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In these instances, you're asked to perform a specific series of tasks, often within an allotted time frame, in order to receive the go-ahead for adding a key element to a given neighborhood. One of your most critical moves is to satisfy the various "opportunities" the game throws your way. In this way, Tycoon City certainly differs from the see-thru wall designs of its peers such as The Sims or Vega$ Tycoon. In fact, the game doesn't even allow you to see inside most of the buildings you construct, never mind walk around and explore.
#Tycoon city new york xiazai upgrade
You are not, however, allowed to upgrade the interiors of any of your structures. We remember enhancing a park with desirable perks such as a playground, a pricey pool, a wandering minstrel, and a barbecue pit, only to discover the occupants of the apartment building directly across the street still cried out for more "activities." Sheesh, talk about hard to please. A row of potted plants versus a dancing mascot? Who knows.
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Yet it seems to be a guessing game whether a given upgrade is really superior to another. Here you'll turn bland eateries into compelling, profitable eateries by adding items such as additional seating, vegetation, menu boards, various degrees of signage, and perhaps even an extra waitress. You'll undoubtedly spend a good deal of time with the game's upgrade menu. But the game plays out as if you could have handled things in one of several ways to achieve the same result. And you certainly seem to get more bang for the buck by creating distinct nightlife or shopping zones. Granted, you'll want to place amenities where their "sphere of influence" (represented by a handy-dandy shaded circle) impacts the greatest number of residents. Whether you build additional accommodations, a disco, or a locksmith shop is completely up to you. Flip the menu page and you'll see a collection of bar graphs describing precisely what you need to do in order to make them happier. By clicking on any of the various residential buildings already in place, you'll bring up a menu system that offers comprehensive accounts of each tenants' current level of happiness or dissatisfaction. You'll open with $500,000 in your pocket, a princely sum indeed considering a measly $20,000 will somehow buy you a clothing store or a pub in this strangely affordable virtual version of New York. Following that, they can choose either "Sandbox" mode-wherein virtually no parameters or conquests exist-or move straight on to "Build New York." As even the latter mode is comparatively cushy, all but the youngest or most unsure will want to start there.
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The first place that newcomer will go is the game's brief tutorial, though the concept and interfaces are so easily grasped that such a tutorial is probably unnecessary. In this way, Tycoon City clearly appeals less to hardcore entrepreneurs than newcomers to the tycoon biz. In any case, you'll never lose everything you have and you won't end up on skid row. The game is designed in a forgiving manner that lets you take pretty much any route you want as long as you keep building and developing, and it doesn't punish you severely for making wrong decisions. And make no mistake-they will ultimately be upbeat. You'll start by exerting your godlike power in the artist/musician/hippy/stoner berg of Greenwich Village, which in the beginning comprises just a few buildings and acre upon acre of deserted parks and barren land, You'll then move through eleven more Big Apple suburbs until you've created an entire urban jungle of deliriously upbeat citizens. It certainly looks fantastic, no small feat in a game this jam-packed with visual details.Īs the title suggests, the game deals exclusively with the hamlet of New York, New York. Yet if serious competition and authenticity aren't critical and if you prefer working in a relaxed environment and from a predetermined infrastructure, Tycoon City can be quite entertaining for the short term. Nor does it compel you to build a society from the ground up, adhere to a stringent set of rules, or deal with complexities such as power, water, or road construction.
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It does not, however, kick you to the curb if you fail. Like Utopia and so many of its successors during the past twenty-five years, Atari's Tycoon City: New York asks you to plan, establish, and manage the welfare of an entire populace. Few games from its era have stood the test of time as well as Mattel's 1981 Intellivision classic, Utopia, arguably the godfather of all strategy/civilization titles to follow.