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M IIVI BLACK.
THE GAME
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SOUTH PEAK™
INTERACTIVE
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MEN IN BLACK.
THE GAME
TABLE OF CONTENTS
INSTALLATION
2
INTRODUCTION
3
MIB BACKGROUND
5
THE PLAYERS
6
THE MISSIONS
6
CONTROLS
9
TIPS
12
WEAPON DESCRIPTIONS
13
THE ALIENS
16
CREDITS
20
LICENSE AGREEMENT
22
SYSTEM REQUIREMENTS
MEN IN BLACK
PC CD-ROM
Official Agent’s Manual
Pentium® 100 MHz or better
Windows® 95
16 MB minimum RAM
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Quad-speed CD-ROM drive
You’ll cqjpform to the identity we give you.
2 MB Video memory
10 MB free disk space
Soundblaster-16 or comparable
You will have no identifying marks of any kind.
You will not stand out in any way.
INSTALLING MEN IN BLACK
Windows 95 Installation
1. Start Windows 95
Your entire image is crafted to leave no lasting memory.
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3. Follow the on-screen instructions
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You don't exist; you were never born.
If you do not have AutoPlay enabled
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Anonymity is your name.
1. Go to the Start menu
2. Select Run
3. In the dialog box type D:\setup
Silence is your native tongue.
4. Press Enter
5. Once it is installed you can access it from the start menu
TECHNICAL SUPPORT: 1-888-774-6918
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You’re a rumor, recognizable only as deja vu.
2. Insert Men In Black disk into your CD-ROM drive
You are no longer part of the system
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We’re above the system. Over It. Beyond it.
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We are the Men in Black.
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MIB BACKGROUND
In the mid-1950s, the American government began a small, underfunded
agency, the purpose of which was to establish contact with races not
of this Earth. The agency became known as the “Men in Black”, in
reference to the simple dress code required of its agents. Only a handful
of insiders knew of the agency’s existence, and of those, only a few
took it seriously.
All this changed on March 2, 1961 when an alien race made contact
with seven MiB agents, one amateur astronomer, and one bystander
in a wooded area outside New York City. Operating wholly outside
the jurisdiction or knowledge of any government, MiB had to find ways
of funding itself. Over the years they established lucrative patents on
benign alien innovations such as Velcro™ cubic puzzle games, and
sneaker phones.
Years later, they have become the stuff of urban legend, a sense of
deja vu, a whisper, and a rumor among people who are seldom believed.
They are men and women without a past. They are intergalactic border
patrolmen and immigration officers. They are our first and last line of
defense against forces that defy our imagination. They are the Men
in Black, and they have one job responsibility that eclipses all others:
Protecting the Earth from the Scum of the Universe.
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THE PLAYERS
young New York City detective who has just been dispatched to inves¬
tigate a possible burglary in progress at a tenement apartment building.
As an agent of the Men in Black, you have
the choice of playing any one of the three
main protagonists from the film:
-
This is one weird burglary call, even for New York. And after it is over,
James Edwards will have new clothes, new friends, and a brand new
identity.
Agent K (birth name: Kevin Cunningham),
a career Man in Black who is also the
organization’s most experienced agent.
J (birth name: James Edwards),
an ex-New York City cop.
Agent L (birth name: Laurel Weaver),
- Agent
Men in Black Headquarters: Battery Park, New York City, USA
The thirty-year-old headquarters of the Men in
Black is designed to look like an office of the
future, but it seems that future was to extend no
-
the former coroner who became the first
female MiB agent. Second most neuralized
human being of all time.
farther than 1975. Glistening surfaces and eggrecliners give this place a decidedly dated feel.
You will return to Headquarters between each
Mission. HQ contains:
-
A Shooting Gallery: Where you’ll learn to use
THE MISSIONS
all the weapons in the MiB arsenal, and will
be tested in your jumping and hand-to-hand
In this game universe, your quick reflexes and
combat skills.
street smarts are put to the test as you battle
every variety of alien from the lowliest drone
-
to the most sinister and monstrous kingpin. Yet,
superior.
