Moon: Remix RPG Adventure | |
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Developer(s) | Love-de-Lic |
Publisher(s) | ASCII Entertainment |
Director(s) | Kenichi Nishi |
Designer(s) | Kenichi Nishi |
Artist(s) | Kazuyuki Kurashima |
Writer(s) |
Yoshiro Kimura Taro Kudou |
Composer(s) |
Hirofumi Taniguchi Miki Higashino Taro Kudou Masanoff Adachi |
Platform(s) | PlayStation |
Release |
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Genre(s) | RPG |
Mode(s) | Single-player |
Moon: Remix RPG Adventure (ムーンリミックスRPGアドベンチャー Moon Rimikkusu RPG Adobencha?), usually referred to simply as Moon, is a 1997 role-playing video game developed by Love-de-Lic and published by ASCII Entertainment. The game was first released on October 16, 1997, and was re-released as part of the PlayStation the Best line on November 5, 1998.
Although the game was featured prominently at E3 in 1997 with plans to release the game the following year, ASCII decided not to release Moon outside Japan. The game was advertised shortly afterward for a US release in GamePro magazine, but was never published by another company. Despite its critical praise as a role-playing game that defies convention in its own genre, Moon remains an extremely obscure Japan-exclusive title. An English fan translation has been attempted before and stalled but is currently in the process of being translated by a new team.
Time follows a set calendar that runs in real time. The Day Of The Sun, a day off, is the equivalent to Sunday. The Day Of The New Moon is like Monday, The Day Of The Bonfire, Tuesday, The Day Of The Tear, Wednesday, The Day Of The Leaves, Thursday, The Day Of The Neka (Real Moon’s currency), Friday, and The Day Of The Echo is like Saturday. The world’s inhabitants (and the animal’s souls, too) follow their own regular schedules each week. Hero leaves behind the corpses of the animals he’s killed all over the world. Boy must catch the soul that manifests, whereupon the soul is whisked away to the Moon and the Boy obtains "Love." A soul appears during a certain time of day each week.
The player increases Boy’s Love Level by discovering the secret wishes of Real Moon’s people. Boy must then grant the idiosyncratic wishes of each person. Sometimes Love comes from readily apparent events, but there are secret and time-limited events Boy must fulfill. "Love" grows by levels. The player preserves progress by going to bed and entering a dream state. By leveling up Boy, the time he can exist in the world (his "action limit") increases. When Boy’s "action limit" falls to 0, it’s game over.