Friday 24 August 2018

The Biography of Mahathir Mohamad

Mahathir Mohamad

Mahathir Mohamad was the fourth prime minister of Malaysia, holding office from 1981 to 2003 and now, the current prime minister of Malaysia since 2018. He improved the economy and was a champion of developing nations.

Synopsis

Mahathir Mohamad was born in 1925 in Alor Setar, Malaysia. He was a doctor before becoming a politician with the UMNO party, and ascended quickly from member of parliament to prime minister. During his 22 years in office, he grew the economy and was an activist for developing nations, but also imposed harsh restrictions on civil liberties. He resigned office in 2003.

Early Life

Mahathir Mohamad was born on December 20, 1925, in Alor Setar, in the state of Kedah in northern Malaysia. His family was modest but stable, and his father was a respected teacher at an English language school.
After finishing Islamic grammar schools and graduating from the local college, Mahathir attended medical school at the University of Malaya in Singapore. He was an army physician before forming a private practice at the age of 32.

Entry Into Politics

Mahathir became active in the United Malays National Organization (UMNO), Malaysia’s largest political party, and was elected to its policy-making group, the Supreme Council. With the support of the UMNO, he won a seat in the House of Representatives in 1964. He wrote a book, The Malay Dilemma, demanding affirmative action for indigenous Malays and equal status with Chinese-Malaysians, while also criticizing Malays’ “economic backwardsness.” These then-radical ideas earned the ire of Prime Minister Abdul Rahman, and the UMNO banned the book and expelled Mahathir from the party.
Rahman resigned in 1970, and after Mahathir was reinstated in the UMNO in 1972, his political career took off. He was reelected to parliament in 1973, promoted to a Cabinet position in 1974 and rose to deputy prime minister in 1976. He became prime minister just five years later when his predecessor, Hussein Onn, retired.

Prime Minister

Mahathir had a significant impact on the economy, culture and government of Malaysia. He won five consecutive elections and served for 22 years, longer than any other prime minister in Malaysia’s history. Under him, Malaysia experienced rapid economic growth. He began privatizing government enterprises, including airlines, utilities and telecommunications, which raised money for the government and improved working conditions for many employees, although many of the beneficiaries were UMNO supporters. One of his most significant infrastructure projects was the North-South Expressway, a highway that runs from the Thai border to Singapore.

From 1988 to 1996, Malaysia saw an 8 percent economic expansion, and Mahathir released an economic plan—The Way Forward, or Vision 2020—asserting that the country would be a fully developed nation by 2020. He helped shift the country’s economic base away from agriculture and natural resources and toward manufacturing and exporting, and the country’s per capita income doubled from 1990 to 1996. Although Malaysia’s growth has slowed and it’s unlikely the country will achieve this goal, the economy remains stable.

But in spite of these accomplishments, Mahathir leaves a mixed legacy. Although he began his first term conservatively, during the 1980s Mahathir became more authoritarian. In 1987 he instituted the Internal Security Act, which permitted him to close four newspapers and order the arrests of 106 activists, religious leaders and political opponents, including Anwar Ibrahim, his former deputy prime minister. He also altered the constitution to restrictive the interpretive power of the Supreme Court, and he forced a number of high-ranking members to resign.

Mahathir’s record on civil liberties, as well as his criticisms of Western economic policies and industrialized nations’ policies toward developing countries, made his relationships with the United States, Britain and Australia difficult. He banned The New York Times and The Wall Street Journal for printing negative editorials about him, and supported a national law condemning drug smugglers to
death, resulting in the execution of several Western citizens.

Mahathir retired in 2003, and remains an active and visible part of Malaysia’s political landscape. He is an ardent critic of Prime Minister Abdullah Badawi, whom he chose to succeed him.

After leaving office, Mahathir became a strident critic of his hand-picked successor Abdullah Ahmad Badawi in 2006 and later, Najib Razak in 2015. His son Mukhriz Mahathir was the Chief Minister of Kedah until early 2016. On 29 February 2016, Mahathir quit UMNO in light of UMNO's support for the actions of Prime Minister Najib Razak, in spite of the 1Malaysia Development Berhad scandal. On 9 September 2016, the Malaysian United Indigenous Party was officially registered as a political party, with Mahathir as chairman. On 8 January 2018, Mahathir was announced as the Pakatan Harapan coalition candidate for prime minister for the 2018 general election, in a plan to pardon Anwar Ibrahim and hand a role to him if the campaign was successful.
Following a decisive victory for Pakatan Harapan in the 2018 election, Mahathir was sworn in as prime minister on 10 May 2018. At 93, he is the world's oldest sitting head of government. He is the first prime minister not to represent the Barisan Nasional coalition (or its predecessor, the Alliance Party) and also the first to serve from two different parties and on non-consecutive terms.

Thursday 23 August 2018

Simcity 2000 Cheats (other consoles)


SimCity 2000 Cheats For PlayStation

Helicopter view

While in the 3D mode, continuously press R2, L2, R2, L2, R2 L2, etc. Keep doing this until you appear to be driving through town in a helicopter. To turn off the view, continuously press R1, L1, R1, L1, R1, L1, etc.
 

