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How to run a city builder on 16 MHz

OSnews · WORLD · Operating Systems · 10/25/2026, 8:42:55 PM

When thinking about impressive technical achievements in retro games, most people will first point to graphical milestones set by action games like Doom or Quake. Rightfully so, but at least I am personally far more impressed by the early examples of the city builder genre. Simulating whole economies on a large scale with a fraction of today’s power seems impossible if modern builder games even struggle on modern machines. Of course this didn’t stop developers in the past to develop and run city builder games on significantly weaker hardware. The original SimCity for example lists Intel’s 386SX as the CPU in it’s system requirements. A CPU which at the time of it’s launch ran at magnificent 16 MHz. ↫ Lars Thießen What’s even more impressive are some of the other systems the origin al SimCity was ported to, which had even more limited hardware than a 386SX. The Super Nintendo got a SimCity port, which even included fun extras like a Mario statue and Bowser taking up the mantle of the Godzilla disaster, and additional systems the PC version didn’t have. Hell, they even worked on a port to the NES, but it was cancelled and thought lost, until a relatively complete and working copy was discovered in 2017. Even this NES version contained features not available in the PC version. Hardware limitations really did breed a lot of innovation back in those days, and sometimes I wonder if programmers and developers could benefit from tasking themselves with working within such limitations today, if only to become a bit more prudent with resources.

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