[[caption-width-right:350:A CoolTrain roaming the glacial wastes of PostApocalyptic Earth during a new ice age.]]
->...''And the sun continued to shine its benevolent rays across the top of the opaque cloud layer, hidden from human eyes. The sun continued to shine.''

''Transarctica'' is a 1993 strategy/adventure game developed by the French software company Silmarils. It was released for the UsefulNotes/{{Amiga}}, UsefulNotes/AtariST, UsefulNotes/IBMPersonalComputer, and UsefulNotes/{{Macintosh}}. It originated as an adaptation of the French novel series ''La Compagnie des glaces'' ("The Ice Company"), a [[LongRunningBookSeries 98-volume]] series by Georges-Jean Arnaud with the same premise. This game has a poor English translation, but that doesn't stop it from being enjoyable.

In the year 2022, the world was plagued by GlobalWarming. In order to cool the Earth, Professor John Merrick decides that [[DeusExNukina nuclear weapons]] are the solution. By detonating nukes at each pole, a huge cloud of dust and steam would form thick clouds that would block out the sun. And that's exactly what happened, except that the clouds were bigger than predicted and the Earth cooled down so much it brought about a new Ice Age. With the world in a deep freeze, civilization came to an end: [[NiceJobBreakingItHero nice job breaking it Merrick]].

By the year 2714, the world is still frozen, humanity is barely hanging in there, and the sun becomes a thing of myth. Oh, and woolly mammoths [[LamarckWasRight are no longer]] [[ArtisticLicensePaleontology extinct]]. The only way to travel safely across the frozen wastes is by train, and only the [[MegaCorp Viking Union]] controls the worldwide railroad. A cult of sun believers, known as the Ambivalents, are convinced that there is a heavenly ball of light beyond the clouds, and will do anything to prove it. The leader of the fanatical sun cult, [[PlayerCharacter you]], has managed to take over a CoolTrain, the titular ''Transarctica'', and they set out to realise their dream of the sun's return. Except for the other {{Cool Train}}s still owned by the evil corporation, who isn't quite as keen to bring back the Sun as you and your followers.

!!This video game provides examples of the following:

* AfterTheEnd: The whole world is in the grip of a new ice age caused by thick clouds, with the sun (and possibly the moon and stars too) becoming all but legendary.
* AnEntrepreneurIsYou: Trading is a significant part of the game, and a good way to make money.
* ApocalypseHow: Class 2[[note]]Planetary/Societal Collapse[[/note]].
* BaseOnWheels: See CoolTrain below.
* BossInMookClothing: The Minotaur. The Viking Union's ultimate armoured train looks like every other enemy train on the strategic map. However, even if it has no special abilities, its sheer firepower and hordes of soldiers it sends against you make it significantly more difficult to defeat that other enemy trains you encounter.
* BrokenBridge: Unless you have the wood, the steel, manpower, or mammothpower, you're going to have to go all the way around.
* ChurchMilitant: You play as the leader of one. Played with a little in that their crazy beliefs are actually ''right''.
* CoolTrain: Where the majority of the game takes place. In addition to normal train cars, it can pull barracks, gardens, prisons, workshops, guns mounted on wagons, and a rocket launch pad.
* CoversAlwaysLie: The box image you see at the top of the page isn't what the ''Transarctica'' looks like in the game, but it does [[RuleOfCool look appropriately cool]]. What it ''is'' is the image that inspired the whole game in the first place.
* CrapsackWorld: In addition to hardship from now-frozen Earth along with [[MegaCorp Viking Union]] and their monopolistic stranglehold over transports, the aspect of slavery in the game emphasized the bleak nature of the game.
* DieselPunk: The aesthetic is definitely there, along with hues of UsedFuture.
* EarnYourHappyEnding: [[spoiler: The player can find a way to clear the giant clouds and bring sunlight to the frozen surface.]]
* EnergyEconomy: Coal is the GlobalCurrency, because heating is a premium in the new ice age. [[Magazine/AmigaPower Tedious people constantly talked about their fortunes going "up in smoke." Until they were thrown out in the cold and froze to death.]]
* ExplosiveOverclocking: A train's boiler can only take so much pressure. It isn't worth the risk.
--> "It was a splendid explosion. Debris spread over hundreds of meters. [[ItsAWonderfulFailure How could you be so incompetent as to let the pressure build up so high?]]"
* GenreBusting: Even to this day, 18 years after its release, Transarctica remains a unique fusion of several different genres.
* GoneHorriblyRight: They wanted to cool the Earth down, and they did.
* GoneHorriblyWrong: Nuclear winter to stop global warming? Did they think this plan through?
* HaveANiceDeath: There's a different GameOver message for each different game ending situation, but all messages end with the text at the top of this page.
* LamarckWasRight: Woolly Mammoths came back because the elephants adapted to the cold.
* LandMineGoesClick: There is a certain location crucial to the main quest which is accessible only through a labyrinth of booby-trapped tracks. Since triggering a mine will destroy your train immediately, the only way to pass through is to use [[spoiler: line inspection cars to detonate it. However, after doing this the player has to repair the damaged track in order to move farther.]]
* TheManyDeathsOfYou: There are many ways to lose the game: you could run out of coal, overload the engine's boiler (making it [[ExplosiveOverclocking explode]]), lose an essential rail car in battle, or you could [[NonStandardGameOver just shoot yourself]] to end it all.
* MadeASlave: You can capture the crews of Viking trains and enslave them to work in your coal mines, or purchase slaves in towns to the same effect. Additionally, it is possible to capture slaves while fighting the Mole Men in underground tunnels.
* MegaCorp: The Viking Union owns all trains and monopolizes rail trade. They aren't particularly happy about the Ambivalents controlling one of ''their'' trains. [[spoiler: They are also delaying any attempts on ending the current Ice Age for sake of their status-quo]].
* MoleMen: Savage tribals who live in the tunnels and attack passing trains. [[MadeASlave You can enslave them]].
* NonstandardGameOver: The button for 'Quit Game' is a revolver, and when you press it your character ''shoots himself in the head''.
* PressXToDie: The aforementioned revolver.
* RealTimeStrategy: During battles the game switches to a mode that is essentially this - especially notable because this game [[OlderThanTheyThink came out several years before]] TropeCodifier ''VideoGame/CommandAndConquer'', although it is substantially different than that game.
* SavageWolves: One of possible random encounters you need to repel while travelling through the frozen Eurasia.
* SinisterSubway: The underground tunnels can be very useful as shortcuts to distant locations, but their inhabitants, savage tribals called the MoleMen, have the nasty habit of ambushing trains passing by. This can result in heavy losses in manpower and resources, but on the other hand it's an opportunity to catch fresh slaves. In the name of humanity's salvation, of course.
* StockNessMonster: There's a bridge over a lake in the north-western part of game map guarded by this monster. [[spoiler: Crossing it without the unique harpoon car, which can obtained in only one location, is definitely a bad idea.]]
* TimeBomb: During a train battle, both sides can send soldiers with timed explosives to destroy enemy train cars. It is possible to defuse a bomb if you're quick enough to send an infantry unit.
* TrainTopBattle: Will happen during train-to-train combat.
* TheWarRoom: One of the essential rail cars, complete with MissionControl radio (for dispatched spies), [[TheBigBoard map table]], and a guy who's in charge of sending self-powered handcars ahead of the train (for scouting purposes).