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A-Train III

From Alfawiki
Adapted from the English Wikipedia article A-Train III, available under CC BY-SA 4.0Updated 9 August 2025
Artdink
IndustryVideo game development and publishing
Headquarters
Japan
ProductsA-Train III (A-Train) and other A-Train series games

A-Train III, internationally recognized as A-Train, is a business simulation title released in 1990 and serves as the third entry in the A-Train franchise. Created and published by the Japanese company Artdink, it was subsequently distributed in the United States by Maxis.

Overview

In this game, players oversee the operations of a railway enterprise within a city devoid of rivals, providing a non-linear gameplay experience. A-Train III was notable for introducing near-isometric dimetric projection visuals to represent urban environments, a graphical approach later adopted by Maxis in SimCity 2000.

The player's railway transports either passengers or construction materials; while passenger transport yields higher profits, moving building supplies is essential for city expansion. These materials enable the construction of residential areas, thoroughfares, retail outlets, and other revenue-generating structures that contribute to urban growth.

Besides automated development, players may also establish income-producing facilities such as ski resorts and hotels when conditions are advantageous.

Editor

The A.III. MAP CONSTRUCTION tool, also known as the A-Train Construction Set, allows users to edit existing saved games or create new terrains, including six example maps. Maxis included this editor with the European edition of A-Train.

Windows version

Artdink adapted A-Train III and its editor for Windows 95, releasing them together under the 3rd ARTDINK BEST CHOICE series exclusively in Japan.

Maxis distribution and ports

Following its success in Japan, Maxis acquired licensing rights to distribute A-Train in the US on DOS, Macintosh, and Amiga systems, launching it in October 1992. Despite this effort, sales were disappointing, and an additional expansion pack failed to boost its market performance, marking Maxis's initial significant commercial setback.

In 1996, Maxis issued a PlayStation version based on Artdink's AIV: Evolution Global. This release suffered from drawbacks such as requiring an entire memory card just to save one map and did not achieve strong commercial results.

Economic Model

The game incorporates a demanding economic framework featuring a 5% land tax on all properties alongside a 50% income tax rate. Nevertheless, the land price simulation lacks accuracy, representing a critical design shortcoming. Certain structures—like the Amusement Park, Golf Course, and stadium—are not constructed by AI opponents. These buildings maintain relatively uniform costs regardless of location but can be sold for up to $6 million in prosperous cities, enabling players to circumvent some economic constraints.

Sequels

The franchise expanded across both console and PC platforms over subsequent years. The 1997 installment A5 introduced fully 3D graphics for PlayStation and PC systems. A6, which debuted on PlayStation 2 in Japan in 2000 and later appeared in Europe as A6: A-Train 6 via Midas Interactive in 2004, continued the series’ evolution. An enhanced version titled A Ressha de Ikou 2001, featuring online capabilities along with multiple expansions, was released in 2001.

The most recent mainline entry, A7, launched for Windows PCs in Japanese in 2005 and received a Traditional Chinese localization in 2006. The Chinese edition omits the original Japanese trains but incorporates fictional models instead. Celebrating the tenth anniversary of AIV, A7 employs a trimetric perspective rather than the open 3D environment seen in its predecessors.

Reception

A-Train III / A-Train was met with positive acclaim on various platforms: Dragon magazine awarded it a 4 out of 5; Famitsu gave the PC Engine edition a score of 29/40; GamesMaster rated the Amiga version at 82%; Datormagazin assigned it a 92% rating; Svenska Hemdatornytt evaluated the DOS release at 94%; and The One magazine granted the Amiga version a 90% score. The title also received the Codie Award for Best Strategy Program from the Software Publishers Association.

Stanley Trevena, writing for Computer Gaming World, commended the game’s intricate financial simulation but pointed out that its challenging learning curve might restrict its audience. The isometric visual approach of the game served as an inspiration for Maxis’s design in SimCity 2000. In 1994, PC Gamer UK placed A-Train III at number 46 in their list of the greatest computer games ever, emphasizing its engaging gameplay and excellent value.

Reviews

  • The One Amiga (April 1994)
  • Amiga Computing (June 1993)
  • Amiga Format (April 1993)
  • Amiga Action (May 1993)
  • ASM (Aktueller Software Markt) (July 1992)
  • Amiga Power (April 1993)
  • Zero (September 1992)
  • Amiga Games (May 1993)
  • PC Format (December 1995)
  • CU Amiga (March 1993)
  • The One Amiga (April 1993)

External links