Software:A-Train III
| A-Train III | |
|---|---|
![]() North American PC boxart | |
| Developer(s) | Artdink |
| Publisher(s) |
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| Series | A-Train |
| Platform(s) | PC-9800, FM-Towns, X68000, Amiga, DOS, Macintosh, Famicom, PlayStation, SNES, Windows 95, Virtual Console |
| Release | |
| Genre(s) | Business simulation |
| Mode(s) | Single player |
A-Train III, known internationally as A-Train, is a 1992 computer game, is the third game in the A-Train series. It was originally developed and published by Japan ese game developer Artdink for Japan, and was later published by Maxis for the United States.
Overview
The game places players in command of a railway company. There are no rival companies; the player controls the only one in the city and the game is resultingly fairly open-ended. A-Train III is the first game in the series to use of near-isometric dimetric projection to present the city, similar to Maxis's SimCity 2000.
There are two types of transport that the player's company can take: passengers or building materials. The former is more likely to be profitable, but building materials allow the city to grow.
Wherever the building materials are delivered, they can be taken and used to construct buildings for the city. These start with houses, but eventually, as an area grows, roads, and shops and other buildings are built. These can provide extra revenue for a passenger service, but also allowing the city to develop and grow can be seen as a goal in itself.
As well as the buildings built by the computer, in response to the materials being present, the player can construct their own buildings, such as ski resorts and hotels, and make profits from them if the conditions are right.
Editor
A.III. MAP CONSTRUCTION, known internationally as A-Train Construction Set, is an editor that can change existing saved games, or to build landscapes from scratch. It comes with 6 sample maps.
Maxis also published A-Train Construction Set with A-Train as a single package in Europe, without the Ocean Software label.
Windows version
Artdink ported the A-Train III along with the editor to Windows 95, and published both titles as a package as the 3rd ARTDINK BEST CHOICE title in Japan.
Maxis distribution and ports
The game was tremendously popular in Japan , thus motivating Maxis to license it for United States distribution as A-Train, available for DOS, Macintosh and Amiga platforms. It was released in October, 1992, though it sold poorly.
Even the release of an add-on pack for the game failed to stir up any real support amongst the gaming community. The game was the first major failure from Maxis.[citation needed]
In spite of the PC version's commercial failure in the US, Maxis later released a PlayStation version in 1996, based on Artdink's AIV: Evolution Global. The PlayStation was a relatively new platform at that point and the game suffered many limitations, such as requiring an entire memory card (expensive at the time) to store a single map. Like the PC version, it proved unsuccessful.
Economic Model
A-Train contains a very challenging economic system that includes a 5% land tax on all property owned, and a 50% income tax. The economic model however fails to capture realistic land prices, which adds a major flaw to the games design. Certain buildings the AI is not allowed to build, such as the Amusement Park, Golf Course, and stadium. These buildings cost a relatively similar price no matter where they are placed, however, if placed in a thriving city, they can be sold for up to $6mil. This bug completely circumvents the difficulty inherent in the highly restrictive economic model.
Sequels
In later years, development of the series continued on both console and PC platforms. A5, released for PlayStation and PC in 1997, introduced a totally 3D environment. A6, the first game in the series for PlayStation 2, was released in Japan in 2000 and later translated to English and released in Europe as A6: A-Train 6 by Midas Interactive Entertainment in 2004. A Ressha de Ikou 2001, a new version of A6 with online support, was released for PS2 in 2001 and followed by several expansion packs.
The most recently released game in the core series, A7, was released in 2005 for Windows-based PCs in Japanese. A Traditional Chinese translation was released in July 2006. However, the Chinese version does not include the original Japanese train, and some unrealistic fiction trains are added. A7 is advertised as an homage to the 10th anniversary of AIV and uses a trimetric interface, instead of the open 3D interface of A5 and A6.
