Yoot Tower




Yoot Tower

Developer:OPeNBook9003 Genre:Strategy Release Date: Download Games Free Now!

About The Game

Hotel/retail sim. Designed by the same designer as the successful SimTower. Yoot Tower is essentially an ever-so-slightly modified version of its predecessor. Considering the fun factor of the original, that can be a good thing.

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Yoot Tower

Yoot Tower Review

By Jesse Alley |

Yoot Tower is the sequel to Sim Tower, a love-it or hate-it title that hit shelves a little over 3 years ago. I know what you're saying. You're saying, "Steve, what's up with the title? Why isn't it SimTower2 or SimTower3000? What gives?" Well, I'm glad you asked. This is a Sim game in everything but name. You see, Yoot Tower is published by Sega PC, and Sega doesn't own the rights to the Sim name. That's a Maxis property. So basically, this is a Sim game but it's just got a different name because it has a different publisher than SimCity, SimFarm, SimAnt, SimGym or SimSaladbar.

It is still the product of the genius behind SimTower, Yoot Saito. He conceived of a sequel to SimTower nearly three years ago. He wanted to bring a new environment and story to the tower. To that end he has shifted the focus of the game somewhat. The game is now more about the inhabitants of the tower. They play a bigger role in the story than they did in the previous incarnation of this title. From what I understand there are also some cosmetic differences to the game, but I don't really see them. And I used to be a big SimTower junkie.

Saito had some broad and ambitious design strategies for this title. First and foremost he wanted to capture the living essence of the tower better than he had in SimTower. To this end, he reworked the two main dynamics of the game-traffic and happiness. Traffic control is now more crucial than ever in success and growth of your tower. The idea is to divert traffic from residential and office areas to shops and restaurants. High traffic in those areas can still cause stress on your occupants, but it yields massive profits for the stores. You will use elevators and escalators to direct traffic just like in the old game. Now you also have access to larger elevators and skybridges. Skybridges create a walkway between separate towers.

There are more ways to affect the occupants' happiness too. The occupants are in a happy mood by default. Any problems they encounter in your tower make them less happy. If they become unhappy enough, they will leave. Factors that cause unhappiness include traffic congestion, high commercial and residential prices and poor service. Any of these factors will drive your tenants into apoplexy. And that's not good. Who wants a whole bunch of apoplectic tenants?

Yoot Tower is also designed for open expandability. This is handled through upgrades called plug-ins. Each of the three maps that ship with the game has a unique set of plug-ins. These are special items that can only be used on that map. The tower at Waikiki has a boatdock, for instance. The Tokyo tower can support subway connections. There are plans in the works right now for future maps and plug-ins but no one at Sega knows yet how these will be offered. They may be downloadable or sold as expansion packs. Either way, it offers a new avenue to increase later interest in the game.

It goes without saying that Saito also wanted a game that was easy to learn yet difficult to master. And he's got it. Yoot Tower is incredibly easy to learn. The interface is simple and intuitive. Like Saito's other games this simplicity is only skin deep. Beneath the surface of the interface lies a complex and intricate world. Every decision and action has wide-ranging repercussions. Change the price of a gyro or add an escalator and the whole tower changes in subtle ways. Sometimes the changes are not so subtle. Sort of the whole butterfly wing-hurricane thing that the chaos theory guys are always blabbing about.

The objective in Yoot Tower is the same as in the other Sim titles. There is none. The maintenance and growth of the tower is your only concern. As a structure it is constantly changing and adapting to your actions. There is a five star rating system for towers that does give the game a benchmark, but this is by no means the only reason to play. You start as a one star tower. More stars are added at certain population levels, or after a favorable VIP visit. As you get more stars, you'll have access to more types businesses and services in the tower. Development in the game is open-ended. There's always something you can do to make your tenants happier than they currently are. And you can always try to get more tenants.

To this end, you can apply a few basic strategies. First and foremost you'll need to balance the various components of your tower. Place the commercial, office and residential sections of your structure so that you can maximize happiness and profit for all concerned. The businesses are all fairly complex. It's not enough to place a restaurant in your tower. You have to pick the right kind of restaurant for the structure. In an office environment, simplicity is key. Workers might want to eat fast and cheap so they can continue working. This is a Japanese game after all. You would put an entirely different type of restaurant in a hotel. You also control prices and menus for all of your establishments.

This level of control does tend to bog you down. When you are addressing the traffic flow patterns, you are also neglecting the price structures within the tower. When you focus on phasing out the sale of passport photos, you're ignoring the constant sanitation and health problems. This micro-management is also the main strength of the game, though. It means that there's always something else to take care of. And each solution leads to fresh problems in other areas.

There are too many individual structures in Yoot Tower to list here. Apart from the various restaurants and shops, hotels and condominiums, you'll need to find room for building services. These range from security stations to garbage centers to restrooms. Each is absolutely essential to the smooth functioning of your tower (although if it comes down to it, I think I'd worry about the restrooms first; you don't want people peeing in the trashcans do you?). There are also various, so-called city services. You'll need to provide schools and doctor offices for some of your tenants. They'd also like a movie theater. You'll have a few types of these to choose from as well.

There are various events that can occur as you play. Some are good, some are bad. Among the best of the good is finding treasure in the foundation of your tower. This adds immediately to your cash and is most, most helpful. You can also receive a visit from Mamu the Dog. If he comes to live in your tower, he will begin to attract visitors. And these visitors stay and spend cash.

Your tower can also experience a cold epidemic. The consequence of forcing 1000 people to live together under one roof is increased vulnerability to disease. Once a cold catches hold of the tenants, it can be a long time before you're back to normal operation levels. You'll also have to juggle the responsibilities of CEO while battling terrorists, fires and power outages. On the subject of battling terrorists, I can't wait to see if Sega releases a Streets of SimCity type game for Yoot Tower. They could make it like Rainbow Six...or at least like Elevator Action. I can dream can't I?

As your tower grows you'll have need of the various graphic reports in the game. These are pretty simplistic by SimCity standards, but they are still useful. You can see traffic patterns that will help you identify problem areas. You can view tenant happiness and rental rates at a glance. Here's a hint-they're usually inversely proportional. You can also name the individual tenants. This allows you to see where they go and what they do. As you follow the individuals around, you'll begin to get a better idea of how and why your tower works. From this knowledge, you can plan future development strategies.

