Genre: | Adventure Game: Graphic |
Publisher: | Rebound |
Cover Art Language: | English |
Machine Compatibility: | Amstrad CPC464, Amstrad CPC664 |
Release: | Professionally released on Cassette |
Available For: | Amstrad CPC464 & Spectrum 48K |
Compatible Emulators: | WinApe 2.0b2 (PC (Windows)) |
Original Release Date: | 7th June 1984 |
Original Release Price: | Unknown |
Market Valuation: | £2.00 (How Is This Calculated?) |
Item Weight: | 64g |
Box Type: | Cassette Single Plastic Clear |
Author(s): | Roy Carter & Greg Follis |
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Fantastic animation, great background graphics and flesh-creeping aliens with devious tasks requiring plenty of puzzling. Read Review
The sheer size of the city and the problem solving element make this a very challenging game to play and well worth the price. Read Review
Quite simply a great game. It's very clever and I loved the way the locker doors slid open as you approached. Read Review
It is 2494. You are Commander John Marsh. Your mission: to locate the M-Central computer in the city of Marsport on Mars, find the original plans for the sphere of force which protects the Earth and the Moon, and escape unharmed with the plans intact.
Can you avoid the terrors of the Sept and their aliens and robots who now occupy Marsport as their command post and save the Earth?
The year is 2494. For seventy years, the Earth has been under siege by the Sept, a race from the Galactic Centre. Since the siege began, the Sept have been kept at bay by a huge sphere of force, which surrounds both the Earth and the Moon.
Following the loss of Calcutta, it is obvious that the Sept will shortly have the capability to breach the sphere unless the force field can be strengthened according to the instructions contained in the original plans.
Unfortunately, these plans are thought to be hidden somewhere amongst the City Computer of Marsport, beneath the Great Elyslum Dome on Mars. Evacuated shortly before the start of the siege, it is now occupied by Sept of the Warrior and the Warlor castes as a command post. It is also known that the main control computer of Marsport, M-Central, has spent the last seventy years incorporating its own deterrents into the city architecture, making the recovery of the sphere plans highly improbable.
However, to this end, Commander John Marsh of the underground Terran Liberation Organisation, HASP, now stands in Marsport, on Level C, at the exit of the access tube to the Space Field in the belief that a determined man can sometimes achieve more than an army.
Although Marsport is a real-time adventure, it can be considered as consisting of three distinct objectives.
There follows a list of some of the beings and city elements you will encounter as you explore Marsport.
Are all hostile and deadly to Mankind: you can fight them or run away from them, but you can't ignore them.
Have been deployed by M-Central to assist it in guarding the plans - some are harmless information gatherers, some are warden robots that may mistake you for the Sept.
Are the prime sources of objects in the game and are continuously replenished.
Can be used for storing objects once they are gained.
Refuse units can be used to dispose of unwanted objects.
Are a source of power.
Will assemble two or more objects to manufacture a new object.
Will normally require the insertion of a key object to release a nearby wall unit or door. However, note that not all locked doors and units can be opened in this manner - some may require a more active or remote solution...
Provide useful information which is displayed on the large video screen in the status area.
Other wall units are the resting place of M-Central's remote Servorobots and should be approached with care.
Z - Left, X - Right, A - Camera Left, S - Camera Right, SPACE - Fire
CLR - Select Object, ENTER - Enter Door
Numeric/Function Block:
4 - Toggle Autorun, 5 - Toggle Pause, 6 - Return to Options
|TAPE
Press CTRL-ENTER together.
The following utilities are also available to allow you to edit the supplied screens of this game:
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