Moon Child (video game)

Moon Child
DeveloperThe Games Department
PublishersValkieser Publishing (Windows)
Klaar Mobile Entertainment (Windows Mobile)
DesignersMetin Seven
Reinier van Vliet
ProgrammersReinier van Vliet
Peter Schaap
ArtistMetin Seven
ComposersRamon Braumuller
Stefan Alfrink (Windows Mobile)
PlatformsWindows
Windows Mobile
iOS
macOS
ReleaseOctober 4, 1997 (Windows)
July 1, 2004 (Windows Mobile)
2012 (iOS)
July 20, 2018 (macOS)
GenresSide-scrolling, platformer
ModeSingle-player

Moon Child is a 1997 side-scrolling platform video game developed by Team Hoi and published by Valkieser Publishing for Microsoft Windows. Initially developed for the Amiga, the game was moved to Windows due to the declining popularity of the platform. The game's story follows a small elf, who is tasked with saving the planet Utopia from a destructive techno-virus.

Plot

Moon Child, a green elf, is sent by the moon to protect the planet Utopia. One night, a meteor crashes on the planet. The meteor carries an infectious techno-virus that starts to transform the planet's environment into a lifeless, mechanical world. Moon Child sets off on a quest to stop the spread of the virus and save the planet.[1][2][3][4]

Gameplay

The player controls Moon Child to guide him through four environmental worlds. Moon Child moves when the "Left" and "Right" cursor keys are pressed or the joystick is moved left or right. Pressing the space bar or joystick button makes him jump. The first three environments are each split into themed levels with obstacles, hazards, and enemies:[1][5][6][3][4] Environment 1 is set in an uninfected area of Utopia when the meteor has not yet crashed on the planet; Environment 2 takes place at a decaying construction site, emphasising the incoming threat of the techno-virus; and Environment 3 is set in a "Techno-Fortress", in which Moon Child flies using a jetpack. Moon Child will encounter gimmicks like hydraulic levers, which can be switched to open doors; "Warps" to transport himself to a different location, and "Jumpers" and "Pushers" to reach higher places and launch him forwards. Scattered around each level are "Dark Diamonds", which Moon Child must collect. Collecting 77 out of 84 Dark Diamonds is required to progress to Environment 4, which contains a psychedelic level where Moon Child uses the Diamonds to fight the virus' abstract heart.[1][6][7][4]

Development

In late 1991, while Team Hoi were finalizing the development of their Amiga game Hoi, graphics artist Metin Seven drew his first concept designs for an elf character.[8][9] Following bad experiences with publishers Innerprise Software and Hollyware Entertainment not paying them royalties,[10][11][12] the developers were determined to make a platform game based around the elf.[8] Development of the game began in 1992–1993, initially planned as a spiritual successor to Hoi.[13][14][15][16] The game was designed by Seven and Reinier van Vliet; Seven handled the graphics and Van Vliet did the programming. Peter Schaap programmed the game's title intro.[17][10][18] The visual look of the game was inspired by Three Wonders' Midnight Wanderers and Ghosts 'n Goblins.[8] Seven initially planned an animation of Moon Child jumping into the foreground for the game's title screen, but this concept went unused.[19] The game was originally planned to have a darker story, in which Moon Child was to live in a Gothic castle. Seven designed artwork for the story in Imagine and Deluxe Paint.[20] Moon Child originally had more details and an elvish hat, but was redesigned to keep the character "minimalistic". His running and jumping sprites were animated using guides from Preston Blair's Cartoon Animation book as reference.[21] Moon Child's sprites were used as a template for Benny, the protagonist in Peanutbutter Power Game, due to that game's tight deadline.[22][23] The titular character from Hoi was planned to appear as Moon Child's sidekick, but was later scrapped.[24][8] The jetpack concept was repurposed from the developers' cancelled game Ragnov.[25]

Ramon Braumuller composed the title theme music,[13][10] taking inspiration from Amiga demoscene music trackers and producing house music with his brother Ruud Braumuller as "The R". He also performed the vocals for the theme and recorded them onto a VHS tape with an ADAT multitrack-recorder, then loaded the sample into Digital Mugician on the Amiga, a music editor created by the developers.[8][9] Other samples used in the theme included dialogue from The Adventures of Superman and Dragnet,[9] and a vocal from "Me and Baby Brother" by War, all lifted from the sample CDs Beats, Breaks & Scratches Volume 5 and Beats, Breaks & Scratches Volume 6 by Simon Harrris.[26]