Slot Machine Mode

Select a new game and start the "Recreation" icon. Then move over to the "Marina" icon and start that feature. Build the marina near a water section. Select the "Budget" icon and enable the "Legalized Gambling" option under the "City Ordinances" menu. Use the "Query" tool to highlight the sailboat, then press L1. A slot machine will appear. Press Circle at the cost of $100 per attempt to win various buildings or disasters.

Maximum Dispatch Cheat:

Use of any of dispatch tools will maximum number will yield the maximum
number allowable within SimCity regardless of the number stations you
have.
With the normal arrow cursor, select and cancel the dispatch
tool. Go to the status bar and do the following (making sure the cursor
stays within the status bar area) : LEFT, RIGHT, LEFT, RIGHT, TRIANGLE, X

Effect Effect
Left, Right, Left, Right, Triangle, X Maximum dispatch(Police, Fire Station, and Millitary)

 

Misc. Codes


Effect Effect
During the game press Down, Up, Down, Up, Down, L2, R2 Night Time (3D Mode)
At the budget screen hold R1 and press X, Circle, Triangle, Square, then hold L1 and press X, Circle, Triangle, Square, then hold R2 and press X, Circle, Triangle, Square, then hold L2 and press X, Square, Triangle, Circle One Million Credits
At the budget screen hold Triangle and press L1, L2, L1, L2, R2, R1, R2, R1 Zero Perfect Bonds



Walkthroughs & FAQs

 

Type Name File Size
General FAQs FAQ by IGhory 36K
General FAQs FAQ/Strategy Guide by Benjer 237K
General FAQs FAQ/Strategy Guide by Aristotle 34K








SimCity 2000 Cheats For Saturn

  1. Slot Machine

    Start a new city, build a marina as soon as possible and legalise gambling as soon as you can. Keep watching your marina until a boat comes out. Highlight it and press L to bring up the slot machine.
     
  2. Codes

    Effect Effect
    Pause and press A, Z, X, Y Infinite Cash
     

Walkthroughs & FAQs

Type Name File Size
General FAQs FAQ by IGhory 36K
General FAQs FAQ/Strategy Guide by Aristotle 34K
General FAQs FAQ/Strategy Guide by Benjer 237K




SimCity 2000 Cheats For Super Nintendo

  1. Start with $1,000,000

    Select Land of Freedom and enter your name. Then enter your city name as New York. You now have 1,000,000 dollars!
     
  2. Bonus $50,000 for building a stadium

    When building a stadium, if you name the home team "botamoti" (all lowercase), you will be awarded an extra $50,000.

Walkthroughs & FAQs



Type Name File Size
General FAQs FAQ by IGhory 36K
General FAQs FAQ/Strategy Guide by Benjer 237K
General FAQs FAQ/Strategy Guide by Aristotle 34K





SimCity 2000 Cheats For Nintendo 64

  1. Bonus Map

    At the title screen, press:
    Effect Effect
    Up C, Up C, Down C, Left C, Left C, Right C, Right C, Up C, Right C, Left C, Down C, Start Bonus Map
     

Walkthroughs & FAQs

Type Name File Size
General FAQs FAQ by IGhory 36K
General FAQs FAQ/Strategy Guide by Benjer 237K
General FAQs FAQ/Strategy Guide by Aristotle 34K



SimCity 2000 Cheats For Windows Mobile

  1. Cheat of SimCity 2000

    During the gameplay,
    Effect Effect
    gilmartin asks you if you want a miltary base
    noah cause a major flood
    cass gets $250, but a firestorm may occur
    fund take out a $10,000 loan at 25%
    joke tells a joke
     
  2. Cheats


    Effect Effect
    During gameplay, type ''imacheat''. Get $500,000


    SimCity 2000 Cheats For Amiga

    Codes

    Enter at pause menu
    Effect Effect
    vers Display the game version
    cass Gain $250
    porn Lose $3000
    joke Pirate Squid Club picture
    damn Residential areas turned to churches








      

Simcity 2000 Cheats (PC)

SimCity 2000 Cheats For PC

Gain $250

During the game, type ''cass'', and you will get $250. *Note: There is a 85% chance of having a disaster when using this code, and using it more than twice in a year will probably result in a fire.
 

Debug Menu

To get a debug menu, type ''priscilla'' during the game, and then you will have a debug menu of good things and disasters.(for destroying your city)

Controlling which kind of military base you will get

First, save just before you hit 60 000 people. a good time is 55 000.

Air Force- To get this one, all you need is flat ground, and a place to put it. The easiest one to get

Army- Fairly hilly terrain, but have some flat land so there is room to get the base placed.

Missle Silo- Very hilly terrain, but some 3*3 squares open.

Navy. You must be near the ocean. Have a medium sized area on the coast.

If you don't get the one you want, reload the game.

Shoot down helicopters

Use the centering tool and click on the helicopter. This may take a few tries.

Who does the Pirate Squid Club want?

Type in ''joke'' anytime during the game to open a new window, featuring a fish with X eyes, pointing a finger at you, with a message reading ''The Pirate Squid Club Wants You!''

Start a Nuclear disaster

Click and hold on the toolbar and type gomorrah to activate the Nuclear disaster.

Instant 500,000 cash

Simply type imacheat during gameplay - NO spaces or punctuation - and 500,000 will be added to your current funds.

NOTE - using this often causes disasters, mainly plane crashes. However, with the extra money you certainly can afford heavy duty fire protection. :D

Instant Military Base

Type ''GILMARTIN'' whilist playing to automaticly get a military base.

