Yoot Tower A Misacrope's Guide and Commentary for Yoot Tower --=================================================-- Author: Mimu Bunnylin Authoritative site: Pomestye Bunnylinov - http://mooncore.eu/mimu/ Version 1.1 "Mursu" 13-Jun-2009 Yoot Tower is a light business simulation by the zany Yutaka Saito and his friends at OPeNBook9003. In it, you construct a tower populated with offices, residences, shops, hotels, and various supporting services. And elevators. Lots of elevators. Yoot Tower is a sequel to The Tower, better known in the West as SimTower, published by Maxis. Yoot Tower improves on SimTower in every way, but still retains a good score of annoyances. I can not stress enough how miserable the economy simulation, AI programming and user feedback are. Mysteriously, the game itself still manages to be fun. There is a third game in the series, for the Gameboy Advance: The Tower SP. The screenshots look awfully cramped, though, compared to the relatively clean if not very friendly interface in Sim and Yoot Towers. There is at least one open source remake in the makes. Look for OpenTower. Like so many community projects, it may result in something playable over the next 4-6 years. Good luck to them! What I write here is based on my experience on the Engrish-language Windows version of Yoot Tower. The Mac and Japanese versions may be subtly different. For example, the Japanese version evidently had a fourth scenario as an add-on plugin. Wikipedia knows more, for the curious. Due to the lacking quality of the localization, some of the shoppers' and residents' thoughts are terminated halfway with a strange symbol. I like to think that everyone in the game is pretending to be a Stormtrooper and ending everything they say with a static noise. "Let's watch the movie with a cup of --KCHHH." "Style in the fashion too. --KCHHH." "This is the best stuff I've ever tas--KCHHH." Changed from version 1.0: - General polish - Added a diagram to illuminate the compartmentalized block concept - New authoritative site On things to build (in Tokyo; see notes later on on the other two scenarios): =================== Offices - the major money maker. Each comes with 6 battery-operated employees programmed to gripe and moan when anything noisier than a mouse goes past their office. This means that even the lowest level of visible traffic will probably drop the office's happiness rating to yellow, even if rent is cut to the minimum. Ignore their whining and charge them $4000, or $3000 once cash is flowing in smoothly. Keep the majority happy with a good transportation system, and if some still complain, let them find a better business center. Chances are, your next renters won't be so sociopathic, and meanwhile you have a few less jerks clogging up your transport system. The rent is accumulated monthly but paid quarterly, so a rent of $3000 means that at each turn of quarter the office pays you $9000. Office workers want communal restrooms, preferably one per floor. They sometimes go out for lunch or dinner in one of your restaurants, alone or in small packs. Occasionally office workers also drop in at your shops, at least at ice cream, coffee and book stores. Rental apartments - a minor money maker. Each comes with a single lonely businessperson whose life consists of waking up at 7:00 every working day and going to work, coming back at 17:00 sharp, and spending the rest of the evening playing hentai games. About once a year they go out and splurge on a manga or a coffee at your tower's shops, but never both on the same day. Rental apartments also complain about the tiniest bit of traffic, which should be ignored. They are well placed around office blocks. This optimizes space usage and elevator transit, since the rental residents and office workers generally don't need the elevators at the same time. The rent is, again, accumulated monthly and paid quarterly. Charging $700 nets you $2100 a quarter. Condominiums - heinous waste. First you pay $100000 to build the apartment, then "sell" it for anything up to $200000. You continue paying for elevator maintenance and get nothing more from the condo. Worse yet, if the condo is destroyed for any reason, or if the tenants ever get annoyed enough to be at red happiness when the quarter changes, they move out and automatically take the condo's entire price from your account. Condos are like a twisted loan that you always pay back with interest, though that may be useful if you need cash for fast investment. Just remember: if, say, a fire or an explosion destroys a dozen condos, you may find yourself suddenly 2 million bucks drier, AND have to rebuild the section. The man of the house has a standard 8-16 job. The child (who will never grow up) has school 9-15. Everyone leaving the tower starts heading out at 7:00 to allow for the slow commute. The housewife is locked in the apartment, vacuums the entire place several times every day, and may only go out with her husband's leave once a year to visit one of your tower's many shops. A typical Japanese family? Condo owners will eventually start bugging you to set up a school close by for their kids. Ignoring this request invokes no sanction. Grand Star