home *** CD-ROM | disk | FTP | other *** search
- Path: menudo.uh.edu!menudo.uh.edu!usenet
- From: jwalker@ac.dal.ca (James Walker)
- Newsgroups: comp.sys.amiga.reviews
- Subject: REVIEW: A-Train
- Followup-To: comp.sys.amiga.games
- Date: 7 Jan 1993 00:44:05 GMT
- Organization: The Amiga Online Review Column - ed. Daniel Barrett
- Lines: 305
- Sender: amiga-reviews@math.uh.edu (comp.sys.amiga.reviews moderator)
- Distribution: world
- Message-ID: <1ifuclINNd3f@menudo.uh.edu>
- Reply-To: jwalker@ac.dal.ca (James Walker)
- NNTP-Posting-Host: karazm.math.uh.edu
- Keywords: software, game, simulation, strategy, railroad, commercial
-
-
-
- PRODUCT NAME
-
- A-Train version 1.0.
-
-
- BRIEF DESCRIPTION
-
- A-Train is a financial empire building game based on railway
- building, train scheduling, land speculation, real estate management, city
- planning, and stock trading. To put that into perspective (I can see
- everyone saying "Uh... OK"), it can best be described as a cross between
- Sim City and Railroad Tycoon. If that doesn't make any sense to you, take the
- first sentence of this paragraph again real slowly. :-)
-
- This game was originally published as "Take The A-Train III" in Japan
- for the FM Towns computers; but since none of the other versions of A-Train
- ever made it across the Pacific, it got renamed. Or so the manual tells me.
-
-
- AUTHOR/COMPANY INFORMATION
-
- The game is written by Artdink, Japan, and published by Maxis
- Corporation for release in the United States and Canada.
-
- AUTHOR/COMPANY INFORMATION
-
- Name: Maxis
- Address: Two Theater Square, Suite 230
- Orinda, CA 94563-3041
- USA
-
- Telephone: (510) 254-9700
-
- I suppose Maxis is doing the European version too, since on mine the box
- says NTSC version.
-
-
- LIST PRICE
-
- I paid $63.00 (Canadian) including the all-conquering GST tax. I
- hope this is a representative price! I guess that's about $49.95 (US) retail
- in the United States.
-
-
- SPECIAL HARDWARE AND SOFTWARE REQUIREMENTS
-
- HARDWARE
-
- A minimum of 512K of chip RAM and 512K of fast RAM is
- required. If you want to use interlaced screens, the box
- says that "1MB of RAM is required plus 512K of fast RAM." I
- think this means 1MB of either chip RAM or fast/chip RAM and
- 512K of fast RAM, since I think you could fit it into 512K
- of chip and 1MB of fast. Don't quote me on that, though. 2
- floppy drives or a hard drive are recommended. To that I add
- that a 68030 makes the whole thing more pleasant to play.
- It's extremely usable on a 68000, though.
-
- SOFTWARE
-
- It even works under Kickstart 1.2 (does anyone still use
- that?). It runs fine under Kickstart 2.04. There is an HD
- install program (the Commodore "Installer" program) provided.
-
-
- COPY PROTECTION
-
- None. Nothing at all. And it's HD installable as I said above (the
- program is provided with an Installer script and Installer itself).
-
-
- MACHINE USED FOR TESTING
-
- Amiga 3000/25Mhz, 2MB chip RAM, 8MB fast RAM.
- Maxtor 213MB SCSI HD.
- Commodore 1950 multisync monitor.
- Kickstart 2.04, Workbench 2.04.
-
- REVIEW
-
- NOTE: A-Train can be run in either Hi Res (640x400) or standard
- (320x200), with the menus in 620x200 (I believe) in both cases. I have an
- A3000 with a multisync, and I always play it in Hi Res. It gives 4 times as
- much display area, and it's still fast enough on an A3000. The display is
- good in 320x200 - the graphics are the same, only you can't see as much at
- once.
-
- The first thing you notice about A-Train is the beautiful graphics
- (in Hi-res, anyway ;-)). Everything is shown in an isometric perspective,
- with beautiful little details such as trees and lots of different sorts of
- houses and farms. There is a night/day cycle (which can be switched off if
- you want) which starts to darken the landscape as the evening approaches.
- After everything turns rusty red at sundown, the building and train lights
- turn on. The grey of early dawn turns into the bright sunshine of the
- daytime around 7am. Snow falls in winter, and you occasionally get other
- little details like Santa Claus flying past on his sleigh and reindeer at
- midnight on the 24th of December. There are UFOs (very occasionally), and
- the amusement parks sometimes have fireworks burst above them on Friday
- nights in summer. Skyscrapers under construction have hammerhead cranes (red
- and white) on top of them, and the streets have streetlights. The commercial
- buildings have neon signs, and so on. The attention to detail is incredible.