Flood

Type in Noah during play and there will be a flood.

Big Money

There is an interesting glitch involving the FUND cheat code. During the game, from the main view, type FUND and click yes in the dialog box that appears. Repeat. Enter the budget window and issue a bond through the normal process. The game will glitch up and display a period (or a dash, depending on the version of the game that you have) instead of an interest rate. Repay the two bonds that you issued by using FUND. You will now receive about $1.5 million every year from this bizarre bond.

Magic Eraser

The magic eraser is something that allows you to actually erase and overwrite what's already there, without removing it.

First, select the Place Trees Tool
Then, start placing trees.
Then, hold down Shift and move around the mouse, and voila!

Lots of churches.

Type in "damn" or "hell" (without quotes) during gameplay to make a lot of the undeveloped Residential Zones build churches. 

Stop floods.

Type in "Moses" (without the quotes) during a flood to quickly stop it. Note: This does not work in scenerioes.

Population Unlockables

To unlock all the rewards just get al least the following amount of people living in your city:



Unlockable Unlockable
120,000 Population Arcologies
10,000 Population City Hall
80,000 Population Llama Dome
2,000 Population Mayors House
60,000 Population Military
30,000 Population Statue



Cheat Codes

Enter the following during gameplay
Effect Effect
FUND Get a 25% Bond 



Walkthroughs & FAQs

Type Name File Size
General FAQs FAQ by IGhory 36K
General FAQs FAQ/Strategy Guide by Aristotle 34K
General FAQs FAQ/Strategy Guide by Benjer 237K
General FAQs FAQ/Strategy Guide by headbanger 82K
General FAQs FAQ/Walkthrough by KeyBlade999 80K
In-Depth FAQs Atlanta Scenario Guide by Denouement 13K
In-Depth FAQs Scenario Guide by Andy007 45K

SimCity 2000 Urban Renewal Kit (SCURK) Cheats For PC

  1. ''Dancing Arco'' easter egg (Windows version ONLY)

    Open SCURK, then select the Paint The Town window. Type in the word "vaudeville" to watch a Launch Arcology dance across the screen.
     

Walkthroughs & FAQs

Type Name File Size
General FAQs FAQ by KeyBlade999 35K





SimCity 2000

SimCity 2000 


SimCity 2000
SimCity 2000 Coverart.png
Developer(s)
Publisher(s)
Designer(s) Will Wright
Fred Haslam
Artist(s) Jenny Martin
Composer(s) Brian Conrad
Sue Kasper
Justin McCormick
Series SimCity
Platform(s) Mac OS
DOS
Amiga
Microsoft Windows
various
SNES
Sega Saturn
PlayStation
Nintendo 64
Game Boy Advance
PSN
OS/2
FM Towns
PC-98
Release
Genre(s) City-building
Mode(s) Single player

Gameplay

A screenshot of a city during an intermediate stage of the game.
The unexpected and enduring success of the original SimCity, combined with the relative lack of success with other "Sim" titles, finally motivated the development of a sequel. SimCity 2000 was a major extension of the concept. It now has a near-isometric dimetric view (similar to the earlier Maxis-published A-Train)[3] instead of overhead, land could have different elevations, and underground layers were introduced for water pipes and subways.
New types of facilities include prisons, schools, libraries, museums, marinas, hospitals and arcologies. Players can build highways, roads, bus depots, railway tracks, subways, train depots and zone land for seaports and airports. There are a total of nine varieties of power plants in SimCity 2000, including coal, oil, natural gas, nuclear, wind turbines, hydroelectric dams (which can only be placed on waterfall tiles), solar and the futuristic fusion power and satellite microwave plant. Most types of power plants have a limited life span and must be rebuilt periodically. Players can build highways to neighboring cities to increase trade and the population.
The budget and finance controls are also much more elaborate—tax rates can be set individually for residential, commercial and industrial zones. Enacting city ordinances and connecting to neighboring cities became possible. The budget controls are very important in running the city effectively.
Another new addition in SimCity 2000 is the query tool. Using the query tool on tiles reveals information such as structure name and type, altitude, and land value. Certain tiles also display additional information; power plants, for example, display the percentage of power being consumed when queried, and querying roads displays the amount of traffic on that tile. Querying a library and selecting "Ruminate" displays an essay written by Neil Gaiman.[4]
Graphics were added for buildings under construction in the residential, commercial, and industrial zones, as well as darkened buildings depicting abandoned buildings as a result of urban decay.
News comes in the form of several pre-written newspaper articles with variable names that could either be called up immediately or could be subscribed to on a yearly basis. The newspaper option provided many humorous stories as well as relevant ones, such as new technology, warnings about aging power plants, recent disasters and opinion polls (highlighting city problems). SimCity 2000 is the only game in the entire series to have this feature (besides the discontinued children's version, SimTown), though newer versions have a news ticker. The newspapers had random titles (Times, Post, Herald, etc.), and prices based on the simulated year. Certain newspapers have a special monthly humor advice column by "Miss Sim". Some headlines have no purpose whatsoever in the game, such as "Bald Radio Found" or "Frog Convention".
An infobox showing information about a selected element.
Though there is no "true" victory sequence in SimCity 2000, the "exodus" is a close parallel. An "exodus" occurs during the year 2051 or later, when 300 or more Launch Arcologies are constructed; the following January each one "takes off" into space so that their inhabitants can form new civilizations on distant worlds.[5] This reduces the city's population to those who are not living in the Launch Arcologies, but it also opens wide areas for redevelopment and returns their construction cost to the city treasury. This is related to the event in SimEarth where all cities are moved into rocket-propelled domes that then leave to "found new worlds" (leaving no sentient life behind).
The game also included several playable scenarios, in which the player must deal with a disaster (in most, but not all scenarios) and rebuild the city to meet a set of victory conditions. These were based in versions of real-life cities, and some were based on real events such as the Oakland firestorm of 1991, the 1989 Hurricane Hugo in Charleston, South Carolina, the Great Flood of 1993 in Davenport, Iowa, or dealing with the 1970s economic recession in Flint, Michigan—but also included more fanciful ones such as a "monster" destroying Hollywood in 2001. More scenarios added with the SCURK included a nuclear meltdown in Manhattan in 2007.

