And it was always fun to have some big construction project to save up for, eg an expensive tunnel to build or expensive bridge across a river to construct in order to link two separated settlements, or to get the cash to replace that polluting coal plant with a nuclear one. You'd lay down some initial town and then hope/wait for the money to come in so you could afford to expand it. Building a town felt like harvesting a crop. What was nice about sim city 2000 was the map was so big you could build 4 separate towns in different parts of the map and link them later. Likely because they are trying to simulate a whole city at the individual-car level.
![simcity 2000 windows xp simcity 2000 windows xp](https://media.moddb.com/cache/images/downloads/1/112/111836/thumb_620x2000/sc2k_win_patch.jpg)
I haven't personally confirmed this, but I have heard the new Sim City has much smaller maps than Sim City 2000. Especially considering that some of these great early works of the art of making video games would be lost forever without abandonware sites and collectors. The morality is debatable, but I'm personally of the opinion that if the copyright holders don't care then there's no harm done and therefore no moral violations. It's a law that no one is ever going to enforce. Sure, it's (usually) illegal, but so is failing to stop your car and wave an orange lantern at every intersection in my home state. The concept of abandonware is that either the entity that owns the copyright no longer exists (in which case the copyright is effectively, if not legally, void because they can neither give permission to copy nor enforce enforce the copyright), no longer sees any point in enforcing the copyright because the game has long since ceased to be profitable (in which case why should you care about the copyright if the company owning it doesn't), or in a few cases the game has been released to public domain (in which case your argument is null). Abandonware is technically illegal, but there's more to the story.