A Briefing Room: You'll select which agent
you want to use and get advice from your MiB
-
as your travels take you from the Arctic to the
Amazon and around the world, your greatest
challenge will be connecting the seemingly
disparate elements in a grand scheme that
Transport Area: Where you’ll board different
modes of transportation to get you around the
world.
MISSION 1 : At The Arctic Weather Station
only you can solve and stop.
New York City: The Initiation of James
Edwards
You control James Edwards, a wisecracking
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This mission takes you to the top of the world, to a lonely weather
station above the Arctic Circle where communications have recently
gone down. A superior MiB officer has advised you that another MiB
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agent was sent earlier and hasn’t yet reported back. This is supposed
to be a simple mission fit for a rookie. At least that’s what the man said.
MISSION 2: Cara del Diablo: “A Company Town”
This time it’s off to a slightly warmer destination, the dense jungles of
the Amazon River valley. It seems the residents of this town believe a
mythical creature called a Chupacabra is killing people in the mines.
This is a town with many dark secrets, a place where bad sentiment
CONTROLS
Familiarize yourself with the following keyboard controls before starting.
If at any time during the game you need a refresher course, hit CF1 ] to
see a guide to the controls.
KEYBOARD LAYOUT
ATTACK LEFT
runs high. And they don’t like foreigners in nice black suits.
MISSION 3: The Estate of Skip Frales
Skip Frales is one of the richest men in the world. It seems that his
WALK FORWARD
one of the world’s biggest multinationals.
ATTACK RIGHT
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WALK BACKWARD
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BLOCK
TURN LEFT
TURN RIGHT
technology is propelling the world into a dynamic new age of communi¬
cations. Everyone marvels at how young Skip Frales was when he
transformed a garage operation manufacturing personal computers into
ATTACK KICK
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RUN FORWARD
RUN BACKWARD
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QUICK TURN LEFT
TOGGLE ICONS
DROP ITEM
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JUMP FORWARD/UP
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JUMP RIGHT
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JUMP LEFT
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DODGE RIGHT
INVENTORY SCREEN
QUICK TURN RIGHT
Some guys have all the luck, or is it, all the help?
DODGE LEFT
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CYCLE WEAPONS
CYCLE ITEMS
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SELECT WEAPON
OPTIONS
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USE/PICKUP
The Inventory Screen is accessed using the [Caps Lock] key. To turn it
off, hit [Esc] key. Note the use of the [Insert] key for seeing inventory
items without using the inventory screen, useful for easily knowing
what is in your hand, what type of weapon you are using, and how many
rounds of ammo are left in that weapon. Simply hit the [Insert] key to see
an icon representing your weapon type in the lower left corner of the
screen; in the lower right corner of the screen is the icon telling you what
you have in your other hand (keys, slide cards, etc.) Use the [Page Up]
and [Page Down] keys to scroll through these inventory items.
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Walking
Selecting Weapon
The arrow keys will allow you to move in the desired direction
•To cycle through your weapons,
Running
use the [Home] and [End] keys
•To select a particular weapon,
use the number keys 1-9.
The [Shift] key will put you in run mode. While holding the [Shift] key:
•Press the up arrow to run forward
Inventory
•Press the left or right arrows to turn quickly
•To cycle through your inventory,
use the [Page Up] and [Page
Jumping
Down] keys.
The [Ctrl] key will put you in jump mode. While holding the [Ctrl] key:
•Press the up arrow to jump forward
•Press the right and left arrows to jump sideways
•To use an inventory item press
the space bar while holding the
item. To drop an inventory item
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press the [Delete] key.
Combat
The [Alt] key will put you into attack mode. While holding the [Alt] key:
Navigation
No weapon in hand
•To open doors, press the space
•Press the up arrow to kick
•Press the left and right arrows to punch
•Press the down arrow to block
•Pressing the [Ctrl] key along with the
bar while facing the door. If the
door is locked, you may need to
use a key on it.
