398 lines
16 KiB
Groff
398 lines
16 KiB
Groff
|
|
|||
|
SPY vs SPY
|
|||
|
----------
|
|||
|
WRITTEN BY: ??????
|
|||
|
UPLOADED BY: THE BLIND THIEF
|
|||
|
|
|||
|
SIMULVISION utilizes a revolutionary split-screen display depicting
|
|||
|
both players activities simultaneously! Even while playing alone
|
|||
|
against the computer, you get to see what the other wise-SPY is up
|
|||
|
to.
|
|||
|
|
|||
|
SIMULPLAY lets both players play... you guessed it! Simultaneously.
|
|||
|
No more need to wait your turn as you travel throughout a selectable,
|
|||
|
yet randomly generated maze of interconnection rooms. While setting
|
|||
|
and defusing booby-traps, engaging in hand-to-hand combat, searching
|
|||
|
for the Top Secret briefcase (guess its not secret anymore) and
|
|||
|
looking for the only way out, you must collect your passport, secret
|
|||
|
plans, money, and a key in order to escape from the foreign embassy
|
|||
|
before your plane take off without you. Like alfred E. Neuman says,
|
|||
|
"If at first you don't succeed at first... SPY, SPY again."
|
|||
|
|
|||
|
GAME OPTIONS:
|
|||
|
|
|||
|
When SPY vs SPY has finished loading into your computer, you will be
|
|||
|
presented with OPTION screen.
|
|||
|
|
|||
|
Located inside the top room you will be able to select and modify the
|
|||
|
following options:
|
|||
|
|
|||
|
1. Number of players
|
|||
|
|
|||
|
2. Difficulty level
|
|||
|
|
|||
|
3. 'Intelligence Quotient' of the computer (one player version only)
|
|||
|
|
|||
|
4. Airport exit revealed or until the end.
|
|||
|
|
|||
|
STARTING:
|
|||
|
With your joystick or appropriate keys, move your cursor, up and down,
|
|||
|
to any of the options. By moving the joystick right or left you can
|
|||
|
select one or two player mode, difficulty level, and I.Q. of the
|
|||
|
computer (only available in one player mode.)
|
|||
|
|
|||
|
|
|||
|
CONTROLS
|
|||
|
--------
|
|||
|
|
|||
|
MOVEMENT:
|
|||
|
The rooms that you are in are three dimensional. Pushing the JOYSTICK
|
|||
|
forward will move you towards the rear of the room. Pulling the
|
|||
|
JOYSTICK right or left will move you right or left. If you move from
|
|||
|
room to room, you will notice that a Movement Status Indicator bar
|
|||
|
(located below your room) is scrolling from right to left and being
|
|||
|
updated with each new room you have entered. These symbols can show
|
|||
|
you how to go back to where you've come from. For examples, if you
|
|||
|
move one room to the right and two rooms back, you will see, reading
|
|||
|
from right to left, two "down" arrows and one "left" arrow. To find
|
|||
|
your way back, follow the arrows reading from left to right, deleting
|
|||
|
each arrow until you return to the room in which you started. See
|
|||
|
"Bread Crumbs"
|
|||
|
|
|||
|
OBJECT MANIPULATION:
|
|||
|
First, move within range of any object (you will hear a short tone and
|
|||
|
see a flash). Then press the Joysrick button. Any object within a
|
|||
|
room can be opened or lifted and may reveal one of the hidden items
|
|||
|
you are looking for. If you're not so lucky, it will activate a BOOBY
|
|||
|
TRAP, blowing you to smithereens....
|
|||
|
|
|||
|
OPENING DOORS:
|
|||
|
Again, move within range of any closed door. Press the JOYSTICK
|
|||
|
button and the door will open.
