_______   ________   ___    ___   _______   ________   ________   __    __
|       | |        | |   \  /   | |       | |        | |        | |  |  |  |
|   _   | |__    __| |    \/    | |   _   | |__    __| |__    __| |  |  |  |
|  | |__|    |  |    |          | |  | |__|    |  |       |  |    |  |  |  |
|  |         |  |    |  |\  /|  | |  |         |  |       |  |    |  |  |  |
|  |____     |  |    |  | \/ |  | |  |         |  |       |  |    |  |__|  |
|       |    |  |    |  |    |  | |  |         |  |       |  |    |        |
|____   |    |  |    |  |    |  | |  |         |  |       |  |    |__    __|
     |  |    |  |    |  |    |  | |  |         |  |       |  |       |  |
 __  |  |    |  |    |  |    |  | |  |  __     |  |       |  |       |  |
|  |_|  |  __|  |__  |  |    |  | |  |_|  |  __|  |__     |  |       |  |
|       | |        | |  |    |  | |       | |        |    |  |       |  |
|_______| |________| |__|    |__| |_______| |________|    |__|       |__|


Copyright Maxis 1989, Nintendo 1991
Written By Brian P. Sulpher
E-mail: briansulpher@hotmail.com
Version 3.0
Dates Written: November 18th to November 23rd, 2003

I dedicate this to my parents Carol and David Sulpher.  They gave this to me
as my first SNES game, and although I was jealous that my brothers has got
Final Fantasy IV and Super Mario World as their first games, I am now proud
to say I received this game!  I thank you for the foresight involved in that
matter, and I hope you will continue to use wise judgement in your video 
game purchases for me, though those days are pretty much at an end! ;)

Also, for Cougar.  I miss you, and I hope you are living it up in the 
afterlife as you did in this world.  You will always be in my memories, and
you will never be forgotten.

Also, In memory of Howler and Koonce.  You two never had a good start in 
your lives, but you had a good time when you spent your time at my house.
It was oh so unfortunate that you both had your already tragic lives cut 
short, but I can only hope that I helped make your life a more enjoyable
experience.  You too will be missed, but not forgotten.

-----------
Version 1.0
-----------

-Submitted guide on November 23rd, 2002

-----------
Version 1.5
-----------

-Submitted guide on April 28th, 2003
-Reformated FAQ
-Added ASCII Art
-Added some building stacking information on airports
-Added some building stacking information on resedential donuts

-----------
Version 1.6
-----------

-Submitted FAQ on October 29th, 2003
-Fixed up the format to make the FAQ easier to navigate and read

-----------
Version 1.7
-----------

-Submitted FAQ on January 11th, 2004
-Added http://members.lycos.co.uk/snesreviews to sites allowed to use this
 FAQ

-----------
Version 2.0
-----------

-Submitted FAQ on November 11th, 2004
-Decided to upgrade the format of this FAQ, making it more user friendly
-Also altered the copyright somewhat, as people have been taking advantage
 of my work somewhat

-----------
Version 2.1
-----------

-Submitted guide on March 11th, 2005
-I added in Honestgamers as a site allowed to use my FAQs

-----------
Version 2.2
-----------

-Submitted guide on January 31st, 2006
-I added in Retronintendo as a site allowed to use my FAQs
-Altered some format in a few areas

-----------
Version 2.5
-----------

-Submitted guide on June 3rd, 2006
-Changed some info on the Bern and Freeland Scenarios (thanks to Zurd for 
 the contributions)
-Changed some info in the Boston Scenario (thanks to Patrick Jolicoeur for
 the contribution)

-----------
Version 2.6
-----------

-Submitted guide on October 12th, 2007
-Corrected an error in the Casino Gift listing (thanks to Roger for the
 contribution)

-----------
Version 3.0
-----------

-Submitted guide on January 8th, 2008
-Made some corrections to the Landfill and Casino/Amusement Parks Gifts
 information (thanks to Mathew Burrows for the e-mail)
-Also made a note about the Airports/Seaports in the Building Methods
 section (again thanks to Mathew Burrows)

----------------------------------------------------------------------------
-------------------------------Table Of Contents----------------------------
----------------------------------------------------------------------------

1) Introduction
2) Controls
3) Game Set-Up Menus
4) In-Game Menus
5) Urban Classifications
6) Building Units
7) Gift Requirements
8) Disasters
9) Building Methods
10)Common Voter Complaints
11)The Money Trick
12)Scenario Descriptions
13)Final Word

----------------------------------------------------------------------------
---------------------------------Introduction-------------------------------
----------------------------------------------------------------------------

1) Welcome to the world of Simcity!  This is where you become the Mayor of a
   town that is just beginning to form.  You will lead your people well as
   you make decisions to expand your town.  However, whatever you decide to 
   do, remember that you rule the people only because they elected you!  If
   you do a bad job with your town, they elect someone else, and your game 
   will be at an end!  So bring new industries to town, build shopping 
   centres, create beautiful residential areas, offer great police/fire
   coverage, and build attractions to make your people prosper!  So, run 
   your town diligently, and reward your citizenry with attractions that 
   will keep them on your good side!  GO about designing the town you want, 
   and maybe along the way you will achieve the ultimate goal of every 
   Simcity player, the Megalopolis!

----------------------------------------------------------------------------
-----------------------------------Controls---------------------------------
----------------------------------------------------------------------------

2) This section will go over the controls of the game in the various modes 
   of play.


                            o-------------------o
                            | Game Set-Up Menus |
                            o-------------------o

D-Pad    - Pressing a direction will have the result of the same direction 
           moved by your cursor towards your selection.

SELECT   - No apparent use.

START    - Confirms a selection.

L Button - No apparent use.

R Button - No apparent use.

Y Button - No apparent use.

X Button - Cancels a selection you have made, which returns you to the 
           previous selection screen.

B Button - Confirms a selection.

A Button - No apparent use.


                            o---------------o
                            | Game Controls |
                            o---------------o

D-Pad    - Moves your cursor in the direction pressed.

SELECT   - Press once to go to the building menu on the left side of the 
           screen.  Press it again to return to the place your cursor was on
           the building map to begin with.

START    - Press once to go to the options menu on the top of the screen.  
           Press it again to return to the place your cursor was on the 
           building map to begin with.

L Button - No apparent use.

R Button - No apparent use.

Y Button - When held, it will allow you to zoom around the map quickly.

X Button - This will remove the menu and building menus from the screen.  
           Press the Button again to bring the menus back.

B Button - This will confirm any selections you make on menus.  This will 
           also build something when selected from the building menu as well
           as use the bulldoze selection.

A Button - When held, it will allow you to zoom around the map quickly.

----------------------------------------------------------------------------
-----------------------------Game Set-Up Menu-------------------------------
----------------------------------------------------------------------------

3) This section will list all of the game set-up menus for you, and what
   each one allows you to do in each one.


                          o--------------------o
                          | Resumed Saved City |
                          o--------------------o

This takes you into your two saved cities.  Choose either one, and start
your games from the past up once more.


