Sunday, July 5, 2026

Take the A-Train: Won!

I did it - I delivered the president, safe and sound and on time, from Washington D.C. to Hartford. Or maybe it was from Mar-a-Lago to D.C. The game is not specific about its geography or time. And not only did this trip have a body count, but I'm pretty sure it was supposed to!

 


In the south of the map, I have a stable cargo unloading loop-and-switchback system, and in the middle part, a stable revenue-generating passenger train loop. I'll need to make a few trips all the way up and down the map to retrieve more materials to finish the one-way presidential line, but I don't mind too much; the passenger loop already goes 40% of the distance, and three more full 490t loads ought to do it.

I could, in theory, shorten my travel time by incorporating the cargo train's route into the passenger loop and have it deliver rails closer to the front, but there's no way to do that without slowing down the passenger trains and therefore slowing down the revenue they bring in. The cargo train has to return to the yard, and the passenger trains don't, so I'd need to build more train stations and use time signals to keep the cargo train from crashing into the passenger trains as it enters the loop. Less trouble to just manually locomote myself back, using sidings to avoid crashing into my own trains, and pick up the goods myself, I think.

Plus, the south end of the loop is really cramped already. How would I even build more here?

Back at the front, all I have to do is keep building the line northward. For the most part this is not complicated.

A few screens up, and there's an apparent dead-end - but you can actually tunnel through the thin part of the woods. 


 
More track!
 

Eventually, there's another natural barrier, and this one's nasty.


This part actually ruined an earlier attempt, because the tunneling mechanics are so damn obtuse. It's really not clear where you can enter the woods, nor where you can exit, and once you go in, you're operating blind because the trees obscure the rails and your train. And since you can't see what you're doing, you'd better build your tunnel correctly the first time - which is a pretty unfair ask when you don't even know where it should exit! Create a junction here by accident, and you'll never know until the president's train goes off it and derails.

 

This will work, but you'd better not enter this tunnel during the day - you might construct a junction by accident. Best to only go back through at night when construction is impossible. 

90% of the way there. Gotta make one last cargo run.

Finally, the president's destination is in sight... but there's a problem. The way forward is blocked by some farmland!

 

Unless there's some other way of removing buildings that I don't know about, the only way through is violence. Violence and a carefully constructed series of junctions with the buffer stops removed.

 

This is why we needed so much money. As it turns out, I overprepared by about $100,000, but still, there's plenty of time left to complete the rail. It takes three train crashes full of passengers to clear a path through, but I do indeed make a path through.

Finally, I lock my cargo train into the switchback, wait for the remaining passenger trains to clear the southern loop, and connect the rails - this signals the president's train to start moving in 24 hours.

3x speed, transitions choppily edited out

 

GAB rating: Below average.

The first Take the A-Train is more interesting as a sign of things to come than a complete game experience in itself. It anticipates aspects of automation games, and largely achieves what it set out to accomplish, but the game just doesn't offer all that much to do, or much reason to explore the full extent of what its railroad engine allows, and between the interface friction points, the limited paths to victory, and the cramped map layout, actively discourages the sort of freeform play that these games would be known for.

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