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