During Team Hoi's attendance at The Party, Seven created a drawing for the team's development table that depicted Moon Child restraining Sega's Sonic the Hedgehog. According to Seven, the illustration was done because of the team's frustration with the recently released Sonic the Hedgehog for the Sega Genesis. He noted that Sonic had similar gameplay elements to Hoi, but heavily emphasized speed, and its release coincided with a period where Team Hoi was not receiving royalties from Innerprise.[27][28] Moon Child would also be included in Team Hoi's demo Hoi sAGA Demo III: The Final Chapter in 1994.[29][30]

The game was initially pitched to Psygnosis[31] and planned for release on the AGA models of the Amiga platform.[32][24] However, in 1994, it was cancelled due to a lack of budget as a result of publisher Rasputin Software not paying them royalties for Clockwiser,[11][12][24] and the decreasing popularity and discontinuation of the Amiga.[33][34][35] In the autumn of 1995, Seven and Van Vliet made an agreement with Valkieser Publishing to start a game development division called "The Games Department", and switched development of the game to Windows,[a] which lasted for 18 months.[10] The Amiga demo's graphics and engine would be used for an interactive "micro-game" for the Dutch educational TV series Typisch Techniek.[41][24] The developers used a high resolution of 640x480 pixels for Moon Child to allow for more detailed graphics. The game was programmed in C++ using Microsoft DirectX 5.0, running at a smooth 60 frames per second. The game's components, including the levels, animations, and audio, were driven by external configuration files (text and binary). Van Vliet developed an "actor"-based system for sprite management, in which every character had their own AI programming separate from the animation. To demonstrate the system, the developers created a walking construction helmet enemy for Environment 2 (a construction site), nicknamed "Helmut", who shared the same movement code as Moon Child.[24][18] The game's 3D cutscenes were written, storyboarded and directed by Seven and animated in Alias Wavefront on Silicon Graphics systems by Viktor Rietveld and Riccardo Russo.[42][43]

Braumuller was hired as a freelancer to compose a techno arrangement of the theme and original music and sound effects in the CD-ROM audio format for the Windows version,[44][10][26] using a Roland Jupiter-8, an Elka Synthex, a Korg MS-20, a Dynacord ADS sampler, a Roland TB-303, and a Korg Wavestation[45] and recording it on VHS with the ADAT recorder.[46] Braumuller composed a track for the intro for the game's darker storyline, which went unused. Seven provided the vocals saying, "Game over!" in the track and Moon Child's grunt during gameplay when he hits an obstacle.[20] One of the game's sound effects (a witch laughing) was taken from a stock sound effect CD.[47]

Prior to Moon Child's release, Valkieser hired the Seattle-based company ST-Labs to playtest the game,[48][10] and Seven and Van Vliet gave a lecture and a two-week workshop on game development at the Faculty of Art, Media and Technology of the HKU University of the Arts Utrecht in Hilversum.[49] The following month, the two developers ran a workshop during the annual Cinekid Festival at De Balie in Amsterdam.[50][51][52]

Release

Valkieser was looking for international distributors for Moon Child, with Sony and Fujitsu showing interest.[11][33][40] However, the company ran into financial issues due a failed investment in the CD-i, and later closed their publishing division.[33][8][9] Moon Child was published by Valkieser in the Netherlands on October 4, 1997.[10][53][24] Despite not being released internationally, pirated copies of the game were later found to have been distributed worldwide.[8] Valkieser would later be absorbed into the facilities company United in 2002.[54]

On July 1, 2004, Klaar Mobile Entertainment released the game on Windows Mobile/Pocket PC.[16][55][49] The music was composed by Stefan Alfrink using Van Vliet's music editor Syntrax.[55][56] The game was released for iOS in 2012,[55] and on the macOS App Store on July 20, 2018.[57]

Reception

Moon Child received positive reviews upon release.[11] In September 1997, one month prior to its release, the game was nominated for an EMMA Award at MIPTV's MILIA festival in Cannes.[58][59] CD-ROM Special praised the game's animations and gimmicks, describing it as "all really fun and, above all, remarkably easy to play".[1][3] TV-Krant gave the game a rating of 9/10.[60] The Windows Mobile version also received positive reviews.[61][62][63][64]