Expansion

Editing a building in the SimCity Urban Renewal Kit.
In 1994, Maxis released an expansion pack to SimCity 2000 called Scenarios Vol. I: Great Disasters, which included new scenarios based on a number of possible disasters. These disasters generally destroy the city and require the player to rebuild the city. They include: A UFO attack, two nuclear meltdown scenarios, two major chemical spill scenarios, a large flood, a major hurricane, two firestorm scenarios, a volcano, an earthquake, a high power microwave beam misfire, riots, and a typhoon.
Alongside the Great Disasters Scenarios package came the introduction of a separate toolset called the SimCity Urban Renewal Kit (SCURK for short). It enabled players to modify the images used in-game to represent various buildings in much the same manner as general image manipulation software. The player was able to create basic bitmap files of a standard size with a standard 256 color palette. The use of limited palette cycling, which permitted animation, was also possible.
A number of pre-altered graphics packages were distributed, including some which replaced the reward buildings with images of various well known international buildings, such as the Eiffel Tower, but most buildings were made by fan-artists and shared on the Internet. Several SCURK designs influenced the designs of SimCity 3000's original buildings. The cities made in SCURK can be saved and used for SimCity 2000. SCURK would also pave way to a hobby of creating custom cities for SimCopter and Streets of SimCity.

Ports and special editions

SimCity 2000 has been released on a wide range of platforms and version since its debut in 1993, ranging from ports of personal computers and video game consoles, to special editions.

SimCity 2000 Special Edition

A re-packaged version of SimCity 2000, SimCity 2000 Special Edition (also known as the CD Collection), was released in February 7, 1995[6] for Microsoft Windows and DOS PCs. In addition to containing All expansions, it also featured the SimCity Urban Renewal Kit, the Vol. 1 scenario pack, remade music, new cities selected by Maxis from a 1994 competition, bonus scenarios and cities, and movies.[7]
The movies were a first for Maxis; SimCity 2000-SE was the first "Sim" game to feature produced videos. These videos included the introduction movie and four commentary videos by Will Wright; the latter were accessed via the "WillTV" application that came with the game.
In December 2014 Electronic Arts offered SimCity 2000 Special Edition as a free download for an unspecified limited time. Unlike the original release versions of the game, this downloadable version requires connectivity to the Electronic Arts servers for saves and gameplay.[8][9]

SimCity 2000 Network Edition

SimCity 2000 Network Edition, sometimes unofficially referred to as the "Gold Edition", was released in 1996 for Windows only. The game features slightly different gameplay in network mode, where mayors may start with more money, but must buy land before building upon it. Players (up to 4[10]) of the Network Edition have the ability to share in-game resources and to compete or cooperate with other cities.[11]
This version also features a revamped user interface. Instead of a static toolbar, items are accessed via cascading menus from the right of the screen, resulting in more screen real-estate for SimCity itself, without sacrificing functionality.

SimCity 2000 (RISC OS)

A port for Acorn RISC OS was released in 1995. The conversion was performed by Krisalis Software which had ported the original SimCity to the platform. Music differed from the original's.

SimCity 2000 (Sega Saturn)

The first console version of the game, one of the first games announced for the Sega Saturn,[12] and one of the first titles for the American Sega Saturn, it was released in fall of 1995.
This version had several changes. The game has enhanced graphics for all buildings. The buildings will change at the year of 1950 and 2000. There are also 3D animations displayed for each building in the building query windows. The scenarios from the Great Disasters expansion packs are included.[13] The gameplay remains the same for the most part. Instead of the Braun Llama Dome, there is a Space Terminal which assist the launching of the Arco. The arco can be seen launching from the city along with a special animated video. There are several new animated videos. The opening sequence displays a scene of the Alien/Monster chasing a Launch Arco in space.

SimCity 2000 (PlayStation)

The PlayStation version of the game is based on the Saturn version, however with some features removed and others added. This version was released on the PlayStation Network in Europe for both PSP and PS3 on November 20, 2008 and in North America on Aug 28, 2009.
This version features the same graphics as the Saturn version, however the city does not evolve. The only additions are new scenarios from Great Disasters scenario pack, including one that involves a new volcano forming in Portland (destroying most of the city, and requiring the mayor to rebuild it). The Silicon Valley and Washington, D.C. scenarios are on the disk but are not used.
The port also allows the player to tour their city from a car's perspective and has a full motion video intro. The graphics are identical to SimCopter.