Yoot Tower ships with three locations and plug-ins. The first and most flexible of these is Tokyo. This site has the potential to be a huge, 100-story office building. The best thing about this map is that you'd have to beat the customers away with a stick. They'd probably still come back. You'll want to add offices and single hotel rooms for travelling business men and women. The biggest obstacle to this map is its huge size. Figuring out the elevator system for a 100 floor tower is a nightmare.

In contrast to the corporate nature of the Tokyo tower is the Kegon Falls resort. This is a getaway spot for tourists. As such, you'll benefit most from restaurants and stores that appeal to vacationers. Watch out for the off-season slump, however. It can really bite you in the ass if you're not prepared. Make sure that your tower can run profitably during all seasons. Ironically, this smaller tower has elevator problems too because the average length of stay is so short.

A bonus Waikiki site is included as well. This is a fancy Hawaiian hotel. Stock it with family sized hotel rooms and crappy gift shops and watch the mainlanders' cash roll in. And if you put an office here cause you think it'd be cool to work on your vacation, give us a call. IGNPC is looking for someone just like you. Then they could replace our sorry asses with productive people like yourself.

Although the game looks and plays a lot like SimTower, it's got some new elements. Unfortunately, this is the type of game that requires hours and hours of play to truly appreciate. As with all of Saito-san's games, this one is nearly infinitely deep and engaging and I look forward to unlocking more secrets of Yoot Tower in the weeks to come.

-- Stephen Butts

Yoot Tower Cheats

CheatEffectPress Ctrl + Alt + Shift + D during game play. Doing this too many times and you will end up with a negative amountIncrease money

Yoot Tower Game Walkthrough

  A Misacrope's Guide and Commentary for Yoot Tower

Author: Mimu Bunnylin
Authoritative site: http://mooncore.eu/mimu/
Version 1.3 "Jorpakko" 02-May-2011

Yoot Tower is a light business simulation by the zany Yutaka Saito and his
friends at OPeNBook9003. In it, you construct a tower or other multi-floor
building populated with offices, residences, shops, hotels, and various
supporting services. And elevators. Lots of elevators.
  Yoot Tower is a sequel to The Tower, better known in the West as SimTower,
published by Maxis. Yoot Tower improves on SimTower in every way, but still
retains a good score of annoyances. I can not stress enough how miserable the
economy simulation, AI programming and user feedback are. Mysteriously, the
game itself still manages to be fun.
  There is a third game in the series, for the Gameboy Advance: The Tower SP.
The screenshots look awfully cramped, though, compared to the relatively
clean if not very friendly interface in Sim and Yoot Towers.
  There is at least one open source remake in the makes. Look for OpenTower.
Like so many community projects, it may result in something playable over the
next 4-6 years. Good luck to them!

What I write here is based on my experience on the Engrish-language Windows
version of Yoot Tower. The Mac and Japanese versions may be subtly different.
  Due to the lacking quality of the localisation, some of the shoppers' and
residents' thoughts are terminated halfway with a strange symbol. I like to
think that everyone in the game is pretending to be a Stormtrooper and ending
everything they say with a static noise.

  "Let's watch the movie with a cup of --KCHHH."
  "Style in the fashion too. --KCHHH."
  "This is the best stuff I've ever tas--KCHHH."

Notably, the Japanese version had many additional scenarios and add-on
plug-ins, none of which I have touched. OPeNBook's website has been dead for
a long time, so the plug-ins are not easily available. Investigation on the
internet suggests that even if you were able to find copies of the plug-ins,
they would only work with the original Japanese game.
  A pity, as the plug-ins included the possibility of building a complex
inside the Statue of Liberty, as well as one at Kyoto Station and one
underground beneath the Tokyo Tower. Not to mention some kind of weird
Christmas-themed location with a few floors inside a humongous fir tree...

Changed from version 1.2:
- General polish
- A few notes on the plug-ins
- More thoughts on the hotel system, put in a separate section
- Additions to Hawaii

Changed from version 1.1:
- General polish
- Added a diagram and more notes for the Kegon Falls scenario
- More detailed explanation of the hotel system
- Added a thought on elevator waiting times and direction prioritising
- More whitespace, since it's cheap

Changed from version 1.0:
- General polish
- Added a diagram to illuminate the compartmentalised block concept
- New authoritative site

On things to build:
(focusing on Tokyo; see "On the scenarios" for notes on the other two places)

Offices - the major money maker. Each comes with 6 battery-operated employees
  programmed to gripe and moan when anything noisier than a mouse goes past
  their office. This means that even the lowest level of visible traffic will
  easily drop the office's happiness rating to yellow, even if rent is cut to
  the minimum.
    This means you can ignore their whining and charge them the maximum of
  $4000, or $3000 once cash is flowing in smoothly. Keep the majority happy
  with a good transportation system, and if some still complain, let them
  find a better business center. Chances are, your next renters will be less
  sociopathic, and meanwhile you have a few less jerks clogging up your
  transport system.
    The rent is accumulated monthly but paid quarterly, so a rent of $3000
  means that at each turn of quarter the office pays you $9000.
    Office workers want easy access to communal restrooms.
    They sometimes go out for lunch or dinner in one of your restaurants,
  alone or in small packs. Occasionally office workers also drop in at your
  shops, at least at ice cream, coffee and book stores, and probably others.

Rental apartments - a minor money maker. Each comes with a single lonely
  businessperson whose life consists of waking up at 7:00 every working day
  and going to work, coming back at 17:00 sharp, and spending the rest of the
  evening playing hentai games. About once a year they go out and splurge on
  a manga or a coffee at your tower's shops, but never both on the same day.
    Rental apartments also complain about the tiniest bit of traffic, which
  is fine; they stress about it, so you don't have to.
    The rent is, again, accumulated monthly and paid quarterly. Charging $700
  nets you $2100 a quarter.
    Judging by the game's people sprites, and the average height of Japanese
  people as reported on Wikipedia, each apartment appears to be 2,6 m (8'6")
  high, and a mere 3 m (9'10") wide. The third dimension could of course be
  10 meters or more, hidden by the game's perspective, but it still feels
  awfully cramped.

