Mini Motorways is a game about drawing the roads that drive a growing city. Build a road network, one road at a time, to create a bustling metropolis. Redesign your city to keep the traffic flowing, and carefully manage upgrades to meet the changing demands.
Mini Metro is a minimalist strategy-simulation game about designing a subway map for a growing city. Draw lines between stations and start your trains running. As new stations open, redraw your lines to keep them efficient. Decide where to use your limited resources. Keep the cities of the world moving.
Mini Metro is a puzzle strategy video game developed by New Zealand indie development team Dinosaur Polo Club. Players are tasked with constructing an efficient rail transit network for a rapidly growing city. The game's visual style makes use of bold colours and simple geometry to replicate the appearance of modern transit maps. The game uses a procedural audio system to generate sounds based on the player actions and transit network, with inspiration from works of minimal music.
The brothers hired external help to address two of their initial issues: art and audio. Jamie Churchman, a former colleague at Sidhe, oversaw the visual design for Mini Metro and also contributed to the game design. They approached American composer Disasterpeace to work on the game's audio. He developed a procedural audio system that would generate sounds based on events in the game. Each level in the game has a corresponding set of rhythms and sounds; the harmonic structure of these elements changes based on the size and shape of the player's subways system. The audio was inspired by minimalism and the works of Philip Glass and Steve Reich.
Mini Metro received \"generally favourable\" reception from critics according to aggregate review website Metacritic. Technology Tell writer Jenni Lada described Mini Metro as \"aesthetically pleasing\" and found playing the game an oddly relaxing experience, despite the game's attempt to put the player under pressure. Lena LeRay of IndieGames.com also felt that Mini Metro had a relaxing tone and complimented its intuitive interface. LeRay appreciated changes that were made during the early access phase, noting that audio and the Daily Challenge mode were welcome additions, and the interface improvements had diminished her initial complaints about the game. Reviewing the PC version, GamesTM thought that the depth of Mini Metro's gameplay along with the difficulty scaling kept the game interesting. However, they did question why the game hadn't been released for smartphones yet, pointing out that such devices would be suited for the game's simple interface. Kill Screen editor Ethan Gach commended the game for its simplicity and elegance, having combined interactive aesthetics with a robust simulation. Alec Meer of Rock Paper Shotgun praised the game for being a \"mesmerising challenge of logic and aesthetics\". He particularly enjoyed how beautifully the gameplay descended into chaos as the difficulty gradually increased, calling it \"elegant even in disaster\". He also thought that Mini Metro was a good example of how to release game in early access. Reviewing the mobile version, Gamezebo writer Rob Rich commended the visual design and intuitive touch controls. He thought that the use of geometric shapes to represent commuters and stations helped simplify the complicated tasks, resulting in an accessible game. Pocket Gamer reviewer Christian Valentin remarked that the game felt confusing early on but became \"surprisingly engaging\".
Mini Metro is a minimalistic subway layout game. Your small city starts with only three unconnected stations. Your task is to draw routes between the stations to connect them with subway lines. Everything but the line layout is handled automatically; trains run along the lines as quickly as they can, and the commuters decide which trains to board and where to make transfers.
A map is the place where your mini metro system takes place. Each map has a different base terrain and colour palette (which is based on the real life metro system of the respective city), and some maps have unique gameplay features - for example, on the Cairo map, each locomotive and carriage can only carry four passengers, as opposed to the usual 6.
I love the sleek design of the Mini Metro Crossbody! The magnetic closure is very strong and I love that it has an inside pocket. It's perfect when you don't want to carry a lot, but still holds all the necessities, like the cute meadow mini envelope wallet!
\"Mini Metro has proven one very important thing,\" said Walker in an email interview with Waypoint. \"Until it came along, the assumption was that transportation games had to have a rich user-interface with pictures of trains and cars and trees and so on. In fact, you can have a game that strips a problem down to its underlying structure, which is what a metro network is.\"
However, Walker also points out that some aspects of Mini Metro aren't as successful at simulating rail networks. Overcapacity works well as a fail state, he says, but in reality when networks get crowded, passengers just choose another means of transport. A much more important metric is whether a metro is able to make enough money to support and expand its operation. Similarly, the cost units in the game may provide balance, but they're absurd in real-world terms. Forcing a player to choose between a new rail carriage and a new line makes little sense economically, particularly because lines vary in cost depending on their length.
Personally I find Mini Metro a better fit for Handheld Mode. You can use combination of buttons, sticks, and touch screen to really optimize your gaming experience. Half of the time I would use my finger, while quick flicks were done with the normal controls. On the television, you can point with the Joy-Con, but the option is very hidden. You will have to click in the stick, which makes the pointer appear. It works fine enough, though centering it by clicking the stick isn't too hot. If you don't like that, you can still play with one Joy-Con vertically, which works well enough I reckon. Interesting is the inclusion of local play, which means up to four friends can manage the metro lines together. I like Mini Metro rodeos up close and personal, though I might see a family getting a kick out of it. There is even feedback with the HD Rumble, which I do fully appreciate. That being said, I remain adamant in saying that the maps work best for on the go.
MiniMetros can be used in small and medium-sized towns as the main transport system, as well as providing effective connections between airport terminals. Highly popular destinations, such as shopping centers, universities or metro stations are simply and easily linked to car parks or the outskirts using this means of transport.
Mini Metros features small and simplified maps of over 200 metro and light rail systems from around the world. Many of the systems are small and simple themselves, just a single line or two, like in Edmonton, Mumbai, Seville, and Qingdao. Others, like in Munich, Shanghai, Tokyo, London, Seoul, and New York, are densely interconnected.
Fans calling plagiarism is a reliable facepalm inductor, but the amount of parallels here and the Mini Metro devs themselves having questions are another thing. The topic does seem lucrative and as a gamer, I welcome more metro traffic puzzlers in general, but the involved sides better come to an agreement here first. Forget the idiot-derogated Immortals and Genshin, even all the snarky commenters labelling Aniquilation a \"poor man's Nano Assault\" earlier today might be compelled to recalibrate their comparative mechanisms at the sight of this.
For the uninitiated, Mini Metro is a superbly simple yet aggravating metro planner, where you create routes and trains to move people about various cities. Starting off with just a few lines and a couple of stations, you build a small network to move the geometric passengers to their identically shaped stations. Every week you get a few new unlocks, giving you some choices between new lines; new trains to put on the lines; new carriages to increase the capacity of trains; and tunnels, which let you send trains under rivers. 59ce067264