SimCity 2000 (Nintendo 64)

A Japan-only release of SimCity 2000 for the Nintendo 64 in 1997, produced and published by Imagineer Co., Ltd.
It featured some additional features, mainly mini-games, a dating game, TV to replace the newspaper, horse races and monster breeding, among others, all of them in 3D. A few new "natural" disasters were also included, most of them being giant monster attacks (players were able to use their monster to fight against them).

SimCity 64

Another Japan-only release, SimCity 64 was based on the SimCity 2000 game but was heavily customized for the Nintendo 64DD game system. The ability to view the city at night was added, pedestrian level free-roaming of a city, and individual road vehicles and pedestrians controlled by their own AI wandered the player's city. Cities in the game are also presented in much more advanced 3D graphics, making SimCity 64 the first true 3D SimCity game.

SimCity 2000 (Super Nintendo Entertainment System/Super Famicom)

This port was released in North America in late 1996, near the end of the Super Nintendo's life span.[14] There were a lot of losses and differences from the original version.
The scrolling screen takes much longer to scroll and the in-game controls were modified. As in the previous SimCity title, there is no SNES Mouse support. Riots and volcanoes were removed. Also, the SNES port omits the cheat codes, limits the city maps to six, has no difficulty setting and includes only five generic scenarios. There is only one save slot. There is only one newspaper for the whole city, no matter what size that the city is. The game has fewer songs than the original PC version.
In addition, the stock photographs were replaced with more Japanese anime/manga-like pictures. This is the only port of the game to feature such pictures. All team names, city names, and mayor names were limited to 8 characters, whereas the PC version allows for up to 32 characters. There are additional gifts: a bigger city hall at 1,000,000 population, a TV station at 2,000,000 population, and a rocket launching pad at 3,000,000 population. The player can see an actual launch of a single launch arco by achieving 5,000,000 population in the last scenario.

SimCity 2000 (Game Boy Advance)

Released by Zoo Digital in 2003, SimCity 2000 for the Game Boy Advance featured most of the same content as previous versions, but several features are omitted, such as launch arcos. There is no water system, but it is unknown whether this was to make it a better portable experience or because of technical limitations.

Reception

Reception
Review score
PublicationScore
MacUser4.5/5 stars[15]
In the United States, SimCity 2000 was the ninth best-selling computer game between 1993 and 1999, selling 1.4 million units.[16] During 1996 alone, it achieved sales of 500,000 copies.[17] According to PC Data, SimCity 2000 SE was the United States' 20th-best-selling computer game during the January–November 1998 period.[18]
Computer Gaming World's reviewer, an author of a book on the first SimCity, wrote in 1994 that SimCity 2000 for Macintosh offered "plenty of new challenges", fixed "virtually every criticism I leveled at the game" in the book, and "is without question a superior program". He concluded that it was "more fun than the original SimCity ... It's Sim-ply irresistible".[19] The magazine said that the CD version's "multimedia enhancements make for a more accessible and enjoyable product".[20]
SimCity 2000 was named Best Simulation at the 1994 Codie awards, the fifth win in a row for Maxis.[21] It was a runner-up for Computer Gaming World's Strategy Game of the Year award in June 1994, losing to Master of Orion. The editors wrote, "This advanced city simulator adds many of the features and considerations that were previously lacking in the original SimCity."[22] It was also a finalist for Electronic Entertainment's 1993 "Best Game" award, which ultimately went to X-Wing.[23]
In 1994 PC Gamer US named SimCity 2000 the 7th best computer game ever,[24] and PC Gamer UK named it the best computer game of all time, writing, "Near perfect in conception and execution, SimCity 2000 does what most games never even dream of."[25] In 1996, Next Generation listed the personal computer versions as number 33 on their "Top 100 Games of All Time", calling it "easily one of the most enthralling games playable."[26] In August 2016, SimCity 2000 placed 13th on Time's The 50 Best Video Games of All Time list.[27]

Console ports

Reception
Review scores
PublicationScore
EGM6.125/10 (PS1)[29]
Famitsu6/10 (SNES)[30]
IGN7/10 (PS1)[28]
Maximum3/5 stars (SAT)[31]
Next Generation3/5 stars (SAT, PS1)[32][33]
Sega Saturn Magazine86% (SAT)[34]
Famitsu magazine's Reader Cross Review gave the Super Famicom version of the game a 6 out of 10.[30] Andromeda of GamePro commented that it suffers from an awkward control interface and repetitive music, but offers more than the Super NES version of the original and is an overall worthwhile purchase for simulation fans.[35]
Ed Lomas of Sega Saturn Magazine criticized the slow scrolling in the Saturn port but applauded the game itself for its depth, realism, and addictiveness, calling it "one of the few games that appeals to just about everyone. It ... has the strange ability to convert full-time arcade shooter fans into around the clock urban planners with a sense of civic duty."[34] A reviewer for Maximum commented that the Saturn port contains all the considerable content of the PC version and is good fun to play, but has worse graphics and more slowdown than the PC version does, even when running on computers which are much less powerful than the Saturn.[31]
A reviewer for Next Generation said that the Saturn version "is a carbon copy of the latest installment of this city-planning simulation game, and, as such, it carries with it the monstrously addictive quality and absorbing challenge of all SimCity games." He said that the one major problem is the Saturn version's lack of mouse support.[32] GamePro's brief review said that the expanded menu "bogs Sim City [sic] 2000 down a little" but that the game would still be enjoyable for fans of the series.[36]
The four reviewers of Electronic Gaming Monthly applauded the PlayStation version for including mouse support, declaring the game the killer app for the PlayStation Mouse. They criticized the port's interface and low resolution graphics, which Dan Hsu felt were enough to ruin the game, but were unanimously pleased with the addictive simulation gameplay.[29] A reviewer for Next Generation said the game is "a true, if uninspired, descendant" of the original SimCity. He praised the addition of the 3D "ride-through" feature in the PlayStation version, but complained of the clunky interface when using the PlayStation joypad.[33] Scary Larry of GamePro contended that the slow and confusing interface of the PlayStation conversion ruin any enjoyment that might be found in the game.[37] IGN staff erroneously criticized the PlayStation version for lacking mouse support, and said the game doesn't compare well to other simulation titles, but nonetheless assessed it as "worth it" for fans of the genre.[28]

