Spy vs Spy: Commodore 64 Originalanleitung
SPY vs SPY
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."
When SPY vs SPY has finished loading into your computer, you will be
presented ith OPTION screen.
Located inside the top room you will be able to select and modify the
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.
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 layer mode, difficulty level, and I.Q. of the
computer (only available in one layer mode).
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 ill 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
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 r 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....
Again, move within range if any closed door. Press the JOYSTICK button
dand the oor 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
- 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.
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.
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 ake 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
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 he 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
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 ut, and either regain or gain possesion.
NOTE: At the beginning of each new game, both Spies will start out in
the same oom only a few steps from each other. Soooo, don't become the
victim of SAP-otage... keep your guard up!
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 ime 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 ther. The surviving player will continue his search for
the briefcase required objects and the exit. If you are playing
against the computer and the omputer 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
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
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
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 he 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 boobytrappee ha 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.
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
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 uttons. 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. he 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 as 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, or doesit reaveal
anything about te other floor of the embassy (if there is one).
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
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.
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 he 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. o 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.
You can re-trace your steps by using the small character indicators
just below he front edge of your room. These guides (not available in
the higher levels) ctually point the way back to where you have just
Points are awarded or deducted for the following:
+80 winning at hand-to-hand
-20 losing at hand-to-hand
+30 fro 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
At the conclusion of each game, players will be awarded the title or
rank they ave earned. Bonus points and time penalties are calculated
by the computer.
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