Sep 09, 2010  Mini Metro at 30 An object of desire - and derision - the Mini Metro is 30 this year. The Metro's biggest problem was perhaps the Mini prefix worn by early models. Few cars could have coped.

It makes sense that Apple Arcade's Mini Motorways asks different things of me than Mini Metro, because cars are very different from trains. Still, it took me a while to understand quite how I had to approach things, and it took even longer to let all my Mini Metro instincts fall silent.

Mini Metro is a game about making underground systems, creating various coloured lines that link together stations marked by a variety of shapes. The point, I think, is to encourage diversity. You want a line that can take any traveller to its intended station, which means a line that covers all the shapes for all the different shapes of traveller. It's wonderfully positive in this regard: it sees cities as places where diversity is a strength, and there's a certain understanding that if you're using public transport you're not going to go directly to your destination anyway - everyone is in it together, which means you can all expect to go around the houses.

Cars though! Mini Motorway initially looks kind of similar to Mini Metro. You have stores and you have houses, and you have to lay down roads to connect the stores to the houses. Basically, the stores make requests and people in the houses have to fulfil them, by sending cars out to the stores and then back to the houses. Rather than dividing things up by shapes, the game sorts by colour. Pink houses to pink stores! Orange houses to orange stores.

The instinct at first is to value time of flight and time of arrival - the quickest route between houses and stores. This swiftly leads to a city in which all the houses and all the stores are essentially connected together: a knot of roads in which multicoloured traffic flows everywhere. But cars are more selfish than trains, I eventually learned. And the experience of driving in, say, Los Angeles, is very different to being squished on the tube in London. In Los Angeles you're separated from the world around you. You're watching a movie across the cinerama screen of your windshield. You step out of the car slightly unprepared for human interaction, as if you're emerging from a long sleep. And you try to keep contact with others to a minimum.

So the weird truth is that, at my level of skill anyway, which is not terribly high, Mini Motorways is the inverse of Mini Metro. It's about separating lines rather than creating diversity. Pink and orange cars using the same roads makes the chances of a jam much more likely. So I connect oranges with oranges, pinks with pinks, blues with blues, and I try to never mingle them. This sense of selfishness goes deep. Scandalously for the Mini Metro player, you don't even need to connect all the houses that pop up, because you only really need to worry about the stores. This is a city where the big bullies get their way, and their way, in general, means getting to keep to themselves and ignore their slightly different neighbors.

There is judgement in this, I think - there has to be. But Mini Motorways is never an explicitly satirical game. What I love most about it is that as my cities grow I can't help but see internal organs cropping up everywhere. Oh man, I've made three lungs and a tangle of intestines.

I only play on Los Angeles, because it feels like the right thing to do. And in honour of the spirit of Los Angeles, I only occasionally play the game the right way, these days. I only infrequently keep my colours separate and my roads clean. When I think of LA I think of the melting pot of Pico, and that tangle of highways looped and bowed in spaghetti junctions. I want to honour the reality of LA, and it's a glorious, complicated reality.

In this guide, I am going to give you some tips on how to improve your Mini Metro runs. This supposes, thus, that you know the basics of the game, such as the types of stations, the way the game functions, when the game is lost, the upgrades you can get, the available commands, etc.If you just started Mini Metro, this guide below might help you a lot. Sure, it has been made when the game was in beta and so the screenshots in it show a game graphically different, but all the basics haven't changed as the game progressed and thus it is still highly relevant.Keep in mind I realized this guide with mostly an experience with the Normal mode. Thus, some tips may not be applied to the game when played in Extreme.Also, remember that to use most of my tips, it's more practical for me to pause the game, so time can stop and I can think about my situations at hand.That's right: with you being able to stop time, Mini Metro allows you to become Dio Brando.ZA WARUDO! TOKI YO TOMARE!Enough with stupid jokes, though.

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On with the tips! Moving carriagesOn the picture above, two circles are overcrowding. A train with a carriage is arriving at the upper circle. Even though he won't be able to take all the passengers, he still will take enough for the station to go past the overcrowding point, thus continuing the game. However, the train arriving at the circle below doesn't have enough room to get past that point. He will need a carriage to pick up a sufficient number of passengers.On the blue-green line on the right, an empty train with a carriage is passing.

We can move its carriage to reinforce the violet line and not have the two circles overcrowding anymore.You know you're moving a carriage when the object you're dragging is a perfect rectangle.The two stations went past their overcrowding point. The game can continue.Some things to consider:. In the case of an overcrowding station, try to drop the train as close as possible from the station to be sure it arrives on time before the game is over. When a train arrives at a station, the game-over clock freezes, giving you an extra few precious seconds to get it back past the overcrowding point. When selecting a train to move, consider the distance it has to move and the passengers that are in it. Indeed, the train will only change places when it made all the distance to another station on its original run, and it will drop all its passengers at said station. Gauge the situations.

When considering the direction of the train to move, consider the types of stations in this direction and the passengers to drop and to pick by on the run. Watch the other trains on the line if there are any. If you drop your train too close to another train going in the same direction, one of the trains will stay at its station until the other is far away enough, making you lose time. However, it all depends on the situations, so sometimes you don't have the choice. If you selected a train or a carriage by mistake, just drop it at a blank point of the map far away from any line. The train will go back to its natural color and continue on its way.

