SimCity

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## **Stage Info**

SimCity is a simulation and city-building game where the player ends up building a city to their desires and works at upgrading and maintaining it as they unlock more and more features. The game also includes disaster scenarios which can plague a city including earthquakes, floods, nuclear meltdowns, and monster attacks. In the SNES version the game included a few extras such as a Mario statue that players can unlock as a reward, Bowser replacing Godzilla in the monster attack scenario, and a helpful advisor in the form of Dr. Wright who was inspired by the game’s original creator and would help guide the player through the game.

## **Stage Layout**

SimCity in essence has two planes of battle, along the ground and streets of the city, and then in the air and on top of the city’s buildings. That said, the layout of the stage can change with each new battle as different buildings get featured in the stage. These can include apartment buildings, banks, office buildings, city hall, police stations, and more with each building having its own unique design, heights, and shape of their roofs which serve as platforms. Some buildings will even have walls which serve as obstacles and can be wall jumped off of.

## **Hazards**

### **Disasters**

Like in the original game, this SimCity stage can be plagued by different disaster scenarios which can affect the layout of the stage as well as serve as hazardous obstacles for the players. Some disasters can even end up destroying the buildings on the stage. If this occurs, a new building will take its place within 10-15 seconds of the disaster’s end. These Disasters and their effects are as follows:

* **Earthquake** - During an earthquake, the screen will shake lightly as the ground platform appears to shake more violently with rocks and debris scattering around. Additionally, during an earthquake any fighter, or damageable item will take damage for every second they remain on the ground. Luckily, standing on top of the buildings is safe from the earthquake. 0-2 buildings will be destroyed at the end of the disaster.
* **Fire** - A fire has broken out inside one of the buildings! Whatever building that is will show fire coming out of its windows and affecting the outside of the building. Standing on that building or making contact with their walls (if they have any) will end up damaging the fighter and knocking them away from the building. Be careful, because sometimes the fire can spread from one building to another. Affected buildings will have a chance to be destroyed at the end of the disaster.
* **Flood** - A flood of water will rush out onto the stage from either side and cover the bottom of the stage in flowing waves. The tops of the buildings are safe, but if a fighter makes contact with the water they’ll need to quickly try and recover back up to safety or get carried away by the waves and past the blast zones.
* **Monster** - Pulling from the SNES version of the game, a monstrously sized Bowser will walk out onto the stage in an almost Godzilla-like fashion. This Bowser is a dangerous hazard who will punch, kick, and breathe fire at both the fighters and the buildings. This Bowser’s attacks are very dangerous and should be avoided at all costs. Additionally, Bowser’s rampage can result in the destruction of a few of the city’s buildings for a time.
* **Nuclear Meltdown** - This disaster can only be triggered if one of the stage’s buildings is a power plant. When this disaster occurs, the nuclear power plant will spit fire from its top signaling to players that the meltdown is about to begin. Suddenly, the top of the power plant will explode into flame dealing heavy damage to any fighter who is on top of, or above, the power plant. Additionally this causes nuclear fallout to occur as radiation rains down on the stage. This radiation will last for a predetermined time and will cause all fighters to take constant damage every second. Once this disaster is over, the power plant will be destroyed.
* **Tornado** - A tornado will spawn on a point on the ground and become a dividing obstacle on the stage. The tornado can move a short distance to either side from its spawn point, but won’t go further than that. The entire tornado is dangerous to touch and if a fighter makes contact with it they will be sucked in for a few seconds taking multiple hits of damage before the tornado spits them back out in a random direction.
* **UFO** - A UFO will fly out from the background of the stage and hover over the actual stage. The UFO will attempt to go to an area where multiple fighters are located. When the UFO settles and chooses a spot, it will fire a red beam below it attempting to abduct a fighter or two. A fighter that makes contact with the beam will take a minor amount of damage as the beam begins to pull them up to the UFO against their will. Fighters can struggle with the usual method, but the more they’ve been damaged the harder it will be. Additionally, fighters are vulnerable to being attacked while caught in the beam. If a fighter gets carried by the beam all the way to the UFO, then the UFO will leave the stage and return to the background which ends up KOing the fighter in the process. The UFO will always leave after either one fighter gets abducted or after a set time has passed with no fighter being successfully abducted.

## **Soundtrack**

* **SimCity**
	+ City
	+ Megalopolis
	+ Metropolis
	+ Town
* **SimCIty 3000**
	+ Night Life
	+ Window Washer's Dream
	+ Updown Town
* **SimCIty 4**
	+ Electric City
	+ Metropolis
	+ Rush Hour
* **SimCity (2013)**
	+ Building the Foundation
	+ Disaster!
	+ SimCity Theme