|
|||
|
|
|||
|
|
|||
|
KEYS AND THEIR FUNCTIONS
|
|||
|
------------------------
|
|||
|
|
|||
|
K
|
|||
|
Move left
|
|||
|
|
|||
|
L
|
|||
|
Move right
|
|||
|
|
|||
|
A
|
|||
|
Move back or up
|
|||
|
|
|||
|
Z
|
|||
|
Move forward or down
|
|||
|
|
|||
|
Q
|
|||
|
Access trapulator
|
|||
|
|
|||
|
S
|
|||
|
Toggle music on/off
|
|||
|
|
|||
|
SPACE
|
|||
|
Press to open or close a door To pick up or drop an object Select or
|
|||
|
activate a booby trap Start game Press once to stop your man, again to
|
|||
|
drop an object.
|
|||
|
|
|||
|
ESC
|
|||
|
Pause game play
|
|||
|
|
|||
|
CTRL-R
|
|||
|
Return to option screen
|
|||
|
|
|||
|
|
|||
|
In Hand-to-Hand combat, use the K, L, A, and Z Keys to move the arm
|
|||
|
with the club: in, out, up, or down, while depressing the CONTROL
|
|||
|
Key.
|
|||
|
|
|||
|
GAME ELEMENTS
|
|||
|
-------------
|
|||
|
|
|||
|
SIMULVISION:
|
|||
|
The top half monitors the actions of the White Spy, the bottom half
|
|||
|
depicts the Black Spy (either player 2 or the computer). The
|
|||
|
activities of both Spies are revealed to both players in the rooms
|
|||
|
shown on the left side of the screen. The right side is reserved for
|
|||
|
the Trapulator and its six icons.
|
|||
|
|
|||
|
SIMULPLAY:
|
|||
|
With the clock running at all times, we didn't think it was fair to
|
|||
|
make players wait to take turns. So, voila! Simulplay. Since both
|
|||
|
Spies' activities take place out in the open, the challenge becomes
|
|||
|
watching and remembering what the other Spy does while you go about
|
|||
|
your business. Simulplay allows players to engage in club-to-club
|
|||
|
combat, place booby-traps, chase each other and generally get in the
|
|||
|
way.
|
|||
|
|
|||
|
HAND-TO-HAND COMBAT:
|
|||
|
The combat mode exists only when both spies are in the same room.
|
|||
|
SIMULVISION ends, and the spy that entered the common room appears on
|
|||
|
the same screen as the Spy that was already there. Both spies have
|
|||
|
the options of attacking, leaving, or avoiding the other Spy.
|
|||
|
|
|||
|
In the combat mode, spies cannont search objects, or use the
|
|||
|
Trapulator (no map or traps). Doors, however, still work, and so do
|
|||
|
any traps that might be connected with them. If spies are not withing
|
|||
|
range of any object when pushing the JOYSTICK BUTTON, they wield their
|
|||
|
clubs with which they can hit the other Spy on the head or jab him in
|
|||
|
the stomach. To smash him on the head, the button is held down while
|
|||
|
the JOYSTICK is moved from the Up position to the Down position (swing
|
|||
|
the club downward). To jab, move the JOYSTICK from left to right (or
|
|||
|
right to left, depending on which way the Spy is facing). When the
|
|||
|
JOYSTICK BUTTON is first pushed down, the Spy will automatically face
|
|||
|
his opponent, regardless of which way he was facing or moving. To
|
|||
|
move your Spy during combat, release the button ad move as normal.
|
|||
|
Hitting the other spy weakens him, and about 7 solid blows are needed
|
|||
|
to "Kill" him. However, Spies will recover strength over a period of
|
|||
|
time.
|
|||
|
|
|||
|
If a Spy is carrying anything when he enters a common room, the object
|
|||
|
is lost or hidden in the common room, depending on the type of
|
|||
|
object. Traps and remedies are lost, while inventory items and the
|
|||
|
briefcase are hidden somewhere in the room. The winner of the combat
|
|||
|
sequence can search the object out, and either regain or gain
|
|||
|
possesion.