Hotel - profitable fun for towers of two stars and upwards! You'll need a front desk with access to hotel rooms, and a housekeeping area with service access to the rooms. Guests will get easily annoyed if they have to stand in queues or hear the slightest noise. One front desk should not handle more than 60-70 rooms, or check-in may get swamped. Check-out will always get bogged, but that doesn't matter since customer annoyance doesn't count against you once they leave their hotel rooms. There are three room types in Tokyo, with analogues available at Kegon Falls and Hawaii. The most cost-effective seems to be the double room, so go heavy on those, with maybe one single room and suite per floor. It may be a good idea to adjust the room prices to the green level; you might get a few more guests, and they're more likely to stay happy. And you want the happiness evaluation to remain an excellent blue for all hotel rooms, because guests are disgusted by rooms rated anything less than blue. There is a notable bug in the hotel room functioning; more on that later. The hotel business works on an "if you build it, they will come" basis. As far as I can tell, every clean room at blue happiness has a flat random chance of receiving a guest each night, modified by the room type's price, the season, and whether it is a working day or a holiday. Therefore, the more rooms you construct and can keep clean, the more guests you get - supply defines demand! Obviously the developers considered real-world economic theory worthless capitalist dog propaganda. The housekeeping maids are inefficient domestic drones who are probably paid a salary without regard to performance. They are supposed to stay until 16:00, dynamically moving to clean rooms the moment guests vacate them. Instead, they often stop work at 14:00 and chill out the rest of the time, even if there are still rooms to be cleaned. Rarely one maid will stay overtime to take care of an extra room, and would deserve a bonus if I had any say in the matter. As for the dynamism... the housekeepers probably toss dice to decide who gets which room to clean. Unfortunately this results in the housekeepers hopping from floor to floor and taking frequent breaks, a quarter of their working time being wasted in stressful transit. It would be more efficient to assign one floor per one maid and share the rest of the work in a supportive work environment. A single maid can handle about 8 rooms of any size in one day before breaking in nervous jitters. Each housekeeping room holds six housekeepers in Tokyo, six in Hawaii, and four in Kegon Falls. Parking spaces - somewhat pointless. Cheap to build and maintain, but you'll rarely see them get used. On a good day in a 3-star tower maybe 30% of the spaces get used by various shoppers. On a normal day not a single one gets used. Once you hit a 4-star tower, exceptional weekends may see a nice 80% of parking space get used, though most of the time a few wind-blown rolling bushes are still the only visitors. The game's algorithm for deciding how many car users stop by is very likely completely broken. There's no real profit contribution, but you may want to have parking space anyway for diversity and prestige. The game description says parking space is used by office visitors and hotel guests. I've never seen either come by car, only shoppers do. In addition, to retain exclusivity for marketing advantage and to minimize temptation caused by excessive profit, the parking hall entrance is only open between 13:00 and 16:00; cars are never let in at other times. Subway - the mark of a commercial nexus. Ghastly expensive, very few visitors seem to actually use this until your tower has a third star. Then you start getting dozens of shoppers on every train that you pay to stop at your station; one out of a hundred office workers will use the subway for transit (far from credible in a Tokyo scenario), though it seems no one ever arrives on the two or three first trains in the morning. Trying to take the subway to get home, they may miss the last train, and then get stressed and blame you instead of their own lack of time management skill. Considering the huge investment needed for a completely upgraded metro station, and the $100000 quarterly maintenance, you're going to be losing money hand over fist. The added shop traffic might cover $10000 on a really good day. But every self-respecting tower manager must have a personal subway station, right? Restrooms - cheap, and essential to stop shoppers and office workers from complaining. Drop in one restroom for every two shops or restaurants, and one per office floor. If restrooms are sparse, people start complaining about them being crowded, not that it seems to affect anything. Security rooms - these watchdogs always have a bad feeling about something. They find and defuse terrorist bombs, and put out fires. The guards can run to emergency locations pretty quickly, but for best performance, security rooms should be spread around the complex, and have at least one in each separate tower. I never bother to build any underground, since terrorists seem to suffer from fear of low places and never go down there. The security