Condominiums - heinous waste. First you pay $100000 to build the apartment,
  then "sell" it for anything up to $200000. You continue paying for
  infrastructure maintenance while getting nothing more from the condo. Worse
  yet, if the condo is destroyed for any reason, or if the tenants ever get
  annoyed enough to be at red happiness when the quarter changes, they move
  out and automatically take the condo's entire undepreciated price from your
  account. Condos are like a twisted loan that you always pay back with
  interest, though that may be useful if you need cash for fast investment.
    Just remember: if, say, a fire or an explosion destroys a dozen condos,
  you may find yourself suddenly 2 million bucks drier, AND have to rebuild
  the section.
    The man of the household has a standard 8-16 job. The child (who will
  never grow up) has school 9-15. Everyone leaving the tower starts heading
  out at 7:00 to allow for the slow commute. The housewife is locked in the
  apartment, vacuums the entire place several times every day, and may only
  go out with her husband's leave once a year to visit one of your tower's
  many shops. A typical Japanese family?
    Condo owners will eventually start bugging you to set up a school close
  by for their kids. Ignoring this request invokes no sanction.

Grand Star Hotel - profitable fun for towers of two stars and upwards! You
  need a front desk with access to hotel rooms, and a housekeeping area with
  service access to the rooms. Guests will get easily annoyed if they have to
  stand in queues or hear the slightest noise.
    There are three room types in Tokyo, with analogues available at Kegon
  Falls and Hawaii. The most cost-effective seems to be the double room, so
  go heavy on those, with maybe one single room and suite per floor. There is
  a notable bug in the hotel room functioning; more on that in the bug list.
  A more thorough consideration of the hotel business is further below.

Parking spaces - somewhat pointless. Cheap to build and maintain, but you
  will rarely see them get used. On a good day in a 3-star tower maybe 30% of
  the spaces get used by various shoppers. On a normal day not a single one
  gets used. Once you hit a 4-star tower, exceptional weekends may see a nice
  80% of parking space get used, though most of the time a few wind-blown
  rolling bushes are still the only visitors. The game's algorithm for
  deciding how many car users stop by is very likely completely broken.
    There is no real profit contribution, but you may want to have parking
  space anyway for diversity and prestige.
    The game's description says parking space is used by office visitors and
  hotel guests. I have never seen either come by car, only shoppers do. In
  addition, to retain exclusivity for marketing advantage and to minimise
  temptation caused by excessive profit, the parking hall entrance is only
  open between 12:00 and 16:00; cars are never let in at other times.

Subway - the mark of a commercial nexus. Ghastly expensive, very few visitors
  seem to actually use this until your tower has a third star. Then you start
  getting dozens of shoppers on every train that you pay to stop at your
  station; one out of a hundred office workers will use the subway for
  transit (far from credible in a Tokyo scenario), though it seems no one
  ever arrives on the two or three first trains in the morning. Trying to
  take the subway to get home, they may miss the last train, and then get
  stressed and blame you instead of their own lack of time management skill.
    Considering the huge investment needed for a completely upgraded metro
  station, and the $100k quarterly maintenance, you are going to be losing
  money hand over fist. The added shop traffic might cover 10% of the
  maintenance on a really good day. But every self-respecting tower manager
  must have a personal subway station, right?

Restrooms - cheap, and essential to stop shoppers and office workers from
  complaining. Drop in one restroom for every two shops or restaurants, and
  one per office floor. If restrooms are sparse, people start complaining
  about them being crowded, not that it seems to affect anything.

Security rooms - these watchdogs always have a bad feeling about something.
  They find and defuse terrorist bombs, and put out fires. The guards can run
  to emergency locations pretty quickly, but for best performance, security
  rooms should be spread around the complex. Have at least one in each
  separate tower. I never bother to build any security underground, since
  terrorists seem to suffer from fear of low places and never go down there.
    The security people would really like to have a restroom somewhere close
  by, presumably in case of loose bowels during a bomb threat. Just ignore
  their pleas, that's what I do.

Power room - a nuclear power generator in the tower's basement. As soon as
  you go up to three stars, the tenants start bugging you ceaselessly to set
  them up a power room. There is no immediate benefit whatsoever, so you
  might as well ignore it as long as possible. You will note the demands
  change in tone once you have enough power gobblers to nearly exceed the
  5000 MWatts available for free.
    If you continue constructing past the 5000 MW limit, you will experience
  a Power Down event. The entire tower goes dark. In fact, if you look at the
  tower from the Outside view, in broad daylight, even the tower's outside
  walls are dark.
    Strangely, the power cut does not stop the elevators and escalators from
  running normally, but the entire urban subway network grinds to a halt.
  No one will enter your tower until power is restored.
    Adding insult to injury, at this point your butler tells you that the
  residents have fled through the fire exits. This is a lie. In reality,
  everyone in the tower gets bumped up to maximum stress and the steaming
  shoppers gradually stumble to the exit, painfully bumping into a lot of
  things on the way. The actual residents, tower employees, and hotel guests
  continue sitting sullenly in their gloomy rooms and no one is going
  anywhere (probably thanks to the electrically operated blast doors
  installed at every room). The tower effectively remains in stasis,
  incurring only quarterly expenses, and no revenue whatsoever.
    Eventually, if you destroy enough power-hungry tenants, or finally build
  that power room, lights return and the unhappy residents are unleashed from
  their apartments. Alternatively, take the money intended for building the
  power room and move to another country.

Trash facility - the minute this becomes available, every restaurant starts
  suddenly generating waste and will shut down in two days if they cannot get
  access to a trash facility. Build a trash facility and connect it to every
  restaurant level with a service elevator or normal stairs, and watch the
  garbage pile up! In the mornings, a magic truck appears to take all the
  trash to an unknown wonderland.

Doctor's office - the minute this becomes available, residents and office
  workers suddenly start "getting sick," complete with a clearly faked
  "Cough, Cough, Where is the Docter's --KCHHH."
    There's not much point in building this expensive office, since all that
  happens is that the ill people clog up your transit system heading to the
  doctor's office, being miraculously cured, and then going home to rest. Why
  they can't just go home and take some vitamins without a 15-minute checkup
  at a $500000 facility is a well-guarded mystery. Wait until you feel rich
  and generous before building this.
    Want to know the secret of the medical facilities? Do you see any doctors
  or nurses ever going to or from the place? No. Yet if you peek into the
  office, you can see both hard at work. Clearly these are not human - they
  are state-of-the-art Holo-Doctors! This explains both the rapid cure rate
  and the high price tag. If they are employing the Dr. Bashir model, that
  might even explain why the female workers suddenly start getting sick all
  the time...

