         | at https://archive.org/details/SimCity2000
        
         | jl6 wrote:
         | > Playclassic.games does not intend to violate any copyright or
         | violate any license of a game.
         | 
         | I thought there was a chance this site might have arranged
         | licenses from the original publishers, funded by revenue from
         | the (many) ads, but no, it appears to be good old fashioned
         | piracy.
         | 
         | Edit: I tried Settlers, which has one of those copy-protection
         | systems that involves entering information that can be found in
         | the printed manual. Either I got very lucky, or this game has
         | been cracked. Or, as the site euphemises it, "unblocked".
         | 
         | Now, I'm sympathetic to the cause of video game preservation
         | and use of abandonware, but the second you put ads around it
         | and make money off it for yourself, you cross a line.
        
           | jagged-chisel wrote:
           | Plus, intent isn't relevant. If the copyright holder doesn't
           | pursue, you're fine. If they base their decision on "intent,"
           | then fine.
           | 
           | Infringement is infringement, intentional or not.
        
           | coldpie wrote:
           | Hard disagree. Severs aren't free to run. They're welcome to
           | recoup those costs and even make a profit from providing a
           | valuable service. Ethically they're doing nothing wrong by
           | letting people play a 30-year-old game for free, even if
           | they're in violation of our utterly insane copyright laws.
        
             | jl6 wrote:
             | I didn't see any statement on the site that the ads and
             | donations were ringfenced to cover server costs.
        
               | coldpie wrote:
               | Sure, I said they're welcome to make a profit.
        
             | Sargos wrote:
             | A website costs a few bucks a month to run and the files
             | should be distributed via BitTorrent anyway. This service
             | could be funded by any single individual.
        
               | coldpie wrote:
               | Sounds like you're volunteering! Have fun!
        
         | sillysaurusx wrote:
         | But where can we play simcopter? I need the ability to dangle
         | my passengers out of the helicopter in a threatening way. It's
         | been awhile.
        
           | coldacid wrote:
           | Someone actually went and created patches and installers to
           | work with modern Windows for both SimCopter and Streets of
           | SimCity.
           | 
           | http://krimsky.net/patchers.html
        
         | ascagnel_ wrote:
         | SimCopter wasn't the only game that allowed you to import from
         | SC2k -- the city import is the only notable feature of the
         | otherwise-unremarkable Streets of SimCity[0].
         | 
         | [0] https://en.wikipedia.org/wiki/Streets_of_SimCity
        
           | somat wrote:
           | The music, the music was the other remarkable feature of
           | streets of sim city.
        
             | boole1854 wrote:
             | "I'm just a splatter, splatter, splatter on the windshield
             | of life."
             | 
             | https://youtu.be/uqnU8wAyHdQ?t=3999
        
           | ffmpegy wrote:
           | that game had so much potential, so many bugs...
        
           | [deleted]
        
           | missblit wrote:
           | Streets of Sim City was great. I'd use a bug to create
           | glitchy self-intersecting bridges I called "super springs"
           | which launched cars straight up. The AI certainly didn't know
           | what to make of that.
        
           | ambicapter wrote:
           | Streets of SimCity was great for making an outrageous racket
           | by using the increased gravity cheatcode. Every polygon
           | intersection would trigger the "suspension crashing" sound
           | effect. Fantastic fun.
        
         | hawski wrote:
         | I liked to play the SimCopter demo and thanks to it Wagner's
         | Ride of the Valkyries still remind me of the game. I suspected
         | (or maybe just hoped) that you could somehow import SimCity
         | 2000 cities (I had the original boxed release, the first game I
         | owned), but either it was not possible to do in the demo or I
         | just failed to find the way (I was barely a teenager without
         | the Internet access).
        
           | xattt wrote:
           | This is kind of like being a fan of early Simpsons, where
           | exposure to one thing leads you to find out more about the
           | thing they're drawing inspiration from.
           | 
           | The association of Flight of the Valkyries and helicopters
           | came from Stanley Kubrick's Apocolypse Now.
        
             | lostgame wrote:
             | >> 'Stanley Kubrick's' 'Apocalypse Now'
             | 
             | ...in what possible world; lol. I want to see that world.
             | 
             | I think you mean Francis Ford Coppola. :P Or 'Full Metal
             | Jacket' - but your statement as it stands just makes me
             | giggle.
        
               | xattt wrote:
               | Oh god, I am grown man who did not know the difference
               | between these movies.
        
               | lostgame wrote:
               | lol, it's okay; we all make mistakes. :)
               | 
               | I only found it so funny because obviously, those are two
               | of the most significant and important films / directors
               | of all time; and the concept of 'Stanley Kubrick's
               | Apocalypse Now' is just both utterly fascinating and
               | totally humorous.
               | 
               | Not sure what your age has anything to do with your
               | comment or mine; though? Except that I guess that
               | obviously as a grown man you'd have a much easier time
               | identifying these two films and their directors than,
               | say; a 20-year-old? Is that what you're saying? Sorry; I
               | think it just went over my head.
        
               | tialaramex wrote:
               | They may well just mean that making these sorts of
               | mistakes feels worse when you're an adult. When children
               | don't know the difference between a goose and a duck, or
               | between N Sync and the Beatles, we don't think much of
               | it, whereas suddenly as an adult this seems like a big
               | deal.
               | 
               | I used to get Al Pacino and Robert De Niro muddled up,
               | like badly enough that it made it difficult to follow
               | Heat (which features both actors in major roles)! No,
               | they don't look alike, I don't know why I couldn't keep
               | that straight.
               | 
               | Whereas I had no problem distinguishing the real Queen
               | Amidala (Natalie Portman) in the Phantom Menace while
               | apparently that plot point caught out other people I
               | watched it with the first time - shrug.
        
             | DonHopkins wrote:
             | And of course there's The Simpsons association of
             | Apocalypse Now and Highway To Hell!
             | 
             | https://www.youtube.com/watch?v=LBcZvviml_w
        
           | NexRebular wrote:
           | I remember it was possible to import your own maps in the
           | demo... by just copying your own city over the demo one.
        
       | hardlianotion wrote:
       | A noble quest
        
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