![mini metro osaka mini metro osaka](https://i.pinimg.com/736x/93/00/4c/93004c1ca8eedfde7265828a61e3f2c5--osaka-build-your-own.jpg)
By abstraction, you could see the flow of a system. The software, which I wish I still had, let you model processes as water flow, so you could lay out something like the DMV and see where the bottlenecks and the idle locations were. I took a class, the name of which I have long since forgotten, which was essentially holistic systems analysis. The game reminds me of a software package I used back in college. There is also a list of achievements for doing specific things on various maps, if you are looking for additional constraint. There is a hierarchy of maps and map difficulty, and to unlock the next map you have to deliver a certain number of passengers on your current map. But the you only get two options each week and you only get to choose one.Īnd then there are the passengers, who get upset if your transit system leaves them piling up in stations for too long, with grumpy sounds and angry black timer circles forming if they are backed up. You might have the option add another line (which will require your train) or a couple of tunnels or a carriage that allows a a train to carry additional passengers, or a special station that loads and unloads passengers more quickly. When a new week starts up every Sunday you are given a new train and the option to add something else in a binary choice. There is a limit on the number of transit lines you can have and tunnels for crossing water and trains and carriages to which you have access.
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Your rolling stock are little rectangles that move up and down the line, stopping at stations to pick up or drop off passengers. You draw out and change your transit lines by just dragging them. Other shapes are more rare, some of them being one per map. If they are circles, they just want to get to one of the likely many circle stations on your map. Your passengers are simple shapes who want to travel to a station that matches them in stylized versions of major cities. Mini Metro sheds all of the non-essentials, paring away money and rewards and switches and collisions, leaving just the necessities. The player sets up a transit network based on a set of stations which gradually increase over time, servicing a population that has destinations in mind. It is a strategy that works with a game of such a spare interface.Īt its heart it is the same game as Train Valley, of which I wrote previously. There is no mucking about in any menus or settings, you’re just on what is essentially the playing field playing the game. I was a little bit surprised when I first launched the game as it drops you straight into playing. And it is all he said it was, light and simple and elegant in design. Titles can linger there for ages, waiting for a something to push me either to buy them or drop them from the list.įortunately for me… or the game… or both… Zubon did a write-up about the game which tipped the balance in favor of my grabbing it as soon as the Steam Summer Sale hit. I put lots of things on my wish list to consider buying later, to look into, or just to remind myself that they exist. Mini Metro had been on my Steam wish list for a while.