SPY vs SPY - THE ISLAND CAPER

(c) 1985 FIRST STAR SOFTWARE INC.



INSTRUCTIONS

Simulvision, Simulplay, Trapulator are trademarks of
First Star Software, Inc. SPY VS SPY is a registered trademark of
E.C. Publications Inc. Spy vs Spy is based upon a property of
E.C. Publications, Inc. Both are used by permission.
Atari is a registered trademark of Atari, Inc.


DATABYTE


LOADING INSTRUCTIONS

ATARI

1.	Turn off your computer and remove all cartridges
2.	Turn on the power to your TV or monitor and disk drive.
3.	Wait until the Red "drive busy" light turns off then insert the
	game diskette into the drive, label side up with the open
	section towards the rear of the drive. Close the drive door.
4.	Now turn on the power to the computer. The diskette will
	load automatically.
	NOTE: XL/XE owners should hold down the Option key
	while turning on their computer.

Cassette Owners should hold down the Start key while turning
on the computer and hit the Return key after the beep. After 17
seconds the loading message appears and remains for the next
three minutes after which the full title screen appears (complete
with a countdown timer to show the records remaining to be
loaded). The game will start when the timer reaches 000.

Whenever the game needs to load more data it will prompt you
with one of the following messages:

Rewind + Play- First rewind tape to beginning, then press Play,
wait for Beep, hit Return.

Play - press Play, wait for Beep, hit Return.

NOTE: XL/XE owners should hold down both the Option and
Start keys while turning on the computer. This disables the built-
in Basic.

COMMODORE 64/128: Disk - Turn on your computer and disk
drive. Insert the disk with the label side up. Close the drive door.
Type LOAD "*",8,1 then press the Return key. The program will
load and run automatically.

Cassette - Remove all cartridges. Computer should be off. Place
tape into the cassette recorder. Press REWIND to make sure
tape is completely rewound. Press PLAY on the tape recorder.
Hold down the SHIFT key and press the RUN/STOP key while
turning on the computer.

SPECIAL KEYS
F5		Return to Option Screen
RUN/STOP	To pause game play
S		Press once to turn music
		off, again to turn it on
SPACE BAR	Press to start game

MSX - Requires 64K
Cassette - Turn on the computer, place the cassette in the data-
recorder. Type Run "CAS:" and press Return. The program will
load and run automatically.

Disk - Turn on the computer. Insert the disk into the drive. Type
Run "Disc" and press Return. The program will load and run
automatically.

SPECIAL KEYS
Use the arrow keys or joystick to select game options and press
Space or Fire to use either the keyboard or joystick. If the two-
player game is selected pressing Fire will make the game use
joystick 2 for the second player. Press ESC to restart the game.
For all other functions see the rest of the manual.

Spectrum Loading Instructions
To load type LOAD "" and press the enter key. The program will load
automatically.
KEYBOARD CONTROLS
Player 1    Player 2
   Q     UP    P
   A    DOWN   L
   Z    LEFT   N
   X    RIGHT  M
   O    FIRE   B


MISSION OBJECTIVE

Your mission, should you choose to accept it, is to find and
recover all three parts of the top secret XJ4 1/4 missile. Of course,
the missile parts are located on Spy Island, a deserted (except
for your opponent and the sharks) tropical island in the middle
of nowhere. Not only must you locate all three parts of the
missile, but you must fully assemble it before being able to
transport it off the island via your submarine. By the way, there
is also an active volcano on the island so you won't have too
much time.

As you attempt to recover the parts and assemble the missile,
your opponent won't be taking a siesta. After all, your opponent
is there for the same reason you are, and there are only three
parts for the one missile.

To aid you in your mission, your country, at great expense, has
provided you with the ultimate tool in spy technology, the all-in-
one, multi-purpose, super-duper Island Trapulator. This nifty
little gadget comes complete with a computer-generated
mapping system and a few devious items for building nasty little
traps that can surprise your opponent (or yourself if you're not
careful). Of course, your opponent is equally well equipped
with the same state-of-the-art technology.

GAME OPTIONS
When SPY vs SPY : The Island Caper has finished loading into
your computer and the spies have landed on the island, you will
be presented with the OPTION screen.

Using the controls located to the right of the two centre screens,
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 mode only)
	4. Escape sub 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
Imagine the landscape or areas within the monitors to be a 3-
dimensional perspective. Moving the JOYSTICK up (away from



you) or down (towards you) will send your player to the back-
ground or foreground of the particular area that you are
currently viewing. Moving the JOYSTICK to the right or left will
send the player to the right or left of the area respectively. If you
should move your player to the extreme right or left of the area
in view, this area will scroll to reveal the next section of the
landscape. Also, note that along the back "wall" of the area in
view there may be gaps in the background graphics that your
spy can fit through. Also along the foreground edge you may
see gaps in the black foreground border that the spy can also fit
through. Think of these gaps as passageways that will allow you
to move north and south on the island such as scrolling right
and left allows you to move east and west.