Legacy

In December 2012, the Museum of Modern Art acquired SimCity 2000 to its permanent collection of video games. As one of the more complex and longer games in the exhibition, the game is presented as a specially designed demo.[38][39]
Several games were released as spinoffs to SimCity 2000.
  • SimHealth – Released in 1994, the game simulated President Bill Clinton's healthcare reform proposals for the US; designed for a niche audience at best, the simulation never achieved great popularity. It featured a user interface that resembled a city in SimCity 2000.[citation needed]
  • SimCopter – An arcade helicopter flight simulator based on the cities of SimCity 2000, SimCopter was published in 1996. It had the capability of importing SimCity 2000 cities and allowing the user to pilot a helicopter around them and accomplish missions such as rescuing people or putting out a fire.
  • Streets of SimCity – Published in 1997, Streets of SimCity was a racing game based on the SimCopter engine. In addition to racing, it also featured courier missions and vehicular combat.

Polybius: The Most Dangerous Arcade Game in the World

Polybius: The Most Dangerous Arcade Game in the World

A new podcast takes a deep dive into one of Portland’s craziest urban legends. 

Tpc logo version1 phu5q0

If you haven’t heard of Polybius, here’s the short version: in the fall of 1981, a mysterious video game suddenly appeared in arcades around Portland. The game—a black box with no name that involved geometric patterns and colorful shapes—was instantly addictive, hypnotic, and, in some cases, dangerous. Two teenagers supposedly disappeared after playing it. Mysterious men in black suits periodically came to service it. Was it a secret government research program using gamers as unwitting guinea pigs? Was it part of the CIA’s MKUltra mind control program?

In Radiotopia’s latest Showcase podcast, The Polybius Conspiracy, an original seven-episode series that aired its first episode on October 6, co-producers Jon Frechette and Todd Luoto investigate just that. (Polybius was the name players later gave to the game, borrowing the name of the Greek historian famous for relying on firsthand accounts.)

In 2011, Luoto approached Frechette with the idea of making a feature film about Polybius after first coming across the legend online. Frechette wasn’t at first taken with the idea, but with a contact at the conspiracy’s ground zero, Dylan Reiff (who eventually became the field producer for the podcast), the filmmakers made a research trip up here in 2015. When a Kickstarter campaign to fund the film fell through, Frechette and Luoto looked towards a more inexpensive medium: podcasting.
“We started shooting little interviews and organically they transformed into a documentary,” says Luoto, “At that point, we sort of thought truth was stranger than fiction. We interviewed everyone, from regulars at Ground Kontrol to video game designers to arcade owners to journalists that had grown up in the Portland area.”

With two episodes remaining—episode five, “The Seller,” aired on November 10—the story reveals the real people behind the assortment of conspiracy theories sustained throughout the years by keyboard activity and online forums. Healthy skepticism about whether or not the game ever existed abounds, but is that even the point?
 
“What’s really interesting about Polybius is not only the legend, but also these strange characters and stories that orbit the legend,” says Frechette.

Take, for instance, Bobby Feldstein, who claims he was abducted one afternoon when he was 14 after playing the game at Coin Kingdom and experiencing mind-altering side effects. In the podcast’s first episode, Feldstein tells producers he was led through a series of underground tunnels, akin to the tunnels of Portland’s Shanghai lore, and was found the next day more than 60 miles from his house in the middle of the Tillamook State Forest. Feldstein claims there was another boy with him, one who rescued him.

Feldstein gives for-profit Polybius walking tours around Portland that attempt to authenticate his experience by returning to the former basement of Coin Kingdom. He claims the ordeal of the abduction ruined his life, telling the podcast audience: “Doing the tour is a way to exorcise my demons on a daily basis.”

Feldstein’s account isn’t the only example of Polybius’s lifelong effect.
Ernest Cline recalls hearing about Polybius as a whisper across the arcade game floor as a teenage gamer in central Ohio. Today, Cline is the author and screenwriter of the video game dystopian bestsellers, Ready Player One and Armada. (Both works have been opted for big-time Hollywood production, with the former receiving the Steven Spielberg treatment, due for release in this spring.) In an interview in episode with Frechette and Luoto, Cline cites Polybius as an influence on his work.
But it is Joe Streckert’s story of hearing about Polybius for the first time that reflects the experiences of many who keep the legend alive and well.