                               o----------o
                               | Practice |
                               o----------o

Welcome to the World of Simcity.

Simcity is a city-building game where you are Mayor.  To develop your city,
you need to set a budget, listen to the resident's opinions, and solve
problems like rising crime rates, traffic jams, or environmental pollution.
To begin, let's aim at building a city with a population of 30,000 people.

With these words, you start onto the practice island.  It is quite small,
but it should help you to learn the game.  Try for a Metropolis on this 
Island after you get proficient at the game, as it is a fun little challenge
to try and accomplish.


                           o----------------o
                           | Start New City |
                           o----------------o

This will enter you into a screen where you can select a map.  You can 
select anywhere from map 000 to map 999 (1,000 maps!).  I will give you a
brief diagram of what the MAP SELECT screen looks like:


            +-----------------------------------------------------+
            |                                                     |
            |            +---------------------------+            |
            |            |    M A P   S E L E C T    |            |
            |            +---------------------------+            |
            |                                                     |
            +-----------------------------------------------------+
            |                                                     |
            |       +-------------------------------------+       |
            |       |                                     |       |
            |       |                                     |  NEXT |
            |       |                                     |       |
            |       |                                     |   OK  |
            |       |                                     |       |
            |       |                                     |       |
            |       |                                     |       |
            |       |                                     |       |
            |       |                                     |       |
            |       |                                     |000~999|
            |       |                                     |  NO.  |
            |       |                                     | +---+ |
            |       |                                     | |000| |
            |       |                                     | +---+ |
            |       |                                     |       |
            |       |                                     |       |
            |       |                                     | ^ ^ ^ |
            |       |                                     |       |
            |       |                                     | V V V |
            |       |                                     |       |
            |       +-------------------------------------+       |
            |                                                     |
            |                                                     |
            |                                                     |
            +-----------------------------------------------------+

NEXT ====> Moves your choice to the next map number.
OK ======> Confirms your selection for a map to play.
Map NO. => this shows what map number you are on.
^ =======> From left to right these move the map number by 100, 10, and 1.
V =======> From left to right these move the map number by 100, 10, and 1.


Another 1,000 maps are available to you if you select a map, begin the game,
Go To Menu immediately upon entering to get back to the game set-up menu.  
Then enter again to find another 1,000 maps just waiting to be explored by
your eager mind (although this method is agonizingly slow)!  I have also
discovered that you just need to select a map, then move to a different 
number to view that one, and then return to the previous map to see the
hidden map on that number.

The best choice for a map of the original 1,000 maps is #061.  It contains 
only 15% water, which means it has the most land available to you to build 
on!  


                             o-----------------o
                             | Select Scenario |
                             o-----------------o

Entering here allows you to select from the original six scenarios, and then
the two bonus scenarios later when you meet certain requirements with the
original six scenarios.  See the Scenario Descriptions section for more 
details on each scenario.

----------------------------------------------------------------------------
---------------------------------In-Game Menus------------------------------
----------------------------------------------------------------------------

4) This section will look at all the menus that you can access while 
   playing, and how they work to help you.


                                o------------o
                                | Game Speed |
                                o------------o

You have four choices from left to right: 1) High Speed
                                          2) Medium Speed
                                          3) Low Speed
                                          4) Pause

They appear as a moving characters (from running to jogging to walking to
sleeping from left to right).  On sleeping, time does move slightly, but it
is so PATHETICALLY slow that the time passing may as well be labelled as
non-existent.


                                 o--------o
                                 | Option |
                                 o--------o

                               ~~~~~~~~~~~~~
                               Auto Bulldoze
                               ~~~~~~~~~~~~~

Starts: ON
Effect: will allow you to build over top of park, trees, powerlines, and 
        rubble instead of having to manually remove such obstructions.

                                ~~~~~~~~~~~
                                Auto Budget
                                ~~~~~~~~~~~

Starts: OFF
Effect: If it is toggled ON, you will not go to see the fiscal statement at
        the end of every year.

                                ~~~~~~~~~~
                                Auto Go To
                                ~~~~~~~~~~

Starts: ON
Effect: If it is ON, the traffic helicopter will call your attention to 
        where heavy traffic congestion occurs (a traffic report).

                        ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                        Background Music (or B.G.M.)
                        ~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Starts: ON
Effect: this controls the music playing in the game, so turn it OFF if you
        prefer silence.


                                o-----------o
                                | Disasters |
                                o-----------o

You can toggle the following disasters on this menu selection (from left to
right, top row, followed by the bottom row): Fire, Floods, Plane Crash,
Tornado, Earthquake, and Bowser Attack.


                               o-------------o
                               | Information |
                               o-------------o

                                     ~~~
                                     Map
                                     ~~~

This allows you to view all kinds of stats about your city.  The following 
marked off by the "*" lines.

****************************************************************************
****************************************************************************

                                ~~~~~~~~~~~~~
                                Comprehensive
                                ~~~~~~~~~~~~~

Purpose: Shows map of all Zones, but it can also be used to view a specific
         type of Zone as well.

                                 ~~~~~~~~~~
                                 Power Grid
                                 ~~~~~~~~~~

Purpose: If you see orange across the board, then all of your units have 
         power flowing to them.  However, if you see green, then you have at
         least one unit that is without power, so hook them up ASAP.

                                  ~~~~~~~~
                                  Road Map
                                  ~~~~~~~~

Purpose: To show you where your roads and rails run in your city.  Roads are
         shown with bright blue lines, and rails are shown with vibrant
         yellow lines.

                                 ~~~~~~~~~~
                                 Population
                                 ~~~~~~~~~~

Purpose One: This one is shows the population density of your city.  It 
             shows which part of your city contains the most heavily 
             concentrated groups, and the least concentrated groups of 
             people.  The smallest concentrations get dark green colourings,
             and this lightens till you hit yellow for medium concentration,
             and this increases from light orange, to orange, to red for 
             highest concentrations.

Purpose Two: This one shows the rate of growth for your city.  Anywhere that
             is green is losing people, and anywhere that is yellow, light
             orange, orange, or red is in a state of growth.

                             ~~~~~~~~~~~~~~~
                             Traffic Density
                             ~~~~~~~~~~~~~~~

Purpose: This will show you where in your city you have any traffic density.
         The usual dark green to red scale for severity of traffic 
         congestion.

                                ~~~~~~~~~
                                Pollution
                                ~~~~~~~~~

Purpose: This will show you the trouble areas of your city where you have 
         pollution.  The usual dark green to red scale for severity of
         pollution levels.

                               ~~~~~~~~~~
                               Crime Rate
                               ~~~~~~~~~~

Purpose: This will show you where your criminals are committing the most
         crimes in.  The usual dark green to red scale for severity of the
         committed crime numbers.

                               ~~~~~~~~~~
                               Land Value
                               ~~~~~~~~~~

Purpose: This shows you the sections of your city, and how much they are 
         worth.  The usual dark green to red scale for level of value for
         your land.