Resurgence

In April 2026, Metin Seven sent the Amiga demo to the website Games That Weren't. The website also uploaded a video of the demo's gameplay with the theme song. The video and song became viral on Bluesky, and led to Internet memes, videos and fan art.[24][9] The game received positive reviews, being praised for its visuals and gameplay, and gaining recognition among enthusiasts of retro and abandonware titles.[8][26][65] Seven, Van Vliet and Braumuller appreciated the game's unexpected resurgence, feeling that it made up for their bad luck with the publishers of their previous games.[8][9][65] Seven and Van Vliet released the source code on the Internet Archive and Bitbucket.[66][67] The game received a modern port for Microsoft Windows and Linux, titled Moon Child FE ("Friend Edition") and released by programmer Mors.[68] The port would be made playable on Mac by Mac Source Port.[69] In May–August 2026, an MS-DOS port named Moon Child DE ("DOS Edition") was released by programmer FrenkelS.[70][71]

Notes

  1. ↑ Attributed to multiple references:[1][36][37][38][9][39][40][9]

References

  1. 1 2 3 4 5 CD-ROM staff (September 1997). "Van eigen bodem: Moon Child ...en andere titels van Valkieser". CD-ROM Special. CD-ROM Publishing. Retrieved April 30, 2026.
  2. ↑ Team Hoi (1997). "Het spel". Moon Child (Windows) (PDF) (instruction manual). Valkieser Publishing. pp. 4–5.
  3. 1 2 3 "Moon Child". Valkieser Publishing. Archived from the original on January 29, 1998. Retrieved June 19, 2026.
  4. 1 2 3 Klaar staff (2004). "Moon Child: The Manual". Moon Child. Klaar Mobile Entertainment. Archived from the original on June 7, 2004. Retrieved June 19, 2026. Klaar staff (2004). "Moon Child: The Manual". Moon Child. Klaar Mobile Entertainment. Archived from the original on April 8, 2005. Retrieved June 19, 2026. Team Hoi (2012). "Moon Child support and instructions". Moon Child. Team Hoi. Archived from the original on March 8, 2012. Retrieved June 19, 2026.
  5. ↑ Team Hoi (1997). "Opties hoofdmenu". Moon Child (Windows) (PDF) (instruction manual). Valkieser Publishing. p. 6.
  6. 1 2 Team Hoi (1997). "Navigeren". Moon Child (Windows) (PDF) (instruction manual). Valkieser Publishing. p. 8.
  7. ↑ Team Hoi (1997). "Score". Moon Child (Windows) (PDF) (instruction manual). Valkieser Publishing. p. 9.
  8. 1 2 3 4 5 6 7 8 9 Michonski, John (April 20, 2026). "The Second Life of Moon Child – A Conversation with Metin Seven". Gamesline. Archived from the original on April 21, 2026. Retrieved June 19, 2026.
  9. 1 2 3 4 5 6 7 8 Person, Chris (April 20, 2026). "After All These Years, It's Moon Child". Aftermath. Archived from the original on April 20, 2026. Retrieved June 19, 2026.
  10. 1 2 3 4 5 6 7 Glas, Thomas (January 1998). "Made in Holland: Valkieser". Power Unlimited. No. 59. VNU Media. p. 39. Retrieved June 19, 2026.
  11. 1 2 3 4 Seven, Metin (December 28, 2002). "The Team Hoi saga • a true story". Metin Seven. Archived from the original on June 25, 2003. Retrieved June 19, 2026. Seven, Metin (December 25, 2007). "Hoi Saga". Metin Seven. Archived from the original on October 27, 2007. Retrieved June 19, 2026.
  12. 1 2 Drews, Alexander; Busse, Christian (September 2008). "Interview Metin Seven". Amiga Future. No. 74. APC&TCP. pp. 16–17. Metin Seven: Our experiences with games publishers were mainly negative, except for Thalamus, who actually paid us. Neither Turtle Byte, Hollyware (formerly known as MicroIllusions) or Rasputin Software ever paid us a dime for our hard work. As we were three young boys, we did not have the capacity to chase our money in different countries and we had no money for a lawyer to start with. We repeatedly experienced that if someone wants to cheat on you, a signed contract is not a safety guarantee at all.