people would really like to have a restroom somewhere close by, presumably in case of loose bowels during a bomb threat. Just ignore their pleas, that's what I do. Power room - a nuclear power generator in the tower's basement. As soon as you go up to three stars, the tenants start bugging you ceaselessly to set them up a power room. There is no immediate benefit whatsoever, and you should wait until the demands change in tone once you have enough power gobblers to nearly exceed the 5000 MWatts available for free. If you continue constructing past the 5000 MW limit, you'll experience a Power Down event. The entire tower goes dark. In fact, if you look at the tower from the Outside view, in broad daylight, even the tower's outside walls are dark. The power cut does not stop the elevators and escalators from running normally, but the entire urban subway network grinds to a halt. No one will come to your tower until power is restored. Next your butler lies to you that the residents have fled through the fire exits. In reality, everyone in the tower gets bumped up to maximum stress and the steaming shoppers gradually trickle out. The actual residents, tower employees, and hotel guests continue sitting sullenly in their gloomy rooms and no one's going anywhere, probably thanks to the electrically operated blast doors installed at every room. The tower effectively remains in stasis, incurring only quarterly expenses, and no revenue whatsoever. Eventually, if you destroy enough tenants, or finally build that power room, lights return and the unhappy residents are unleashed from their apartments. Alternatively, take the money intended for building the power room and move to another country. Trash facility - the minute this becomes available, every restaurant starts suddenly generating waste and will shut down in two months if they can't get access to a trash facility. Build a trash facility and connect it to every restaurant level with a service elevator or normal stairs, and watch the garbage pile up! In the mornings, a magic truck will appear to take all the trash to an unknown wonderland. Doctor's office - the minute this becomes available, residents and office workers suddenly start "getting sick," complete with a clearly faked "Cough, Cough, Where is the Docter's --KCHHH." There's not much point in building this expensive office, since all that happens is that the ill people clog up your transit system heading to the doctor's office, being miraculously cured, and then going home to rest. Why they can't just go home and take some vitamins without a 15-minute checkup at a $500000 facility is a well-guarded secret. Wait until you feel rich and generous before building this. Want to know the secret of the medical facilities? Do you see any doctors or nurses ever going to or from the place? No. Yet if you peek into the office, you'll see both hard at work. Clearly these are not human - they are state-of-the-art Holo-Doctors! This explains both the rapid cure rate and the high price tag. If they're employing the Dr. Bashir model, that might even explain why the female workers suddenly start getting sick all the time... Movie theaters, event center - to make your tower the entertainment center of the town, you need these! The idea of having a movie complex in your tower is awesome, but why do you have to personally change the movie every few months? If you don't, the movie will get old, and soon gets cancelled, and the theater stops operating until you go and yell at them to go download a new 10-second clip to show. In the event center you get to set an event schedule, which at least has the decency to loop around the year so you don't have to keep changing events manually if you don't want to. If you build these, a lot of shoppers will flock in to watch the glorious 256-color video clips that change depending on which movie or event you're running. The clips get old really fast. School - weird. If you for whatever reason have condominiums, you'll note that each one is populated by a perfectly average family with one child. (Unless that blob every mother drags along is a toddler?) Once you earn a four star rating, every condo family will erupt in a simultaneous wail at 5:00 at the beginning of every quarter. It goes a little something like this: "ShwoZ'ss'EhEicent --KCHHH." That means they want a school for their kids. Build one, and 55 lucky boys and girls get to study in your tower! If you don't have enough kids in your condominiums, the quota is filled from external sources. You never see a yen of tuition fees or government subsidies, in any case. You do see quarterly maintenance costs. Also, note that the school has a pretty short access range; condominiums ten floors away may refuse to travel such a long distance, and in protest will rather send their kid right past your school to a competing tower's school on the edge of town. The schools in your tower somehow keep the kids entertained from 9:00 until well past the end of the school day at 15:00; yet they never have class trips, ever. This must be because the Holo-Teachers cannot leave the premises. Gathering area - decorative. People drop in here to kick back and take