SimCity Super NES Guide: Section 4.1

Section 4: Tips & Tricks

NEW! The Debug Menu

Thanks to Corey Miller (aka “ZaphodBee” on starmen.net, where he first posted his discovery) for pointing this out to us in January 2009… whoever thought we’d be finding a new trick nearly 18 years after the game was first created?! And how the heck did Nintendo keep this under wraps for such a long time?

How to Access the Debug Menu

What you want to do first is get to the “Goodbye! See you soon” screen.  You get to this screen by quitting the game.

If you always just saved your game and turned off the SNES without actually quitting first, here’s how.  Go to the “Load.Save” menu (by clicking the icon to the left of the Dr. Wright icon) and then click on “END.”

Then, enter the following sequence on Controller Two:
Left, A, Right, Y, Up, B, Down, X, Select, Start, Start, Select, R, R, L, L.
* Note – GameCube controllers do not have a “Select” button.  Instead, use the “Z” button.  It’s the smaller button just in front of the larger “R” button on the top-right shoulder of the controller. 

How to Use the Debug Menu

At left, there’s a picture of what you’ll see if you enter the Debug Menu code correctly. You use Controller One to navigate through the options. Press Up or Down on the control pad to move between each option. Press B to toggle each setting on or off, with the exception of the “Sound Test” feature.

Here’s what each feature does:

Memory: Even though this is the last option, I’ll explain it first because it’s the most important. Press Left or Right to toggle between “CLR” and “SET.” If you press B while it’s on “CLR” you will close out the Debug Menu and lose all of its effects. If you want to actually use the Debug Menu, you need to select “SET” and press B (after you’ve selected your preferred cheats). Then reset the game, and the cheats you selected will be activated.

Sound Test: Press Left or Right to scroll through the different music tracks included in the game. Press B to begin the song. There’s no button to stop the song. A complete song list appears below.
No Disasters: Self-explanatory… prevents disasters completely. Even when I tried to “force” a disaster from the in-game disaster menu, it wouldn’t happen.
Needless Money: Build anything you want; it won’t cost you a thing. It’s kinda like if you had a Game Genie with an “Infinite Money” code. However, you might not be able to buy something that costs more than you have; I haven’t tested this yet with any cities that had very little money.
Valve Max: As originally suspected (and confirmed after more experimenting and concurring e-mails from a few of you), this setting causes the RCI meters to “max out” so all types of zones are in high demand.

Using "Water Reclaim" to build on water (Click for larger version)

Water Reclaim: We’ve saved the best for last! When Water Reclaim is active, you can bulldoze ANY water in your city, and it will turn into land. It’s just like having an unlimited amount of landfills. Basically, you can turn any landform into “Freeland,” but still earn the gifts that come with operating a real city (you can’t win gifts in scenarios, which is what Freeland is.) If you’ve ever thought to yourself, “I could have a Megalopolis… if only I could build more zones on top of all this darn water!” Well, here’s your ticket to reaching that 500,000 mark!

Sound Test Music List

I was able to identify most of these tunes.  Some, I haven’t heard in a long time (if ever) so if you can help fill in the blanks, please do.  Or if I’ve misidentified anything, corrections are welcomed.

0-01: Village (0 people)
0-02: Town (2,000 people)
0-03: City (10,000 people)
0-04: Capital (50,000 people)
0-05: Metropolis (100,000 people)
0-06: Megalopolis (500,000 people)
0-07: Title Screen
0-08: Opening Menu
0-09: Game Over / Losing Money
0-0A: Dr. Wright / Gift Announcement
0-0B: Dr. Wright / City Level Up
0-0C: Problem / Disaster
0-0D: City Evaluation Screen / Voice (Good)
0-0E: City Evaluation Screen / Voice (Bad)
0-0F: Dr. Wright / Handy Tip (when you ask for him)
0-10: Win Freeland Scenario (Thanks to Kyle Clarke for ID’ing this one)
0-11: Win any other scenario (Thanks to Kyle Clarke for ID’ing this one, too)
0-12: Lose scenario (And again, thanks to Kyle Clarke!)
0-13: See you soon. Good bye!!
0-F0: Nothing (And after trying to play this, the Sound Test wouldn’t work anymore for me.)

Remember, Save Your Changes!

In case you forgot since the top of the page, if you want to actually use the cheat features, you have to select “SET” next to the Memory option and press B, then reset your SNES.  (On the plus side, the Debug Menu will be there the next time you come to the “Goodbye” screen, so you don’t have to re-enter the code each time.)

If Memory is still set to “CLR” and you press B while the Star is on that line… or if you simply reset your SNES before activating “SET,” your changes will not be saved, your cheats will not take effect next time you play, and you WILL have to re-enter the code to access the Debug Menu again.

Does it Work on the Wii?

Yes!  Thanks to a few people from the starmen.net forums who pointed out the Debug Menu is available on the Wii Virtual Console version.  I assumed I’d need two Classic Controllers to try it out — but they reminded me you don’t.  You can use two GameCube controllers.  You can also use one of each type of controller.

If you have only ONE GameCube controller, you can simply move it from socket one to socket two.

Or, if you have two Wii Remotes, but only one Classic Controller… turn both remotes on and start the game with your Classic Controller hooked up to Remote One.  Get to the “goodbye” screen, and then move the Classic Controller to Remote Two.  Enter the Debug Menu code.  Once you’re in, move the Classic Controller back to Wii Remote #1 so you can actually use the debug menu.  (Remember to “SET” the Memory to keep the Debug Menu active, so you don’t have to repeat this complex charade.)

NOTE: If using a GameCube controller, you’ll notice there is no “Select” button.  Instead, use the “Z” button.

NOTE 2: Only “original” Wii consoles have ports for GameCube controllers. Late in 2011, Nintendo started selling a modified version of the Wii console, with no GameCube support whatsoever. The newer models look almost identical to the original, but they lack GameCube controller ports and memory card slots.  If you have a newer Wii, you MUST have a Wii Classic Controller to play SuperNES games.

Questions?  E-mail me!