Mini Metro plays with the tube map in fascinating ways
One of the greatest tricks of the tube map is to take something elbowy and dark, a place of body heat and sudden gusts and narrow channels and sudden crowds, and render it airy, spacious, clean and elegant. I can hold these two realities in my head whenever I descend: Victoria is both a place of visible overhead cabling and those cream tiles, many pulled away to reveal stylised whitecaps of grouting beneath, and a perfect white bead threaded onto a blue line. The map and the territory are happy to coexist here.
Mini Metro, which ate my weekend and I was happy to let it, encourages the two realities of the underground to mingle in new ways. The map is the territory. You start each game with a blank white space, perhaps bisected by a famous river or fragmented by a coastline, and then as stations appear you connect them with colourful lines. The stations come in a variety of recognisable shapes, circles, squares, triangles at first, and the lines you use to thread them together are railways, each with its own little carriages going up and down.
Passengers come next. These are recognisable shapes too, and your job is to get them to their destinations, triangles to triangle stations, circles to circles. The game doesn't need to tell you any of this, just as it doesn't need to tell you what the objective is. It is impossible not to want to grow these networks, bringing in new stations as they appear, chucking up new lines, spending your regular windfall of tunnels, carriages, interchanges on making things as neat as possible. The game doesn't need to tell you what to watch out for, either. It's obvious that if you leave people waiting too long, and if the numbers start to build up, a station is going to become congested. Lose one station and you lose the game. Your network has failed. Too inelegant.
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