OBJECT MANIPULATION
First, move within range of any object or mound of sand (repre-
sented by three small, white triangles). Then press the
JOYSTICK button. Any object found can be lifted. The small
mounds of sand 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  ...........................


KEYS AND THEIR FUNCTIONS

For the Apple and Atari

The keyboard can be used in the one-player mode only.

In Hand-to-Hand combat, use the K, L, A and Z Keys to move the
arm with the sword, in, out, up or down, while depressing the
CONTROL key.

KEY		USE
-------------------------------------------------------------
 K		Move left
 L		Move right
 A		Move back or up		Direction keys
 Z		Move forward or down
 Q		Access Trapulator
 S		Press once to stop the music, again to turn it on.
SPACE BAR	Press to pick up or drop an object.
		Select or activate a booby trap. Start game.

ESCAPE		To pause game play.

CONTROL and	To fire gun, bury missile or set trap.
DIRECTION KEY

OPTION		Return to Option Screen.

RESET		Re-boot the program.


TRAPULATOR

The Trapulator (state-of-the-art in Spy technology) allows you to
store and use various items and tools necessary for completing
your mission objectives.

INVENTORY
Looking at your Trapulator will inform you as to the status of
your inventory. A lit L.E.D. next to an indicator button means
you have in your inventory at least one of those items. If you find
an item on the island is represented by an indicator button you
may pick that item up by standing over it and pressing the
JOYSTICK button once briefly. Then by pressing the
JOYSTICK button briefly again it will be stored in your Trapula-
tor for future use.

GUN
If you find the gun you can shoot your opponent, causing him to
lose some strength and momentarily spinning him out of
control. While you are in the same screen he is in, point the gun
in the direction of your opponent and line your Spy up with him,
then shoot. This is done by first depressing the JOYSTICK
button and then (while holding down the button) pulling the
JOYSTICK forward. Some bullets are duds and the gun is not
always fully loaded!



TRAPULATOR Model FSS 85

[illustration]


GAME ELEMENTS

Natural Hazards

VOLCANO:
The Digital clock located in the control panel on the right of the
Trapulator indicates the amount of time remaining before the
volcano erupts. If the volcano erupts both Spies lose the game
and the island will be covered with lava.

QUICKSAND:
When exploring the island you will see dark patches of sand
which are quicksand. If your Spy gets trapped in the quicksand,
use the techniques recommended by most survivors, which is
moving your JOYSTICK up and down or twirling it in a circular
motion rapidly while trying to move your Spy to the edge of the
quicksand. Falling into the quicksand will cost you precious
strength, lots of time trying to get out and also make you a
sitting duck if your opponent is in the neighbourhood.

DROWNING:
The high seas have taken their toll of unwary Spies who have
wandered off the island jetties. Spies just aren't good
swimmers. Staying in deep water will drain your strength very
quickly.

SHARK ATTACK:
If you don't drown while you're in the ocean, the sharks will
probably get you. The green gilled Mud Sharks (native to these
waters) usually like a few appetisers before chowing down to
their main course. As the sharks begin to nibble on your Spy,
your Spy will be briefly tugged under water. This may happen
two or three times (you may also see a fin). If you have enough
energy remaining it is suggested that you move with great
speed to the nearest shore, otherwise your Spy may not come
back up after the next tug.

Hand to Hand Combat (Sword Fight)
The combat mode exists only when the following two situations
occur: (1) Both Spies enter the same part of the island and
SIMULVISION ends. The Spy that entered the common area
appears on the same screen as the Spy that was already there.
(2) Both Spies are within combat range of each other. This
distance is equal to two times the width of your average Spy.
When you are within combat range, holding your JOYSTICK
button will produce a sword in your Spy's hand. Continue to
hold the JOYSTICK button down and move the JOYSTICK;
your Spy will now swing the sword around, jabbing your
opponent if he is within striking distance.


To smash your opponent on the head, the button is held down
while the JOYSTICK is moved from the Up position to the Down
position (swing the sword downward). To stab, move the JOY-
STICK 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 and move as normal.
Hitting the other Spy weakens him, and about 33 solid blows,
delivered in rapid succession, are needed to kill him if he started
combat with 100% of his strength.

NOTE: When you are within combat range of your opponent,
you will not be able to access your Trapulator, or set any traps
until combat mode ends. Combat mode ends when one of the
following occurs:

1. A spy is temporarily disabled getting caught by a trap.
2. A spy moves out of range of combat (runs away).
3. A spy dies (see death).


