From HandWiki - Reading time: 8 min
| Streets of SimCity | |
|---|---|
| Developer(s) | Maxis |
| Publisher(s) |
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| Designer(s) | Jason Shankel Mike Perry |
| Artist(s) | Shannon Galvin |
| Composer(s) | Jerry Martin |
| Series | SimCity |
| Platform(s) | Microsoft Windows |
| Release | |
| Genre(s) | Racing, vehicular combat |
| Mode(s) | Single-player, multiplayer |
Streets of SimCity is a racing and vehicular combat 3D computer game published by Maxis and Electronic Arts in November 1997. The game features the ability to visit any city created in SimCity 2000, as well as a network mode, allowing for players to play deathmatches with up to seven other players. It is the last Maxis game to be developed and released without supervision by Electronic Arts, which acquired Maxis in the two months leading up to release.[3]
The soundtrack of the game was composed by Jerry Martin, known for composing music for The Sims and the SimCity series. The game includes several styles of music, represented via the radio stations. The stations include jazz, techno, bluegrass, and rock. Some of the music lived on and was included in The Sims, as music for "action television programs", as well as tracks on radio and audio systems.[4]
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The game received unfavorable reviews from critics. Next Generation said, "Streets of Sim City [sic] is better left on the store shelves. With its surprisingly high system requirements (P166 and 32 MB of RAM at a minimum), the game already has a limited audience by necessity. [...] Pass on this one and dig out Interstate '76 instead – same idea, much more fun."[8] PC PowerPlay found that even on a Pentium II 266MHz, the game slows down noticably when there are multiple moving objects on screen. Their review went on to state that the idea behind the game is a good one, and the graphics look good, but the game's driving physics and gameplay let it down.
A fan-made patch exists which allows the game to be installed and run under 64-bit Windows 10 and 11. The patch also fixes bugs and allows the game to be played either windowed or in full screen.[11]
Edits and submissions to the site (including screenshots, box art, developer information, game summaries, and more) go through a verification process of fact-checking by volunteer "approvers".[2] This lengthy approval process after submission can range from minutes to days or months.[3] The most commonly used sources are the video game's website, packaging, and credit screens. There is a published standard for game information and copy-editing.[4] A ranking system allows users to earn points for contributing accurate information.[5]
Registered users can rate and review games. Users can create private or public "have" and "want" lists, which can generate a list of games available for trade with other registered users. The site contains an integrated forum. Each listed game can have its own sub-forum.

MobyGames was founded on March 1, 1999, by Jim Leonard and Brian Hirt, and joined by David Berk 18 months later, the three of which had been friends since high school.[6][7] Leonard had the idea of sharing information about computer games with a larger audience. The database began with information about games for IBM PC compatibles, relying on the founders' personal collections. Eventually, the site was opened up to allow general users to contribute information.[5] In a 2003 interview, Berk emphasized MobyGames' dedication to taking video games more seriously than broader society and to preserving games for their important cultural influence.[5]
In mid-2010, MobyGames was purchased by GameFly for an undisclosed amount.[8] This was announced to the community post factum , and the site's interface was given an unpopular redesign.[7] A few major contributors left, refusing to do volunteer work for a commercial website.{{Citation needed|date=June 2025} On December 18, 2013, MobyGames was acquired by Jeremiah Freyholtz, owner of Blue Flame Labs (a San Francisco-based game and web development company) and VGBoxArt (a site for fan-made video game box art).[9] Blue Flame Labs reverted MobyGames' interface to its pre-overhaul look and feel,[10] and for the next eight years, the site was run by Freyholtz and Independent Games Festival organizer Simon Carless.[7]
On November 24, 2021, Atari SA announced a potential deal with Blue Flame Labs to purchase MobyGames for $1.5 million.[11] The purchase was completed on 8 March 2022, with Freyholtz remaining as general manager.[12][13][14] Over the next year, the financial boost given by Atari led to a rework of the site being built from scratch with a new backend codebase, as well as updates improving the mobile and desktop user interface.[1] This was accomplished by investing in full-time development of the site instead of its previously part-time development.[15]
In 2024, MobyGames began offering a paid "Pro" membership option for the site to generate additional revenue.[16] Previously, the site had generated income exclusively through banner ads and (from March 2014 onward) a small number of patrons via the Patreon website.[17]
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Warning: Default sort key "Streets Of Simcity" overrides earlier default sort key "Mobygames".