Reception
| Reception (A-Train III / A-Train) | ||||||||||||
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Computer Gaming World's reviewer Stanley Trevena stated in 1992 that while he enjoyed the financial and management aspects of A-Train, "many people will miss out on a fine program because of a steeply graded learning curve".[8]
The game was reviewed in 1992 in Dragon #187 by Hartley, Patricia, and Kirk Lesser in "The Role of Computers" column. The reviewers gave the game 4 out of 5 stars.[1] In 1993 the game received a Codie award from the Software Publishers Association for Best Strategy Program.[7] A-Train's isometric, tile-based graphics and animated elements inspired the visual style Maxis went on to adopt for Simcity 2000 in 1993.[9]
In 1994, PC Gamer UK named A-Train III the 46th best computer game of all time. The editors wrote, "Fascinating, absorbing and now quite cheap, A-Train is worth a place in any games collection — and don't be put off by the subject matter. It's brilliant fun."[10]
Reviews
- The One Amiga (Apr, 1994)[11]
- Amiga Computing (Jun, 1993)[12]
- Amiga Format (Apr, 1993)[13]
- Amiga Action (May, 1993)[14]
- ASM (Aktueller Software Markt) (Jul, 1992)
- Amiga Power (Apr, 1993)[15]
- Zero (Sep, 1992)
- Amiga Games (May, 1993)
- PC Format (Dec, 1995)[16]
- CU Amiga (Mar, 1993)[17]
- The One Amiga (Apr, 1993)[18]
References
- ↑ 1.0 1.1 Lesser, Hartley; Lesser, Patricia; Lesser, Kirk (November 1992). "The Role of Computers". Dragon (187): 59–64. https://annarchive.com/files/Drmg187.pdf#page=61.
- ↑ "A. III. (Let's go by train A 3)". http://www.famitsu.com/cominy/?m=pc&a=page_h_title&title_id=11971.
- ↑ GamesMaster, issue 5 (May 1993), page 87, published 19 April 1993
- ↑ Datormagazin, Vol. 1993, No. 11 (June 1993), pages 52-53
- ↑ Svenska Hemdatornytt, Vol. 1992, No. 10 (November 1992), page 28
- ↑ [1] [|permanent dead link|dead link}}]
- ↑ 7.0 7.1 "Awards - Thy Name Is Controversy". Computer Gaming World: pp. 146. May 1993. http://www.cgwmuseum.org/galleries/index.php?year=1993&pub=2&id=106.
- ↑ Trevena, Stanley (September 1992). "Leavin' On That Noonday Train To Chiba". Computer Gaming World (98): pp. 38, 40, 42. http://www.cgwmuseum.org/galleries/index.php?year=1992&pub=2&id=98.
- ↑ A-Train , Personal Computer Museum
- ↑ Staff (April 1994). "The PC Gamer Top 50 PC Games of All Time". PC Gamer UK (5): 43–56.
- ↑ "TheOne Magazine Issue 66". 13 April 1994. http://archive.org/details/theone-magazine-66.
- ↑ "A-Train review from Amiga Computing 61 (Jun 1993) - Amiga Magazine Rack". http://amr.abime.net/review_8279.
- ↑ "A-Train review from Amiga Format 45 (Apr 1993) - Amiga Magazine Rack". http://amr.abime.net/review_2417.
- ↑ "A-Train review from Amiga Action 44 (May 1993) - Amiga Magazine Rack". http://amr.abime.net/review_6283.
- ↑ "Amiga Reviews: A-Train". https://amigareviews.leveluphost.com/atrain.htm#atrainap.
- ↑ [2] [|permanent dead link|dead link}}]
- ↑ "Amiga Reviews: A-Train & A-Train Construction set". http://amigareviews.classicgaming.gamespy.com/atrain.htm#atraincu.
- ↑ "TheOne Magazine Issue 55". 13 April 1993. http://archive.org/details/theone-magazine-55.
External links
- A7, official Japanese language website for the most recent game in the series
- MobyGames is a commercial database website that catalogs information on video games and the people and companies behind them via crowdsourcing. This includes over 300,000 games for hundreds of platforms.[1] Founded in 1999, ownership of the site has changed hands several times. It has been owned by Atari SA since 2022.
Features
Edits and submissions to the site (including screenshots, box art, developer information, game summaries, and more) go through a verification process of fact-checking by volunteer "approvers".[2] This lengthy approval process after submission can range from minutes to days or months.[3] The most commonly used sources are the video game's website, packaging, and credit screens. There is a published standard for game information and copy-editing.[4] A ranking system allows users to earn points for contributing accurate information.[5]
Registered users can rate and review games. Users can create private or public "have" and "want" lists, which can generate a list of games available for trade with other registered users. The site contains an integrated forum. Each listed game can have its own sub-forum.
