![]() This leads to a ton of experimentation with roadway designs, while safely shielded behind a pause button. Blowing away an existing piece of traffic results in that same tile being re-added to your inventory. Laying roads can be performed with a simple left click of the mouse and destroying them is mapped to the right click. As long as they are not currently in use, roads can be built or destroyed on the fly. While this sounds a bit overwhelming on paper, the actual design and controls for laying and modifying roads help make it far more manageable than you’d originally think. It doesn’t take long for the early malaise to devolve into a pausing frenzy in an attempt to stay atop the constant changes to your urban footprint. It’s up to you to actually track them down because very little is done to draw attention to the rapidly repopulating structures. Essentially, there will be an audio queue that hits, signifying new businesses and/or garages have appeared. It doesn’t take long before things start to pop off at a rate that can be rather hard to keep up with, however. I found myself actually using the fast-forward option rather liberally for the first couple of weeks on any map. However, the camera will pan out over time, continuously expanding the city limits, little by little.Įarly on in a Mini Motorways playthrough, the moment-to-moment action progressed at a fairly glacial pace. Initially, maps have a fairly manageable footprint. You need to find a way to link these new garages to the existing traffic grid in a way that allows drivers to get to the newly christened business, while also not impeding the existing patterns in the process. Over the course of each week, new pairs of garages and businesses randomly pop up all over the map. I found myself usually opting for whichever dealt me more pavement pieces, because I continuously felt as though I was always short on the resources necessary to scale my municipality’s commuter options. Every Sunday, you’re given the choice between a couple of different item bundles, usually in the form of a combination of road pieces, and either a bridge, roundabout, highway, or tunnel. ![]() In the top-right corner of the HUD there’s a clock that acts as a timer, counting down to your weekly resource refill. ![]() Designing the road between the locations lays the groundwork for your budding metropolis, so it’s only a matter of time before things become a bit chaotic. Yeah, it’s a bit odd when you look back on it, but your job is to literally pave the way between like-colored garages and workplaces. The main crux is that people need transportation, and it’s your job to help them navigate from their office to their homes… or at least their garages. When it comes to brilliant gameplay loops, it’s hard to top Mini Motorways, pure and simple. Can this mass-transit mayhem stand up to the scrutiny of the PC audience, or will its mobile origins prove to be off-putting to the mouse and keyboard crowd? I can’t even begin to tell you the number of times I’ve been stuck at a weird traffic light or a screwed up a double roundabout somewhere and thought to myself, “Why in the holy hell would they design a road this way?” Well, after getting a substantial amount of time with the newly released Mini Motorways, suddenly these rambunctiously routed roads make a shitload more sense.
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