Man-Made Booby Traps

(SEE BOOBY-TRAP CHART)
As you move throughout the islands, you may select any of the
booby-traps. The booby-trap arsenal contains coconut bombs,
napalm, rope snares and a shovel for digging punji pits.

Spies can carry traps, placing them where they wish when they
are ready.

TO PLACE AND SET A TRAP
1.	Press the JOYSTICK BUTTON ... TWICE! You have just
	accessed the TRAPULATOR. Observe the indicator lights on
	the right of the icons.

2.	Move about the TRAPULATOR using the JOYSTICK
	controls (up or down). Listen for the bell.

3.	Indicate the booby-trap of your choice then press the
	JOYSTICK BUTTON to select it. The booby-trap is now held
	by your Spy.

4.	Position the Spy at the hiding place you have selected.

5.	First, press the JOYSTICK BUTTON. Next (keeping the
	BUTTON depressed), pull the JOYSTICK forward. The
	booby-trap will disappear and you will hear the "whoosh" as
	it is buried in the sand.

	Once a trap has been set, EITHER Spy can set it off!

	To add insult to injury, when a player sets off a trap, he gets
	zapped while the other Spy laughs hysterically.

SNARES
Set this trap by selecting the rope from your Trapulator. While it
is in your Spy's hand, climb a foreground tree. Climb a tree by
pushing your spy against the side of a foreground tree and
holding him there momentarily. Your Spy will then automatic-
ally tie one end of the rope to the top of the tree and stretch the
other end to the ground. You can now move your Spy in a small
radius around the tree. When you reach the location where you
wish to drop the snare's noose, hold the JOYSTICK BUTTON
down and pull back on the JOYSTICK. Any player walking over
the snare's noose will be snagged and lifted into the tree, being
temporarily disabled, losing strength, and dropping any missile
sections being carried.

NOTE: The noose is invisible once buried. This trap cannot be
set when both spies are in the same screen/section of the island.

OPEN PITS
Set this trap by picking up the shovel wherever you can find it -
either on your Trapulator or on the ground. Walk to an un-
cluttered area where you wish to dig your pit. With the shovel in
your Spy's hand hold the JOYSTICK BUTTON down and pull
back on the JOYSTICK. Your Spy will now dig a pit. What finally
remains is a large gaping hole. Although easy to avoid, falling
into this hole will cost you time and strength.

PUNJI PITS
Placing a sharpened stake al the bottom of the pit will make an
even more deadly trap. Find a wooden stake and pick it up. With
a wooden stake in your hand walk over to the pit; as you begin to
go over the pit, your Spy will automatically place the stake at the
bottom of the pit and then cover it with dirt, hiding it completely
from sight. Any unwary Spy who walks over this area is sure to
fall in.



NOTE: They don't make shovels like they used to. Each shovel
is only capable of digging 8 pits before breaking.

NAPALM
This is the single most deadly trap. Go to the area in which you
wish to place the trap. Select the faucet from your Trapulator.
Next hold the JOYSTICK BUTTON down and pull back the
joystick. Your Spy will now bury a Napalm cannister that will
torch any unwary Spy who happens to walk over it or tries to dig
it up. The unwary Spy will be temporarily reduced to ashes and
drop any missile part he was carrying.

COCONUT GASOLINE BOMB
You will find an abundance of coconuts on these islands.
Combine these with gasoline and you make a bomb. You start
each level equipped with a few coconuts in your Trapulator; you
get more by finding them on the island. By burying these
coconuts in the ground, they become a very effective land mine.
The unwary Spy that steps on the coconut bomb will be
temporarily reduced to ashes and drop any missile parts he was
carrying. To set the trap, select a coconut from your Trapulator,
hold down the JOYSTICK BUTTON and pull back the
JOYSTICK. Your Spy will then automatically fill the coconut
with gasoline and bury the bomb in the ground. After selecting a
coconut bomb from your Trapulator you can abort setting it as a
trap. By putting the coconut back in your Trapulator you can
save it for later; do this by pressing the JOYSTICK BUTTON
once briefly (WITHOUT pulling back on the JOYSTICK.)

NOTE: If you run out of gasoline your Spy will still bury the
coconuts but they will be duds. You can safely dig up buried
empty coconuts and store them back in your Trapulator. Keep
an eye on the gasoline gauge in the lower left-hand corner of
your Trapulator. When your gauge goes down you can refill
your Trapulator with gas by finding the plane wreck on the
island. Push your Spy against the plane for a few seconds and
push the JOYSTICK BUTTON; your Spy will then fill the
Trapulator gauge with gas.

HINT: Coconut bombs, snares and napalm can be
placed on top of buried missile parts.