                            ~~~~~~~~~~~~~~~~
                            Department Stats
                            ~~~~~~~~~~~~~~~~

Purpose One: This one will show you the police coverage you receive for your
             city from your Police Departments.  The usual dark green to red 
             scale for level of increased security provided.
Purpose Two: This one will show you the fire coverage you receive for your
             city from your Fire Departments.  The usual dark green to red 
             scale for level of increased security provided.

****************************************************************************
****************************************************************************

                                 ~~~~~
                                 Graph
                                 ~~~~~

This will plot the progression of the following stats on one graph for you
to compare how they have affected your cities growth: Residential Zones, 
Commercial Zones, Industrial Zones, Pollution, Land Values, and Crime.

The other two buttons will give you a time period upon which to look: 10
year allows for more recent developments to be viewed for patterns, while 
the 120 year allows you to view the long term patterns that have developed.

                                  ~~~
                                  Tax
                                  ~~~

This will allow you to view the following stats: Tax rate (set between 0%
and 20%), Transit/Police/Fire Funds (set between 0% and 100%), and the 
previous years tax collection, special income, and city expenditures.

                                 ~~~~~
                                 Voice
                                 ~~~~~

Public Opinion: Allows you to see how many people support your endeavours.
                It will also list what the population thinks are the worst 
                problems with your city.

Statistics    : the following will be listed: Population, Net Migration 
                (from the last year), assessed value of city, category of 
                your city (see Urban Classification for more details), game 
                level (easy, medium, hard), and overall city score (starts 
                at 500).

                                 ~~~~~
                                 Total
                                 ~~~~~

This lists the following number of buildings, and the total percentage of 
the buildings they make up: Residential Zones, Commercial Zones, Industrial 
Zones, and Other.  The total Developed and Undeveloped Zones (Residential,
Commercial, and Industrial only) are also listed along with Roads, Rails, 
and Powerlines in km totals.

The second page of this City Overview lists numbers for the following:
Schools, Hospitals, Stadiums, Fire Stations, Police Stations, Air Ports, Sea
Ports, and Power Plants.  You also get each square of the following listed
in totals and percentage of map: Park Area, Forest Area, Open Land Area, and 
Water Area.

                                ~~~~~~~
                                History
                                ~~~~~~~

Displays any progression of your town to a new Urban Classification, as well
as any Disasters that have occurred.

                                  ~~~~
                                  Bank
                                  ~~~~

Becomes available once you build the Bank, this allows you to take out a 
loan, or to check on your loan status of payments.

                                  ~~~~
                                  View
                                  ~~~~

Becomes available once you reach Capital Urban Classification, this is a 
scale-model of your city.


                              o-----------o
                              | Load/Save |
                              o-----------o

Load      : Allows you to load a previously saved game.

Save      : Allows you to save the current game.

Go To Menu: Allows you to exit to the Game Set-Up Menu (it offers the 
            option of saving first).

End       : This will take the game to the good night screen (it offers the
            option of saving first).


                              o------------o
                              | Dr. Wright |
                              o------------o

Go here to read if you have any outstanding problems within your city that
need fixing.  He will offer some advice for you to follow, so pay attention
as he knows this game.  However, if you bother him too much, he gets mad 
(but not permanently).


                           o------------------o
                           | Magnifying Glass |
                           o------------------o

Use this to view what level of development a Zones has reached.  Note that
Residential Zones will first develop small houses, which means that all 
must be filled before a Residential Zone can get a rated form.


                           o------------------o
                           | Go To Helicopter |
                           o------------------o

Use this to find your helicopter quickly on the map.

----------------------------------------------------------------------------
---------------------------Urban Classifications----------------------------
----------------------------------------------------------------------------

5) This section will look at each new classification of town type, and how
   many people you need for each.


                               o---------o
                               | Village |
                               o---------o

This is what your area begins as.  The range you will be a village is about 
0 to 2,000 people.


                                 o------o
                                 | Town |
                                 o------o

You become a Town at about 2,000 people.  You will remain a town for a 
while as it covers a population range of 2,000 to 10,000 people.


                                 o------o
                                 | City |
                                 o------o

You become a City once your growing population crosses the 10,000 barrier. 
You will remain a City for a fair while as the range of population is 
10,000 to 50,000 people.


                                o---------o
                                | Capital |
                                o---------o

You become a Capital once you hit the large number of 50,000.  You will 
stay as a Capital for a fair time as the population range is 50,000 to 
100,000 people.


                               o------------o
                               | Metropolis |
                               o------------o

You become a Metropolis to some booming music, and it occurs at the 100,000 
thresh hold.  You will remain a Metropolis for a long while as the 
population range it covers is 100,000 to 500,000 people.


                               o-------------o
                               | Megalopolis |
                               o-------------o

The ultimate goal of every Simcity nut is to achieve this level of Cityhood.
Once your place hits one half million (or 500,000), you have arrived.  This 
is the ultimate classification, so feel VERY proud once you reach it has it 
is a hard feat to accomplish!

----------------------------------------------------------------------------
--------------------------------Building Units------------------------------
----------------------------------------------------------------------------

6)This section will look at each building menu selection, what it does, how 
  much it costs, the positives, the negatives, and water building 
  capabilities.


                              o---------------o
                              | Bulldoze Area |
                              o---------------o

Cost       : $1.
Effect     : This will remove any objects from the map screen (excepting 
             fire, flood water, and other disasters in progress).
Positives  : Removes any unwanted clutter.
Negatives  : Can accidentally remove a gift that can not be replaced.
Water Stats: You can not bulldoze water.


                                 o-------o
                                 | Roads |
                                 o-------o

Cost       : $10.
Effect     : Connects your units to one another to allow access.
Positives  : Allows for better buildings, cheaper than railroad, and it also 
             allows access to all buildings it touches.
Negatives  : costs money for upkeep, clogs up in high traffic area (meaning
             need for more roads), and pollution from cars.
Water Stats: Double the cost to build over water ($20).


                             o--------------o
                             | Mass Transit |
                             o--------------o

Cost       : $20.
Effect     : Connects your units to one another to allow access.
Positives  : Allows for better buildings, no pollution, no traffic 
             congestion, and allows access to all buildings it touches.
Negatives  : Double the cost of Roads, and need to pay for upkeep.
Water Stats: Double the cost to build over water ($40).


                              o-------------o
                              | Power Lines |
                              o-------------o

Cost       : $5.
Effect     : These give power to buildings.
Positives  : only need to run through any touching units to extend range.
Negatives  : They can cause Shipwrecks in the water.
Water Stats: Double the cost to build over water ($10).


                                 o------o
                                 | Park |
                                 o------o

Cost       : $10.
Effect     : Raises land values, and lowers pollution levels.
Positives  : lower pollution, helps get Large Park Gifts (see Gift 
             Requirements for more details), and raises land values.
Negatives  : None.
Water Stats: You can not build Park over water.