  13. 1 2 van Vliet, Reinier (1993). "The Making of Moon Child". Reinier van Vliet. Retrieved June 30, 2026.
  14. ↑ Seven, Metin (November 1993). "Return To Oz: Levende Legendes Live!". Amiga Magazine. No. 24. Uitgeverij Divo. p. 62. Retrieved June 19, 2026. Moon Child (het AGA-vervolg op Hoi!) spelen, Hoi spelen, cola drinken, de demo's draaien, Moon Child spelen, plassen, Clockwiser (ons nog niet uitgegeven puzzelspel) spelen, broodje eten, Mugician (ons zeven-stemmige muziekprogramma) draaien, poepen…
  15. ↑ Seven, Metin (January 1994). "The Software Story". Amiga Magazine. No. 25. Uitgeverij Divo. p. 54. Retrieved June 19, 2026. Mamenteel werkt Metin hard aan Hoi part two, dat onder de naam Moon Child in de loop van 1994 op de markt moet verschijnen. Verder neemt hij zich voor om 'lekker zijn neus achterna te leven' en te blijven doen wat hij leuk vindt met zijn Amigaatje. Als dat zijn levensmotto blijft, ligt er nog heel wat kopij voor Amiga Magazine in het verschiet!
  16. 1 2 Froholt, Joachim (September 8, 2016). "Interview with Metin Seven and Reinier van Vliet of Team Hoi". Spillhistorie. Archived from the original on September 13, 2018. Retrieved June 19, 2026.
  17. ↑ Team Hoi (1993). Moon Child (Amiga). Psygnosis. Level/area: Menu. Co-Design and Graphics by Metin Seven; Co-Design and Coding by Reinier "Rhino" van Vliet; Title Coding by Peter Schaap.
  18. 1 2 van Vliet, Reinier. "1997 - Moon Child (PC)". Proof of Concept. Retrieved June 19, 2026.
  19. ↑ Seven, Metin (May 5, 2026). "Moon Child's Unused Title Screen Foreground Jump". Bluesky. Retrieved August 16, 2026.
  20. 1 2 Seven, Metin (April 23, 2026). "Darker Story for Moon Child". Bluesky. Retrieved June 19, 2026.
  21. ↑ Seven, Metin (April 17, 2026). "Moon Child Animation Guide". Bluesky. Retrieved June 30, 2026.
  22. ↑ Seven, Metin (June 26, 2026). "Reworked Moon Child Sprites for Peanutbutter Power Game". Bluesky. Retrieved June 30, 2026.
  23. ↑ Seven, Metin (May 18, 2026). "Peanutbutter Power Game". Bluesky. Retrieved June 30, 2026.
  24. 1 2 3 4 5 6 7 Gasking, Frank (April 10, 2026). "Moon Child (Commodore Amiga)". Games That Weren't. Archived from the original on April 25, 2026. Retrieved June 19, 2026.
  25. ↑ Gasking, Frank (May 1, 2026). "Ragnov (Commodore Amiga)". Games That Weren't. Archived from the original on May 3, 2026. Retrieved June 19, 2026.
  26. 1 2 3 DeVader, Joe (May 14, 2026). Pixel Symphonic: Ramon from Team Hoi interview. YouTube. Smashterpieces. Retrieved May 14, 2026.
  27. ↑ Seven, Metin (March 1994). "The Party III: Deens computerspektakel". Amiga Magazine. No. 26. Uitgeverij Divo. p. 64. Retrieved April 30, 2026. Ik plak een tekening van Moon Child die Sonic het leven zuur maakt aan de zijkant van onze tafel.
  28. ↑ Seven, Metin (April 28, 2026). "Moon Child and Sonic Drawing". Bluesky. Retrieved June 30, 2026.
  29. ↑ van Vliet, Reinier. "1994 - Hoi sAGA III demo (Amiga)". Proof of Concept. Retrieved April 30, 2026.
  30. ↑ Seven, Metin (March 1994). "The Party III: Deens computerspektakel". Amiga Magazine. No. 26. Uitgeverij Divo. p. 66. Retrieved April 30, 2026.
  31. ↑ Team Hoi (1993). Moon Child (Amiga). Psygnosis. Level/area: Alternate Psygnosis intro.
  32. ↑ "Niews: Tweede OZ Happening". Amiga Magazine. No. 23. Uitgeverij Divo. September 1993. p. 6. Retrieved June 19, 2026. De organisatoren hebben er dit jaar weer alles aan gedaan om het geweldige succes van 1992 te overtreffen. Bijna dagelijks breidt de lijst met prominente Amiga-gasten, die op de happening aanwezig zullen zijn, zich uit. Hieronder bevinden zich onder anderen Sensible Software, Bitmap Brothers, Graftgold, Archer McLean, Vivid Image, Team Hoi, Euphoria, Jean Michel Forgeas en Francois Lionet. Op een apart 'Amoseiland' kunnen bezoekers van gedachten wisselen met Amosgebruikers uit Engeland, Nederland, Duitsland, Denemarken en België. Daarnaast kan men kennis maken met het nieuwe wonderkind van Commodore: de Amiga CD32.