|
|||
|
|
|||
|
NOTE: At the beginning of each new game, both Spies will start out in
|
|||
|
the same room only a few steps from each other. Soooo, don't become
|
|||
|
the victim of SAP-otage... keep your guard up.
|
|||
|
|
|||
|
TIME:
|
|||
|
Both players start out with equal time to travel the maze, collect
|
|||
|
required objects, search for the briefcase and exit the embassy before
|
|||
|
their plane takes off. However, there are several time penalties.
|
|||
|
You lose time when you set a booby-trap, When setting a trap, you will
|
|||
|
hear several beeps. This will tell you that the trap was properly set
|
|||
|
and it reminds you to watch your trapulator, which will be deducting
|
|||
|
the appropriate time. However, if you are the victim of a booby-trap
|
|||
|
or the loser in a hand-to-hand combat the clock will continue to count
|
|||
|
down even though you are 'unconscious'. These losses of time can
|
|||
|
never be regained. When time is about to run out the red button on
|
|||
|
top of the TRAPULATOR will flash and sound it's warning. Both players
|
|||
|
can never run out of time at the same time. Therefore, one player
|
|||
|
will outlive the other. The surviving player will continue his search
|
|||
|
for the briefcase required objects and the exit. If you are playing
|
|||
|
against the computer and the computer has time remaining, you can
|
|||
|
abort the mission by typing CTRL-R. Even after your spy's demise, the
|
|||
|
traps he has set remain. The game is by no means over just because
|
|||
|
one player's time has run out. To stop the game or pause, press the
|
|||
|
ESC key.
|
|||
|
|
|||
|
BOOBY TRAPS:
|
|||
|
As players move through the maze of rooms, they may select any of the
|
|||
|
five booby-traps. The booby-trap arsenal contains: Bombs, Springs,
|
|||
|
Buckets of Water, Guns with Strings tied to the Trigger and Time
|
|||
|
Bombs. The Time Bomb needn't be hidden. In fact, it is activated
|
|||
|
immediately and is the only booby-trap that cannot be carried or
|
|||
|
neutralized! The Gun with a string and the bucket of water can only
|
|||
|
be attached to a closed door. All other traps may be placed behind or
|
|||
|
in anything found in any room.
|
|||
|
|
|||
|
Spies can carry traps in and out of rooms, placing them where they
|
|||
|
wish when they are ready. Booby-traps are depicted in black while the
|
|||
|
remedies are shown in color.
|
|||
|
|
|||
|
TO PLACE AND SET A TRAP:
|
|||
|
|
|||
|
1. Press the JOYSTICK button... TWICE! You have just accessed the
|
|||
|
TRAPULATOR. Observe the large arrow.
|
|||
|
|
|||
|
2. Move the large arrow about the Trapulator using the JOYSTICK or
|
|||
|
KEYBOARD arrows.
|
|||
|
|
|||
|
3. Position the arrow of the booby-trap of your choice.
|
|||
|
|
|||
|
4. Press the JOYSTICK or if you are using the keyboard, the
|
|||
|
SPACEBAR. The booby-trap is now held by your spy.
|
|||
|
|
|||
|
5. Position the Spy in front of the hiding place you have selected.
|
|||
|
|
|||
|
6. Watch for a brief flash in your Spy's room. This flash indicates
|
|||
|
the Spy is properly positioned.
|
|||
|
|
|||
|
7. Press the JOYSTICK/SPACEBAR. The booby-trap will disappear* and
|
|||
|
you will hear the short 'beeps'. These indicate that the trap has
|
|||
|
been set AND that time is being deducted from the time remaining
|
|||
|
before your flight leaves.
|
|||
|
|
|||
|
*NOTE:
|
|||
|
In the case of the Gun with a String trap, only the gun will no longer
|
|||
|
be visible. As you move your Spy about the room, the string will
|
|||
|
stretch and follow the Spy Position him in front of a closed door,
|
|||
|
watch for the flash, press the Joystick/Spacebar and the trap is set.