Movie theaters, event center - to make your tower the entertainment center of
  the town, you need these! The idea of having a movie complex in your tower
  is awesome, but why do you have to personally change the movie every few
  months? If you do not, the movie will get old, and soon gets cancelled, and
  the theater stops operating until you go and yell at them to go download
  a new 10-second clip to show.
    In the event center you get to set an event schedule, which at least has
  the decency to loop around the year so you don't have to keep changing
  events manually if you do not want to.
    If you build these, a lot of shoppers will flock in to watch the glorious
  256-color video clips that change depending on which movie or event you are
  running. The clips get old really fast.

School - weird. If you for whatever reason have condominiums, you will note
  that each one is populated by a perfectly average family with one child.
  (Unless that blob every mother drags along is a toddler?) Once you earn
  a four star rating, every condo family will erupt in a simultaneous wail at
  5:00 at the beginning of every quarter. It goes a little something like
  this: "ShwoZ'ss'EhEicent --KCHHH."
    That means they want a school for their kids. Build one, and 55 lucky
  boys and girls get to study in your tower! If you do not have enough kids
  in your condominiums, the quota is filled from external sources. You never
  see a yen of tuition fees or government subsidies, in any case. You do see
  quarterly maintenance costs. Also, note that the school has a pretty short
  access range; condominiums ten floors away may refuse to travel such a long
  distance, and in protest will rather send their kid right past your school
  to a competing tower's school on the edge of town.
    The schools in your tower somehow keep the kids entertained from 9:00
  until well past the end of the school day at 15:00; yet they never have
  class trips, ever. This must be because the Holo-Teachers cannot leave the

Gathering area - decorative. People drop in here to kick back and take five.
  Their total stress levels do not go down, however; indeed, the trip to the
  gathering area probably increases stress a little. Also, people do not go
  to the gathering area to rest in the middle of a long shopping day. No,
  they come to your tower to check out the gathering area, then leave the way
  they came without leaving a yen behind. Only about one out of a hundred
  visitor groups will decide to go to a shop or restaurant afterward.
    This is, therefore, a really cool idea left completely unexploited. You
  pay 50 grand per quarter, and only get yet another small population boost
  in return, just like every other similar structure. Not worth building
  unless you are desperate for a bigger tower population.

Final item - a sort of decorative bonus that proves you are a real Tower
  Tycoon (the investing kind, not the Pokιmon kind). Each scenario has its
  own special Final Item. It always goes on the highest possible floor, and
  brings a few extra people in, but no significant revenue.

Advertisement billboards - lame. By switching to the "Outside" view of your
  tower, you can set up billboards that cost $100000 each and have no
  maintenance costs. You can then rent advertisement space to various product
  placements and get essentially free money. Too easy for my elitist taste,
  and those advertisements cheapen the tower's facade.

Shops and restaurants - interesting. Most of these are merely population
  boosters, and bring negligible return on investment.
    For example: the popular Video & DVD store occupies 40 space units, costs
  $600000 plus infrastructure investment, and rakes in about $2000-$5000 per
  month, for an annual ROI of 4-10%, and $600-$1500 revenue per space unit.
  Compare this with a competitively priced office which occupies 9 space
  units and costs $100000 plus infrastructure, and brings in a steady $2000
  in monthly rent, for an annual ROI of 24%, and $2667 revenue per space
  unit. Then realise that a more aggressive pricing policy nets you double
  that per office.
    But, you need the high population numbers shops and restaurants bring.
  They also make for diversity, and round out your tower nicely. Just be sure
  to start with the profitable ones and leave the others for later.
    A good place for non-exclusive restaurants is wherever they can be
  surrounded by lots of offices and some residences and maybe a few hotel
  rooms, too. A sky cafι is cool to have; link the floor to all nearby
  business blocks and add an express connection to the ground floor to
  maximise visitors and profit. This may be the only way to get anyone to
  ever come to the deeply untrendy noodle shops.
    Every shop and restaurant has a random amount of visitors independent of
  the existence of other shops and restaurants. Every shop is an island unto
  itself. If you build one burger joint, you get about 100 shoppers a month.
  If you build three, you get 300 shoppers a month. Again, somehow demand for
  goods is directly related to supply of said goods, instead of the
  real-world inverse relation.


(1 star tower)
- coffee.com: lucky to break even once a year, but very popular and cheap.
- Burger Land: small but steady profit, very popular.
- Ramen noodle house: the description in the game says it has many regular
  customers... but there are barely ten per day even when located in the
  middle of office blocks.
- Soba noodle house: likewise very unpopular, will hardly turn a profit at
  $5 a bowl, but office people do go there sometimes.
- J-Pub: office people sometimes go there after work. Once you have lots of
  offices this usually renders a nice profit.
- Mrs. Weinstein's Toffee: once you have a two-star tower, on average about
  breaks even, quite popular. In a one-star, not so.

(2 star tower)
- Big Country: on average yields a small profit.
- Loco Taco: usually produces a steady, small profit, mildly popular.
- Jenny's: open around the clock, a people magnet, and usually gives a nice
  profit. Becomes even better after your tower is open 24H a day starting at
  the 3 star rating.

(3 star tower)
- Sushi-Man: not very popular, only mildly profitable, if at all.
- Mama Pizano's: popular, steady profit.
- Maharaja: small but steady profit. Better if lots of offices are around,
  since workers seem to enjoy having lunch or dinner there sometimes.
- Korean barbeque: small but steady profit.
- Uncle Chow's: very popular and profitable! Almost always goes in the blue
  happiness level even outside weekends.
- Eiffel Tower: exclusive, ie. few customers, but on average a tidy profit.


(1 star tower)
- Ice cream: small but steady profit, popular.
- Book store: small but steady profit, popular.
- 1-800-Flowers: small but steady profit.
- Barber shop: usually turns a small profit.
- Cigarette and juice vending machines: no maintenance costs, but also only
  minimal profits. Set these up later in a small space somewhere.
- Orange Julius: bad at first, eventually turns a small profit on average.
- Record store: lucky to break a few times a year, but must have for 2 stars.

