Moon Tycoon is a city-building computer game released in 2001 by Anarchy Enterprises and Unique Entertainment. It is based on the creation of a lunar colony, or rather a lunar city. Anarchy Enterprises described it as the "first 3-D Sim game ever", and noted that it has similarities to SimCity (which at the time was 2-dimensional).
The game is played on the Play Area, on which both completed and under-construction structures are displayed. Players also use this screen to begin construction of buildings and alter the terrain. The play area is raised up from the surrounding view and can also have a grid.
Moon Tycoon was compared to SimCity, but praised for its innovative 3D graphics. Although Moon Tycoon was well received by US based game review website, GameZone, overseas it was not well reviewed scoring poorly by two foreign reviewers
The spiritual sequel, Deep Sea Tycoon, often confused with Atlantis Underwater Tycoon and titled Aquatic Tycoon in France, is a 2003 video game developed by Anarchy Enterprises and published by Unique Entertainment. This game involves you building an underwater city in 3D. It has a sequel, Deep Sea Tycoon 2, developed by Pixel after Pixel.
The gameplay of Deep Sea Tycoon involves choosing one of 24 different characters and creating an underwater city filled with different buildings and features, from Mermaid Palaces to Seafood Restaurants. Through the character they choose and the choices they make in their city, the player can become a ruthless business magnate or an environmentalist.
The gameplay is similar to Moon Tycoon. The player creates buildings on a flat piece of land, that must be connected to other buildings by tunnels. The only major differences are the scenario and the types of buildings each game uses.
Short Description: A gentle, casual Tycoon game - sit back & chill out under the hypnotic waves. Breed sealife & raise money for your wildlife charity, then ensure the animals & divers are happy & healthy!
In Deep Sea Tycoon your adventure begins deep beneath the ocean waves! Sea life thrives as you create the underwater paradise of your dreams. Swim with the whales, ride the seahorses, play with the dolphins and feed the turtles. With so much to do and see, you'll literally lose yourself to the hypnotic sounds and dazzling lights in a world of humor and mouth-watering animation!
LONDON, UK (January 25th, 2005) - GMX Media are today announcing the release of Deep Sea Tycoon 2 for PC CD-ROM on May 27th 2005. Sequel to the best selling underwater title Deep Sea Tycoon - a game that submerged a generation of PC gamers in a world of underwater exploration, strategy and humor.
The new adventure begins deep beneath the ocean waves! Sea life thrives as players are given the opportunity to create an underwater paradise of dreams. Swim with the whales, ride the turtles, play with the dolphins and feed the manatees. With so much to do and see, players can literally lose themselves to the hypnotic sounds and dazzling lights in a world of humour and mouth-watering animation!
"We are always keen to support developers who make good games by fully or partially funding further development projects. Pixel after Pixel has created Deep Sea Tycoon 2 due to overwhelming demand from fans of the first in the series," commented COO for GMX Media Eugene Perry. "The original Deep Sea Tycoon was a game that took a lot of people by surprise. It captured the imagination with its original gameplay context and unique atmosphere. Deep Sea Tycoon 2 offers a whole new world to explore for the avid underwater gamer!"
"The sequel is a dream - literally," added producer Tim Whitehurst of Pixel after Pixel. "We wanted to submerge the player in another state of mind, far away from the real world. There's this fun, hypnotic vibe with the way the game looks and sounds. Gameplay is totally stress-free - you can take your time, chill out and just stay in that zone, building on the dream world. More often than not you'll find yourself with your jaw dropped open just looking at this thing. It's a total trip."
GMX Media is on track to become one of the world's leading publishers and distributors of video games for all consoles (Microsoft®, Nintendo®, Sega® and Sony®), personal computers (PCs), and Macintosh hardware, as well as all available interactive platforms. Headquartered in the UK with operations or partners in every major territory in the world.
Pixel after Pixel formed from industry veterans including long-time Tycoon guru's of Anarchy Enterprises, makers of Moon Tycoon, the original Deep Sea Tycoon, and National Lampoon's University Tycoon. Focused on high quality entertainment, Pixel after Pixel is developing 4 games in 2005 benchmarked by quality, fun and humor for the whole family.