•To use a key, cycle through your
inventory until you are holding
left and right arrow keys will cause
your character to dodge left and right
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the correct key, then face the
door and press the space bar.
With a weapon in hand
•Press the up arrow to fire your weapon
•Press the left and right arrows to turn
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and aim
Take note
•You cannot kick or punch if you are
holding a weapon.
may hold a weapon in one hand
You
•
and an inventory item in the other hand.
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Examine Items
•To examine things in the room
(where available), face the item
and press the space bar.
•Sometimes you will be able to
manipulate the item you are
examining by using the mouse.
•To pick up an item, press the space
bar while you are near the item.
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TIPS
TIP - Smell the roses and rob the bodies: A good agent always takes
the time to investigate closely, so look around. If you vanquish a foe
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vegetables in this game, the developers and publishers would like
to encourage you gamers to eat right. We recommend Asparagus.
Asparagus: It’s Green and Good.
go ahead and search that body for anything that might be useful.
Weapons, ammunition, keys — all of these items can be found on defeated
bad guys.
WEAPON DESCRIPTIONS
Standard Side Arm
TIP - Your health is all that matters: Watch your health bar, and your
This is the standard sidearm presented
enemy’s health bar. Yours is the red one in the upper left corner of the
to all MiB agents and is the first weapon
new agents are permitted to carry. Like
all MiB weapons, the Standard is pow¬
screen, and the [Insert Key] toggles it on and off. Your enemy’s health
bar will appear in blue in the upper right corner of the screen when you
inflict damage on him, or her (or it?). Health Objects (shaped like first
aid kits) are crucial, so always stop to pick one up. Also, Health can
only be used via the Inventory Screen. To “power up” hit [Caps Lock]
then click on the icon for the Health Object.
ered by a removable energy cell which
fits into its handle like a normal ammo
clip. These guns are much faster than
the six-shot revolving barrel blasters
formerly used by MiB agents, and is still
TIP - Reading is fun, reading is good: Tabloid newspapers, love letters,
notes, and memos are a window into the mystery that is unfolding, and
necessary for you to complete your mission.
carried by some old timers.
TIP - Be a good listener: Even in the ramblings of a crazy man you may
With the introduction of advanced alien weaponry in the mid-1980’s it
became apparent that the Men in Black were outgunned by many of
the unregistereds whom they were trying to apprehend. After much
find something of value: information, warnings, clues to the conspiracy.
internal debate, it was argued that agents should be able to carry an
And listen to your agent, as he or she will have insight into what is
happening around you.
automatic blaster, hence the upgrade to the Standard Side Arm. In
1989, because of pressure from agents in the Los Angeles bureau, it
was determined that agents could carry all classes of weaponry up to
TIP - Eat your vegetables: Vegetable matter is a fundamental
and including the Pulse series.
component of a healthy, balanced human diet. Though there are no
Noisy Cricket
Pulsar Arm Cannon
The Cricket was introduced because of the desire of some MiB agents
This three-barreled member of the pulse family is the most destructive
to have a concealable weapon which was not going to be noticed by
infantry weapon ever to find its way to Earth. Only the most experienced
potential enemies, or normal Earth citizenry. Crickets are small, but
MiB weapon handlers are permitted to carry or operate the Arm Cannon.
powerful.
Though it has never been proven, it is suspected within the department
that an errant blast from one of these weapons brought down the first
SkyLab in the late 1970s.
Some MiB initiates have underestimated the power of the Cricket.
The weapon produces a kick that can propel a person several feet
backward. For this reason, cranked-up Crickets were sometimes given
to new MiB agents and older agents would take bets on how far the
“newbie” would fly. This “ritual” has since been discouraged.
