SimTower was successful in Japan, earning the developers a profit. The
Nihon Keizai Shimbun awarded Saito the "Best Young Manager/Venture of the Year" for his work on the game. After the initial Japanese release, Maxis president Jeff Braun contacted Saito regarding a worldwide release;
SimCity creator
Will Wright had informed Braun of the game. In 1996, it was ported to the
Sega Saturn and
3DO Interactive Multiplayer in Japan. Benjamin Svetkey of
Entertainment Weekly praised the game and commented that it is "more fun than [the concept] sounds". However, he stated that the gameplay may be too much for fans of the series. A reviewer for
Next Generation panned the game, saying it lacks the bustling interactivity of previous games in the Sim franchise: "There are bug infestations and the occasional fire with which to deal, but most of the time,
SimTower sees you standing around waiting for cash reserves to grow in order to add more floors. Not much fun at all." Australia's
The Age found
SimTower a pleasing return to form for Maxis, after the release of the disappointing
SimFarm. Lisa Karen Savignano of
Allgame stated that the game had decent graphics and sound. However, she also felt that
SimTower had good
replay value due to the non-linear gameplay, giving the game four stars out of five. The game was criticized by the
South China Morning Post for lacking documentation, making it more difficult to learn how to play the game. They also predicted that players would be unhappy with the game's speed, as time plays an important role in earning money from tenants. Before the player can purchase new facilities, a long period of time must pass before income is earned from tenants. The newspaper was also unhappy with complaints from tenants; specific reasons for their dissatisfaction are never given. Writing for the
San Diego Union-Tribune, Matt Miller felt that, when compared to
SimCity 2000 (1993), gameplay in
SimTower moved slowly. He also disliked the moments when he had to wait several minutes to pass by before he could make enough money to purchase new additions for his building.
Dragon magazine's reviewers Jay and Dee praised the visuals and gameplay. However, the two commented that the game can feel slow because it lacks gameplay elements and options present in other strategy games. The game was followed by
Yoot Tower (called
The Tower II in Japan), also designed by Yoot Saito, which was initially released on November 24, 1998, for the Macintosh. It was later made available for the Windows operating systems in January 1999.
Yoot Towers gameplay is similar to that of
SimTower—players build hotels, resorts, and office buildings, and work towards building a five-star tower.
Vivarium launched a version of
SimTower for the
Game Boy Advance, called
The Tower SP, published by
Nintendo in Japan on April 28, 2005, and by
Sega in the United States on March 15, 2006. A version of
SimTower called
The Tower DS was published by DigiToys in Japan on June 26, 2008.
Yoot Tower was also released for
iPad devices via the online iOS App Store. ==See also==