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.[9] Jamie Churchman, a former colleague at Sidhe, oversaw the visual design for Mini Metro and also contributed to the game design.[8][9] They approached American composer Disasterpeace to work on the game's audio.[9] He developed a procedural audio system that would generate sounds based on events in the game.[9][10] 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.[11] The audio was inspired by minimalism and the works of Philip Glass and Steve Reich.[11]
Mini Metro received "generally favourable" reception from critics according to aggregate review website Metacritic.[19][20] 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.[24] Lena LeRay of IndieGames.com also felt that Mini Metro had a relaxing tone and complimented its intuitive interface.[3] 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.[3] Reviewing the PC version, GamesTM thought that the depth of Mini Metro's gameplay along with the difficulty scaling kept the game interesting.[1] 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.[1] Kill Screen editor Ethan Gach commended the game for its simplicity and elegance, having combined interactive aesthetics with a robust simulation.[5] Alec Meer of Rock Paper Shotgun praised the game for being a "mesmerising challenge of logic and aesthetics".[4] 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.[4] 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.[6] Pocket Gamer reviewer Christian Valentin remarked that the game felt confusing early on but became "surprisingly engaging".[22]
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.
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.
Peter and Robert Curry are a sibling duo of game creators who once worked for Sidhe Interactive, New Zealand's largest game developer, but quit in 2006. Seven years later, the brothers founded Dinosaur Polo Club, and in 2015, released their first piece of software: public transport strategy game Mini Metro. Recently, Peter Curry was kind enough to talk to me about his and Robert's journey developing the minimalist puzzler.
G_152: Jamie Churchman mentioned during one talk that there [was] a point where the game got too minimalist and some of the early access players rebelled. Can you explain what happened there?
Thankfully the design was mostly wrapped up by the time we entered Early Access, so we didn't change the game much once people started paying for it. The one time that I can remember we made a "bad" change was relatively minor, but pertinent. Jamie was coming up with a more minimalist concept for the map selection screen, where the city maps were replaced by a matrix of five to seven dots, each coloured to match one of the city's lines (inspired by the classic New York Subway Guide cover). We thought it was beautiful, matched the minimalist aesthetic better than the busy map previews, and (I think this tipped it) made the code a lot simpler. Players hated it. We held our ground for about a day before realising we'd misstepped, and reverted back to the previews.
It's my favourite game about stretchy lines in a very long time. And I say that even though there's no damn sound, which on the one hand is extremely distracting, but on the other encourages me to seek out my own, appropriate minimalist, ambient or otherwise dancing-around-the-candles-at-Glastonbury-at-5am soundtrack. Line-stretching is all that's involved, other than occasionally adding extra carriages or locomotives to particularly busy stretch lines - the rest of the simulation plays itself. On paper, it sounds like there's little to do; in practice, it's moment-to-moment anxiety.
So I find myself in a rare situation: hoping that an Early Access game doesn't expand too much further. Too many parts stacked on top of this cool, clean Jenga tower could upset its admirable minimalism, distract from its essential challenge of flow. What's already here suggests a game that's too smart and clear-eyed to fall into that trap. Whatever it might go in the future, it is most certainly ready to depart the station right now.
Mini Motorways has pretty much taken over my life by this point - I only play Los Angeles, and I generally have the whole place in a snarl up by week eight. But there is still room in my heart for Mini Metro, a game which is actually quite different and distinct, the original mini masterpiece.
Christy Smith is a visually impaired gamer whose main goal in life is to snag a seat on the metro instead of having to stand so that she can play Switch on her commute. She/her/hers or They/them/theirs
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.
The game pitches itself as managing the growth of a metro (rail) system, but given the pliability of networks, it is probably better to think of it as a bus network, since lines can easily be moved and reconfigured, as well as extended.
No obvious architecture of system works best as far as I can tell (Grid, radial, U-shaped lines) though I am favoring circle lines now, with two locomotives going clockwise and two counter-clockwise. The key question seems to be how interconnected you make the lines, how many lines intersect with each other, and how to minimize transfers, especially at crowded platforms.
Just a quick overview of what well be talking about today. Well cover[deep breath] minimalism, maximalism,reductivism, reductionism, aesthetics, aestheticism, essentialism andthe general idea of goodness.
One member of the team, a person called Jamie Churchman, gave a greattalk about, well, the minimalist nature of Mini Metro. (Which doesntinspire great confidence in getting this talk accepted to GDC, but nevermind.)
Most of this is bumf. This famous minimalist could definitely have gotthe point across in fewer words. The most important part is the lastline: Art begins with the getting rid of nature.
Claim two is that Mini Metro has fully succeeded in maintaining thataesthetic. While the game as a whole is no longer minimalist, everythingabout the design is built around enchancing the small game aestheticthat is fundamental to Mini Metros beauty.
In a nutshell, Mini Metro is a minimalist version of SimCity focused on subways. The goal of the game is to build and manage a subway system in stylized, real-world locations such as New York City, London, Berlin and more. Sometimes these types of games can stress me out, but Mini Metro allows for a few different play styles in this regard.
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