  33. 1 2 3 Drews, Alexander; Busse, Christian (September 2008). "Interview Metin Seven". Amiga Future. No. 74. APC&TCP. pp. 16–17. Metin Seven: Our last game was called Moon Child, the unofficial sequel to Hoi. We started creating it on the AGA Amigas, but it was not released for the AGA Amiga because in the mid-1990s the hardware capacity of PC compatibles had seriously started to compete with the Amiga's capabilities, and Windows seemed to have a brighter future and larger use base than the Amiga. We would rather have continued our work on the Amiga though. If only Commodore hadn't messed up its future, they could have become what Apple is today. There's a Moon Child demo. I've still got the Amiga files on my harddisk. After a Dutch multimedia company [Valkieser] had adopted the game and paid us for its development, we decided to reinitiate Moon Child's development for Windows 95/98, because dark clouds were forming above the Amiga's future. The game was released in 1997. After the release of Moon Child, the multimedia division of the company [Valkieser] who funded the development of our games collapsed, mainly due to an investment in expensive Philips CD-i authoring facilities.
  34. ↑ Seven, Metin (January 13, 2021). "Team Hoi games". Metin Seven. Archived from the original on January 23, 2021. Retrieved June 19, 2026.
  35. ↑ Seven, Metin (August 25, 2021). Team Hoi game devs retrospective. Team Hoi. pp. 20–22. Retrieved June 19, 2026.
  36. ↑ Seven, Metin. "Once upon a time, in Seven's Heaven..." Seven's Heaven. Archived from the original on February 8, 2001. Retrieved April 30, 2026.
  37. ↑ "Reinier van Vliet - Domain Architect App Foundation at ABN AMRO Bank N.V." LinkedIn. Retrieved June 30, 2026. Multimedia/Game Programmer, Valkieser. January 1994-January 1997. Worked as a senior programmer at Valkieser Multimedia in Hilversum. I worked on various multimedia programmes varying from CD-i productions with digital video, television games and CD-ROM products. In [1995], they agreed that a colleague [Metin Seven] and I could start a sub-division called "The Games Department". [Seven] handled the [graphics] of the game [Moon Child] and I did the level design and programming. During the period of 1.5 years we made a platform game which got interest from parties like Sony and Fujitsu (for the engine).
  38. ↑ Schuddeboom, Bas (May 14, 2024). "Metin Seven". Lambiek Comiclopedia. Retrieved April 30, 2026.
  39. ↑ Kotzer, Zack (April 18, 2026). "Developers Of Moon Child Resurface To Bask In All The Shitposts". Kotaku. Retrieved April 24, 2026.
  40. 1 2 Jan (July 16, 2021). "Interview: Achter de schermen bij Team Hoi". PressPlayOnTape. Archived from the original on July 16, 2021. Retrieved June 19, 2026.
  41. ↑ Custom Amiga game for Typisch Techniek TV show leader. YouTube. NOT TV. 1995. Retrieved June 19, 2026.
  42. ↑ Team Hoi (1997). Moon Child (Windows). Valkieser Publishing. Level/area: Credits. 3D Animation: Riccardo Russo, Viktor Rietveld.
  43. ↑ Seven, Metin (April 18, 2026). "Moon Child Storyboard Template". Bluesky. Retrieved June 30, 2026.
  44. ↑ Team Hoi (1997). "Credits". Moon Child (Windows) (PDF) (instruction manual). Valkieser Publishing. The Look: Metin Seven; The Feel: Reinier van Vliet; The Sound: Ramon Braumuller.
  45. ↑ Braumuller, Ramon (May 3, 2026). "Moon Child Music Equipment". Bluesky. Retrieved June 19, 2026.
  46. ↑ Braumuller, Ramon (May 3, 2026). "Moon Child Cutscene Music". Bluesky. Retrieved June 19, 2026.
