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SPYVS.SPY
AVMAGE
TABLE OF CONTENTS
Introduction
System Requirements
1
2
Loading Instructions
Game Options
Starting
2
3
3
CONTROLS
3
Keys and Their Functions
4
GAME ELEMENTS
Simulvision
Simulplay
Hand-to-Hand Combat
Time
Booby Traps
Remedies
Booby Traps & Remedies Chart
Trapulator
Inventory
Exit
Split Level Embassies
9
10
10
"Breadcrumbs"
10
Ladders & Rugs
MISSION
Your mission is t0 escaPe the embassy. Top secret briefcase in
UdJCU I IVt
distraction. Before time runs out, you must manage to find, fill,
OR ICPTIVF
5
5
5
6
7
8
8
8
hand. It is important to remember that all else is but a mere
and keep the briefcase; locate the only exit and board your place
with all of the following: Passport, travelling Money, the Key and
the secret Plans.
Both players start with equal time to travel the maze, collect
required objects, search for the briefcase and exit the embassy
before their plane takes off.
COPYRIGHT * 1986 AVANTAGE. All rights reserved
Printed in the U.S.A.
10
MAGAZINE'S OFFICIAL
Created by Antonio Prohias, the agents in Black & White
first appeared in MAD® magazine in 1960. The antics of
these agents of absurdity have been enjoyed by millions
in paperback as well since 1972.
Avantage is proud (they told us we had to say that) to
introduce the first official SPY vs. SPY computer game.
Put on your mess-pionage disguise and get ready for some MADcap action. The ultimate action/strategy game. SPY vs SPY in
troduces two new computer game features.
SIMULVISION™ utilizes a revolutionary split-screen display de
picting both players' activities simultaneously! Even while playing
alone against the computer, you get to see what the other wiseSPY is up to.
SIMULPLAY™ lets both players play... you guessed it! Simul
taneously. No more need to wait your turn as you travel throughout
a selectable, yet randomly generated maze of interconnecting
rooms. While setting and defusing booby-traps, engaging in handto-hand combat, searching for the Top Secret briefcase (guess
it's 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 takes off
without you. Like Alfred E. Neuman says. "If you don't succeed
at first... SPY. SPY again."
SYSTEM
Commodore 64
REQUIREMENTS: One Commodore 64 computer.
One Commodore 1541 disk drive.
One Commodore or Commodore compatible joystick.
Optional: a second Commodore 64 Joystick (for two player mode).
Apple II Series
One Apple II or Apple II compatible computer with 48K ram.
One Apple II or Apple II compatible disk drive.
Optional: One or two Apple II compatible joysticks.
Atari
One Atari 400/800, 600/800/1200 Series XL with 48K RAM.
One Atari or Atari compatible disk drive.
One Atari or Atari compatible joystick.
Optional: a second Atari compatible joystick (for two player mode).
NOTE:
If you do not own a joystick please see "KEYS and their function"
(page 4 ).
LOADING
INSTRUCTIONS:
Commodore 64
Remove any cartridges.
Turn on disk drive. Wait for the busy light to go off.
Turn on computer. Insert disk correctly. Close disk
drive door. Type LOAD "*", 8,1 Then press return.
Atari 400/800
Remove BASIC or any cartridges in computer.
Turn disk drive on. Wait for busy light to go out
Insert diskette correctly. Close disk drive door.
Now turn the computer on and the program will automatically
load and run.
Atari 600/800/1200XL Series
Turn disk drive on. Wait for busy light to go out.
Insert diskette correctly. Close disk drive door.
While holding OPTION key down.
Now turn the computer on and the program will automatically
load and run.
Apple II Series
With computer turned off, Insert the disk correctly. Close disk
drive door. Now turn the computer on and the program will auto
matically load and run.
GAME OPTIONS
When SPY vs SPY has finished loading into your computer, you
will be presented with the 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 hidden until the end.
STARTING
With your JOYSTICK or appropriate keys. Move your cursor, up or
down, to any of the options.
By moving your 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.)
Once your selections have been made, the SPACEBAR or JOYSTICK
button will begin the game.
CONTROLS
MOVEMENT
OBJECT
MANIPULATION
The rooms that you are in are 3 dimensional. Pushing the JOYSTICK
forward will move you towards the rear of the room. Pulling the
JOYSTICK back will bring you towards the front. Moving 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 that you have entered. These
symbols can show you how to go back to where you've come
from. For example, 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 right to left. As you move, your Movement
Indicator will scroll from left to right, deleting each arrow until
you return to the room in which you started. See "Bread Crumbs".
First, move within range of any object (you will hear a short tone
and see a flash). Then press the JOYSTICK button. Any object
found 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 TRAR blowing you to smithereens ....