History

MobyGames was founded on March 1, 1999, by Jim Leonard and Brian Hirt, and joined by David Berk 18 months later, the three of which had been friends since high school.[6][7] Leonard had the idea of sharing information about computer games with a larger audience. The database began with information about games for IBM PC compatibles, relying on the founders' personal collections. Eventually, the site was opened up to allow general users to contribute information.[5] In a 2003 interview, Berk emphasized MobyGames' dedication to taking video games more seriously than broader society and to preserving games for their important cultural influence.[5]
In mid-2010, MobyGames was purchased by GameFly for an undisclosed amount.[8] This was announced to the community post factum , and the site's interface was given an unpopular redesign.[7] A few major contributors left, refusing to do volunteer work for a commercial website.{{Citation needed|date=June 2025} On December 18, 2013, MobyGames was acquired by Jeremiah Freyholtz, owner of Blue Flame Labs (a San Francisco-based game and web development company) and VGBoxArt (a site for fan-made video game box art).[9] Blue Flame Labs reverted MobyGames' interface to its pre-overhaul look and feel,[10] and for the next eight years, the site was run by Freyholtz and Independent Games Festival organizer Simon Carless.[7]
On November 24, 2021, Atari SA announced a potential deal with Blue Flame Labs to purchase MobyGames for $1.5 million.[11] The purchase was completed on 8 March 2022, with Freyholtz remaining as general manager.[12][13][14] Over the next year, the financial boost given by Atari led to a rework of the site being built from scratch with a new backend codebase, as well as updates improving the mobile and desktop user interface.[1] This was accomplished by investing in full-time development of the site instead of its previously part-time development.[15]
In 2024, MobyGames began offering a paid "Pro" membership option for the site to generate additional revenue.[16] Previously, the site had generated income exclusively through banner ads and (from March 2014 onward) a small number of patrons via the Patreon website.[17]
See also
- IGDB – game database used by Twitch for its search and discovery functions
References
- ↑ 1.0 1.1 Sheehan, Gavin (2023-02-22). "Atari Relaunches The Fully Rebuilt & Optimized MobyGames Website". https://bleedingcool.com/games/atari-relaunches-the-fully-rebuilt-optimized-mobygames-website/.
- ↑ Litchfield, Ted (2021-11-26). "Zombie company Atari to devour MobyGames". https://www.pcgamer.com/zombie-company-atari-to-devour-mobygames/.
- ↑ "MobyGames FAQ: Emails Answered § When will my submission be approved?". Blue Flame Labs. 30 March 2014. http://www.mobygames.com/info/faq7#g1.
- ↑ "The MobyGames Standards and Practices". Blue Flame Labs. 6 January 2016. http://www.mobygames.com/info/standards.
- ↑ 5.0 5.1 5.2 Miller, Stanley A. (2003-04-22). "People's choice awards honor favorite Web sites". Milwaukee Journal Sentinel.
- ↑ "20 Years of MobyGames" (in en). 2019-02-28. https://trixter.oldskool.org/2019/02/28/20-years-of-mobygames/.
- ↑ 7.0 7.1 7.2 Plunkett, Luke (2022-03-10). "Atari Buys MobyGames For $1.5 Million". https://kotaku.com/mobygames-retro-credits-database-imdb-atari-freyholtz-b-1848638521.
- ↑ "Report: MobyGames Acquired By GameFly Media". Gamasutra. 2011-02-07. https://www.gamedeveloper.com/game-platforms/report-mobygames-acquired-by-gamefly-media.
- ↑ Corriea, Alexa Ray (December 31, 2013). "MobyGames purchased from GameFly, improvements planned". http://www.polygon.com/2013/12/31/5261414/mobygames-purchased-from-gamefly-improvements-planned.
- ↑ Wawro, Alex (31 December 2013). "Game dev database MobyGames getting some TLC under new owner". Gamasutra. https://www.gamedeveloper.com/business/game-dev-database-mobygames-getting-some-tlc-under-new-owner.
- ↑ "Atari invests in Anstream, may buy MobyGames". November 24, 2021. https://www.gamesindustry.biz/articles/2021-11-24-atari-invests-in-anstream-may-buy-mobygames.
- ↑ Rousseau, Jeffrey (2022-03-09). "Atari purchases Moby Games". https://www.gamesindustry.biz/atari-purchases-moby-games.
- ↑ "Atari Completes MobyGames Acquisition, Details Plans for the Site's Continued Support". March 8, 2022. https://www.atari.com/atari-completes-mobygames-acquisition-details-plans-for-the-sites-continued-support/.
- ↑ "Atari has acquired game database MobyGames for $1.5 million" (in en-GB). 2022-03-09. https://www.videogameschronicle.com/news/atari-has-acquired-game-database-mobygames-for-1-5-million/.
- ↑ Stanton, Rich (2022-03-10). "Atari buys videogame database MobyGames for $1.5 million". https://www.pcgamer.com/atari-buys-videogame-database-mobygames-for-dollar15-million/.
- ↑ Harris, John (2024-03-09). "MobyGames Offering “Pro” Membership". https://setsideb.com/mobygames-offering-pro-membership/.
- ↑ "MobyGames on Patreon". http://www.patreon.com/mobygames.
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