-
- There is a lot more to A-Train than just good looks, however.
- There are six scenarios in A-Train, addressing different problems with
- differing amounts of money. The most open is called "New Town," which
- presents you with a small community with a rail line and station already
- running through it. Passenger and freight trains (over which you have no
- control) arrive and depart 24 hours a day. You get the profits from these
- trains, however. The challenge is to build a feeder line to this town,
- essentially causing other new towns to spring up. The rest of the map is
- covered with scattered farms, with no real concentrations of settlements.
-
- At the other end of the scale is the scenario entitled "Downtown
- Reorganization," where you must make a stagnating urban commuter line in a
- large city into a more dynamic operation. The other four scenarios fall
- between these two extremes.
-
- I suppose I should start by explaining some of the ideas in A-Train.
- The first is that you are dealing with urban commuter lines, not main lines.
- One glance at the rolling stock for sale will show you that these are all
- subway-style trains. Second, if a line runs off the map, it is assumed to
- connect to a major city slightly off-map. Trains running off the map come
- back bearing materials (on which more later) and passengers.
-
- Materials look like little off-white boxes which freight trains
- carry in and dump next to your station, if you have land that you own within
- a certain distance, on which the materials can be stored. An empty freight
- train stopping in a station will remove materials if there are any nearby
- and carry them to its next stop. Materials are used to build buildings.
- Depending on what you're making, you need more or less materials available
- locally. Houses built by the program also require materials. If there are no
- materials available, growth stops (which can really ruin your day). Trains
- are the only way to carry materials and passengers around and get them where
- they're needed.
-
- This brings us to the trains themselves. There are five different
- freight trains, with differing speeds (high/low) and different capacities (2
- or 4 boxes of materials. There are about 18 different passenger trains,
- either 2 or 3 car, and high or low speed. These trains may or may not be
- able to pass through stations without stopping, which can be important. The
- trains also cost different amounts to buy and to run.
-
- Every train must be scheduled. A small map is presented showing the
- tracks available, where you decide what orientation you want the track
- switches (points or turnouts) to have when the train goes through them. You
- can then have a test run of this. Also, the departure times of trains must
- be decided. By default, the train runs a shuttle service, stopping 1 hour at
- each station on the route. However, for passenger trains it is more logical
- for them to leave the suburbs at 8:00 in the morning and return from the rail
- interchange in the city at 6:00 in the evening, to carry all the commuters.
- Each station can have 2 tracks, and it's possible to time the trains so that
- you can run 2 trains on a single track with a passing loop.
-
- When you've laid track and made stations and so on, you can turn
- your attention to building apartment blocks to encourage commuters. Later,
- you can build lease buildings (5 to 40 stories), commercial buildings,
- hotels, factories (which make materials), amusement parks, golf courses, ski
- resorts, etc., to encourage greater profits. Other developers also build
- these things, and occasionally these come on the market if you wish to buy
- them. These provide employment, accommodation, and create more activity for
- your railway.
-
- There is a stock market with 24 different stocks for you to dabble
- in, and a bank to make loans (up to 10% of your net worth). Both of these
- are only open 9 to 5 weekdays, though. The interest rates change for loans
- (there are 3 types of loan available), so it's best to borrow when rates are
- low.
-
- While this might seem a bewildering array of options, everything is
- easily accessible through a series of clear menus. After working through the
- tutorial, I had a clear idea what everything was for. A bit more playing
- around and I understood more or less how everything operated. Like many of
- these kinds of games, a little experimentation can go a long way.
-
- The financial model in this game is very complex, coping as it does
- with tax, corporate tax, capital gains taxation, land prices, building
- prices and stock prices (which rise and fall depending what you do - if you
- are building a lot, for example, you can expect steel company and building
- company stocks to rise. As more lease buildings appear, management stock go
- up.). At no time does this feel overwhelming, though, since much of it is
- handled automatically by the computer. I've never encountered a strategy
- game before that had such a feeling of authenticity in the way it worked.
- There are balance sheets available instantly to give you an overview of
- what's going on, hour by hour if you like. There is also a "radar graph"
- which shows in what sectors the greatest growth is being experienced.
- Stimulating this growth without going bankrupt is the challenge in this game.
-
- If you get an urban commuter network which you're really proud of,
- you can print it all out through the program. I haven't tried this yet,
- though.