five. Their total stress levels do not go down, however; indeed, the trip to the gathering area probably increases stress a little. Also, people do not go to the gathering area to rest in the middle of a long shopping day. No, they come to your tower to check out the gathering area, then leave the way they came without leaving a yen behind. Only about one out of a hundred visitor groups will decide to go to a shop or restaurant afterward. This is, therefore, a really cool idea left completely unexploited. You pay 50 grand per quarter, and only get yet another small population boost in return, just like every other similar structure. Not worth building unless you're desperate for a bigger tower population. Final item - a sort of decorative bonus that proves you're a real Tower Tycoon. (Is that term trademarked yet?) Always goes on the highest possible floor, and brings a few extra people in, but no significant revenue. Advertisement billboards - lame. By switching to the "Outside" view of your tower, you can set up billboards that cost $100000 each and have no maintenance costs. You can then rent advertisement space to various product placements and get essentially free money. Too easy for my elitist taste, and those advertisements cheapen the tower's facade. Shops and restaurants - interesting. Most of these are merely population boosters, and bring negligible return on investment. For example, the popular Video & DVD store occupies 40 space units and costs $600000 plus infrastructure investment, and rakes in about $2000-$5000 per month, for an annual ROI of 4-10% and $600-$1500 revenue per space unit. Compare this with a competitively priced office which occupies 9 space units and costs $100000 plus infrastructure, and brings in a steady $2000 in monthly rent, for an annual ROI of 24% and $2667 revenue per space unit. Then realize that a more aggressive pricing policy nets you double that per office. But, you need the high population numbers shops and restaurants bring. They also make for diversity, and round out your tower nicely. Just be sure to start with the profitable ones and leave the others for later. A good place for non-exclusive restaurants is wherever they can be surrounded by lots of offices and some residences and maybe a few hotel rooms, too. A sky cafe is cool to have; link the floor to all nearby business blocks and add an express connection to the ground floor to maximize visitors and profit. This may be the only way to get anyone to ever come to the deeply untrendy noodle shops. Every shop and restaurant has a random amount of visitors independent of the existence of other shops and restaurants. Every shop is an island unto itself. If you build one burger joint, you get about 100 shoppers a month. If you build three, you get 300 shoppers a month. Again, somehow demand for goods is directly related to supply of said goods, instead of the real-world inverse relation. I'll poke the game's economic model more further down. Shops: (1 star tower) - Ice cream: small but steady profit, popular. - Book store: small but steady profit, popular. - 1-800-Flowers: small but steady profit. - Barber shop: usually turns a small profit. - Cigarette and juice vending machines: no maintenance costs, but also only minimal profits. Set these up later in a small space somewhere. - Orange Julius: eventually turns a small profit on average. - Record store: lucky to break even once a year, but must have for 2 stars. (2 star tower) - Drug store: lucky to break even once a year, high maintenance costs. - Pet shop: on average a small profit, but varies. - Convenience store: varies, on average may turn a small profit, popular. - Video & DVD: moderate and steady profit, very popular. - Electronics store: lucky to ever break even, high maintenance, but must have for 3 stars in Tokyo. (3 star tower) - Ladies' boutique: usually turns a nice profit. - Men's clothing shop: lucky to break even once a year. - Sporting goods: on average just about breaks even. - Toy World: varies quite a lot, maybe slightly profitable, mildly popular. - Supermarket: highly profitable, very popular. (4 star tower) - Gameworks arcade: huge 3-story thing, highly profitable and popular. It is possible to adjust the ratio of goods categories offered in each shop. Every shop has 4 kinds of goods available. It seems like each category should appeal to a specific market segment, such as young people, businesspeople, or housewives. In theory, you should figure out which goods are most in demand and focus sales on those; or, you should tweak all shops to cater to a specific market segment to attract your preferred kind of people in great numbers. Unfortunately, the game does not offer sufficient market research or sales analysis tools to allow any sort of educated decision. Interviewing the little people marching around nets you a random response depending on the place they're heading to. Sometimes they may adamantly repeat a specific item they're hoping to buy; other times the same person changes their mind every time you ask. I ran a test to see if any goods were more popular than others; on every game weekend without rain I wrote down the sales of each store set to