OPENING DOORS
Again, move within a range of any closed door. Press the JOYSTICK
button and the door will open.
KEYS AND THEIR FUNCTIONS
In the one player mode, either the Apple or Atari versions can be
played using only the keyboard.
KEY
FOR THE
APPLE or
ATARI
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 depress
ing the CONTROL Key.
USE
K
Move left
L
Move right
A
Move back or up
Z
Move forward or down
Q
Access Trapulator
S
Press once to stop the music, again to turn it
on
SPACEBAR
Press to open or close a door, pick up or drop
on object. Select or activate a booby trap. Start
game.
ESCAPE
FOR THE
APPLE ONLY
SPACEBAR
To pause game play
Press once to stop Spy's movement, again to
drop an object.
CONTROL and R
Return to Option Screen
together
CONTROL and
Re-boot the program
RESET together
FOR THE
ATARI ONLY
FOR THE
COMMODORE 64
A joystick is required.
However, some of the
keys are used as follows:
OPTION
Return to Option Screen
RESET
Re-boot the program
f5
Return to Option Screen
RUN/STOP
S
To pause game play
Press once to turn music off. again to turn it
on.
SPACE BAR
Press to start game.
GAME ELEMENTS
SIMULVISION
The unique, split-screen layout can be seen in the illustration
below. 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. (See page 9 )
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 cannot search objects, or use the
Trapulator (no map or traps). Doors, however, still work, and so
do any traps that might be connected to them. If Spies are not
within range of any object when pushing the JOYSTICK BUTTON,
they will wield 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, de
pending 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 and 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 possession.
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 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
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 pressing [f 5) on the
C-64, OPTION key on the Atari and CONTROL &R on the Apple.
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 RUN/STOP key on the Com
modore or ESCAPE key on both'the Atari and Apple computers.
BOOBY-TRAPS
(see Trap &
Remedy Chart)
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
Triggers 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 over 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:
ln the case of the ^un w'th 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 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 Time 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 points
for each trap set off by the opposition. If the boobytrappee had
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
(See Trap &
Remedy Chart)
Except for the Time 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 a 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 one thing at a time except inside the
briefcase.
BOOBY-TRAPS & REMEDIES
TRAP
SYMBOL
USEABLE
REMEDY
Bomb
'>(j^ki
Everywhere
Water Bucket
Spring
J^\
>
W
Wire Cutters
Everywhere
EXCEPT with door
j^jj^
Door ONLY
Umbrella
Coat Rack
Door ONLY
Scissors
First Aid Kit on
Water Bucket (electricution)
Gun with a String
f
wmm
EXCEPT with door
SYMBOL
9
LOCATION
Red Fire Box on
Left Wall
White Tool Box
on Right Wall
Back wall
Time Bomb
TRAPULATOR
ANYWHERE
None!
N/A
N/A
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; pinpoint 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 6 buttons. On the first 5, selectable boobytraps are indicated. However, the sixth button in the lower right-
hand corner calls up a map of the embassy you have broken into.
The map will appear 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. It also indicates if an item has been
taken from you. The item will now appear on the 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 reveal anything about the
other floor of the embassy (if there is one).
Selection ArrowGun &String.
Time Bomb.
Map.
Passport.
Money.
Key.
Secret Plans.
Inventory Monitor.
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 one 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
SPLIT LEVEL
EMBASSIES
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 security guard will see to that!
Some of the embassy buildings are two stories high. Your Spy
can climb from floor to floor 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 ladder, 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 hole 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! The indicators and their meanings are as
follows:
> Take the door on the RIGHT to go back one room
< Take the door on the LEFT to go back one room
i Take the door in the FRONT of the room to go back one
room
| Take the door in the BACK of the room to go back one
room
O G° DOWN the hole in the floor to go back one room
As many as 9 consecutive rooms can be thus remembered &
indicated.
10
SCORING
Pojnts 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 successfully
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.
11
CREDITS
Program designed and programmed by Mike Riedel.
Project Directors. Paul Hodara, and Fernando Herrera
First Star Software.
Title-Screen-Graphics. Walter Guslawski
Documentation graphic design. Nick Moscovitz
Special thanks for technical assistance to Jim Nangano
Based on the SPY vs SPY characters created by Antonio Prohias which
are the property of E.C. Publications, Inc. and used by permission.
12
Copyright
Copyright© 1985 by First Star Software, Inc. All rights reserved. No part of this
publication may be reproduced, transcribed, copied, translated or reduced to
any electronic medium or machine readable form without prior written
permission of Avantage, 20813 Stevens Creek Blvd., Cupertino, California
95014.
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without obligation of Accolade to notify any person of such revisions or changes.
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