-
- This is an extremely complicated and complex game, and I haven't
- created a really successful company yet. There's a lot to this, and I
- haven't really got a formula that works well yet. That doesn't mean I
- haven't had a hell of a lot of fun trying, though, and I'm going to
- continue. The clear menu system is a boon in this game because it makes what
- is a very complex game easy to access at all times. Hats off to Artdink and
- Maxis.
-
-
- DOCUMENTATION
-
- A-Train comes with a beautifully printed, well written and
- informative manual. This manual includes a tutorial, a reference section,
- and a history of commuter railways throughout the world. The documentation
- is the same for the Macintosh and Amiga versions, but the differences are
- noted where applicable. Thank God this is a well thought out, clear and
- interesting manual. Getting into A-Train otherwise would be much harder than
- it is, and less enjoyable.
-
- It's not often one can be so positive about a game's documentation.
-
-
- LIKES AND DISLIKES
-
- Before I get increasingly gushing with my praise, I must say that
- the sound is really awful, and I'm glad you can switch it all off. The music
- is repetitive, and the "sound" (something that is meant to sound like train
- wheels going over rail joints when your trains are moving) sounds like
- someone firing a flintlock rifle. Apart from that, there isn't much I can
- complain about. So here's the catch-all "like" section: this is a really
- prototypical, accurate, complex, and fun to play game. I enjoy it
- enormously.
-
-
- COMPARISON TO OTHER SIMILAR PRODUCTS
-
- OK. This isn't Railroad Tycoon ("RT"); the emphasis isn't as much on
- railway building and freight carrying to make your profits. Unless you get a
- huge railroading empire, most of your profits will come from stocks and
- bonds or real estate. However, the track laying and station siting is very
- important, just as in RT, and there's a bundle of trains to pick from. Don't
- get me wrong; there are a lot of trains in this game. It's just that A-Train
- is much closer to what railway companies are really like. I like RT for the
- sheer megalomania of building routes across continents and watching the
- cities get huge; but in A-Train, your only opponent is your own lack of
- business acumen, and, A-Train being that much more realistic in so many
- other ways, I think that gives it the edge for the serious player (?) over
- Railroad Tycoon.
-
- I mentioned Sim City earlier. Again, this isn't Sim City. You don't
- have the control over the roads, the power stations, traffic, electricity
- etc. etc. But then again, Sim City was never that prototypical -- no-one has
- that amount of control -- and A-Train brings it down to the real level of day
- to day real estate wheeling and dealing. And what you build has a real
- effect on how the city develops. Again, this is what it's really like.
- That's not to say that Sim City isn't great fun; it is, and in its place it
- can provide hours of fun. But now, after playing A-Train, I would go back to
- it as relaxation from a hard day's A-Training.
-
- And on top of all that, A-Train is real, honest-to-gosh fun.
-
- BUGS
-
- I have found no bugs so far, except that tall buildings (over 10
- stories) sometimes lose the graphical representation of the building above
- the 10th floor if you think about selling them but change your mind.
- Everything is fixed up if you scroll away from the area, then scroll back,
- though. I'm sending a message to Maxis about this -- but it's only a small
- glitch in the display routine, after all.
-
-
- WARRANTY
-
- The disks are guaranteed for 90 days, or 2 years if you send in
- the registration card.
-
-
- CONCLUSIONS
-
- This is a great game, and in my opinion the best thing to have come
- out of Maxis since Sim City. I give it a 9.5 out of 10. The only gripes I
- would have are that the sound is abysmal, and that it would be nice to be
- able to speed time up even further at times. For sure, this is a game with
- depth that no one is going to be able to throw off in a couple of extended
- playing sessions. There is just too much that must be regulated and looked
- after, and while everything is pleasingly logical and understandable, this
- doesn't mean that if you have an MBA you'll toss this game off with ease.
-
- It's extremely addictive, complex, and fun to play. My pick for best
- strategy game of 1992 (since it came out just before Christmas ;-). It has
- to be one of the most engrossing and prototypical strategy games ever. And
- that's saying a lot.
-
-
- COPYRIGHT NOTICE
-
- Copyright 1993 James Walker. All rights reserved. This review is
- freely distributable, so long as my name remains on it and the wording
- remains unchanged and quoted correctly (that is, not quoted in such a way as
- to give the impression that my opinion in this review was other than that
- expressed above).
-
- I can be reached at jwalker@ac.dal.ca or egau0010@ac.dal.ca for
- questions, comments, complaints or whatever. Discussions about A-Train would
- be fun!
-
- ---
-
- Daniel Barrett, Moderator, comp.sys.amiga.reviews
- Send reviews to: amiga-reviews-submissions@math.uh.edu
- Request information: amiga-reviews-requests@math.uh.edu
- General discussion: amiga-reviews@math.uh.edu
-