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Games developed by Lunagames International B.V.

We provide a list of companies that developed abandonware games. Select a company to view its games. To make searching easier, use pagination by number or letter.

Air Traffic Control

Mophun 2004
Air Traffic Control for Mophun, released in 2004, places the player in charge of the operation in a mid-sized airport tower. The core objective is to manage arriving and departing aircraft with safety and efficiency as paramount concerns. The game presents a compact top-down radar view that maps every active flight within a defined airspace, including runways, hold points, and gates. Each aircraft is labeled with flight number, destination, altitude, and speed, while the controller issues clearances, vectors, and taxi instructions to maintain orderly flow and prevent conflicts. Controls rely on the handheld's input methods, with players selecting an aircraft on screen and applying commands from a contextual menu. Clearances encompass takeoff and landing approvals, climb or descent commands, speed changes, and heading adjustments. Holding patterns are available for sequencing airborne arrivals, and taxi instructions route planes to gates after landing. The challenge lies in balancing competing aircraft, arranging arrivals in a safe stack, and guiding departures to fit the airport's published timetable, all while monitoring fuel implications and potential conflicts. Visuals are rendered in clean, minimal vector art optimized for small screens. Aircraft are represented by stylized icons that move along drawn paths, while color coding communicates status: green for stable, amber for approaching conflict, and red for active separation risk. The radar grid, runways, and taxiways are crisp, with wind and weather icons occasionally overlaying the map to influence approach paths. An auxiliary panel displays upcoming arrivals, current gates, and active flight plans, providing quick reference without overwhelming the screen. Audio supports the sense of operation with radio chatter, beeps signaling cleared permissions, engine rhythms, and ambient airport sounds. Clearances trigger audible confirmations, and warnings when aircraft converge too closely are conveyed through distinctive alerts. The sound design emphasizes clarity on compact devices, ensuring pilots' and controllers' voices feel direct and legible, while background ambience reinforces the sense of a real-world control room. Dynamic loss of signal and pilot reports add realism. The gameplay offers a progressive tempo as air traffic increases, weather intensifies, and the schedule tightens. Each scenario presents a unique mix of arrivals, departures, and contingencies, with scoring based on safety margins, on-time performance, and efficient sequencing. Players can practice in a training mode to internalize procedures before tackling timed missions, and the responsive interface provides immediate feedback on decisions. Air Traffic Control delivers a focused, methodical challenge that rewards careful planning and calm decision-making under pressure.

Bubble Popper XXL

Symbian 2010
Bubble Popper XXL arrived on Symbian screens at the tail end of the 2010 gaming year, a bright sliver of arcade sunshine in a sea of Java based diversions. The concept stayed faithful to the timeless bubble shooter blueprint: shoot colored bubbles from a fixed cannon, form matching clusters, and watch gravity tug them away. Its XXL tag hinted at expanded stages, more variety, and a louder pulse than the pocket versions that preceded it. On modest hardware, the game still felt exuberant and crisp, with clear hits and satisfying pop sounds. Gameplay unfolds in short, addictive skirmishes. A row of bubbles advances from the top while you fire from the bottom using a stylus or directional pad, aiming for groups of three or more identical hues. Chains explode with a satisfying cascade, new bubbles peel away, and the board opens up for fresh combos. Power ups drift into view occasionally, dragging color swaps and multiple projectiles into the arena, pushing traditional timing into a brisk, skillful dance. Visually, the game leans into glossy 2D sprites, punchy contrast, and a candy colored palette that keeps every splash readable on small screens. The interface favors clarity over flamboyance, with a compact score panel and a reliable grab of the thumb or finger. Audio follows suit: snap, hiss, and chime that punctuate each burst, giving the whole session a bright, cheerful rhythm even during marathon sessions. Critical reception tended to praise accessibility and quick pick up, which made it a favorite for commuting sessions and lunch breaks. Veteran mobile gamers appreciated the familiar formula married to a touch of polish, while some critics grumbled about repetition after dozens of levels. The technical limits of Symbian could curb particle effects and framerate, yet the core loop remained lively enough to hold attention long enough to forget the day. The title stands as a compact relic from a time when handheld screens were small and instant entertainment mattered. It showcased how a simple concept could still feel fresh when paired with deft tuning and a splashy presentation. The game helped popularize bubble shooters on feature phones and left a handful of imitators chasing its brisk tempo long after the badge faded from shelves, a tiny gem of a bygone mobile era. For modern players, revisiting it feels like stepping into an informal pocket cinema of early touch screen triumphs, where simplicity still sparkles.
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