|
|||
|
|
|||
|
Once a trap has been set, EITHER Spy has can set it off! A Time Bomb
|
|||
|
will go off in 15 seconds once selected. Any Spy(s) in the room at
|
|||
|
the time of detonation will be zapped. Unlike other traps, the Timb
|
|||
|
Bomb is not set off by the searching of the Spies. Listen carefully
|
|||
|
for them. They come in handy if you are being chased. The
|
|||
|
unfortunate Spy will lose 7 seconds of actual time. Also, 20 seconds
|
|||
|
will be deducted from his game time, for a total penalty of 27 gaming
|
|||
|
seconds. The other player will be awarded bonus points for each trap
|
|||
|
set off by the opposition. If the booby trap has been been in
|
|||
|
possesion of the briefcase, the other Spy can use this time to attempt
|
|||
|
to locate the victim and grab the briefcase.
|
|||
|
|
|||
|
To add insult to injury, when a player sets off a trap, he gets zapped
|
|||
|
while the other Spy laughs hysterically.
|
|||
|
|
|||
|
REMEDIES:
|
|||
|
Except for the Timb Bomb, each of the traps has a disarming remedy
|
|||
|
hidden throughout the maze. Each type of remedy is always hidden in
|
|||
|
the same type of location. For example, the scissors are used to
|
|||
|
disarm the Gun with string. Scissors are only found in the First Aid
|
|||
|
kits hanging on the back walls. As with traps, remedies can be picked
|
|||
|
up and carried from room to room. Spies can NOT carry more than on
|
|||
|
thing at a time except inside the briefcase.
|
|||
|
|
|||
|
BOOBY-TRAPS AND REMEDIES
|
|||
|
------------------------
|
|||
|
|
|||
|
TRAP USEABLE REMEDY LOCATION
|
|||
|
-------- -------- -------- ------------------------------
|
|||
|
Bomb All but Water Red fire box on left wall.
|
|||
|
Door. Bucket
|
|||
|
-------------------------------------------------------------
|
|||
|
Spring All but Wire White tool box on right wall
|
|||
|
Door. Cutters
|
|||
|
-------------------------------------------------------------
|
|||
|
Water Door Umbrella Coat Rack
|
|||
|
Bucket ONLY
|
|||
|
-------------------------------------------------------------
|
|||
|
Gun with Door Scissors First Aid Kit on back wall.
|
|||
|
String ONLY
|
|||
|
-------------------------------------------------------------
|
|||
|
Time Bomb ANYWHERE None! N/A
|
|||
|
-------------------------------------------------------------
|
|||
|
|
|||
|
TRAPULATOR:
|
|||
|
Located to the right of each of the rooms is a calculator-like, state
|
|||
|
of the art, Trapulator. It serves four basic functions. You can use
|
|||
|
it to SELECT BOOBY TRAPS; ponpoint your LOCATION, gauge your TIME
|
|||
|
remaining and check INVENTORY.
|
|||
|
|
|||
|
Across the top of the Trapulator is a digital clock which indicates
|
|||
|
the time left until your plane takes off (with or without you)! Below
|
|||
|
the clock are six buttons. On the first 5, selectable booby-traps are
|
|||
|
indicated. However, the sixth button in the lower righthand corner
|
|||
|
calls up a map of the embassy you have broken into. The map will
|
|||
|
apprear in the room that your spy is occupying. The room your Spy is
|
|||
|
in will be the one blinking on and off. Rooms filled in with a color
|
|||
|
indicate that your Spy has been in that room at least once. Any
|
|||
|
required inventory items are represented by a dot. The map does NOT
|
|||
|
tell you what item or how many are in a particular room, just that
|
|||
|
something you are looking for is there. Finally, the Trapulator
|
|||
|
displays items you have successfully collected as you ready your
|
|||
|
escape. Its also indicates if an item has been taken from you. The
|
|||
|
item will now appear on th opposition's Trapulator. Across the
|
|||
|
bottom, left to right, should be your passport, money, key and the
|
|||
|
secret plans. The map does NOT show the location of the other Spy,
|
|||
|
nor does it reaveal anything about te other floor of the embassy (if
|
|||
|
there is one).