sell only one type of goods. Repeat a dozen times for each type of goods, drop the highest and lowest values, and calculate an average. The end result was that there was a small, statistically significant difference in favor of certain goods, but nowhere near enough to be worth the effort. If there is an actual economic system running in the game, it is exceedingly poorly communicated to the player. Ignore the goods type ratios, except for their flavor value. Restaurants: (1 star tower) - coffee.com: lucky to break even once a year, but very popular and cheap. - Burger Land: small but steady profit, very popular. - Ramen noodle house: the description in the game says it has many regular customers... but there are barely ten per day even when located in the middle of office blocks. - Soba noodle house: likewise very unpopular, will hardly turn a profit at $5 a bowl, but office people go there sometimes. - J-Pub: office people sometimes go there after work, once you have lots of offices this usually renders a nice profit. - Mrs. Weinstein's Toffee: once you have a two-star tower, on average about breaks even, quite popular. In a one-star, not so. (2 star tower) - Big Country: on average yields a small profit. - Loco Taco: usually produces a steady, small profit, mildly popular. - Jenny's: people magnet, and usually gives a nice profit. (3 star tower) - Sushi-Man: not very popular, only mildly profitable, if at all. - Mama Pizano's: popular, steady profit. - Maharaja: small but steady profit. Better if lots of offices are around, since workers seem to enjoy having lunch or dinner there sometimes. - Korean barbeque: small but steady profit. - Uncle Chow's: very popular and profitable! Almost always goes in the blue happiness level even outside weekends. - Eiffel Tower: exclusive, ie. few customers, but on average a tidy profit. On happiness, elevators and transport: ====================================== In order to function usefully, every room must be accessible. There are two kinds of access: one for people, and one for service drones. Standard elevators, express elevators and escalators are only usable by normal people and security guards. Service elevators are only usable by housekeepers on duty and by the poor sods who drew the short straw and take out the garbage bags from restaurants at the end of the day. Plain vanilla stairs, the great equalizer, are usable by everyone and liked by no one. Unlike in SimTower, the number of transportation methods is not limited in Yoot Tower. You can have as many elevator shafts and escalators as you can afford and fit in the tower. Shoppers and residents of your tower are happy to take several modes of transportation to reach their target, but each use makes them a little more stressed. Simple stairs are terribly stressful to climb, escalators not so, although there seems to be a maximum amount of people that can fit on an escalator at one time, so there may be queues at busy areas. Queues also form in front of elevator landings. Standing in queue is very stressful. The key to a happy tower is making sure that people don't have to climb stairs or stand in queues. They should also not be subjected to much noise. This is easier said than done, since the elevators are amazingly stupid. Whoever programmed the elevator operations should be punished in the name of the moon. It is common to see elevator cars sitting still and empty on the same floor with people queueing, because another car is planning to head toward that floor sometime in the future from eighty floors away. This means that in larger towers it is impossible to have a smooth transportation system and the tenants will barbeque you for it. Furthermore, the tenants have a current Stress level, and an Avg. Stress level. The latter is in fact a total sum of stress which falls slowly over time. In any large tower, you'll find that even a smooth pair of express/normal elevator rides up, and another pair of rides back down creates stress faster than the stress wears out. Thus your tenants will, over a few years, accumulate enough stress to see red, and will move out and tell their friends to hate your tower, too. I guess work exhaustion is a serious problem in Japan but this is ridiculous. As a side effect, one-time visitors, such as hotel guests, are much easier to keep happy, since there is no stress carry-over. You'll want to minimize the number of floors actively served by each elevator shaft to give the AI as little chance as possible of screwing up your touchy tenants' lives. The goal is to get everyone where they need to go by taking one normal elevator and maybe one express. To do this, you'll need to use nexus levels - people use an express elevator to get up there, then switch to a normal elevator to reach one of several office/hotel/residence blocks immediately around the nexus level. Each block should be of a size that doesn't overburden the normal elevator, while still generating enough revenue to cover the operating costs. On each floor you should have not many more than 30-35 people, or they'll start making enough noise to annoy each other. A normal elevator can comfortably serve about 40 offices, if they are not spread