Deep Sea Tycoon 2 is an economic game by Pixel after Pixel and Anarchy Enterprises that will allow you to build a metropolis on the ocean floor and equip it with numerous representatives of undersea fauna.
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Deep Sea Tycoon, also called Atlantis Underwater Tycoon in North America and Aquatic Tycoon in France, is a 2003 video game developed by Anarchy Enterprises and published by Unique Entertainment. This game involves you building an underwater city in 3D. It has a sequel, Deep Sea Tycoon 2, developed by Pixel after Pixel.
The gameplay of Deep Sea Tycoon involves choosing one of 24 different characters and creating an underwater city filled with different buildings and features, from Mermaid Palaces to Seafood Restaurants. Through the character they choose and the choices they make in their city, the player can become a ruthless oil-tycoon, or something similar, or an environmentalist.
The gameplay is similar to Moon Tycoon; the player creates buildings on a flat piece of land, that must be connected to other buildings by a "tunnel". The only major differences is the scenario, and the types of buildings each game uses.
Deep Sea Tycoon has not been reviewed by game review sites such as GameSpot, despite having been released in the UK in January 2004 and November 2003 in other areas. The User Score on GameSpot rates the game at 7.5 (current values, they may change over time).
Our work includes a collection of games, ranging from desktop (Win/Mac/Linux) to mobile (iOS/Android). Most are shipped products, sold either at retail (Wal-Mart/Target/Best-Buy), on-line portals (Big Fish Games/Steam), or mobile App stores (Apple/Google/Amazon). Some experimental or game-jam projects are also shown, as well as a few works-in-progress.
The Game Genome Project is a project to come up with a detailed set of game features that can be used to classify, compare, and recommend games. These features may include the kinds of features currently listed as Categories or Mechanics, but at a finer level of granularity.
Dozens of deep-diving robots are being built or run today by the world's top centers of oceanographic research. Robots cost far less than manned submersibles, are safer, and can stay down far longer amid the crushing pressures and inky darkness miles beneath the ocean's surface.
Robots are seen as crucial for such jobs as finding the millions of undiscovered life forms thought to inhabit the deep ocean, learning how the planet's waters affect the climate, studying the eruption of undersea vents and volcanoes and surveying thousands of miles of coastlines and coral reefs.
Remarkably, one of the field's pioneers has no formal oceanographic credentials. David Packard, the electronics tycoon of Hewlett-Packard fame, founded the Monterey Bay Aquarium Research Institute, in Pacific Grove, Calif., in 1987. In its first year he spent $13 million of his own money to buy the institute a research ship and a tethered robot, and over the years went on to provide lavish support for the robotic endeavor.
Three thousand feet down, the Monterey institute recently found the first living examples of Vampyroteuthis infernalis, a deep-sea cephalopod that is a modern-day representative of an evolutionary precursor to squids and octopi. Its spooky name apparently comes from its love of dark places; it has no fangs. The size of a cantaloupe, it does boast a novel kind of light-producing organ.
In 1991, the robotic action spread as oceanographers at the University of Washington and Dr. Ballard's Woods Hole team sailed to the Juan de Fuca ridge, an undersea mountain range some 250 miles off the Oregon-Washington coast that has active volcanoes and vents. Clouds of black fluid hot enough to melt lead are rich in minerals that have built chimney-like nozzles up to 115 feet tall. Primitive sulfur-eating bacteria that live off vented chemicals feed a large population of deep-sea creatures that never see a ray of sunlight, including huge clams, mussels and 10-foot-long tube worms.
Working more than a mile deep over a period of three weeks, the Jason robot mapped the region's geology, studied the odd creatures and explored the huge sulfide chimneys over a region area of many miles.
Dr. Cindy Van Dover, a biological oceanographer at Woods Hole who is a former pilot of the Alvin submersible, echoed Dr. Bellingham, saying the great cost of manned missions for deep-sea exploration limited the ability of scientists to do important work on the planet's last frontier. 2b1af7f3a8