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  • Awesome Music: The game's score features artists from the Warp Records label, and the music ranges from techno, to ambient, to even drum-and-bass. The original copies of the game have two versions whose soundtrack differ from each other. The UK version of the game has the original soundtrack that includes one of the drum-and-bass tracks while the US version doesn't include the drum-and-bass track and for some reason has a duplicate track of Raxmus from The Black Dog in the first disc due to either a sound engineer's oversight or Executive Meddling of the publishing process for the US version of the game.
  • Complacent Gaming Syndrome: The most commonly used tactic in the game when engaging in a dogfight with a hostile Moth is to first drain its shields using the Plasma Kannon, then finish it off with the Laser gun once its shields are out. Unless you possess more advanced piloting skills and/or have access to better equipment and a more advanced Moth, expect to utilize this tactic quite often especially if you're new to this game and more so if you're flying in a Silver-Y moth. In multiplayer, it's not advised because other players will outsmart you with more advanced tactics and make you look like a noob.
  • Cult Classic: The game has a small but dedicated following even nowadays, despite it being a commercial flop during its time and eventually having its original developer subjected to liquidation four years after its release. With the game's rights acquired by the Jordan Freeman Group, ZOOM Platform Media, and Funbox Media Ltd. in 2021 and the game finally getting a Steam port release in February 15, 2023, the game will finally get to see renewed popularity and no longer fringe into Keep Circulating the Tapes territory.
  • Demonic Spiders:
    • While pirates are (usually) lightly armed, some of them can randomly carry highly damaging missiles such as FireBursts or GroundBases, and they can get annoyingly distracting if you have any cargo in your pod. Learning how to use proper evasive maneuvers, install and utilize advanced countermeasures like the Afterburner and Holograms, and luring them into tunnels can help save your bacon when dealing with these troubling adversaries.
    • Police pilots if you get on their bad side. They fly the Police L-2000 moth, which is a Lightning Bruiser in and of itself (only outclassed by the Swallow in terms of all-around performance and the Neo-Tiger for pure speed), and have all the hardware that pirates use except they also carry the plasma cannon besides the weak laser turret and hoard Swarm, FireBurst, and UnderKill missiles. You better hope that your shots do not accidentally graze an innocent moth while you're in combat with the usual adversaries (pirates) lest you're in for a real world of misery. Therefore, it is not wise to incur the wrath of the Police unless you really want to be a pirate or troll around the city with your antics. Later patches of the game have the Police patrol around the craters (outside of Mines, Port, Haven, and Midway) more frequently, making it much harder to play as a pirate, so you definitely need to focus on making your shots count while in combat.
  • Game-Breaker: Several - and ironically, almost all made available through patches.
    • The Swallow is faster, tougher and more maneuverable than any other moth; fly one and it'd take a small army of enemy moths to bring you down. As NPCs never organize quite that well fights tend to be a tad one-sided, and getting shot down in a Swallow is practically unheard of - even Police moths don't represent a significant threat.
    • The "Corrupt cop" starter set. It gives you a Police L-2000 (the second-heaviest moth in the game) equipped with an unlimited energy cell. Later in the game said cells become available to everyone, but it takes a while; in the meantime, you're the only player in the world not to have any power problems whatsoever.
    • The Downtown 05 hangar with a Distillery factory kit. Its position makes it ideal for selling to the whole world (it's located at the central part of the Downtown crater and is just next to the aptly named Sewage Control building, which produces the two most important products needed for that kit at infinite capacity and at relatively cheap prices), and the Distillery machinery is heavily unbalanced - making large amounts of expensive alcohol from small amounts of cheap-as-chips water and chemicals. Result: practically unlimited money.
    • The Narcotron factory kit. It is even more unbalanced than the Distillery kit, producing 8 boxes of Narcotics from 1 box of Chemicals at a markup of around $2520 for each unit of Narcotics produced. With a good hangar like the aforementioned Downtown 05 and a good producer like Sewage Control and/or any of the chemical-producing factories in Misplaced Optimism, money will be so trivial as a concern that you will quickly become the richest person in the moon. The catch is that Narcotron is the hardest and most expensive kit to obtain, requiring lots of supplying to Central Industrial and an equally extensive amount of cash to go with it.
    • See the entry of Wreaking Havok in the primary video game page of this game.
    • The Fusion Cell is a power cell that generates no drain in your moth's energy reserves, thus eliminating the need to refuel at any LightWell and making all guns, including the normally energy-hungry Pulse Laser, incredibly useful in combat. Getting it, however, requires that you must either advance the game's plot deep enough to make it appear or, through the use of game patches, start off the game with a moth equipped with that very item. You can also get one (though it can only be obtained once) in the God Hangar for a hefty price and even that is rendered inconsequential with a menu that allows you to acquire cash for free.
    • As mentioned earlier, the God Hangar. There's a good reason why its use is sternly looked down upon in multiplayer.
  • Goddamned Bats: Pirates. They're easy to recognize by their yellow-colored Medium Pods that are fitted on their moths. They're everywhere in all of Titan's craters save for the conspicuously uninteresting Port district and if you happen to carry some specific cargo that they're interested in or even have 10 bits of scrap metal in your pod, they will come after you. Dealing with them happens to be a regular routine if you're hauling cargo to different buildings in Misplaced Optimism.
  • Good Bad Bugs: In later versions, a console was added that allowed you to give orders to your mooks. The command to take cash would obviously not work when they were in a non-owned hangar, but the command to give money would. There was nothing preventing a player from "giving" a negative amount of cash to a store, though, effectively allowing one to steal money from NPC hangars. This was fixed in later versions; attempting to do this in one of the UIM patches results in the game console telling you 'Stop that!'
  • Obvious Beta: One of the later patches - unofficial, but created from official content - had a lot of experimental content that Software Refinery were working on before they folded. This included a complete overhaul of the economy, intended to make it more realistic and dynamic. Sadly, the bugs hadn't yet been worked out, so applying this patch creates an economy that freezes solid after a few days of game time. Oh, and savegames are corrupted at random.
  • Play the Game, Skip the Story: The game's main draw is to screw around in the sandbox and forge your own path by being an entrepreneur and improving the game's economy whilst generally ignoring the plot altogether. A few of the essential items are only available by advancing through the plot and even they are of little to no importance.

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