![Instructions for]()
Marsport
Gargoyle, 1985
Written by Chris Owen, HTML'd by Arnt Gulbrandsen.
Controls
Keyboard
Aim of the game
The year is 2494. For seventy years, the Earth has been under
seige by the insectoid Sept. Since the siege began, the Sept have been
kept at bay by a huge Force Sphere which surrounds the Earth and the
Moon. However, the Sept are on the verge of discovering how to breach
the Sphere unless it can be strengthened according to the formulae
contained in the original plans. Unfortunately, these plans are
concealed somewhere in the Martian city of Marsport, now Sept-occupied
and booby-trapped by the city's M-Central computer. One man, Commander
John Marsh, has been sent to retrieve the plans in the belief that a
determined man can sometimes achieve more than an army...
Game play
Marsport effectively has 3 distinct objectives:
- Locate the M-Central computer. Marsport is a 3-dimensional city,
where levels are connected by express tube, which will take you up
or down, but probably not both. In addition, many sections of the
city cannot be reached until specific problems have been solved.
- Gain access to the original Sphere plans, held in M-Central's
inner sanctum. This will require re-exploration of Marsport, for
having achieved objective 1, you will find that many parts of the
city, previously unreachable, will now be open to you.
- Leave the city of Marsport with the plans intact, which may prove
the hardest task of all...
You will come across many beings, objects and city elements which may
help or (more likely) hinder you. These are some of them:
- Sept - You will encounter two types, the hopping Warriors
which patrol certain areas, and the stationary
Warlords blocking certain passages. You can fight
them or run away from them but you can't ignore them!
- Robots - Controlled by M-Central. Some are harmless
information gatherers but some are warden units, now
hostile to all intruders - human or Sept...
- Supply units - The prime source of objects; they are continuously
replenished.
- Lockers - Can be used for storing objects.
- Refuse units - Can be used to dispose of unwanted objects.
- Charge units - Can recharge energy devices (like a laser gun).
- Factor units - Will combine two or more objects to manufacture a
new object. Note that components are logically
linked, so random attempts at manufacture will not
work, and any irrelevant objects present in the unit
will prevent manufacture!
- Key stations - Will require the insertion of a key object to
release a nearby wall unit or door. However, not all
locked doors and units can be opened in this manner,
and some may require a more active or remote
solution...
- Vidtex units - Provide (possibly) useful information which is
displayed on the large video screen in the status
area.
Comments
"Another excellent contribution to the arcade adventure
genre".
Rating
95% (CRASH #22, November 1985)
Now
A classic, but tough, arcade adventure game.
Keys
Left } Alternate keys on
Right } the bottom row
Enter door - ENTER
Camera left/right - Alternate keys on second row
Pick up/drop - Alternate keys on third row
Select object - 2, 3, 7, 8, 9
Autorun on/off - 4
Pause/unpause - 5
Return to options - 6
Nettverksgruppa, 5/10-94, sinclair@nvg.ntnu.no