                          o-------------------o
                          | Resedential Zones |
                          o-------------------o

Cost       : $100.
Effect     : Makes a place for people to move into your town to live.
Positives  : Makes room for more people to live in your town, if in a good
             location they can become high value, they can become schools 
             to help get Libraries (see Gift Requirements for more details),
             they can become hospitals, and two Zones at an R-4 HIGH rating 
             can form a TOP for maximum population potential in those Zones.
Negatives  : Can be come slums with low ratings.
Water Stats: You can not build Residential Zones over water.


                          o------------------o
                          | Commercial Zones |
                          o------------------o

Cost       : $100.
Effect     : Makes a place for businesses to move into.
Positives  : Allows your people a place to shop, raise land values if you 
             have MID or HIGH ratings, and two Zones at a C-5 HIGH rating 
             can form a TOP for maximum potential of happiness with services 
             in those Zones.
Negatives  : They are the least needed of the three Zones, and are least 
             important.
Water Stats: You can not build Commercial Zones over water.


                          o------------------o
                          | Industrial Zones |
                          o------------------o

Cost       : $100.
Effect     : Makes a place for Industries to move into.
Positives  : Gives your people a place to work, and makes items for your
             Commercial Zones to sell.
Negatives  : makes pollution, need to be close to Residential Zones.
Water Stats: You can not build Industrial Zones over water.


                          o-------------------o
                          | Police Department |
                          o-------------------o

Cost       : $500.
Effect     : Causes a small radius of your city to be protected from crime.
Positives  : decreases crime, and can help get Police Headquarter Gifts 
             (see Gift Requirements for more details).
Negatives  : Cost $500 to build, and cost $100 per building in operation to 
             maintain coverage.
Water Stats: You can not build Police Stations over water.


                           o-----------------o
                           | Fire Department |
                           o-----------------o

Cost       : $500.
Effect     : Causes a small radius of your city to be protected from Fires 
             (when they appear on your map screen).
Positives  : Takes acre of fires when they appear, and they help get Fire
             Headquarters Gifts (see Gift Requirements for more details).
Negatives  : Cost $500 to build, and cost $100 per building in operation to 
             maintain coverage.
Water Stats: You can not build Fire Departments over water.


                               o---------o
                               | Stadium |
                               o---------o

Cost       : $3,000.
Effect     : These help boost Residential Zones value, and it is needed to 
             help your urban centre to grow properly.
Positives  : Causes Residential value boost, and they help get Zoo Gifts 
             (see Gift Requirements for more details).
Negatives  : High initial cost.
Water Stats: You can not build Stadiums over water.


                               o---------o
                               | Seaport |
                               o---------o

Cost       : $5,000.
Effect     : Boosts Industrial productiveness, brings Ship onto your map, 
             and it is needed for your urban centre to grow properly.
Positives  : Boosts Industrial Zones, it does not need to be near the water,
             and it allows possible ship wrecks to occur.
Negatives  : Pollution is very high, and high initial cost.
Water Stats: You can not build Seaports over the water.


                          o------------------o
                          | Coal Power Plant |
                          o------------------o

Cost       : $3,000.
Effect     : Powers 40 Zones.
Positives  : Cheaper power source, and it does not melt down.
Negatives  : Pollution is high, and it powers fewer zones than Nuclear Power.
Water Stats: You can not build Coal Power Plants over the water.


                        o---------------------o
                        | Nuclear Power Plant |
                        o---------------------o

Cost       : $5,000.
Effect     : Powers 120 Zones.
Positives  : Powers more Zones, does not pollute, and looks nicer to the eye.
Negatives  : Can melt down, and higher initial cost than Coal Power.
Water Stats: You can not build Nuclear Power Plants over water.


                              o---------o
                              | Airport |
                              o---------o

Cost       : $10,000.
Effect     : Boosts Commercial Zones, brings Airplane and Helicopter onto 
             your map, and it is needed for your urban centre to grow 
             properly.
Positives  : Boosts Commercial Zones.
Negatives  : Pollutes heavily, very high initial cost, and allows possible
             Plane crashes to occur.
Water Stats: You can not build Airports over water.

----------------------------------------------------------------------------
---------------------------Gift Requirements--------------------------------
----------------------------------------------------------------------------

7) This section will list every Gift, how to get them, what type of zones 
   they affect, and the positive and negative effects of every one.

   Gifts not only raise land values, they also allow for better zone 
   development.  Try to get every Gift that you can get your greedy mayoral
   hands on!


                          o----------------o
                          | Amusement Park |
                          o----------------o

Requirements: You can get up to three of them, but it shares a total with 
              the Casino's.  
Affects     : Residential Zones.
Positives   : Brings in $100 to city a year.
Negatives   : None.


                               o------o
                               | Bank |
                               o------o

Requirements: You must reach a population of 10,000 people (City ranking), 
              and you must have less then $2,000 in your reserves.
Affects     : Commercial Zones.
Positives   : Allows you to take out a loan of $10,000.
Negatives   : You spend 21 years paying back at $500 per year (end up 
              paying an extra $500).


                              o--------o
                              | Casino |
                              o--------o

Requirements: You can get up to three of them, but it shares a total with 
              the Amusement Parks.
Affects     : Commercial Zones.
Positives   : Brings in $300 to city a year.
Negatives   : Raises crime in that area.


                               o------o
                               | Expo |
                               o------o

Requirements: Build a Seaport and an Airport.
Affects     : Industrial Zones.
Positives   : Increases your Tax dollar intake.
Negatives   : None.


                         o-------------------o
                         | Fire Headquarters |
                         o-------------------o

Requirements: You must build a multiple of 6 (6, then 12, and then 18 total) 
              for your three Fire Headquarters.
Affects     : Commercial Zones and Residential Zones.
Positives   : Increased fire coverage.
Negatives   : Costs $100 to maintain per year.


                             o----------o
                             | Fountain |
                             o----------o

Requirements: Play for fifty years to receive this present from Dr. Wright.
Affects     : Commercial Zones and Residential Zones.
Positives   : Brings in $100 to city a year.
Negatives   : None.


                             o-----------o
                             | Land Fill |
                             o-----------o

Requirements: Start to run out of room on your map to get four Land Fills.
              These are also granted at the 250000, 300000, and 400000
              population landmarks.
Affects     : No Zones are affected.
Positives   : Creates new land to build on, lessens the water on the map.
Negatives   : None.


                             o------------o
                             | Large Park |
                             o------------o

Requirements: You must build a multiple of 300 (300, 600, and 900 total) for 
              your three Large Parks.
Affects     : Residential Zones.
Positives   : Brings in $100 to city a year.
Negatives   : None.


                               o---------o
                               | Library |
                               o---------o

Requirements: You must build a multiple of 3 schools (3, 6, and then 9 
              total) for your three Libraries.
Affects     : Residential Zones.
Positives   : Raises land values.
Negatives   : None.