Be careful! Once you release the click to move your train or carriage, you can't move it again until it has changed places. This can be a game changer, so watch out for all the parameters! A common joke within Mini Metro players is that this game is basically a learning tool to despise circles with a passion. And it is not rare you will find out situations like the one on the right:Having two or more stations in a row is never a good thing, as when a train is full when emptying the first station, it will go past the second one as it has no place to drop its passengers. The best way to deal with this is to break the cycle by adding a station from a different type inbetween, for example a triangle.Generally, having two stations from the same type in a row, though unperfect, is still okay if the rest of the line can absorb it.

However, three stations or more in a row can become a problem really fast. Usually, moving trains to those stations or getting another line to stop at one of the stations in a row can help getting a little breath. But watch out: depending on the situation, it can also worsen the overcrowding. Once again, gauge what you have in front of you.There are two common cases of stations in a row. The Circle ParadiseOne of the most annoying things to deal with in Mini Metro is what I like to call a 'circle paradise', i.e. An area of the map where all you find is circles.

These are especially a pain when you are trying to get achievements such as 'City of Lines' or 'Hong Kong Eights', or simply when you are aiming for a high score in the game. Two common strategies I used against this mess are as follows:. Sharing is caring: if several of your lines are going towards the 'circle paradise', you can share the circles between them, for example with one line dealing with the north, one with the south and one with the center. You can also make a line deal with more circles if it's shorter or has less stations on its run, to let the longer lines breathe in the area and continue to deal with their respective stations. Lastly, you can connect those lines at circles set in strategic places to allow the trains to drop passengers in lines that can welcome more of them, or that are more direct. The 'Titan Line': One risky strategy that still can work if the number of circles is small enough or depending on the situations, is a 'Titan Line', a giant line connecting all of the circles to another station that isn't one, that would act as a hub.

Of course, this line will need extra attention from you since you can expect stations overcrowding quickly in the area. To ease your task, you can put more trains and carriages in this line while still reserving some for the other lines: and when a train arrives at the hub, you can move it at the beginning of the line or at an overcrowded station while directing it towards the hub.

If your map allows interchanges, such as in London, Paris or New York, you can make the hub an interchange so it can welcome more passengers without being overcrowded and so the passengers can drop out and get in quicker. The Special AreaCommon on maps such as Saint Petersburg, areas where only special stations can be found can become a problem quickly if you don't know how to deal with them. Sure, you might think at first these are not 'stations in a row', but since so many people only want to go to these stations, and since there are people in them wanting to go back in a non-special area, they still pose problems similar to those found in 'circle paradises'. If two or three specials are present in the area, you can still allow your lines to connect them strategically, depending on your situation.

If however, like in the islands of the Neva in Saint Petersburg or the northern shore of the harbour of Auckland, you get an area where only specials pop up, it can be a good strategy to use a line dedicated to covering those specials, that can quickly take the passengers in and out and empty the station connecting it to the main network where all the passengers for the specials drop. A lot of Mini Metro players have their own strategy to get the achievements or break the high scores of the game. One strategy that saved many of my games when aiming for the achievements is the one I like to call the 'Phantom Line' strategy.

It's a strategy that I start to use in mid game and that often comes as a last resort in end game.To set this strategy in place, you will need an extra line and an extra train to run on it. After building your network, only this line should stay free.

Once you get a station close to being overcrowded, or overcrowding with no trains on the line being close enough, you can connect this station to another station of a different type with this extra line, that I call 'the Phantom Line'. Once the train on this 'phantom line' is filled and starts to drive towards the station of destination, you can remove the 'phantom line' to use it elsewhere at another moment.The type of station you want to connect the 'phantom line' to depends on several factors: how close it is, who are the passengers waiting at the starting station, what time is left on the game-over clock, the type of the station of destination, etc. For example, if there are many triangle passengers waiting at the overcrowding station, you should consider connecting the 'phantom line' to a triangle station, even if a square station is closer.In the example above, I'm interested in the overcrowding station present at the center. This station seems to have a lot of triangle passengers, and there is a triangle station in the area. However, the train is far away and will not move in the right direction. We'll thus build a 'phantom line' to address the problem.Since we have an extra line and an extra train to run on it, we can connect the two stations directly with a small line.

Don't forget to start it at the overcrowding station so the train pops there.Once the train filled itself and left the station, we can deconstruct the line again as we don't need it here anymore, or as we do need it somewhere else.The line disappeared, the train dropped its passengers at the destination line, and most importantly, the game-over clock of the station at the center is no more. Meanwhile, we have our 'phantom line' and our 'phantom train' back in our box to put elsewhere. For example, to help the station at the bottom slowly overcrowding.If you want to take this strategy further, you can also keep a bridge/tunnel for the 'phantom line' to use if the overcrowding station is on an island. However, this strategy is riskier in the long run. Thank you for your attention! I hope you will find those tips useful in your Mini Metro experience.

I may change this guidein the future to add more tips or maybe reformulate existing ones so you can understand them better, or if I have screenshots of situations explaining the tips more clearly. Also, remember that those tips aren't obligatory in any way: sometimes, one of those tips can do more harm than good. It all depends on the situations: keep adapting to what luck brings you in this game.In the meantime, enjoy this exclusive promo artwork of the upcoming 'Mushroom Kingdom' DLC map, with carts that can only allow two passengers, but that go faster than a Shinkansen!Have a good day!