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Series 4 De-Atomizer
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The Reverberating Carbonizer
The Reverberating Carbonizer is a common weapon in the galaxy
because of its adaptability and ease of use. Carbonizers contain a
core of organic, semi-intelligent matter, which modifies the energy of
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the power cell into several forms. The Carbonizer emits toxic fumes
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The Series 4 De-Atomizer is the logical extension of the Standard Issue
Sidearm. The De-Atomizer fires several energy bursts with each pull
of the trigger, and is the fastest blasting pistol yet devised. For many
years it was believed that hand-held blasters could never fire multiple
that can vaporize human flesh in less than 12 seconds.
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MiB agents have carried Carbonizers in the past, but their use is
discouraged within the organization because of fatal flaws in the
shots per second because of overheating and the threat of catastroph¬
design of some earlier Carbonizer models. In 1981, a batch of faulty
ic explosion. Internal cooling systems have helped reduce the chances
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for such an occurrence, and MiB agents now compliment the De-Atomizer
Carbonizers became sentient and rebelled against their owners. A
different batch proved to be non-confrontational and would do nothing
but emit calming music. The newest Carbonizers have none of these
bugs, but the unpredictability of the line has soured the weapon's
on its usability and its stylish look.
Pulsar Blaster
The single-barrel Pulsar was the first weapon in the pulse class to be
introduced to MiB. Pulse weapons emit powerful blasts of compressed
energy, and thus cause substantially more damage than most known
weapons. Pulse weaponry has been used in various interstellar combat
theaters to shoot down low flying space vehicles. Though the guns in
this weapon class are not typically used against single persons or
aliens, they have at times been deployed in emergency situations
involving certain hostile non-Terran species, most notably those of
the “Bug” class.
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Neuralizers
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Neuralizers are used by MiB agents to erase the memories of human
citizens who have witnessed illicit alien activity Neuralizers block memory
impulses in the human brain, rendering human subjects motionless and
confused for several moments. Due to budget cuts, Neuralizers are now
being issued to agents with a limited power cell. Agents are urged to use
them sparingly. Neuralizers have no effect on non-Terran species.
Chubbies
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THE ALIENS
Manitobas
The support personnel to the Milky Way, these lithium-based life forms
are common throughout the galaxy in part because of their willingness
to work in almost any field, often in the service industry and in clerical
positions. Though normally a law-abiding and punctual race, they can
be lured into criminal enterprises when offered a competitive salary
and the chance for advancement. Once a part of such factions, they
are usually relegated to entry-level positions, most often as guards or
junior-grade technicians. Manitobas were initially attracted to Earth
because of the abundance of caffeine, a drug that is illegal but
extremely popular on their home planet.
This derisive term for one of the most common resident alien races
was at first discouraged within the department. Still, because “Chubby”
accurately describes the girth and appearance of the species in
question, the designation has stuck and its use is now tolerated,
except in official memoranda.
Chubbies are intelligent creatures, if unrefined by our standards. They
are often employed as crewmen aboard merchant space freighters
and often come to Earth on shore leave. On such occasions, these
interstellar sailors have caused problems, getting into brawls with each
other while consuming huge quantities of food and often ignoring MiB
guidelines by not keeping a low profile around humans. In 1981, a
group of vacationing Chubbies invaded an “All-U-Can-Eat” buffet in
Akron, Ohio and became indignant when the owner accused them of
“flaunting the rules”.
Coyames
Coyames are a samarium-based alien species often engaged in nefarious
enterprises, though there are exceptions. Large and brutish, these
creatures are possessed of great strength and have the uncanny ability
to fold themselves into smaller shapes, and thus can disguise themselves
as human beings.
Because of their penchant for camouflage, this species is good at
infiltrating other planets, including Earth. Coyames have been known to
Swiping claws, a stinger, and snapping fangs are enough to render
most opponents thoroughly dead in a matter of seconds.
impersonate migraoljworkers, politicians and even photocopier salesmen.