                            o--------------o
                            | Mario Statue |
                            o--------------o

Requirements: You must reach a population of 500,000 people (Megalopolis 
              ranking) to receive this gift.
Affects     : Commercial and Residential Zones.
Positives   : Raises land values.
Negatives   : None.


                         o---------------------o
                         | Police Headquarters |
                         o---------------------o

Requirements: You must build a multiple of 6 (6, then 12, and then 18 total) 
              for your three Police Headquarters.
Affects     : Commercial Zones and Industrial Zones.
Positives   : Increased police coverage.
Negatives   : Costs $100 to maintain per year.


                            o---------------o
                            | Train Station |
                            o---------------o

Requirements: Lay 50 km of track for the first one, lay 200 km of track for 
              the second one.
Affects     : Commercial Zones.
Positives   : Better transit service.
Negatives   : None.


                                o------o
                                | View |
                                o------o

Requirements: You must reach a population of 50,000 (Capital ranking) to 
              receive this gift.
Affects     : Shows your City as a scaled down model.
Positives   : None.
Negatives   : None.


                              o----------o
                              | Windmill |
                              o----------o

Requirements: Develop 150 total Zones for the first Windmill, develop 350 
              Zones for the second Windmill.
Affects: Commercial Zones.
Positives: Increases your tax dollar intake.
Negatives: None.


                             o------------o
                             | Your House |
                             o------------o

Requirements: You must reach a population of 2,000 people (Town ranking) 
              to receive this gift.
Affects: Residential Zones.
Positives: Raises land values.
Negatives: None.


                                o-----o
                                | Zoo |
                                o-----o

Requirements: Build one Stadium to get the first Zoo, build two more
              Stadiums to receive another Zoo.  Keep in mind that they do
              not immediately come to your town, but take several months 
              following to arrive.
Affects: Residential Zones.
Positives: Brings in $100 to city a year.
Negatives: None.

----------------------------------------------------------------------------
-------------------------------Disasters------------------------------------
----------------------------------------------------------------------------

8) This section will outline what each disaster does, and how dangerous each
   one is (on a 1-10 scale), and if they can be purposely triggered.


                          o----------------o
                          | Airplane Crash |
                          o----------------o

Effect       : A Plane crashes into whatever might be directly below it when 
               the accident occurs, often setting some of the 3x3 grid it
               affects on fire.
Danger Rating: 3/10


                           o---------------o
                           | Bowser Attack |
                           o---------------o

Effect       : Bowser stomps through anything that gets in his way causing 
               fires as he seeks those elusive Mario Bros.!
Danger Rating: 7/10


                             o------------o
                             | Earthquake |
                             o------------o

Effect       : The ground shakes, which can cause wide devastation if it is 
               a big one on the Richter Scale (severity of quake is 
               randomized).
Danger Rating: 9/10


                               o-------o
                               | Fires |
                               o-------o

Effect       : A fire breaks out in any spot on the map without the help of 
               outside disasters influences.
Danger Rating: 2/10


                              o--------o
                              | Floods |
                              o--------o

Effect       : Water floods over the banks of the body of water in 
               undeveloped waterfront property.
Danger Rating: 4/10


                         o------------------o
                         | Nuclear Meltdown |
                         o------------------o

Effect       : The fallout will make many surrounding areas unlivable, and 
               the plant becomes a huge fireball.
Danger Rating: 5/10


                             o-----------o
                             | Tornadoes |
                             o-----------o

Effect       : A funnel appears on the ground, and it rampages through your 
               city leaving a trail of destruction.
Danger Rating: 8/10


                           o---------------o
                           | U.F.O. Attack |
                           o---------------o

Effect       : U.F.O.'s fly down over your town, they spray the area with 
               their disruptors, and the result are lots of burning 
               buildings (if they survive the initial attack, they may still
               be razed to the ground in the ensuing, out of control fires).
Danger Rating: 9/10

----------------------------------------------------------------------------
---------------------------Building Methods---------------------------------
----------------------------------------------------------------------------

9) This section will give you some strategies to use in your game to help
   your chances of getting a better town.


a) This is probably the most commonly utilized method of building.  I am
   referring to the "Donut Block" building method.  How this works is that 
   you have a 9 X 9 space grid, and knowing that each Residential Zones and
   Commercial Zones are three spaces wide and high, you can fit nine Zones
   in this grid.  However, since access to a Zone is needed (by road or 
   rail), so instead you should put something inside the "Donut".  I will
   use Residential Zones in the following example of a Donut Block:

   +---++---++---+
   |   ||   ||   |
   | R || R || R |
   |   ||   ||   |
   +---++---++---+
   |   ||   ||   |
   | R ||   || R |
   |   ||   ||   |
   +---++---++---+
   |   ||   ||   |
   | R || R || R |
   |   ||   ||   |
   +---++---++---+

   As you can see, rails or roads can touch all 8 of the Residential Zones,
   and the middle space is open to whatever you want to put in there (Police
   Department, Fire Department, Gifts, Park) since they do not require road
   access.  If the land values are high enough (usually due to a Gift in the
   centre of the Donut), two Zones may reach their highest rating beside one
   another, and then they might combine into one unit called a TOP.  These
   TOPS allow for maximum potential of the Zones, so Donuts lend themselves
   to many TOPS as possible for all of your Gifts.

b) The other popular way to build your City for a high population is to use
   the "Double Zone Columns" building method.  How this one works is that
   you are building your city infrastructure not in grids of 9 X 9 spaces 
   for Zones, but instead the numbers are 6 (across) X Y value (down to the 
   bottom).  This makes for tall, narrow columns that still allow for TOPS
   to form, and it allows for keeping your Industry separate from the rest
   of the Zones.

   +---++---+ +---++---+ +---++---+
   |   ||   | |   ||   | |   ||   |
   | I || I | | C || C | | R || R |
   |   ||   | |   ||   | |   ||   |
   +---++---+ +---++---+ +---++---+

   This is an exert from the WEST point on the map, and the single space 
   between the Zones are where the roads/rails would be.  This allows you to
   build a little cheaper while still making a lot of Zones into an 
   effective area.

c) Setting up proper Police Department coverage and Fire Department Coverage
   is essential to having a thriving, prosperous city.  How you should set
   up your coverage is debatable, however there is one method (albeit a 
   little expensive) that will help you to keep your crime rate down, while
   not harming your fire coverage either.  The method that works well is to
   have the following pattern in your city (this is for Donut Block 
   builders:

   +----------------------+
   |P - Police Department |
   |F - Fire Department   |
   +----------------------+

   +-++-++-+ +-++-++-+ +-++-++-+
   | || || | | || || | | || || |
   +-++-++-+ +-++-++-+ +-++-++-+
   +-++-++-+ +-++-++-+ +-++-++-+
   | ||P|| | | ||P|| | | ||P|| |
   +-++-++-+ +-++-++-+ +-++-++-+
   +-++-++-+ +-++-++-+ +-++-++-+
   | || || | | || || | | || || |
   +-++-++-+ +-++-++-+ +-++-++-+