out across a full fifteen floors. Add to that another 40 rental apartments, placed further from the nexus than the offices as less demanding tenants. A good business block, then, might consist of 7 floors of 2 or 3 offices on both sides of the elevator and a restroom in the middle; then 3 floors of 10-15 rental apartments on both sides of the elevator. A hotel block should have maybe 6-8 rooms per floor. More than that and you risk noise pollution that will turn the rooms yellow and hence completely unacceptable for guests. An elevator with 4-5 cars can easily handle any amount of people in a compact hotel block. Considering what slackers the housekeepers are, if you place one housekeeping squad per block, you are limited to about 50 hotel rooms before they start leaving work undone every day. This makes a nice hotel block about 9 floors of 6 rooms. The nexus level is a prime spot for bonus rooms, such as a security room, a doctor's office, a school, or an exclusive noodle restaurant. Confused? Perhaps this rough blueprint will clarify things. From the lobby, you take an express elevator to the nexus level. Then you take a normal elevator to get to any apartment or any office, or you walk over to the hotel area. In the hotel area, you can move from the front desk to the rooms with normal elevators. I did not draw the service elevator to avoid cluttering the diagram, but that would cover both hotel blocks from the nexus level. ------------------------------ | # | | apartments # apartments | -------------------------- | # | | . # . | |--------------#-------------| | s . d # d . | | # | | i . o # o . s | | # | | n . u # u . u | | # | | g . b # b . i | | offices # offices | | l . l # l . t | | x3 # x2 | | e . e # e . e | | # | | . # . | | # | | . # . | |--------------#-------------|=========|----------#-------------| | ## # # NEXUS LEVEL maids x2 # frontdesk x2| |-----##-----#---------------|=========|------------#-----------| | ## # | | . # . | | ## # | | s . d # d . s | | ## # | | u . o # o . i | | offices # offices | | i . u # u . n | | x2 # x3 | | t . b # b . g | | ## # | | e . l # l . l | | ## # | | . e # e . e | |-----##-----#---------------| | . # . | | ## # | | . # . | | apartments # apartments | |------------------------| | ## # | | | |-----##--------------------------------------------------------| | ## | | ## LOBBY | | ## | ----------------------------------------------------------------------------- For the obsessive-compulsives out there, we can take optimization further. One problem with nexus levels is that you have to be careful with symmetry of your block design. Every transport mode needs four steps of empty space on both sides. In order to fit one block with an express elevator and two normal elevators, one up, one down, and maybe a service elevator for garbage disposal if you have a sky cafe operation, you will have to squeeze the elevators right next to each other or make uncomfortably wide towers. Too wide towers means a tradeoff between wasted space and noise pollution. The tower visitors seem to get no stress from plain lateral walking, thankfully. Your basic plan should probably be 3-4 towers connected by sky bridges at 1-3 nexus levels. Now, you cannot place the regular elevator landing too close to either edge of a block, since then people are noisily stomping all the way across the story. Thus the normal elevators must be close to the center, but not exactly at the center because of the 4-step space requirement - that would block the opposing block's elevator access. To make things more interesting, the game tracks traffic on a 4-step grid. Look at the Traffic view, and you'll see that all the red traffic blocks are aligned in a square grid. Wherever you place an elevator, the grid blocks occupied by the elevator, and one block on both sides, will get traffic and noise. If you place the elevator overlapping two grid blocks, it will spread noise over 4 blocks. If you place the shaft exactly on a grid block, it will only spread noise over 3 blocks. Take this into account and the tenants closest to the elevator will be slightly happier. Also, don't put offices or apartments right in the grid blocks beside the elevator, since you know there is going to be noise in that area. Lay the restrooms there instead. Still confused? Go build a tower or two, then come read this again, maybe it will make more sense then. On random events: ================= There are a few goofy events you will get to deal with. Some of them are good, others not so. You may get a visit from crazy Uncle Reggae, or the tower's mascot stray dog, Maru, who can somehow reach the top floor buttons in an elevator by itself. Don't worry about those two. Worry about the terrorists instead. The most common event early on is the Terrorist Bomb Threat. Either pay the terrorists lots of terror money and finance their terrorific activities, or wake your security guys and have them eliminate the danger while the rest of the building is evacuated. Once you reach four-star status, the terrorists lose interest and don't want your filthy capitalist money anymore. Another destructive event is a fire breaking out. It will destroy several rooms, but