(2 star tower)
- Drug store: lucky to break even once a year, high maintenance costs.
- Pet shop: on average a small profit, but varies a lot.
- Convenience store: varies, on average may turn a small profit, popular.
- Video & DVD: moderate and steady profit, very popular.
- Electronics store: lucky to ever break even, high maintenance, but must
  have for 3 stars in Tokyo.

(3 star tower)
- Ladies' boutique: usually turns a nice profit.
- Men's clothing shop: lucky to break even once a year.
- Sporting goods: on average just about breaks even.
- Toy World: varies quite a lot, maybe slightly profitable, mildly popular.
- Supermarket: highly profitable, very popular.

(4 star tower)
- Gameworks arcade: huge 3-story thing, highly profitable and popular.

It is possible to adjust the ratio of goods categories offered in each shop.
Every shop has 4 kinds of goods available. It seems like each category should
appeal to a specific market segment, such as young people, businesspeople,
or housewives. In theory, you should figure out which goods are most in
demand and focus sales on those; or, you should tweak all shops to cater to
a specific market segment to attract your preferred kind of people in great
  Unfortunately, the game does not offer sufficient market research or sales
analysis tools to allow any sort of educated decision. Interviewing the
little people marching around nets you a random response depending on the
place they are heading to. Sometimes they may adamantly repeat a specific
item they are hoping to buy; other times the same person changes their mind
every time you ask.
  I ran some analysis to see if any goods were more popular than others; on
every game weekend without rain I wrote down the sales of each store set to
sell only one type of goods. Repeat a dozen times for each type of goods,
drop the highest and lowest values, and calculate an average. The end result
was that there was a small difference in favor of certain goods, but nowhere
near enough to be worth the effort.
  If there is an actual economic model running in the game, it is exceedingly
poorly communicated to the player. Ignore the goods type ratios, except for
their flavor value.

On Hotels:

The only two things that can keep guests away are dirt and stress. Only clean
rooms can accept guests, and no one ever wants to stay in a room where
a previous occupant felt less than blue happiness. Every clean room at
excellent happiness has a 70-75% flat chance of getting a guest each day.
Therefore, the more rooms you construct and keep clean, the more guests you
  To put it another way: you only start losing business if any rooms fall
below blue happiness, or if your housekeeping maids cannot keep up. Possible
causes are a queue at check-in or at the elevators, or not enough elevator
cars evenly spread out.

In the real world, such things as price, service quality, competition,
seasonality, holidays and marketing affect the amount of business you would
expect to get.
  Not so in Yoot Tower. The hotel business works on an "if you build it, they
will come" basis. I did some light analysis in all three scenarios, and
concluded the following: there is no significant difference in room occupancy
rates in any scenario regardless of the time of year or room type. You would
think that the simulation would at least make less people show up at the
pretty Falls during off-season, but no.
  Room price does seem to have a tiny effect, though. The cheapest price
seems to attract guests at a 75% chance, while the steepest price only brings
in people at a 70% chance. Considering how much more revenue the higher
prices bring, there is no point charging anything less than the maximum
price per room, unless your infrastructure cannot keep practically all rooms
at blue happiness. Lowering the price gives a small bonus multiplier to the
room's happiness score.
  One oddity that can throw off the analysis is that during the first year or
so of running the hotel business, you get less guests. Some sort of hidden
reputation counter, perhaps? After the first year, though, hotel guests will
come in droves.

The housekeeping maids are inefficient domestic drones who are probably paid
a salary without regard to performance. They are supposed to stay until
16:00, dynamically moving to clean rooms the moment guests vacate them.
Instead, they often stop work at 14:00 and chill out the rest of the
afternoon, even if there are still rooms to be cleaned. Rarely one maid will
stay overtime to take care of an extra room, and would deserve a bonus if I
had any say in the matter.
  As for the dynamism... the housekeepers probably toss dice to decide who
gets which room to clean. Unfortunately this results in the maids hopping
from floor to floor and taking frequent breaks, a quarter of their working
time being wasted in stressful transit. It would be more efficient to assign
one floor per one maid and share the rest of the work in a supportive work
environment, but what can you do.
  A single maid can handle about 6 rooms of any size in one day before
breaking in nervous jitters and leaving work unfinished. Each housekeeping
room holds six housekeepers in Tokyo, six in Hawaii, and four in Kegon Falls.
Considering that occupancy rates are 70-75%, you can allow for 8 rooms per
maid, since that leaves an average of 6 per day in need of cleaning.
  A hotel block should have maybe 12-14 people per floor. More than that and
you risk noise pollution that will turn the rooms yellow and hence completely
unacceptable for guests.
  Furthermore, a single front desk should not handle more than 50-60 rooms,
or check-in will get occasionally swamped. Check-out will always get bogged,
but that is fine, since customer annoyance does not count against you once
they leave their hotel rooms.

Taking all the above into consideration, a plan for a nice hotel block
presents itself. In Tokyo or Hawaii, you could use 8 floors of 6 rooms each.
At Kegon Falls all rooms house three people, so you could have 8 floors of
4 rooms each. Each block gets one front desk and one maid lair.

On happiness, elevators and transport:

In order to function usefully, every room must be accessible. There are two
kinds of access: one for people, and one for service drones. Standard
elevators, express elevators and escalators are only usable by normal people
and security guards. Service elevators are only usable by housekeepers on
duty and by the poor sods who drew the short straw and take out the garbage
bags from restaurants at the end of the day. Plain vanilla stairs, the great
equaliser, are usable by everyone and liked by no one.
  Unlike in SimTower, the number of transportation methods is not limited in
Yoot Tower. You can have as many elevator shafts and escalators as you can
afford and fit in the tower.

Shoppers and residents of your tower are happy to take several modes of
transportation to reach their target, but each use makes them a little more
stressed. Simple stairs are terribly stressful to climb, escalators not so,
although there seems to be a maximum amount of people that can fit on an
escalator at one time, so queues may form at busy areas. Queues also form in
front of elevator landings.
  Standing in queue is very stressful.
  The key to a happy tower is making sure that people do not have to climb
stairs or stand in queues. They should also not be subjected to much noise.
This is easier said than done, since the elevators are amazingly stupid.
Whoever programmed the elevator operations should be punished in the name of
the moon. It is common to see elevator cars sitting still and empty on the
same floor with people queueing, because another car - with room for one more
person - is planning to head toward that floor sometime in the future from
eighty floors away.
  This means that in larger towers it is impossible to have a smooth
transportation system and the tenants will barbeque you for it.
  Furthermore, the tenants have a current Stress level, and an Avg. Stress
level. The latter is in fact a total sum of stress which falls slowly over
time. In any large tower, you will find that even a smooth pair of
express/normal elevator rides up, and another pair of rides back down creates
stress faster than the stress wears out. Thus your tenants will, over a few
years, accumulate enough stress to see red, and will move out and tell their
friends to hate your tower, too. I guess work exhaustion is a serious problem
in Japan but this is ridiculous.
  As a side effect, one-time visitors are much easier to keep happy, since
there is no stress carry-over. And hotel guests only need to be kept happy
until they leave their room to check out, after which their complaints will
not hurt the room's happiness.

