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| GAME INFO publisher: Anarchy Enterprises developer: Unique Entertainment genre: Management MINIMUM REQUIREMENTS P200, 32MB RAM |
ESRB rating: E homepage: www.lunagame.com/ release date: Oct 24, 01 (released) |
| » All About Moon Tycoon on ActionTrip | |
ActionTrip brings you all the latest and juicy info on Anarchy Enterprises' upcoming moon colony sim. game, which comes in flashy 3D and is just brimming with all sorts of details future moon colonizers might find interesting... And we know there is at least one of ya among our readers... So, if your idea of fun is colonizing that giant cheese ball in the sky, then this just might be the right game for you. We've managed to catch up with Bill Wallace of AE, and grill him on a number of subjects regarding Moon Tycoon (formerly Luna: Moon Colony Simulator). Dig in, boys and girls, and don't forget to check out the exclusive shots.
ActionTrip: Tell us a bit more about Anarchy Enterprises?
![]() Is this The Moon Project? |
![]() Look, ma' I can see daddy down there! |
Bill Wallace: Anarchy Enterprises is a developer of computer games and internet gaming sites. Anarchy was formed to open the doors of the "virtual game company" to anyone in the world who has the passion and talent to make computer games. Anarchy's core is based in the USA, comprised of a diverse and creative team of programmers, artists and designers who love to create and play games, but the office has no "walls" and no "closed doors" as we have worked with individuals from all around the world.
A perfect example is our relationship with Unique Entertainment, another developer of computer games and entertainment software since 1993. Their experienced staff has talents ranging from programming and game design to graphics and animation. By providing a creative environment, Unique has been able to develop many successful titles. Which brings us to Moon Tycoon, the newest collaboration between Anarchy and Unique, which is the kind of game you'll want to dim the lights and crank up the stereo for!
AT: The basic storyline for Moon Tycoon...?
BW: Well, it's finally 2001 in the real world, and science fiction is fast becoming reality... Anyone with a telescope can look up and see the International Space Station being built! Also, the world is becoming more and more aware of the problem with limited natural resources. We already know the oil crisis is going to hit us all in this lifetime. Put the advances of the "space-age" together with the inevitable energy crisis, and that's where Moon Tycoon begins.
Moon Tycoon's storyline starts off in the not-too-distant future with the fuel crisis at critical levels. Alternate sources of energy are not enough to meet high demands, and reserves are almost exhausted. Politicians fear desperate measures and ensuing world panic could bring about World War III. To counter the crisis, the newly formed Space Agency, comprised of politicians, scientists and military from the Earth's leading nations, has coordinated a plan with the International Space Station to mine the Moon's abundant resources of Helium and Uranium. These materials will bring about a new revolution in world energy with Nuclear Fusion and Fission powered Reactors, and ensure peace and prosperity for people back on Earth.
Moon Tycoon is ultimately a game about colonization of the Moon. Some people have called it "Sim City on the Moon" but we'd like to think it really takes the Sim genre a whole lot further, starting with the full 3D engine (a first for the Sim genre) and getting down deep into a new level of game play, with innovative new commerce systems that let players oversee the money-making aspects of their colonies by managing several different industries. That's just the beginning, and it's all very "hands-on." We have also strived to keep Moon Tycoon's timeline and events believable with respect to the current space programs, including NASA, the Russian Space Agency and the other countries taking part in the International Space Station. It's been less than 3 decades since men last walked on the Moon and in the near future people will return (perhaps even some Moon Tycoon players!) to make permanent settlements. Space is now open for private ventures. Mir and the ISS are in the news every day, and we're discovering what is needed to survive the harsh environment of Space. Moon Tycoon covers the critical moments of the first Moon Colony's infrastructure (just to support basic human life), all the way to building a Lunar Metropolis with thousands of colonists, workers and tourists. The player's ultimate goal is to build and maintain several vast and permanent cities on the Moon, while surviving a broad array of events and disasters to challenge their skills.
AT: The game appears to use some sort of exceptional graphic engine, care to elaborate?
BW: The joke around here is "after making Luna, building a real space station looks like child's play..." To call it exceptional is to say the least! :) From day-one the goal was to take the Sim genre to the next level by giving complete freedom of camera movement in a richly textured 3D environment, and allowing players to create unique breathtaking views for a truly encompassing experience. Players have loved the Sim City line of games for years, but have always been limited by the stiff isometric view, which is becoming primitive by today's standards. Even with the gameplay innovations of the newer titles like Pharaoh and Zeus, a degree of freedom is lost in the safety of the 2D engine. That sacrifice means players are detached from their cities, and can't really get that feeling of complete immersion. Moon Tycoon employs a cutting-edge new graphics system, which means there are greater demands all around on the programming team.
The Moon Tycoon 3D engine is very complex since it must deal with the open modifiable terrain plus all the buildings and units from any view, at any time. It's all dynamically generated, meaning the player can change it at any time depending on what they want to do with their colony. Really careful planning, A LOT of math, and a few barbarian programmers are doing the job (we feel secure because we keep them safely locked in a cage with a pile of Vector Calculus and Non-Linear Geometry books, and we only have to slide raw meat under the door!)
![]() Ma': That two time lying sob! |
![]() Ma' is this Moon, or am I on LSD?! |
AT: The six characters you introduced so far are all advisors in certain profession fields. Will we see more characters in the game, or just those six?
BW: There are many other characters in this game (both friend and foe) that are introduced in a very cinematic way. Some characters might be mentioned earlier in the game, and you don't get to meet them or learn their story significance until many missions later. This helps to set up a few surprises as players will get to learn of new emerging threats, and a few missions later, they're face to face with the enemy. Don't be surprised to see a few good friends get sucked away to a cold death in space, or have to deal with a fanatical cult leader who's obsession with comets has put you in the path of his suicide mission. Other characters in Moon Tycoon range from heroic space pilots, professional athletes, and a few surprise characters that are literally OUT OF THIS WORLD... By and large, you'll notice that the characters seem strangely familiar. This is not an accident, as many of them are based on real heroes and morons from current world news (you can probably expect to see some politicians demanding a few re-counts!)
AT: What are all the utilities and function buildings? Does the player use them for producing units of any kind? Will it be necessary to construct all of these buildings to ensure the safety of the colony?
BW: Just like in an every city there are buildings with different functions, from production to support. Moon Tycoon's hierarchy and building dependencies are grouped by purpose into three main categories. The "Operation" buildings in the game provide all of the living quarters and communication needs. The "Utility" buildings provide basic life support needs like electricity and oxygen. To sustain their colonies, players will need to expand them to generate higher income. The "Function" buildings allow players to plan their own colony strategy for income. Research, mining, tourism and production are some of the possible directions in which their industries can evolve.
AT: Do the missions have a linear story, or will events occur according to the players actions?
BW: Moon Tycoon offers several game-play modes, from Tutorial and Standard to 3 separate mission-based Campaigns. In all, there are dozens of scenarios, creating a very diverse playing experience. In the 3 Campaigns, the full plot will unfold, and players must deal with specific events in order to fulfill mission objectives. If they follow through the story, the fate of Earth is in their hands, and one wrong move could end the human race!
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