Outstanding High-Resolution Character Animation For One or Two Players Playing Simultaneously.
This game marks a new era in BBC/Electron programming, a product of unequalled quality that will become a legend of its time.
A brilliant and unique split-screen layout which allows both players to play independently.
The action starts from screen one, no need to wait your turn as you guide the white and black spies through the inter-connecting rooms of the Foreign Embassy. You'll need to keep one eye on your opponent, though, as you set (and defuse) a variety of bobby traps, engage in club to club combat and frantically search for the Top Secret Briefcase, but don't forget to collect your passport, secret plans, money and a key which must be obtained in order to escape before your plane takes off.
Welcome to the 'mad' world of Spy Vs. Spy. You will quickly appreciate what is going on, the strategies and tactics come later!
This booklet will help you to get to grips with some of the tactics and includes some important knowledge.
Created by Antonio Prohias, the secret agents dressed in black and white first appeared in MAD magazine in 1960. Their antics as they battle for supremacy over one another, have been enjoyed by millions in paperback as well, since 1972.
Tynesoft is proud to introduce the first official Spy Vs. Spy computer game.
The game can be tackled by two players - one seeking to outwit the other - or one player against a computer-controlled agent. Both appear on the screen independently and both play simultaneously, planting booby traps, engaging in battles with their clubs when in the same room, chasing one another and generally getting in the way as much as possible.
An adventure with a real live opponent out to thwart your every plan and initiate your very destruction.
The ultimate action strategy game, Spy Vs. Spy introduces two new computer game features to help you make the most of the MADcap action.
Simulvision utilises a revolutionary split-screen display depicting both players' activities simultaneously. Even when playing alone against the computer, you can see what he is up to.
Simulplay lets both players play simultaneously. There's no need to wait your turn as you travel throughout the maze of interconnecting rooms. The search goes on for the Top-Secret briefcase and both spies must keep a weather eye on what their opponent is up to, while planning and dashing around themselves.
White Spy (Player 1)
Z - Left, X - Right, F - Up, C - Down, G - Manipulate object/strike opponent
Number of Players 1/2 and quit game when spies are on separate screens
Difficulty level i.e. number of rooms in a maze and the time to search them in 1 - 7
Music on and off toggle
First, move within range of any object (border of box will flash). Then press the manipulate key. 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 TRAP, blowing you to smithereens...
Opening Doors: Again, move within a range of any open or closed door, press the Manipulation key and it will close or open.
The top half of the screen monitors the actions of the White Spy, the bottom half depicts the Black Spy (either player two 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.
With the clock running, we didn't think it was fair to make players wait to take turns. So, Simulplay.
Since both Spies' activities take place out in the open, the challenge includes watching and remembering what the other Spy does while you go about your business.
The ultimate objective is to escape from the embassy with the Top Secret Briefcase with your passport, money, secret plans and the key. If this complete victory is not possible before your time runs out, your Spy will content himself by out-scoring his rival.
When both Spies enter a common room, they will have the option of attacking the other player. At this point, with only one of the two Simulvision screens active, the Spies wield clubs and the players use the keyboard to control both Spy and club, attempting to land several solid blows to the other Spy's body. If either Spy had the briefcase when this confrontation began, the winner can now grab it and run.
In the combat mode, Spies cannot search objects, or use the Trapulator (no map or traps). Doors, however, still work. If Spies are not within range of any object when pushing the Manipulate Key they will wield clubs with which they can hit the other Spy in the stomach.
Hitting the other Spy weakens him, and about five 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. So keep your guard up.
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. If you are the victim of a booby trap or the loser in a bout of hand-to-hand combat the clock will continue to count down even though you are 'unconscious'. These losses of time can never be regained.
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 f0. 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.
Booby-Traps (See Trap And 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 and Time Bombs. The Time Bomb cannot be carried or neutralized! The Gun and the Bucket of Water can only be attatched to a door. All other traps may be placed behind anything found in any room.
Spies can carry traps in and out of rooms, placing them where they wish when they are ready.
Hold the Manipulation key, you have just accessed the Trapulator. Observe the large arrow.
Move the arrow about the Trapulator using the Left and Right key.
Position the arrow over the booby-trap of your choice.
Press the Manipulation key. The booby-trap is now held by your Spy.
Position the Spy in front of the hiding place you have selected.
Watch for a flash in your Spy's room. This flash indicates the Spy is properly positioned.
Press the Manipulation key. The booby-trap will disappear and you will hear a beep. This indicates the trap has been set.
Once a trap has been set, either Spy can set it off! A Time Bomb will go off in fifteen seconds once selected. Any Spy(Spies) 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. They come in handy if you are being chased. The other player will be awarded points for each trap set off by the opposition. if the bobytrapee had been in possession 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 And 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. 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 And Remedies
Located to the right of each of the rooms is a calculator-like 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 six buttons. On the first five, selectable booby-traps 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 was occupying at the time the map was requested. The room your Spy is in will be the one blinking on and off. Black Rooms indicate that your Spy has been in that room at least once. Any required inventory items not yet collected are represented by a dot. The map does not tell you what item is in a particular room, just that something you are looking for is there. Finally, the Trapulator displays items you have sucessfully collected as you ready your escape. The map does not show the location of the other Spy.
TRAPULATOR model FSS 84
Your mission being to escape the opposition's 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 and keep the briefcase, locate the only exit and run for your plane with all of the following: Passport, travelling money, the secret plans and the key.
Placing An Object In The Briefcase
In order to pick up any of the four required items i.e Passport, Money, Key or Secret Document, place the briefcase into the file, picture, etc. that holds that item and then remove the briefcase, the item will automatically go into the briefcase.
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!
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. Rather than indicate a numeric score, you will get "ranked".
Tape: CHAIN"" (RETURN)
This game was mentioned in the following articles:
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