You will want to minimise the number of floors actively served by each
elevator shaft to give the AI as little chance as possible of screwing up
your fragile tenants' lives. The goal is to get everyone where they need to
go by taking one normal elevator and maybe one express. To do this, you need
to use nexus levels - people use an express elevator to get up there, then
switch to a normal elevator to reach one of several office/hotel/residence
blocks immediately around the nexus level.
  The nexus level is also a prime spot for bonus rooms, such as a security
room, a doctor's office, a school, or an exclusive noodle restaurant.

Each block should be of a size that does not overburden the normal elevator,
while still generating enough revenue to cover the operating costs. On each
floor you should have not many more than 30-35 people, or they start making
enough noise to annoy each other.
  A normal elevator can comfortably serve about 40 offices, if they are not
spread out across a full fifteen floors. Add to that another 40 rental
apartments, placed further from the nexus than the offices as less demanding
tenants. A good business block, then, might consist of 7 floors of 2 or 3
offices on both sides of the elevator and a restroom in the middle; then
3 floors of 10-15 rental apartments on both sides of the elevator.
  Placing rental apartments in office blocks makes sense, because residents
and office workers generally use the elevators at different times. This
allows servicing a larger number of people with the same infrastructure.
  Some elevator types allow adjusting the time an elevator box waits before
moving off. It is a small finetuning effect. For crowded elevators, it is
generally a good idea to keep the delay at 3-6 seconds, to allow an
intermittent stream of people to fill the elevator completely. Service
elevators are best operated with minimal waiting times. You can also
prioritise a movement direction based on times of day, but considering the
quality of elevator AI programming, you are probably better off not touching
those settings lest the elevator explode and your tenants blame you for that
  An elevator with 4-5 boxes can easily handle any amount of people in
a compact hotel block. Office blocks and shopping areas, on the other hand,
require all the elevating capacity you can fit in.

Confused? Perhaps a rough blueprint will clarify things. From the lobby, you
can take an express elevator to the nexus level. Then you take a normal
elevator to get to any apartment or any office, or you walk over to the hotel
area. In the hotel area, you can move from the front desk to the rooms with
normal elevators.
  In the diagram, there are two office/apartment blocks and two hotel blocks,
all accessible from a single skybridged nexus level. To avoid cluttering the
diagram, I did not draw the service elevator, but that would cover both hotel
blocks from the nexus level.

 |              #             |
 | apartments   #  apartments |
 |              #             |        --------------------------
 |--------------#-------------|        |   .      #       .     |
 |              #             |        | s .  d   #  d    .  s  |
 |              #             |        | i .  o   #  o    .  u  |
 |              #             |        | n .  u   #  u    .  i  |
 |  offices     #   offices   |        | g .  b   #  b    .  t  |
 |     x3       #     x2      |        | l .  l   #  l    .  e  |
 |              #             |        | e .  e   #  e    .     |
 |              #             |        |   .      #       .     |
 |     ##     # # NEXUS LEVEL            maids x2 # frontdesk x2|
 |     ##     #               |        |     .      #       .   |
 |     ##     #               |        |  s  .  d   #    d  . s |
 |     ##     #               |        |  u  .  o   #    o  . i |
 |  offices   #    offices    |        |  i  .  u   #    u  . n |
 |    x2      #      x3       |        |  t  .  b   #    b  . g |
 |     ##     #               |        |  e  .  l   #    l  . l |
 |     ##     #               |        |     .  e   #    e  . e |
 |-----##-----#---------------|        |     .      #       .   |
 |     ##     #               |        |------------------------|
 | apartments #  apartments   |        |                        |
 |     ##     #               |        |                        |
 |     ##                                                       |
 |     ##    LOBBY                                              |
 |     ##                                                       |

For the obsessive-compulsives out there, we can take optimisation further.
  The minimum distance between towers is 9 steps. If you try to leave only
8 steps or less of empty space, floor will be automatically built there.
  One problem with nexus levels is that you have to be careful with the
symmetry of your block design. Every transport mode needs four steps of empty
space on both sides. In order to fit one block with an express elevator and
two normal elevators (one up, one down), and maybe a service elevator for
garbage disposal if you have a sky cafι operation, you will have to squeeze
the elevators right next to each other or make uncomfortably wide towers. Too
wide towers means a tradeoff between wasted space and noise pollution. The
tower visitors seem to get no stress from plain lateral walking, thankfully.
Your basic plan should probably be 3-4 towers connected by sky bridges at
1-3 nexus levels.
  Now, you cannot place the regular elevator landing too close to either
edge of a block, since then people are noisily stomping all the way across
the story. Thus the normal elevators must be close to the center, but not
exactly at the center because of the 4-step space requirement - that would
block the opposing block's elevator access.
  To make things more interesting, the game tracks traffic on a 4-step grid.
Look at the Traffic view; see, how all the red traffic blocks are aligned in
a square grid? Wherever you place an elevator, the grid blocks occupied by
the elevator, and one block on both sides, will get traffic and noise. If you
place the elevator overlapping two grid blocks, it will spread noise over
4 blocks. If you place the shaft exactly on a grid block, it will only spread
noise over 3 blocks. Take this into account and the tenants closest to the
elevator will be slightly happier. Also, do not put offices or apartments
right in the grid blocks beside the elevator, since you know there is going
to be noise in that area. Lay the restrooms there instead.
  Still confused? Build a tower or two, then read this again, maybe it will
make more sense then.

