Two games released in 1989 point at two very different strengths the PC was starting to claim as its own: systems you could tinker with endlessly, and movement that looked and felt more human than anything else on shelves.

SimCity and the Toy That Simulates a System

Will Wright's SimCity had no win condition in the traditional sense. It handed players a set of interconnected rules — zoning, traffic, tax rates, pollution — and let the consequences play out. There was no arcade reflex test involved, only cause and effect at city scale. That "software as a system to explore" idea would eventually spawn an entire simulation genre, one this site covers separately in its guide to best 90s PC simulation games.

Prince of Persia's Original Release

Jordan Mechner's Prince of Persia shipped first on the Apple II in 1989, animated using rotoscoped reference footage that gave the hero's run, jump and sword fights a fluidity nothing else on 8-bit hardware matched. Its wider international audience, including the DOS port most players actually remember, arrived the following year — a story covered in full in Prince of Persia (1990): The Full History.

Why Both Games Needed a Computer, Not a Console

Neither game would have worked the same way on 1989 console hardware. SimCity needed a keyboard, a mouse and a save system built around long, open-ended sessions. Prince of Persia needed floppy disk storage generous enough for rotoscoped animation frames, plus a control scheme precise enough for frame-perfect platforming. Both leaned on exactly what made PCs and PC-adjacent computers different.

1989 as a Turning Point

Together, these two releases mark the moment "PC game" stopped meaning "arcade game, but slower" and started meaning something with its own identity. See the full 1989 catalogue by year for everything else that shipped alongside them.