“In the early 2000s, I just sort of became aware like a lot of people who were dwelling on the Internet that there was a killer video game from Portland,” Streckert, who gives lectures in Portland about video game culture and history, tells listeners.

The conspiracy, as the podcast uncovers, stems from a single post online. Exposure from the mecca of video game chat rooms, CoinUp.org, in the early 2000s cemented its place in pop culture. As the producers continued their research and interviews, they found a theme: there were as many different versions of the legend as there were people telling it.

“This is sort of the nature of the world that we’re living in, this idea that consensus reality is being eroded,” Frechette says. “Everybody has a version of reality that they’ve embraced and it’s often reinforced through their online interactions.” He adds that the podcast won’t give those eager for definitive truth a final answer on Polybius. “There are people who have stories, whether you choose to believe them or not.”

Polybius (urban legend)

Polybius (urban legend) 


Polybius Polybius Arcade 1.JPG

A mocked-up Polybius cabinet made by Rogue Synapse
 
 Polybius is a fictitious arcade game that originated from an urban legend created in 2000. The original game's actual existence has never been authoritatively proven,[1] but it has served as inspiration for several free and commercial games by the same name.
The urban legend is that the game was part of a government-run psychology experiment based in Portland, Oregon, with gameplay producing intense psychoactive and addictive effects in the player. These few publicly staged arcade machines were said to have been visited periodically by men in black for the purpose of data-mining the machines and analyzing these effects. Eventually, all of these Polybius arcade machines allegedly disappeared from the arcade market.
Polybius takes its name from that of the Greek historian Polybius,[1] who was known for his assertion that historians should never report what they cannot verify through interviews with witnesses.

Urban legend

An entry for the title was added to arcade game resource coinop.org on February 6, 2000.[2][note 1] The entry mentions the name Polybius and a copyright date of 1981,[3] although no such copyright has ever been registered.[4] The author of the entry claims in the description to be in possession of a ROM image of the game, and to have extracted fragments of text from it, including "1981 Sinneslöschen".[3] The remainder of the information about the game is listed as "unknown",[1] and its "About the game" section describes the "bizarre rumors" that make up the legend.[3]
The story tells of an unheard-of new arcade game appearing in several suburbs of Portland, Oregon in 1981, something of a rarity at the time. The game is described as proving popular to the point of addiction,[1] with lines forming around the machines often resulting in fighting over who would play next. The urban legend describes how the machines were visited by men in black, who collected unknown data from the machines,[1] allegedly testing responses to the game's psychoactive effects. Players supposedly suffered from a series of unpleasant side effects, including amnesia, insomnia, night terrors and hallucinations.[5] Approximately one month after its supposed release in 1981, Polybius is said to have disappeared without a trace.[6]
The company named in most accounts of the game is Sinneslöschen.[1] The word is described by writer Brian Dunning as "not-quite-idiomatic German" meaning "sense delete" or "sensory deprivation". These meanings are derived from Sinne, "senses" and löschen, "to extinguish" or "to delete".[1]
Some time prior to September 2003, the owner of coinop.org submitted a tip-off to the video game magazine GamePro about Polybius.[2] Polybius then appeared in the September 2003 issue of GamePro, as part of a feature story on video games called "Secrets and Lies." [7] This was noteworthy, as it was the first known printed mention of the game, exposing the legend to a mass-market audience.[1] The article declared the existence of the game to be "inconclusive," [8] helping to both spark curiosity and spread the story.
Following the appearance in GamePro magazine, a number of individuals came forward claiming to have some involvement with Polybius.[2] In 2006, a man named Steven Roach claimed he had been one of the original programmers and that his company developed a game with very intense and cutting-edge graphics.[3] However, according to Roach, a boy experienced an epileptic seizure while playing, and the cabinets were withdrawn by the company in a panic.[3] Although Roach offered no proof for his claims, his story added details on the gameplay, which later inspired Rogue Synapse's game based on the legend.[2]

