 MARSPORT
 Gargoyle 1985

 CONTROLS : Keyboard
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 AIM : 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...

 GAMEPLAY : Marsport effectively has 3 distinct objectives:

 1. 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.
 2. 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.
 3. 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:
 
 1. 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!
 2. Robots      - Controlled by M-Central. Some are harmless
                 information gatherers but some are warden units, now
                 hostile to all intruders - human or Sept...
 3. Supply units - The prime source of objects; they are continuously
                  replenished.
 4. Lockers     - Can be used for storing objects.
 5. Refuse units - Can be used to dispose of unwanted objects.
 6. Charge units - Can recharge energy devices (like a laser gun).
 7. 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!
 8. 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...
 9. 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.
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 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
