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* CheckPoint: Each screen serves as a checkpoint of sorts. If you die, the screen resets. This can lead to

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* CheckPoint: Each screen serves as a checkpoint of sorts. If you die, the screen resets. This can lead to
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Namespacing Needs Wiki Magic Love, and deleting instances that are not appropriate links


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* LostForever: There is no backtracking between stages, and many times in the stage will close off access to sections as you play. Any ammo pickups or points that you leave behind there is no going back for.


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* PermanentlyMissableContent: There is no backtracking between stages, and many times the stage will close off access to sections as you play. Any ammo pickups or points that you leave behind there is no going back for.

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* CheckPoint: each screen serves as a checkpoint of sorts, if you die the screen resets. This can lead to
* CheckPointStarvation: some screens contain very lengthy puzzles die at any time during the puzzle and you have to start it over from scratch. It doesn't help that the spaceman is a one-hitpoint wonder.

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* CheckPoint: each Each screen serves as a checkpoint of sorts, if sorts. If you die die, the screen resets. This can lead to
* CheckPointStarvation: some Some screens contain very lengthy puzzles die puzzles. Die at any time during the puzzle and you have to start it over from scratch. It doesn't help that the spaceman is a one-hitpoint wonder.OneHitPointWonder.



* GuideDangIt: There is absolutely no indication on what a given switch will activate. On top of that some things are activated just by moving to certain parts of the map. One Vicious example requires walking into a pit filled with spikes only for a platform to magically appear below you.
* Malevolent Architecture: With all the electrical currents, spikes, tesla coils, laser turrets, robots, and aliens roaming around the Monuments of Mars, how could you consider the bases anything but Malevolent Architecture?

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* GuideDangIt: There is absolutely no indication on what a given switch will activate. On top of that that, some things are activated just by moving to certain parts of the map. One Vicious vicious example requires walking into a pit filled with spikes only for a platform to magically appear below you.
you.
* Malevolent Architecture: MalevolentArchitecture: With all the electrical currents, spikes, tesla coils, laser turrets, robots, and aliens roaming around the Monuments of Mars, how could you consider the bases anything but Malevolent Architecture?



* NegligentPrecursors: Whomever left the robots behind, was apparently studying Earth in the past before losing interest and leaving. The robots detained the Astronauts based on their programming.
* NintendoHard: The game has limited ammunition, and there are points where you will need to use your gun to solve a puzzle. A puzzle that may be invisible, and covered in spikes.

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* NegligentPrecursors: Whomever NeglectfulPrecursors: Whoever left the robots behind, behind was apparently studying Earth in the past before losing interest and leaving. The robots detained the Astronauts astronauts based on their programming.
* NintendoHard: The game has limited ammunition, and there are points where you will need to use your gun to solve a puzzle. A puzzle that may be invisible, and covered in spikes. spikes.
* OneHitPointWonder: Absolutely all the hazards kill you in one hit. Getting blocks dropped on your head doesn't hurt, though.
* SpellingBonus: In some levels, you can collect the letters M, A, R, and S in order to get extra points.

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* NegligentPrecursors: Whomever left the robots behind, was apparently studying Earth in the past before losing interest and leaving. The robots detained the Astronauts based on their programming.



* Precursors: Whomever left the robots behind, was apparently studying Earth in the past before losing interest and leaving. The robots detained the Astronauts based on their programming.
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Added DiffLines:

* Malevolent Architecture: With all the electrical currents, spikes, tesla coils, laser turrets, robots, and aliens roaming around the Monuments of Mars, how could you consider the bases anything but Malevolent Architecture?
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*

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* Precursors: Whomever left the robots behind, was apparently studying Earth in the past before losing interest and leaving. The robots detained the Astronauts based on their programming.
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Played the game thought I should add something.

Added DiffLines:

* CheckPoint: each screen serves as a checkpoint of sorts, if you die the screen resets. This can lead to
* CheckPointStarvation: some screens contain very lengthy puzzles die at any time during the puzzle and you have to start it over from scratch. It doesn't help that the spaceman is a one-hitpoint wonder.


Added DiffLines:

* GuideDangIt: There is absolutely no indication on what a given switch will activate. On top of that some things are activated just by moving to certain parts of the map. One Vicious example requires walking into a pit filled with spikes only for a platform to magically appear below you.
* LostForever: There is no backtracking between stages, and many times in the stage will close off access to sections as you play. Any ammo pickups or points that you leave behind there is no going back for.
* NintendoHard: The game has limited ammunition, and there are points where you will need to use your gun to solve a puzzle. A puzzle that may be invisible, and covered in spikes.
*

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* EpisodicGame: There are four episodes for this game.
* ExcusePlot: You are searching the Monuments of Mars for missing astronaut explorers, and trying to find out what happened to them, who is responsible for this, and why.
* FreewareGames: This game became freeware on March 20, 2009.
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''Monuments of Mars'' is a third-person puzzle platform video game developed by Scenario Software and published by Apogee Software. The game consists of four 20-level episodes, the first episode being shareware, the rest being commercial software. It is based on the FAST (Fluid Animation Software Technology) CGA game engine from ''Arctic Adventure'' and ''Pharaoh's Tomb'', developed by Todd Replogle, and later published by Apogee.

The game was discontinued, and was released as freeware on March 20, 2009.

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