Analysis

E-FOIA request for Polybius, which came back with no results.
The original game's existence has never been authoritatively proven.[1] Snopes.com claims to have debunked the existence of the game as a modern-day version of 1980s rumors of "men in black" visiting arcades and taking down the names of high scorers at arcade games. This led to the hypothesis that the government was hosting some sort of experiment and sending subliminal messages to the players.[9] Magazines of the time period dedicated to electronic gaming make no mention of a Polybius, and mainstream news also fails to note such a game.[10] While a number of mockup cabinets and games inspired by the myth do exist, no authentic cabinets or ROM dumps have ever been located.[2] Ben Silverman of Yahoo! Games remarked: "Unfortunately, there is no evidence that the game ever existed, no less turned its users into babbling lunatics . . . Still, Polybius has enjoyed cult-like status as a throwback to a more technologically paranoid era."[5]
Skeptics and researchers have differing ideas on how and why the story of Polybius came about. American producer and author Brian Dunning believes Polybius to be an urban legend that grew out of a mixture of influences in the 80s.[1] He notes that two players fell ill in Portland on the same day in 1981, one collapsing with a migraine headache after playing Tempest,[1] and another suffering from stomach pain after playing Asteroids for 28 hours in a filmed attempt to break a world record at the same arcade.[11] Dunning records that the FBI raided several video arcades in the area just ten days later, where the owners were suspected of using the machines for gambling, and the lead-up to the raid involved FBI agents monitoring arcade cabinets for signs of tampering and recording high scores. Dunning suggests that these two events were combined in an urban legend about government-monitored arcade machines making players ill. He believes that such a myth must have been established by 1984, and that it influenced the plot of the film The Last Starfighter, in which a teenager is recruited by aliens who monitored him playing a covertly-developed arcade game.[1] Dunning considers "Sinneslöschen" to be the kind of name that a non-German speaker would generate if they tried to create a compound word using an English-to-German dictionary.[1]
The game Cube Quest, released in arcades in 1983, is a shooting game with surreal visuals which played from a laserdisc; as such its visuals were far ahead of typical games of the time, and it would be frequently visited for maintenance (because of frequent breakdowns of laserdisc players in arcade games) and often removed from arcades after a short time for the same reason. Many commentators believe that players claiming to remember having played or seen Polybius may actually be recalling Cube Quest.[12]
However, some skeptics believe that the Polybius myth has a far more recent origin. British filmmaker and video game journalist Stuart Brown, after his investigation of the legend's origin, did not find any evidence of the Polybius myth existing until the year 2000.[2] He concluded that Polybius was an intentional hoax made by Kurt Koller, owner of coinop.org, in order to drive traffic to his website. The hoax capitalized on the popularity of conspiracy theories and the highly viral nature of other recent Internet hoaxes. In Brown's view, the reasons for a 1980s origin are simply retroactive justifications of the hoax's existence which served as inspiration to Koller to craft his tale.[2] He also theorized that people remembering seeing something about it on Usenet in 1994 were misremembering articles on Publius Enigma.[2]

Legacy

Though the original has never been authoritatively located, several video games have been published using the name Polybius, drawing upon the urban legend as inspiration. The claims made in the urban legend of psychoactive or subliminal effects do not apply to these games.

Polybius for PC (2007)

In 2007, PC freeware developers and arcade constructors Rogue Synapse registered the domain sinnesloschen.com and offered a free downloadable game titled Polybius for PC. The game's design is partly based on a contested description of the Polybius arcade machine posted on a forum by an individual named Steven Roach who had claimed to have worked on the original.[13]
Rogue Synapse's Polybius is a 2D shooter resembling Star Castle with extremely intense graphical effects. It also exactly duplicates the distinctive title screen and font referred to in the urban legend, and is compatible with PCs mounted inside arcade cabinets. As a result, fans were able to create "playable Polybius arcade machines" using this version, which fueled the popularity of the urban legend. Most people claiming to have found the "lost Polybius arcade machine" are referring to this game.
To complete the illusion, Rogue Synapse's owner Dr. Estil Vance founded a Texas-based corporation bearing the name Sinnesloschen (without accents) in 2007.[14] He transferred to it the "Rogue Synapse" trademark[15] and a newly registered trademark on "Polybius".[16] The author does not make any claim that his version of Polybius is the authentic original, stating clearly on its page that it is an "attempt to recreate the Polybius game as it might have existed in 1981".[17]

Polybius for Atari 2600 (2013)

Chris Trimiew, owner of Lost Classics, is the author of a homebrew Atari 2600 game named Polybius. Gameplay is not claimed to be based on the original game, and the author expressed doubt that the Atari 2600 hardware would be able to emulate anything close to the claimed original arcade game. It is a simple crosshair-based shooting game resembling Star Raiders, except that occasionally the screen flashes subliminal messages such as "DEATH", "PAIN", and "SUFFER".[18] He marketed the game on October 5, 2013 at the Portland Retro Gaming Expo, as a limited run of 30 cartridges.[19]

Polybius for PlayStation 4 (2017)

In 2016, Llamasoft announced a game called Polybius for the PlayStation 4 with support for the PlayStation VR.[20] Polybius was added on the PlayStation store on Tuesday, May 9, 2017.[21] In early marketing, co-author Jeff Minter claimed to have been permitted to play the original Polybius arcade machine in a warehouse in Basingstoke, England.[22] He later acknowledged that the game was inspired by the urban legend, but does not attempt to reproduce its alleged gameplay.[23]

In popular culture

Polybius machines have appeared in the background of arcade scenes on television shows and in other media. In the 2006 episode of The Simpsons, titled "Please Homer, Don't Hammer 'Em", a Polybius cabinet appears in an arcade full of outdated arcade machines from the 1970s and 1980s, bearing a single button and printed with the words "property of US Government". The game also appears in the background of two episodes of the 2014 television show The Goldbergs and a poster advertising the game is present in the local theater, in the comic Batman Inc. No. 1 (2012), on a T-shirt in Vertigo's 2008 House of Mystery series, and as the central theme in the fourth episode of season one of the sci-fi series Dimension 404 (2017).
The Polybius legend is an integral part of the plot[clarification needed] of Doomsday Arcade, a video series hosted by Escapist.[24] It is also used as part of the plot setup in Armada: A Novel by Ernest Cline.[25]
The creation and promulgation of the Polybius myth were explored in the Radiotopia podcast The Polybius Conspiracy,[26] which originally aired in 2017. The story blends facts from the period with fictional characters and storylines.
The game was the subject of episodes of Game Theory in 2012[27] and was the focus of a Halloween-themed episode of Angry Video Game Nerd in 2017.[28] It will also be the subject of a feature film by YouTuber Stuart Ashen, labelled "Ashens and the Polybius Heist", to be released in 2019.[29]