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<teoswells|are kind, sharing creatures, but there are
notable exc
rule. A sub-group of Roswells, known within
the department as Probers for reasons which have received much
relzcÿhis
Sentinels
Only recently discovered, Sentinels are semi-organic machines which
are sometimes used as guards in illegal alien bases. Though made from
an alien material, evidence suggests they may have been manufactured
here on Earth. Sentinels are rumored to be cheap to make, and loyal, if
unintelligent.
Only one model type of Sentinels has to this date been observed by
MiB agents, but upgraded versions with enhanced capabilities may exist.
publicity in the tabloid press and need not be elaborated upon, have
often abducted and studied members of less advanced races. Probers
are suspected of conducting countless experiments on human beings,
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some small in scale, others with a much larger scope. Though it has
not been proven, Roswells are suspected of engineering the bizarre
rise to power of Gerald R. Ford, the 38th President of the United
States, simply to see if it could be done.
Bugs
Bugs are the scourge of the galaxy, feeding off war and chaos and
promoting the same as a means of self-preservation. Bugs are intelligent,
though they are possessed of an overwhelming inferiority complex. They
are enormous, heavily armored, and exceedingly dangerous. They most
often work alone, but will be part of a larger team provided the end
result of the endeavor is to wreak havoc, and thus increase their place
in the world.
Like Coyames, Bugs have the ability to fold themselves into smaller
shapes and have sometimes impersonated human beings. Bugs do not
often use weapons since their whole body is essentially a weapon.
A
MEN IN BLACK: THE GAME CREDITS
GIGAWATT STUDIOS
SOUTHPEAK INTERACTIVE
Game Design and Direction - David Koenig
President - Cos Lazouras
and Yoni Koenig
Project Manager - Mike Etchart
Manager 2D Art - Terry Wolfinger
EXECUTIVE
SALES AND MARKETING
President - Armistead Sapp
Vice President of R&D - John Toebes
Vice President of Production - Susan Ellis
Sales and Marketing Manager - Lynne Harris
Business Operations Manager - Dan Southwick
Creative Development Manager - Bob Tschudi
Executive Assistant - Loretta Winstead
Mana:ger - Lymne Harris
Surrinida Roberson
Melanie Bullock
Tom Edds
Hillary Fisher
Tom Oates
Producer - David Koenig
Associate Producer - Mike Stiller
Vice President of R&D / Project Manager
John Toebes
MARKETING COMMUNICATIONS
Technical Director/Lead Programmer -
Marketing Communications Manager
Mike Truell
Product Coordinator
Elizabeth Loverso
BUSINESS OPERATIONS & LOGISTICS
/
National Accounts Manager
Surrinda Roberson
/
TESTING
Game Analysts
Neal Leazer
1 #
Jason Reese
Doug Teasley
Game Testers
Mike Prince
Jeff Byzek
Eric Taylor
Todd Boling
Matt Horn
Dan McCarley
Sarah Collins
Christopher Davis
Jeremy Harwood
Mike Gemma
Daniel Hill
Beth Norwood
Robbie Girardin
James Breese
Kenny Snyder
Michelle Moore
Hassan Iroegbu
Marcio Spieker
Dustin Wiseman
Bryan Smith
/
Manager 3D Art - Andy Roberts
Script - Mark Gibson
Game Design Manager - Chris Kyriacou
2D Artist - Rion Vernon
Level Design and Game Scripting - Mark
Morris, Kris Jackson
Technical Director - Dan Cotton
Public Relations Consultant - Kirstin Ahearn
•§gf
Strategic Consultant - John Scott
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Manager - Mike Truell
Bob Chase
Cricket Ogr
Michael Dabbs
Beth Heinig
Sara Smith
Marketing Coordinator
Melanie Bullock