|
|||
|
|
|||
|
INVENTORY:
|
|||
|
Your mission being to escape the embassy, Top Secret briefcase in
|
|||
|
hand, it is important to remember that all else is but a mere
|
|||
|
distraction. Before time runs out you must manage to find, fill, and
|
|||
|
keep the briefcase, locate the only exit and board your plane with ALL
|
|||
|
of the following: PASSPORT, traveling MONEY, the KEY, and the secret
|
|||
|
PLANS.
|
|||
|
|
|||
|
It is helpful to know that these items are never found in any of the
|
|||
|
remedy locations. Use the briefcase to hold all these items. Carry
|
|||
|
them with you or hide them. There is only on of each in any game.
|
|||
|
Protect the briefcase at all costs. If an item is found and you do
|
|||
|
not posses the briefcase your spy will be carrying a white satchel and
|
|||
|
the item contained will be flashing on the Trapulator.
|
|||
|
|
|||
|
EXIT:
|
|||
|
There is only one way out of each embassy building. The exit door is
|
|||
|
marked. You can NOT leave without all of the required inventory. The
|
|||
|
airport guard will see to that!
|
|||
|
|
|||
|
SPLIT LEVEL EMBASSIES:
|
|||
|
Some of the embassy buildings are two stories high. Your Spy can
|
|||
|
climb from floor to fllor by using the ladders. Holes in the floors
|
|||
|
are often hidden by carpets. Use the JOYSTICK or SPACEBAR to
|
|||
|
cover/uncover such an opening. Use the JOYSTICK OR KEYBOARD to move
|
|||
|
up or down.
|
|||
|
|
|||
|
LADDERS AND RUGS:
|
|||
|
If you enter a room with a lader, you can activate it by moving within
|
|||
|
range and pressing the JOYSTICK button. Pressing the JOYSTICK button
|
|||
|
once will lower the ladder to ground level, enabling you to move your
|
|||
|
Spy up the ladder to the upper floor. If you do not push your spy up
|
|||
|
the ladder but push the JOYSTICK button a second time, the ladder will
|
|||
|
raise back up. To climb up or down, tap your JOYSTICK once in the
|
|||
|
appropriate direction. The spy will move by himself. Do NOT keep the
|
|||
|
JOYSTICK forward or back. If you enter a room with a rug, standing
|
|||
|
within range of the rug, pressing the JOYSTICK button will lift the
|
|||
|
rug and reveal a hole. Move your player over the hole and he will
|
|||
|
climb down the ladder to a lower floor. You can cover a hold by
|
|||
|
standing near it and again pressing the JOYSTICK button.
|
|||
|
|
|||
|
"BREAD CRUMBS":
|
|||
|
You can re-trace your steps by using the small character indicators
|
|||
|
just below the front edge of your room. These guides (not available
|
|||
|
in the higher levels) actually point the way back to where you have
|
|||
|
just come from!
|
|||
|
|
|||
|
|
|||
|
SCORING:
|
|||
|
|
|||
|
Points are awarded or deducted for the following:
|
|||
|
|
|||
|
+80 winning at hand-to-hand
|
|||
|
|
|||
|
-20 losing at hand-to-hand
|
|||
|
|
|||
|
+30 for placing a booby-trap
|
|||
|
|
|||
|
-80 for being the victim of a trap or airport security guard's boot
|
|||
|
|
|||
|
+60 only for stealing other player's inventory item
|
|||
|
|
|||
|
-70 calling up the help MAP
|
|||
|
|
|||
|
+40 using a remedy sucessfully
|
|||
|
|
|||
|
RANKING:
|
|||
|
|
|||
|
At the conclusion of each game, players will be awarded the title or
|
|||
|
rank they have earned. Bonus points and time penalties are calculated
|
|||
|
by the computer.
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|