can't spread over empty floor space. Your security goons will put the fire out quickly, but by then you will have lost a few hundred thousand Japanese dollars' worth of property, and the tower has been evacuated. For whatever reason, it seems only guards from the first security room you have built come with fire extinguishers; I had a fire break out on the 33rd floor, and while the security guys on the 27th kept drinking coffee, my security ninjas from the 4th floor had to scale the sheer tower walls to reach the fire site. They got there just in time to roast marshmallows over the cooling rubble of 6 offices and 28 rental apartments. ($1160000 damages incurred.) If you have lots of money, you can summon a firefighting helicopter instead; this results in a swift minigame where a helicopter slowly navigates toward your cursor and you get to spew water all over the place. And here I thought firefighting choppers used a foam of some kind. If your mouse-fu is not up to scratch your whole tower may burn to cinder before you can put the flames out. It is worth at least trying out, if you can afford the fee, which is outrageous considering they can't even provide a trained firefighting crew able to act without your hand-holding. Due to lazy programmers, bad things only seem to happen at 9:00 in the mornings, or at 12:00 sharp. When your tower is evacuated, all residents and visitors make a beeline for the exits, along the fire escape stairways on the sides of your building. This generates some noisy traffic along the edges, and in larger towers may be enough to annoy residents along the edges to leave your tower in a huff, traumatized by the noisy environment. This is especially bad if you built expensive condos along the tower edges since you get to refund every yen the inhabitants paid for the condos. Meanwhile, you will note that hotel guests also escape your tower WITHOUT PAYING for their stay. Your housekeepers and front desk angels rush after the guests and will only return the next morning with every guest's name, address and billing information. Once midday rolls around, you'll get what the guests should've paid you, but you've already lost one day's hotel profits. From an economic point of view it may make sense to pay off the terrorists, if your daily intake from the hotel business is more than what they ask from you. Of course, if you pay them, what makes you think they won't come back the next week to ask for more? Once I did pay them, and what happened moments later on that same game day? A fire broke out and caused several hundred thousand worth of losses in addition to the terrorists' fee I paid. Probably faulty wiring in their home-made suitcase bomb. There are also happy events: when digging in the ground, you may uncover a valuable treasure. At Kegon Falls, you will eventually find a hot spring in the rock, enabling you to set up a spa. In December you may spot a figure in red zooming through the sky, ejaculating a demonic "Ho Ho Ho!" VIP visits feel random enough to count as happy events - particularly as you generally don't even need to do anything, just let them experience your majestic tower. If you can't get a VIP to drop by, don't despair. Even when all their demands have been met, it can take years before one remembers your existence. VIPs are very busy people. On the scenarios: ================= KEGON FALLS: The easiest scenario - a hotel and spa dug into rock beside waterfalls. Beautiful scenery all around. The only way to make money is to quickly build lots of hotel rooms. After that, you can't really go wrong. Dig around until you find a hot spring. Eventually, you'll get a VIP guest and a rating upgrade. Set up more hotel rooms and round out the complex with interesting shops. The shops unique to Kegon Falls are pretty worthless, profit-wise, but the population boost comes in handy. Soon you'll have another VIP and get to build a neat pagoda at the top. Keep going and the pagoda will improve as the number of visitors gets high enough. HAWAII: Fairly straightforward - build a hotel/resort complex in Hawaii. Leave space on the left side of floors B1 and B2 for the boat deck, the local equivalent of the subway station. Hotel rooms are the only way to make money. Build lots. Avoid the condominiums, obviously. Once the hotel business is bringing lots of revenue, set up an array of interesting shops, though most of the shops unique to the Hawaii scenario generally generate little to no profit. You'll soon get a VIP at your hotel suites, and a rating upgrade. Use the express elevators to build two tall hotel towers, or whatever you fancy. After a second VIP visit, you'll go up to the full rating, and can build a cute chapel at the top of the tower. Keep going and an animated wedding will take place. TOKYO: The epic challenge - build a business/residential/hotel complex! Here offices are the chief source of income, although your operating costs will also be pretty high. Try to keep the office and apartment rental fees high enough to cover your maintenance costs and a bit extra, and use profits from the hotel business to expand your tower. You have plenty of space in all directions, so go crazy with 3-5 towers