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