  47. ↑ Sevin, Metin (April 27, 2026). "Moon Child Xmas Card". Bluesky. Retrieved August 16, 2026.
  48. ↑ Klaver, Marie-José (October 31, 1997). "Het 'virus' van Moon Child". NRC Handelsblad. Retrieved June 19, 2026. Helaas ging ook dat mis. Moon Child deed iets raars met de drivers van de netwerkkaart, waardoor mijn PC enige tijd uit de roulatie raakte. Volgens een woordvoerder van Valkieser, de uitgever van het spel, is Moon Child door een onafhankelijk Amerikaans testbureau op zo'n 30 verschillende consumentencomputers uitgeprobeerd. Het bureau was geen problemen tegen gekomen.
  49. 1 2 Seven, Metin. "Info". Seven's Heaven. Archived from the original on June 24, 2006. Retrieved April 30, 2026. Seven, Metin. "Info". Seven's Heaven. Archived from the original on February 18, 2012. Retrieved April 30, 2026.
  50. ↑ Cinekid staff (October 1997). "Workshop Moon Child Kaartje". Cinekid Festival. Retrieved June 19, 2026.
  51. ↑ Cinekid staff (October 1997). "Moon Child bij Cinekid". Cinekid Festival. Retrieved June 19, 2026.
  52. ↑ Cinekid staff (October 1997). "Moon Child het nieuwste PC Game". Cinekid Festival. Retrieved June 19, 2026.
  53. ↑ The Multimedia and CD-ROM Directory - Volumes 1-2. TFPL Multimedia. 1998. p. 829. ISBN 9780333670378. Retrieved June 19, 2026.
  54. ↑ Redactie Adformatie (December 19, 2002). "Valkieser draagt leiding bedrijf over". Adformatie. Retrieved June 30, 2026.
  55. 1 2 3 Klaar staff (2004). "Home". Moon Child. Klaar Mobile Entertainment. Archived from the original on December 10, 2004. Klaar staff (2004). "Homel". Moon Child. Klaar Mobile Entertainment. Archived from the original on June 12, 2004. Team Hoi (2012). "Home". Moon Child. Team Hoi. Archived from the original on December 7, 2013. Retrieved May 1, 2026.
  56. ↑ "Moon Child". Classicgamer. Archived from the original on December 8, 2004. Retrieved April 30, 2026.
  57. ↑ Belderok, Jan-Johan (November 2018). "Interview Metin Seven en Sjors en Dennis: Grove pixels geiler dan gladde polygonen". Power Unlimited. No. 298. Reshift Digital. pp. 46–47. Retrieved June 19, 2026.
  58. ↑ MultiMediaMarkt staff (February 20, 1997). "Valkieser doet goede zaken in Cannes". MultiMediaMarkt. Vol. 2, no. 4. Metro AG. p. 3. Retrieved June 19, 2026.
  59. ↑ Rodgers, John (September 17, 1997). "Moon Child Milia Nominatie Cannes". EMMA International Ltd. Retrieved June 19, 2026.
  60. ↑ TV-Krant staff (1997). "Moon Child Recensie". TV-Krant. Audax Group-TROS. Retrieved June 19, 2026.
  61. ↑ Harko (July 6, 2004). "Moon Child: Un arcade con Acción garantizada!!!". PCdemano. Archived from the original on October 20, 2004. Retrieved April 30, 2026.
  62. ↑ Becker, John (July 31, 2004). "Product Review: Moon Child". Pocket PC Louisville. Archived from the original on August 8, 2004. Retrieved April 30, 2026.
  63. ↑ Becker, John (July 31, 2004). Review of Moon Child for the Pocket PC (PDF). Pocket PC Louisville. Retrieved June 30, 2026.
  64. ↑ Šimon, Martin (July 13, 2004). "Moon Child - zajímavá arkáda pro Pocket PC". GSM4U - mobilní komunikace. Archived from the original on October 29, 2004. Retrieved April 30, 2026.
  65. 1 2 Froholt, Joachim (May 27, 2026). "From obscurity to meme status: Metin Seven on Moon Child's surprising success". Spillhistorie. Retrieved June 19, 2026.
  66. ↑ Seven, Metin (1997). "Moon Child Amiga and Windows game". Internet Archive. Team Hoi. Retrieved June 19, 2026.
  67. ↑ van Vliet, Reinier. "Moon Child". Bitbucket. Retrieved June 19, 2026.
  68. ↑ Mors. "Moon Child FE by Mors". itch.io. Retrieved June 19, 2026.
  69. ↑ "Moon Child". Mac Source Ports. June 5, 2026. Retrieved June 30, 2026.
  70. ↑ FrankelS. "Moon Child DE". GitHub. Retrieved August 16, 2026.
  71. ↑ "Moon Child DE DOS Edition". DOSGames.com. August 14, 2026. Retrieved June 30, 2026.