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                         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. 


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.