On random events:

There are a few goofy events you will get to deal with. Some of them are
good, others not so. You may get a visit from crazy Uncle Reggae, or the
tower's mascot stray dog, Maru, who can somehow reach the top floor buttons
in an elevator by itself. Don't worry about those two.
  Worry about the terrorists instead.
  The most common event early on is the Terrorist Bomb Threat. Either pay the
terrorists lots of terror money and finance their terrorific activities, or
wake your security guys and have them eliminate the danger while the rest of
the building is evacuated. Once you reach four-star status, the terrorists
lose interest and don't want your filthy capitalist money anymore.
  Another destructive event is a fire breaking out. It will destroy several
rooms, but can not spread over empty floor space. Your security goons will
put the fire out quickly, but by then you will have lost a few hundred
thousand Japanese dollars' worth of property, and the tower has been
evacuated. For whatever reason, it seems only guards from the first security
room you have built come with fire extinguishers; I had a fire break out on
the 33rd floor, and while the guys on the 27th kept drinking coffee, my
security ninjas from the 4th floor had to scale the sheer tower walls to
reach the fire site. They got there just in time to roast marshmallows over
the cooling rubble of 6 offices and 28 rental apartments. ($1160000 damages
  If you have lots of money, you can summon a firefighting helicopter
instead; this results in a swift minigame where a helicopter slowly navigates
toward your cursor and you get to spew water all over the place. And here I
thought firefighting choppers used a foam of some kind. If your mouse-fu is
not up to scratch your whole tower may burn to cinder before you can put the
flames out. It is worth at least trying out, if you can afford the fee, which
is outrageous considering they can not even provide a trained firefighting
crew able to act without your hand-holding.
  Due to lazy programmers, bad things only ever seem to happen at 9:00 in the
mornings, or at 12:00 sharp.
  When your tower is evacuated, all residents and visitors make a beeline for
the exits, along the fire escape stairways on the sides of your building.
This generates some noisy traffic along the edges, and in larger towers may
be enough to annoy residents along the edges to leave your tower in a huff,
traumatised by the noisy environment. This is especially bad if you built
expensive condos along the tower edges since you get to refund every yen the
inhabitants paid for the condos.
  Meanwhile, you will note that hotel guests also escape your tower WITHOUT
PAYING for their stay. Your housekeepers and front desk angels rush after the
guests and will only return the next morning with every guest's name, address
and wallet. Once midday rolls around, you will get what the guests should
have paid you, but you have already lost one day's hotel profits. From an
economic point of view it may make sense to pay off the terrorists, if your
daily intake from the hotel business is more than what they ask from you.
  Of course, if you pay them, what makes you think they won't come back the
next week to ask for more? Once I did pay them, and what happened moments
later on that same game day? A fire broke out and caused several hundred
thousand worth of losses in addition to the terrorists' fee I paid. Probably
faulty wiring in their home-made suitcase bomb.

There are also happy events: when digging in the ground, you may uncover
a valuable treasure. At Kegon Falls, you will eventually find a hot spring in
the rock, enabling you to set up a spa. In Tokyo, in December you may spot
a figure in red zooming through the sky, ejaculating a demonic "Ho Ho Ho!"
  VIP visits feel random enough to count as happy events - particularly as
you generally do not even need to do anything, just let them experience your
majestic tower. If you have a hard time getting a VIP to drop by, don't
despair. Even when all their demands have been met, it can take years before
one remembers your existence. VIPs are very busy people.

On the scenarios:


The easiest scenario - a hotel and spa dug into rock beside waterfalls.
Beautiful scenery all around.
  The only way to make money is to quickly build lots of hotel rooms. After
that, you can't really go wrong. Keep building empty floorspace inside the
cliff until you find a hot spring, and can set up a spa.
  Build more hotel rooms and round out the complex with interesting shops.
Note, however, that nobody at all seems to be interested in the Kids' Store,
the souvenir store, or the Old Time Cafe; these will just lose you money
continuously. The pickle farm retail outlet, photo studio, coin press
machine, traditional Japanese restaurant and juice bar are also not
particularly popular or profitable. The snacks bar and the ice cream stand
are the only shops bringing in a trickle of profit.

Once you have a spa, and a good bunch of hotel rooms, wait a decade or two
and a passing VIP may get lured in. He will take a refreshing hot bath in
preparation for a barrel ride down the falls, and you are granted a rating
  After the first rating upgrade, you can build a fire department. This is
for those lousy guests who bring a water heater with them, and set the
curtains on fire. Happens once every thirty years or so, but the fire
department is fairly cheap to have and may limit the damage.
  Also after the first rating upgrade, you can build a neat pagoda on top of
your entrance lobby. The pagoda visitors never seem to go to any of your
shops, but they do pay a small entrance fee that just covers the pagoda's
maintenance costs. After 200 visitors within one day, the pagoda gets
upgraded, and soon after that you get upgraded too, to the highest rating.
No new items become available.
  The observatory can be destroyed, incidentally. Just click the sledgehammer
tool on it when no people are present. This makes no difference to rating
upgrades. Income from the observatory tickets is a drop in the ocean, anyway.
You can rebuild the observatory later, but due to constructor corruption and
concerned bureaucrats, it will cost a million, and can still only be placed
in the exact spot it was in originally.

Here is my suggested floorplan. Have one service elevator along the right
edge from the top restaurant level down to the trash room. Have one elevator
service the top shop levels and the top front desk. Connect another one from
the top to the lower front desks and the observatory level. Then connect the
front desks to the hotel rooms with yet another one or two elevators. Bonus
points for connecting the hotel rooms to the spa; occasionally a guest family
dares to go peeking in.

      |#       Attractive PAGODA      |
     | #  Lobby + ticket booths  #     |
     | # shops     restaurants   #   œ |
    |  # shops     restaurants   #   œ |
   |   # shop  #         spa     #   œ |
   |   # shop  #  front desk + maid  œ |
   |           # 7 floors of     #   œ |
   |           # 1 big and       #   œ |
   |           # 4 small rooms   #   œ |
   |           #                 #   œ |
   |                #            #   œ |
   |  7 floors of   #            #   œ |
   |  1 big and     #            #   œ |
   |  4 small rooms #            #   œ |
   |  2 front desks # #  2 maids #   œ |
   |  7 floors of     #          #   œ |
   |  1 big and       #          #   œ |
   |  4 small rooms   #          #   œ |
   |                  #          #   œ |
   |     fire dep. + trash room  #   œ |
--.|       shops                 #   œ |


