423 lines
15 KiB
Plaintext
423 lines
15 KiB
Plaintext
SPY vs SPY
|
||
----------
|
||
|
||
|
||
SIMULVISION utilizes a revolutionary splitscreen 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 if any closed door. Press the JOYSTICK button and the
|
||
door will
|
||
open.
|
||
|
||
KEYS AND THEIR FUNCTIONS
|
||
------------------------
|
||
|
||
KEY USE
|
||
---- ------------------------------
|
||
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 boobytrappee ha 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
|
||
Door. Bucket box on
|
||
L. Wall
|
||
---------------------------------------
|
||
Spring All but Wire White
|
||
Door. Cutters tool box
|
||
on Right
|
||
wall.
|
||
---------------------------------------
|
||
Water Door Umbrella Coat
|
||
Bucket ONLY Rack
|
||
---------------------------------------
|
||
Gun with Door Scissors First
|
||
String ONLY Aid kit
|
||
on back
|
||
wall.
|
||
---------------------------------------
|
||
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 doesit 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 fro 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.
|
||
|
||
=END=
|
||
|
||
|