THE SPECTRUM GAME DATABASE



SPY VS SPY



PUBLISHER

Beyond



AUTHOR



YEAR

1985



CATEGORY

Arcde Strategy



DESCRIPTION

Spy V Spy is a two player arcade game, where the idea is to set

traps for the other to walk in to.



CONTROLS

Keyboard



 KEYS :        PLAYER ONE              PLAYER TWO

          Up        |              - Q

          Down      |              - S

          Left      | Redefinable  - N

          Right     |              - M

          Fire/Act  |              - 1





INSTRUCTIONS

The two spies from the pages of MAD Magazine, the White Spy and

the Black Spy, are trapped in a building near an airfield. The

objective of the game is quite simple - controlling one of the

spies, with a friend or the computer controlling the other, you

must get out of the building and reach the plane on the runway.

However, you can't leave the building until you find the correct

door, and the guards won't let you go through the door unless you

are carrying four objects. Since you can only carry one object

at a time, you need to find a (hidden) briefcase. And your

opponent will stop at nothing to prevent you from doing this...

 

You must search each room for useful objects, which simply

involves looking behind each of the fixtures and fittings; if an

object is behind something then it will be added to your

inventory if when you look there. However, your enemy also wants

the same objects and will try to get there before you! The hunt

is further complicated by the fact that the spies can set traps

for each other.



If the two spies are in the same room then you are unable to

search or use traps, in which case you can either enter

hand-to-hand combat or leave. The advantage of hand-to-hand

combat is that if you win, you will be able to recover your

opponent's inventory, but of course you might lose... This is

where you must think strategically; if for example you had failed

to find any objects, you could wait while the other spy does all

the hard work and then ambush him.



You can set traps for your opponent by using the Trapulator

device, displayed on the side of the screen, which shows six

icons, the first five of which are booby traps. The icons

represent a bomb, a large spring, a bucket of water, a gun and

string, a time-bomb with a 15 second fuse [the alarm clock icon]

and a map, which shows object locations. The traps must be set

according to their type. The gun and string, for example, can

only be tied to a door, while the spring or bomb can be left

under any piece of furniture. All of the traps, except the time

bomb, can however be defused. A fire bucket will douse the fuse

of a bomb while a pair of scissors will get you past the gun and

string. These defusing items are located around the building but

they can also be moved around by picking them up and dropping

them in a different location. One important point to remember

when setting traps is remember where you put them!



If you are playing against the computer, you can set its

intelligence at the start of each game, with one being the lowest

and five the highest. You can also change the size of the

building from anything between 6 and 36 rooms. Points are scored

for killing the other spy but they are also deducted for being

killed, as well as for using the map. Note also that you have a

time limit: the plane will not wait forever!



SCORES RECEIVED

Crash: "An exciting and demanding game, should last for ages."

93% (CRASH #19, August 1985)















