   +-++-++-+ +-++-++-+ +-++-++-+
   | || || | | || || | | || || |
   +-++-++-+ +-++-++-+ +-++-++-+
   +-++-++-+ +-++-++-+ +-++-++-+
   | ||F|| | | ||P|| | | ||F|| |
   +-++-++-+ +-++-++-+ +-++-++-+
   +-++-++-+ +-++-++-+ +-++-++-+
   | || || | | || || | | || || |
   +-++-++-+ +-++-++-+ +-++-++-+

   +-++-++-+ +-++-++-+ +-++-++-+
   | || || | | || || | | || || |
   +-++-++-+ +-++-++-+ +-++-++-+
   +-++-++-+ +-++-++-+ +-++-++-+
   | ||P|| | | ||P|| | | ||P|| |
   +-++-++-+ +-++-++-+ +-++-++-+
   +-++-++-+ +-++-++-+ +-++-++-+
   | || || | | || || | | || || |
   +-++-++-+ +-++-++-+ +-++-++-+

   With this set up, you get excellent crime prevention from the multiple
   Police Departments, and you get the sufficient Fire Department coverage
   needed for the occasional fire that breaks out.  Remember that this grid
   will not always work because Gifts will be substituted into the Donut
   Blocks.  Just be sure to use the Fire Headquarters and Police 
   Headquarters in these areas instead for their extended coverage to help
   make up for the hole in the coverage.

d) Industry is an essential part of your city, but it comes with the heavy
   downside of pollution.  Although it is not possible to rid yourself of
   all pollution, but you can utilize the side of the map to cause about 
   half of the pollution to just go off the map, and hence not count towards
   your total pollution levels.

e) Gifts are a great way to expand your land values.  However, if you build
   too many close together, people will spread out over the many available 
   Zones that they are boosting.  This will cause them to not reach their 
   highest levels, and thus waste the potential of your Gifts.  Try to 
   spread the gifts out over many months and years if you are receiving many
   at the same time.

f) Land Fills are unique Gifts that actually add land to your area.  They 
   can be used provided that one square of the 3 X 3 space is touching one
   part of the water.  They are best used to make some extra room along the
   waterline beside a high value property.  This means another Zone of the
   same type can be built there to cause another high value to raise up 
   (since waterfront property had high land values), and then hopefully it
   would become a TOP with the aforementioned high value property that was
   already established.  The other option for Land Fills is to build two of
   them out in the middle of your river, and then put two Commercial Zones 
   or Residential Zones there.  The high land values will make for higher
   ranking buildings, but be wary that it may be too expensive, and never
   fully develop (first option that is listed would be the wiser choice for
   you).

g) Despite the danger of radioactive fallout from a meltdown, use Nuclear
   Power Plants to power your City.  Coal Power Plants pollute, and they 
   power less Zones per dollar.

h) Modified Resedential donuts have the cability of fitting  8 Resedential
   Zones into a smaller space, and it also can be used to decrease space
   occupied by public service Zones.  This is done through a process of 
   Zone Stacking, which requires a set-up diagrammed below: 
   (credit Josh Nelson of jnelson98@cox.net for contributing this)

       ~~~
       ONE
       ~~~

   +---+ +---+
   |   | |   |
   | R | | R |
   |   | |   |
   +---+ +---+

   +---+ +---+
   |   | |   |
   | R | | R |
   |   | |   |
   +---+ +---+

Build the four Resedential Zones with a "cross of land between them.

       ~~~
       TWO
       ~~~

   +--+   +--+
   |  |   |  |
   | R|   |R |
   +--+   +--+





   +--+   +--+
   | R|   |R |
   |  |   |  |
   +--+   +--+

Bulldoze out the walls along the "cross" of land, follwoed by building park 
or power lines in it's place to prevent the zone from becoming a rated unit.

       ~~~~~
       THREE
       ~~~~~

   +--++---++--+
   |  ||   ||  |
   | R|| R ||R |
   +--+|   |+--+
   +---+---+---+
   |   |   |   |
   | R |   | R |
   |   |   |   |
   +---+---+---+
   +--+|   |+--+
   | R|| R ||R |
   |  ||   ||  |
   +--++---++--+

Now build four new Resedential Zones where the diagram indicates.

       ~~~~
       FOUR
       ~~~~

   +--++---++--+
   |  ||   ||  |
   | R|| R ||R |
   +--++---++--+
   +--+     +--+
   |  |     |  |
   | R|     |R |
   |  |     |  |
   +--+     +--+
   +--++----+--+
   | R|| R ||R |
   |  ||   ||  |
   +--++---++--+

Now repeat step TWO with the bulldoze and building odd power line/park trick 
to keep the Resedential Zones unrated.

       ~~~~
       FIVE
       ~~~~

   +--++---++--+
   |  ||   ||  |
   | R|| R ||R |
   +--++---++--+
   +--++---++--+
   |  ||   ||  |
   | R|| P ||R |
   |  ||   ||  |
   +--++---++--+
   +--++----+--+
   | R|| R ||R |
   |  ||   ||  |
   +--++---++--+

Now build your Fire Department/Police Department in the middle (the example 
uses a Police Department).  This is the Modified Resedential Donut Block, 
but read below to see something even more useful.

        ~~~
        SIX
        ~~~

   +-+
   |P|
   +-+
Bulldoze ALL the Resedential Zones, leaving the Police Department/Fire 
Department as one small square.

        ~~~~~
        SEVEN
        ~~~~~

   +---++---++---+
   |   ||   ||   |
   | R || R || R |
   |   ||   ||   |
   +---++---++---+
+-+|   ||   ||   |
|P|| R ||   || R |
+-+|   ||   ||   |
   +---++---++---+
   |   ||   ||   |
   | R || R || R |
   |   ||   ||   |
   +---++---++---+

Now build the real Donut Block nearby, with the Police Department being 
located next to either the north, east, south, or west Zone of the true 
Donut Block.  this will allow you to place a Gift inside the Donut Block,
still have all Zones reached by road/rail that need it, and you will still 
get full Police Department/Fire Department coverage at 1/9 the area taken 
up!

i) Another method of Zone stacking (this one for non-Resedential Zones) is 
   far more inaccurate.  You will need to have an Airport and an Airplane in
   the skies as well.  Wait till the Airplane is over a desired Zone you 
   wish to resize, and then purposely crash the Airplane through the 
   Disasters menu (make sure to not hit the direct centre of the zone or it
   will explode, thus wasting your efforts).  Make sure you have great fire 
   coverage so the centre of the Zone will not explode, and then build over
   the burned out spots, which will allow for more Zones in your map!  This 
   is especially useful for Seaports, Airports, and Stadiums as they use up 
   larger areas of land for minimal returns.
   (credit Josh Nelson of jnelson98@cox.net for reminding me of this)

j) Speaking of Airports/Seaports, they do not require any power to function
   as the necessary building zone for your city to grow ever larger.  By not
   giving them any power, Ships and Airplanes will no longer crash into 
   things, and the zones will not give off any pollution, so it is best to
   have them where they will not be hooked into the grid.  All the benefit,
   without any of the risk/downsides.