Fairly straightforward - build a hotel/resort complex in Hawaii. At two
stars, you will get to build a boat deck, the local equivalent of a subway
station. It is two floors tall and 20 steps wide, and must be placed on the
very left edge of floors B1 and B2, so plan accordingly.
  Hotel rooms are the only way to make money. Build lots. Avoid the
condominiums, obviously. Once the hotel business is bringing lots of revenue,
set up an array of interesting shops and restaurants.
  The condition for bringing in a high-class VIP would seem to be reaching
1000 population at any point. She will stay at a hotel suite room. Next thing
you know, you've snagged a rating upgrade and exciting new blueprints.
  Start with the boat deck, obviously. The doctor's office is only visited by
condo residents, so you will not need one. As in Tokyo, the power room and
parking spaces are not important.
  Most shops and restaurants are the same as in Tokyo, and largely the same
descriptions apply. Except for Jenny's, which is stubbornly open around the
clock even though the Hawaii tower only admits shoppers between 07:00 and
  Of the new stores, Ahab's restaurant, Japanese Cuisine and the Cocktail
Lounge are both popular and somewhat profitable. The Aloha shop and Duty Free
are OK on average. BCD-Mart, the Surf Shop and the miserable Fruit Stand are
visited by few and usually just lose money.
  The boat deck gives a nice boost to businesses, though it is unlikely to be
sufficient to cover the deck's 50k quarterly maintenance.
  Use the express elevators to build two tall hotel towers, or whatever you
fancy. After a second VIP visit, you will go up to the full rating, and can
build a cute chapel at the top of the tower. Keep going and an animated
wedding will take place.


The epic challenge - build a business/residential/hotel complex! Here offices
are the chief source of income, although your operating costs will also be
pretty high. Try to keep the office and apartment rental fees high enough to
cover your maintenance costs and a bit extra, and use profits from the hotel
business to expand your tower.
  You have plenty of space in all directions, so go crazy with 3-5 towers
looming over 90 stories high! Use the list of restaurants and shops presented
earlier to set up useful stores and restaurants early on and leave the rest
for later. Shops are not very profitable at all, but they do bring a good
amount of population to your tower, which is necessary to get those VIPs and
rating upgrades.
  The first VIP will want a record store and 1000 people to applaud his exit
from the building. The second wants an electronics store and 2000 people.
The third wants a hotel suite room and some ladies, plus 5000 people. All
that done, you are running a four-star tower and can build a sky stadium.
  The stadium is a massive dome, and houses what appear to be baseball games.
The stadium is open 12:00 to 23:00, and games are on daily from 18:00 to
21:00, April through October. Tickets per head per match are $100, no season
tickets or student discounts exist. There are a total of 400 seats available.
Bring your own hot dogs (conveniently available from nearby tower stores).
  I imagine it's a bit hard to strike an epic home run in that dome.
  Every stadium must have a home team, and yours is no exception. You even
get to name them! After that, you will never see a match without your team.
  Keep building popular shops and other space wasters, and once your
population hits 12000 and your stadium has proven to be popular enough, you
are eligible for an instant upgrade to the greatest grade of them all:
The Tower II - Five Stars.
  Draw an award diploma for yourself, get it printed and framed, and hang it
on your wall. I hope you enjoyed working your way to it, because that's the
only reward you get!

On bugs:

- The game crashes, rarely and seemingly randomly. Save often.
- Hotel rooms sometimes get "stuck" after evacuation due to terrorist threat
  or fire... to test your rooms: wait for all rooms to be free and the
  cleaning finished for the day, but no guests arriving yet - around 16:30.
  Now switch to the Pricing view and open a front desk. Try changing room
  prices. You may see that some rooms' prices do not change even though they
  should. This condition is only cured when a new guest stays in that hotel
    However, in case of evacuation, if the room is left at below excellent
  happiness, chances are it will never recover on its own; normally the
  happiness level in unoccupied rooms goes up slowly over time, but in case
  of evacuation, the hotel room still thinks there is someone inside. The
  trouble is, a hotel room with less than an excellent rating will rarely if
  ever get guests who would reset the room. So, you may get stuck with an
  unhappy hotel room that sits there looking lonely and useless.
    Two solutions: set the price for rooms to the minimum at the front desk,
  then release and reassign the room. The price changes, though the room
  remains stuck. If the lower price was enough to push the happiness level
  back up to excellent, the room has been saved, as a guest may now stay
  there and unstick the room. Otherwise, all you can do is leave it be, or
  demolish and rebuild the room.
- If there are too many (more than a hundred) hotel rooms available for
  connecting to a single front desk, there may be some odd behavior. Avoid
  this by designing the hotel area in compartmentalised blocks. It's also
  more efficient that way.
- After a power down event, demolishing enough stuff to get the lights back
  on, and building the power room, I found the game stopped responding in any
  way to all construction commands. Saving, closing the game and reloading
  solved this.
- Even if you turn game sounds off, the little video clips playing in an
  endless loop for two hours at the movie theaters, and for all day at the
  event center, will have audio enabled.
- Demolishing a shop may leave behind a few salespeople, still sheepishly
  holding gift boxes, unable to leave the building. Possibly, since they want
  to get from the shop to the lobby, and the shop has been wiped from
  existence, they can not decide where to start pathfinding from. That, or
  they insist on using a service elevator because they are on duty, and you
  have not seen fit to connect that particular floor with one. Eventually,
  disgusted with your tower, they snap their fingers and teleport with a puff
  of smoke to the exit. (Or maybe they jump out a window? Fastest way out.)
- Allowing and disallowing elevators to service floors gets slower the bigger
  the tower is. Fine, this is not a bug, just a slow algorithm, but it is
  still annoying. I assume there is a pathfinding node network that gets
  partially updated every time transportation routes change. With a big
  building, the network probably grows exponentially, explaining the
  slowdown. A smart programmer could update the network as a background task,
  maybe even in a separate thread. Or use a better algorithm.
- Sometimes clicking on a person with the magnifying glass gives you
  a default "null" person, a young man on his way to the first tenant you
  ever built. This seems to happen when a person has just settled into queue
  for an elevator or other ride. If you click again, the person has morphed
  back into their everyday self and deny any knowledge of what just happened.
  Is the Tower Matrix unstable, or do you have Agents sneaking around?

This strategy guide of sorts should be considered freely distributable
anywhere, as long as the author is duly credited.


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