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Perhaps there was a demand for a game that would help old timers relive the glory days on the bustling railroad era. It's hard to tell just what Black Lantern Studios was thinking when it made Lionel Trains On Track. There are five different songs that players can pick to annoy the hell out of them while they play. If players like the game, there are quite a few large maps to build on, but with no multiplayer and the ability to unlock everything, it's doubtful anyone will want to play that long. The game is boring, tedious, difficult to figure out, and has terrible controls, making it absolutely useless as a kid title. Disponibile su Nintendo DS, Lionel Trains On Track ha destato l'attenzione di un buon numero di giocatori al momento della sua uscita.
Likewise the graphics aren't great either, with trains that are too tiny to really be seen clearly, and environments that are indistinguishable from one another, making this game worthless for model train enthusiasts.
The train simulation game for the DS is an odd duck since it doesn't know what kind of game it wants to be, and the resulting product is a total train wreck. A simulation game on the DS should be a perfect fit, but Lionel Trains is on the wrong track. It's actually far less complicated than Railroad Tycoon because Lionel Trains on Track focuses almost exclusively on the trains themselves. Everything else players do in the game like upgrading cities, buying new locomotives or anything else is for the sole purpose of making cargo delivery faster and more profitable.


Players have control over which cargo goes where, and so they can set up cargo chains to deliver goods to multiple cities. It's a somewhat odd game concept, since the act of organizing shipments and planning out deliveries is an actual job.
Perhaps the developers were making the game for that bored train shipment coordinator so that he can play something during his lunch break. Many kids probably have parents, or grandparents, that grew up with toy trains and this game had the opportunity to be a great bonding experience. However, the game's combination of terrible controls and lack of tutorial make it far too difficult to get into. The Campaign Mode is the closest thing Lionel Trains has to a tutorial, with six scenarios that start off simple (build a track) to much more difficult (upgrade cities). They icons aren't labeled, though most of them are easy enough to figure out, save for the cargo icons which are sometimes impossible to see. Even if a kid were to figure it all out (kids are smart these days after all), most children are going to find the pace of the game to be tedious. Progress comes slowly in Lionel Trains, and some of the missions in Campaign Mode could take hours to beat.
The campaigns require players to earn a certain amount of money so they can continue, which means a lot of waiting around for trains to go back and forth between towns. Add on the fact that there isn't a clear way to save the game and any chance this game had to appeal to the youth of today is shot.


Sure, the trains are all real locomotives, ranging from coal powered, to diesel electric and everything in between. They look pretty authentic in the train selection menu, but when they're out on the track, it's very generic. Considering how few people enjoy the Z scale size of model trains, this will disappoint them. With everything going on in the game, players won't really have much of an opportunity to just watch the trains go by anyway. They'll be far too busy navigating menu systems for cargo and building upgrades, keeping them away from watching their creations at work. When they trains move along the track they seem very disjointed, and don't move like a five car train should.
With access to everything the game has to offer, right off the bat, it becomes apparent that playing it the real way isn't worth it.



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