----------------------------------------------------------------------------
---------------------------Common Voter Complaints--------------------------
----------------------------------------------------------------------------

10)This section will list some problems presented to you by the voters, and
   what ways these problems can be dealt with.  If you get all of the 
   complaints to less than 20% each, you have succeeded in taking the 
   problems far enough under control to have the voters deem it a good 
   enough situation for their mayor to stay in office.


                                 o-------o
                                 | Crime |
                                 o-------o

This is a serious problem the whole game, so try to keep lots of Police 
Departments spread out over the landscape.  Try to use overlapping coverage 
so three or four stations have their outer most coverage combined with other
outer most coverages to form a decent security net.  Also, in areas that 
have pollution, crime will tend to be higher, so try to put more Police 
Department in factory heavy areas, and use tactics from the Pollution 
section below to reduce your number of heavy pollutant areas.


                                  o------o
                                  | Fire |
                                  o------o

If this is considered a problem, you need to work on your disaster recovery 
skills.  Be sure to have good fire coverage, and also bulldoze around the 
fires to contain them (no fuel = no fire).  Then rebuild, and do a better 
job on the next set of fires (which will inevatiably show up no matter what
you do to try and avoid it).


                             o---------------o
                             | Housing Costs |
                             o---------------o

This is caused when your land values are too high, and/or Residential Zones 
are too far from Commercial Zones and/or Residential Zones.  For the land 
values being too high, try to have a few areas of low land values so the 
people coming to your town have a choice.  The other problem of your Zones
being too far apart, look at the Building Methods section for diagrams of 
the following: keep your Residential Zones close to Commercial Zones and 
Industrial Zones (make sure not to have Residential Zones directly beside 
Industrial Zones).  Use Commercial Zones as a buffer between Industrial 
Zones pollution, and Residential Zones desire for clean air, striking a
perfect balance.


                              o-----------o
                              | Pollution |
                              o-----------o

This is a common problem faced by every city ever made.  To make this 
problem lessen in severity (it can not be eliminated completely) here are 
some solutions: build your Industrial Zones on the edge of the map to cause
lots of the pollution to go off the screen (it does not register anymore), 
use Park where ever you can to raise land values as you lower the pollution 
(trees and grass reduce the poisons in the air), use as much of a rail 
system as possible (this causes car emissions to be greatly reduced), and 
use Nuclear Power Plants instead of Coal Power Plants because they do not 
pollute (just be sure to be ready to have excess amounts of them or you risk
a meltdown).


                                o-------o
                                | Taxes |
                                o-------o

The game gives a default ranking of 7% to start the game, and it is alright
for a starting point.  However, when you need money, the people will start 
to really complain if you raise it too much.  Try to stay around 7% or 8% 
most of the time so you make a little bit of money from your people, but if 
you need cash desperately, jack up your rate up to some obscene level near 
the end of the year so you take a little bit extra for the fiscal year (this
is best done in November sometime so the taxes will have time to build up a
bit before collection).


                               o---------o
                               | Traffic |
                               o---------o

The ultimate solution to your traffic woes is to just not build Roads at 
all, instead using Rails.  However, that is an expensive venture, so try for
a hybrid combination, and be sure to use Rails in the traffic heavy sections
of your city (at least until you can afford to replace all Roads with Rail
instead).


                            o--------------o
                            | Unemployment |
                            o--------------o

Try to keep more Industrial Zones at the start than Commercial Zones before 
you become a Metropolis, but once you hit the 100,000 people mark, start to 
shift your focus on Industrial Zones to about equals amounts on both.  This 
allows your work force to shift into services.  This should cause your 
unemployment % to drop significantly.

----------------------------------------------------------------------------
-----------------------------The Money Trick--------------------------------
----------------------------------------------------------------------------

11)This section is dedicated completely to the trick of making your city
   funds overflow with cash!


                            ~~~~~~~~~~~~~~~
                            ~~~ Step #1 ~~~
                            ~~~~~~~~~~~~~~~

Spend all of your money.

                            ~~~~~~~~~~~~~~~
                            ~~~ Step #2 ~~~
                            ~~~~~~~~~~~~~~~

Lower your taxes to 0%, and lower your coverage of your Police, Fire, and
Transit to 0% as well.

                            ~~~~~~~~~~~~~~~
                            ~~~ Step #3 ~~~
                            ~~~~~~~~~~~~~~~

When the annual income report appears, hold the L Button down, and "Go With
The Figure"

                            ~~~~~~~~~~~~~~~
                            ~~~ Step #4 ~~~
                            ~~~~~~~~~~~~~~~

Still holding the L Button down, go into the Information Menu, and select 
TAX.

                            ~~~~~~~~~~~~~~~
                            ~~~ Step #5 ~~~
                            ~~~~~~~~~~~~~~~

Still holding the L Button down, you should now increase Police, Fire, and 
Transit funds to 100%, and then "Go With The Figures."

                            ~~~~~~~~~~~~~~~
                            ~~~ Step #6 ~~~
                            ~~~~~~~~~~~~~~~

Upon exiting, release the L Button, and if you followed the steps correctly,
you will now have $999,999 instead of $000,000!


   Use this code for your first couple of cities to get a feel for the game,
   and then try to design a legitimate city to fully experience the richness
   of the game.

----------------------------------------------------------------------------
-------------------------Scenario Descriptions------------------------------
----------------------------------------------------------------------------

12)This section will look at the Scenarios available to you, and a quick 
   list of things to do to make your scenario a success.  Keep in mind that
   you are not given any gifts, so try to make due with the ones (if 
   any) given to you in each scenario.


                 o---------------------------------o
                 | San Fransisco Earthquake (1906) |
                 o---------------------------------o

Duration: 5 years.
Goal    : Recover the city after the big Earthquake of 1906
Methods : The Earthquake will not occur immediately, so you can put up some
          Fire Departments ahead of time to expand the woefully inadequate
          fire coverage.  After the earthquake hits, try to bulldoze as much
          debris as possible so the fires can not spread out too much.  Then
          you should restore power and roads/rails.  Once you have done that,
          work on creating a bustling city to draw back many of the people 
          you lost because of the turmoil.
Cheating: Set the game speed to sleeping to get all of your Fire Departments
          into place before you set the game speed back in motion.  That 
          way, you are already prepared for the impending disaster that is on
          it's way.


                   o-----------------------------o
                   | Tokyo Monster Attack (1961) |
                   o-----------------------------o