looming over 90 stories high! Use the list of restaurants and shops presented earlier to set up useful stores and restaurants early on and leave the rest for later. Shops are not very profitable at all, but they do bring a good amount of population to your tower, which is necessary to get those VIPs and rating upgrades. The first VIP will want a record store and 1000 people to applaud his exit from the building. The second wants an electronics store and 2000 people. The third wants a hotel suite room and some ladies, plus 5000 people. All that done, you're running a four-star tower and can build a sky stadium. The stadium is a massive dome, and houses what appear to be baseball games. The stadium is open 12:00 to 23:00, and games are on daily from 18:00 to 21:00, April through October. Tickets per head per match are $100, no season tickets or student discounts exist. There are a total of 400 seats available. Bring your own hot dogs (conveniently available from nearby tower stores). I imagine it's a bit hard to strike a home run in that dome. Every stadium must have a home team, and yours is no exception. You'll even get to name them! After that, you'll never see a match without your team. Keep building popular shops and other space wasters, and once your population hits 12000 and your stadium has proven to be popular enough, you're eligible for an instant upgrade to the greatest grade of them all: The Tower II - Five Stars. Draw an award diploma for yourself, get it printed and framed, and hang it on your wall. I hope you enjoyed working your way to it, because that's the only reward you get! On bugs: ======== - The game crashes, rarely and seemingly randomly. Save often. - Hotel rooms sometimes get "stuck" after evacuation due to terrorist threat or fire... wait for all rooms to be free and the cleaning finished for the day, but no guests arriving yet - around 16:30. Now switch to the Pricing view and open a front desk. Try changing room prices. You may see that some rooms' prices do not change even though they should. This condition is cured when a new guest stays in that hotel room. However, in case of evacuation, if the room is left at below "excellent" happiness, chances are it will never recover on its own; normally the happiness level goes up slowly over time, but this does not seem to happen when a hotel room is evacuated. The trouble is, that a hotel room with less than an excellent rating will rarely if ever get guests. So, you may get stuck with a yellow hotel room that sits there looking stupid and useless. Two solutions: set the price for rooms to the minimum at the front desk, then release and reassign the room. The price changes, though the room remains stuck. If the lower price was enough to push the happiness level back up to excellent, the room has been saved, as a guest may now stay there and unstick the room. Otherwise, all you can do is leave it be, or demolish and rebuild the room. - If there are too many hotel rooms available for connecting to a single front desk, there may be some odd behavior. Avoid this by designing the hotel area in compartmentalized blocks. It's also more efficient that way. - After a power down event, demolishing enough stuff to get the lights back on, and building the power room, I found the game stopped responding in any way to all construction commands. Saving, closing the game and reloading solved this. - Even if you turn game sounds off, the little video clips playing in an endless loop for two hours at the movie theaters, and for all day at the event center, will have audio enabled. - Demolishing a shop may leave behind a few salespeople, still sheepishly holding gift boxes, unable to leave the building. Possibly, since they want to get from the shop to the lobby, and the shop has been wiped from existence, they can't decide where to start pathfinding from. That, or they insist on using a service elevator because they're on duty, and you haven't seen fit to connect that particular floor with one. Eventually, disgusted with your tower, they snap their fingers and teleport with a puff of smoke to the exit. (Or maybe they jump out a window? Fastest way out.) - Allowing and disallowing elevators to service floors gets slower the bigger the tower is. Fine, this is not a bug, just a slow algorithm, but it is still annoying. I assume there is a pathfinding node network that gets partially updated every time transportation routes change. With a big building, the network probably grows exponentially, explaining the slowdown. A smart programmer could update the network as a background task, maybe even in a separate thread. - Sometimes clicking on a person with the magnifying glass gives you a default "null" person, a young man on his way to the first tenant you ever built. This seems to happen when a person has just settled into queue for an elevator or other ride. If you click again, the person has morphed back into their everyday self and deny any knowledge of what just happened. Is the Tower Matrix unstable, or do you have Agents sneaking around? ========--- This strategy guide of sorts should be considered freely distributable anywhere, as long as the author is duly credited.