THE DESIGN LEAGUE
Manager - Dan Southwick
Julia Car penter
Dave Kane
Elizabeth Loverso
Lorraine Rizzon
Evon Ward
MULTIMEDIA GRAPHIC DESIGN
Manager - Greg Shank
Lenny Terenzi
Dia'ni Witt
SOUTHPEAK PRODUCTION
Vice President - Susan Ellis
David Lloyd
Robert Pteed
RESEARCH AND DEVELOPMENT
Vice President - John Toebes
Dave Baker
Richard Moore
Skip Smoak
/
COUNSEL
Geoffrey A. Berkin, Attorney At Law,
Manatt, Phelps, Phillips
Patricia Brown, Attorney At Law, SouthPeak
Interactive
Robert Knaack
Co-Lead Programmer - Michael A. Williams
Programmer - Buck McGibbony
Art Director - Yoni Koenig
Lead Animator - David Bondi
3D Character Modeling and Animation David Bondi, Moriba Duncan, Mathew
Environments Modeling and Animation Yoni Koenig, Paul Smith, Jay Reynolds
Special Thanks: Mark Caplan of Sony
Signatures, Stefanie Henning and Jeff of
International Creative Management, Wallace
Poulter, John Raszka, Jennifer Gross, Chris
Rene Garcia, Douglas Kim
Faison, Tone King Studios, Roy Edwards,
Lead Video Artist - Doug Mclaughlin
Aina Olsen on Vocals, Mike Stein, Steve and
Christine at BIAS, Dave Javelosa, Angela
Lazouras, Vicki Etchart, Carla Roberts, Scot I
Weathers
2D Artists - Doug Mclaughlir Mathew
Weathers, Sharon Teano
Storyboards and Concept Art - Mathew
Weathers
Sound Design and Score - Ira Cord Rubnitz
Fink, David Bergstein, Tony Young, Damon
LeGeyt, Suzanne Nall, Aletta Cooper, Hugh
McMullen, Melissa Lilly, and Tari Karkanen.
Voice Direction - Jerry Koenig
Game Engine and Software Systems
Voice Talent - Maestro Clark, Victor Brandt,
© Gigawatt Studios.
Lani Minella, Nick Reiner, and Jerome Koenig
Additional Game Design Paul Limon,
Robert Knaack, David Bondi
-
Portions of this sSfHlware are copyright
1993-1997 Criterion Software Limited,
and its licensors.
Additional Scripting -Jessica Abroms, Mike
© 1997 Columbia Pictures Industries, Inc.
Stiller
Additional 2D Art - Antonia Olszowka
Additional Programming Jim Semeda,
-
Patrick Hughes, Bran Kelly
Asset Manager - Mark Morris
All rights reserved.
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may not apply to you.
General This Agreement and any invoices relating to the Software constitute the complete Agreement
between you and Licensor about the Software and supersede any purchase order, communications, or
representations re<?ardin$ the Software. If any provision of this Agreement shall be unenforceable, then
that provision shall be deemed severable from this Agreement and shall not affect the enforceability of the
remaining provisions. Any additions or modifications must be approved in writing signed by both parties.
This Agreement is governed by the laws of the United States of America and the State of California.
SOUTH PEAK"
INTERACTIVE
SouthPeak Interactive
One Research Drive
Cary, North Carolina 27513
919-677-4499
e-mail: [email protected]
http://www.southpeak.com
1ÿÿ.03390ÿ1079?
Copyright © 1997, SouthPeak Interactive LLC All rights reserved. Printed in the United Stales *l
Published by SouthPeak Interactive LLC. Cary, North Carolina
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Stuck? Call for the latest hints.
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© 1997 SouthPeak Interactive LLC All rights reserved. SouthPeak and the SouthPeak logo are trademarks of SouthPeak
Interactive LLC. Other brand or product names are trademarks or registered trademarks of their respective companies.
© 1997 Cdlumbia Pictures Industries, Inc. All rights reserved.
One Research drive
SOUTHPEAK”
Cary, NC 27513
tel 919-677-4499
fax 919-677-3862
www.southpeak.com
INTERACTIVE