Duration: 5 years.
Goal    : Recover your city after a Bowser stomps through your town in search
          of the Mario Brothers!
Methods : You start the scenario before Bowser takes his stroll, so set up a 
          slightly better fire coverage ratio (you may want to increase 
          police coverage as well due to high crime).  After he comes, go to
          work on containing the damage, and then proceed to recover your 
          losses before you move onto the expansion of Tokyo to finish the
          scenario with a larger amount of people than you started with!
Cheating: Set the game speed to sleeping to get all of your Fire Departments
          into place before you set the game speed back in motion.  That 
          way, you are already prepared for the impending disaster that is on
          it's way.


                       o---------------------o
                       | Bern Traffic (1965) |
                       o---------------------o

Duration: 10 years.
Goal    : Relieve the heavily congested roads of Bern and get a Metroplois to 
          become the National Transportation Planner for all of Switzerland.
Methods : You should work on creating a more effective rail system to take 
          many cars off the road.  Also, you should rid yourself of roads 
          that are the heaviest in congestion on traffic.  If you are a 
          really good budgeter, you can replace ALL road with rail to create
          a completely non-congested road ratio!
Cheating: No real way to do so here.


                       o----------------------o
                       | Detroit Crime (1972) |
                       o----------------------o

Duration: 10 years.
Goal    : Lower crime and revive the sagging Industrial economy.
Methods : Your first goal is to lower the ghastly crime rate by putting as 
          many new Police Departments in the worst crime areas to expand your
          coverage.  Next, once the crime has been lowered sufficiently, your
          next job is put Industry up where your population will not be 
          polluted by it, but they will still have easy access to it.  Once
          you have done that, work on lowering crime till it no longer 
          exists, and expand your city to increase the population.
Cheating: No real way to do so.


                  o--------------------------------o
                  | Boston Nuclear Meltdown (2010) |
                  o--------------------------------o

Duration: 5 years.
Goal    : Isolate the contaminated areas of the city, and rebuild in new 
          areas to bring in new population.
Methods : The disaster occurs right at the start, so bulldoze all of the 
          areas affected by the Radioactive sections, isolate the fires, and 
          then start to rebuild your city.  Be sure to keep pollution and 
          crime down as you work your way back up to a thriving city again,
          and bulldoze the extra Sea Ports as one is all you need (the extra
          ones cause unnecessary pollution for you).
Cheating: Although this is kind of a cheap way to win, you can hold the L 
          Button before you enter the scenario, and then you go bulldoze the
          three Nuclear Power Plants as you continue to hold the L Button.
          After the third one is knocked over, let go of the L Button, and 
          you will not have to deal with any radiation since there are NO
          Nuclear Power Plants left to meltdown in the first place.  Patrick
          Jolicoeur has informed me that after that initial threat of meltdown
          it is perfectly safe to build new Nuclear Plants, as they will not
          meltdown... well no more likely than if you were playing any other
          map/scenario anyway! :)


              o----------------------------------------o
              | Rio De Janeiro Coastal Flooding (2047) |
              o----------------------------------------o

Duration: 10 years.
Goal    : build up the waterfront properties to prevent the rising sea level 
          from flooding your city.
Methods : You have many years to work with here, so you have lots of time to
          get the problems under control.  The first set of floods are 
          particularly brutal, so try your best to contain any fires that 
          spring up as a result.  After you get the floods under control,  
          start expanding your shoreline properties to help prevent flooding
          (although this scenario will have floods happen multiple times).  
          After a few years, floods will lessen, and you will have a quicker
          clean-up period.  Expand your city once your shoreline is built up,
          and you will finish this scenario with flying colours!
Cheating: This is another scenario where you can hold the L Button to delay 
          the disaster from happening.  This time though, your job is to build 
          up the coast line so the flooding will be less than it would have 
          been otherwise, but this will by no means cause NO flooding, so get
          ready for numerous rebuildings of the coastline (it will just take
          less effort than before).


    After finishing off the first six scenarios, you gain access to two 
    Bonus Scenarios!  They are outlined below...


                 o---------------------------------o
                 | Las Vegas U.F.O. Attacks (2096) |
                 o---------------------------------o

Duration: 10 years.
Goal    : rebuild city after attacks to get it back to a thriving Metropolis.
Methods : The U.F.O. attacks will not occur immediately, so fix up your fire
          coverage to assure that the U.F.O.'s damages will be lessened.  
          This is the only scenario to contain gifts already in it (multiple 
          Casino's, so build your commercial up around them).  You will face 
          multiple invasions from the sky in the ten years covered here, but 
          the first is easily the longest (the ones following are about three
          attacks long each, as opposed to the near twenty of the first one).
          Just work on building your city up to a Metropolis, and be sure to
          fix the woefully inadequate road system (supplement it with a 
          better rail system than the current one that jets straight through
          the city).
Cheating: No real way to do so.


                         o-----------------o
                         | Freeland (1999) |
                         o-----------------o
     
Duration: However long you take
Goal    : Build this water devoid land mass in the US Midwest to reach the 
          population of 500,000 to become a Megalopolis.
Methods : You would think that having NO rivers, lakes, or oceans would be 
          great, but you have no valuable waterfront property.  On top of 
          that, you can not get any gifts either!  You will have to make it 
          on pure building skills, and land development alone!  Try to build 
          slowly so you do not over saturate the marketplace with property, 
          use the existing forest and parks to raise the value of the land, 
          thus attracting better buildings (more people) to a small area.  
          If done correctly, you will reach a Megalopolis easily!

          Note that reader "Zurd" has contributed his own method for 
          defeating this scenario, and it goes as follows.  Build every
          building possible on the land to cover it all, and then check the 
          land value.  You will see that there will be a kind of diamond shape
          in the center with medium value, which is the highest in the map.  
          You have to build the residential building there so you can reach 
          500000 people.  Thanks again to Zurd for this wonderful contribution.

Cheating: No real way to do so.
NOTE    : This scenario never gets a check once you achieve the goal, so 
          give it as many shots as you like.


    Once you have done this, you have completed this neat diversion from the
    main game.  Only the most dedicated will have done this, so consider 
    yourself a pro!  Now, go back to the main game, and design the best city
    that you possibly can!

----------------------------------------------------------------------------
------------------------------Final Word------------------------------------
----------------------------------------------------------------------------

13)As is the usual, this walkthrough is copyright property of Brian P. 
   Sulpher, 2003.  The only website, group, person, etc. to have access to
   post it is www.gamefaqs.com, www.ign.com, www.retronintendo.com,  
   www.honestgamers.com, and members.lycos.co.uk/snesreviews.  You must ask 
   for permission before posting this, as doing so without consent is a 
   violation of international copyright law.

   If you liked it, hated it, have anything to add, then please E-mail me at
   briansulpher@hotmail.com.  You can also contact me through MSN messenger
   through the same E-mail address.
  
   I have been playing this since I got it as my first SNES game, and how do
   I love it!  A seriously great game that should be checked out in one form 
   or another!  Cheers to Maxis for designing it!  I do have on remaining
   challenge left in this game though, and that is to achieve the status of
   having a Megalopolis to call my own.  I will reach 500,000 people so I 
   will finally get my Mario Statue, building it for all the world to see!