Placing an object designed for a 4x4 tilebase into a 3x3 tilebase will result in the object being clipped.In the DOS version of SCURK, it will clip both the base of the object, as well as the top (that is, if the object is tall). How do I use 4x4 tilebase buildings efficiently? You can check out SCURK on this site here. Please visit the SCURK links page for more links. Where can I find other web pages for SCURK? See the next question for additional SCURK sites. You can download them from this site's SCURK Graphics page or from various on-line forums on Compuserve, AOL, or Prodigy. SimCity 2000 Special Edition can be bought directly online through Computer Games Online or at Best Buy or similar stores for only about $20-$30. However, SCURK comes bundled with the "SimCity 2000 Special Edition" package and the "Ultimate Sim" package, both packages containing many extra bonus tilesets. Maxis no longer sells SCURK as a standalone product. In addition, you'll have to have SimCity 2000 installed on your hard drive. 4MB ram, a hard disk, and a mouse are also required. You'll need an IBM (Windows 3.1, Windows 95, DOS 3.3 or above) or Macintosh machine, each with SVGA and at least 512K of video ram. You can also print your cities with several options at your disposal. You can place any building anywhere in a new city or an existing city, without money constraints. ![]() You can create completely new collections of buildings to create specific themes or whatever you like. SCURK allows you to alter or replace the buildings in SimCity 2000, as well as create brand-new ones. See the Introduction to SCURK page to learn more about the program, or see the next question to find out what you can do with it. It's a retail product and thus can't be downloaded or shared with others. Like a scenario package, it's an add-on for SimCity 2000 that expands SimCity 2000's flexibility and depth. SCURK stands for Sim City Urban Renewal Kit. You also had the dystopian but very coollooking Darco and the utopian Launch Arco, which seemed set for a galaxy-voyaging paradise world within a rocket-equipped biodome.Ĭities are changing, and these stylised arcologies reminded us we really should be thinking about how cities should look and function in a decade and in a century. The picturesque Forest Arco served as a sad reminder of deforestation while the Plymouth Arco was less a homage to the boredom of life in Plymouth than to the film Blade Runner and its imposing Tyrell building. They weren't so much about capturing the essence of contemporary America as envisioning its wonderful or horrific future. It screamed America, which fit well because so did the simulation's underlying philosophies. ![]() And jutting out of the concrete jungle or that endless, open emptiness around the urban center you had various parkland oases. The police were blue and fire stations red. They had repetitive architecture and roads, which were laid on a grid, were as wide as the houses were big. As someone born and raised outside the US, SimCity 2000 cities looked American to me. ![]() That dimetric perspective lent the game a deeper aesthetic tone, too. And it allowed Maxis to allow toggling between four fixed viewpoints without anyone getting lost - because a quirk of this forced perspective meant building sprites could be the same on all sides (albeit mirrored on two of them) and somehow still look right. It allowed you to see more of your city - more buildings and more of the map - which is essential to running it smoothly. It created an iconic angular look and, functionally speaking, it was huge too. ![]() In simple terms, that means the tiles were the same length in all directions horizontally, but they followed a different, flatter scale vertically. I like to tell people that the brilliance of SimCity 2000's art style rested on the fact that it was not isometric but rather used a technique called dimetric projection.
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