READING THE MAP

Any time you wish (except when both Spies are in the same
screen) you can read your map. To read your map, first access
your Trapulator by pressing your JOYSTICK BUTTON twice
quickly, next by moving your JOYSTICK up and down light up
the L.E.D. alongside the map button, then press the joystick
button once again. Your map will now unfold within your
monitor. On your map you will see the following:

1.	A flashing quadrant where you are currently located.

2.	A dotted line showing the last several quadrants that you
	walked through.

3.	A few quadrants containing small white squares represent-
	ing the locations of the missile sections.


ISLANDS:
Depending on the particular level selected, the size (how many
different sectors) and layout (objects found on the island) of the
island change.


Also in levels 5 and 6 there are two islands! Travel between the
two islands may be necessary to win the game, but be careful -
the waters may be shark infested (see shark attacks) and there
is only one way to cross over.


MISSILE CONSTRUCTION
Your mission being to escape the island, fully assembled
missile 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 assemble the missile components in sequence, locate the
only exit and board your sub.



The missile is in 3 pieces but you can only carry one section of it
at a time, unless two or more sections have been connected in
sequence. To assemble two missile sections together do the
following: Find any one of the three missile sections. While you
are carrying this section, find the next adjoining missile section.
If for instance you have first found the tail section connect this
to the centre section next. Do this by first standing over the
second section (as long as it is not buried). Next, holding the
JOYSTICK BUTTON down and pulling back on the JOYSTICK,
the section in your Spy's hand will drop to the ground and auto-
matically connect itself to the second section. The two sections
that are now connected may be picked up (as if they were one
section) and carried off, to be connected to the third section
when it is located.

Below each Spy's monitor is a diagram of the missile in parts. As
you pick up a section, it will flash on and off in the diagram.

[illustration]


LOSING THE GAME

DEATH AND STRENGTH:
As mentioned previously, many actions can lower one's
strength, such as: swimming in the ocean, combat, and being
caught in a trap. Each Spy starts with one hundred units of
strength as indicated by the "Strength Meter". If you lose the full
one hundred units of strength, you will die and the game is over
for you. This is represented by a tombstone appearing where
you died, or if at sea, air bubbles briefly appear over the water.
When your strength gets dangerously low you can slowly build
it back up by avoiding combat and traps. If a spy dies at sea
carrying one or more of the missile parts, those parts will be
randomly washed up onto one of the beaches.


WINNING THE GAME

EXIT
There is only one way off the island to the sub and you can NOT
leave without the correctly assembled missile.

BOARDING YOUR SUBMARINE
After you have completely assembled the missile, you must next
find your submarine, somewhere off the coast of the main
island. Your submarine will surface when you approach with the
missile. Look for your sub at both the northwest and northeast
beaches, and when you see it, wade out to it. Your Spy will now
automatically climb aboard and sail off into the sunset.


BOOBY-TRAPS

TRAP		SYMBOL		USEABLE

Open Pits	[illustration]	Everywhere except in water
Punji Pits

Gun		[illustration]	Everywhere except in water

Coconut Bomb	[illustration]	Everywhere except in water



Rope Snare	[illustration]	Foreground (front and
				middle) trees only

Napalm		[illustration]	Everywhere except in water

Map		[illustration]	Everywhere except in water


TABLE OF LEVEL VARIATIONS

Different Features Found in Each Level

LEVEL				 1   2   3   4   5   6   7

TIME (In minutes)		 6   8  11  14  18  22  27
GUN				 1   1   1   1   1   1   1
GASOLINE (In inventory before
 needing to refill)		 6   5   4   3   3   3   3
SHOVELS (On island)		 0   0   0   0   2   2   2
SHOVELS (In inventory)		 1   1   1   1   0   0   0
PIECES OF ROPE (On island)	 0   0   8  12  16  20  20
PIECES OF ROPE (In inventory)	10   8   6  12  16  20  20
NUMBER OF STAKES (On island)	 6   8  15  30  20  30  30
COCONUTS (In inventory)		10  10  10   8   6   4   2
COCONUTS (On island)		 6  12  20  24  20  20  20
1 or 2 ISLANDS			 1   1   1   1   2   2   1
TOTAL SQUARE SECTORS		 6  10  19  20  21  21  22
NUMBER OF PITS (Per shovel)	 8   8   8   8   8   8   8
STAKES (Per level)		 6   8  10  30  20  14  14
NAPALM (Bombs per Spy)		 5   5   5   5   5   5   5


LOSS OF STRENGTH TABLE

TRAP OR HAZARD			UNITS OF STRENGTH
---------------------------------------------------

NAPALM					40
PUNJI PIT				32
COCONUT BOMB				32
SNARE					24
SHARK ATTACK				22
OPEN PIT				20
GUN					16 (per shot)
SHARK NIBBLE				12
DROWNING				10 (per second)
SWORD HIT				3
QUICKSAND				1 (per move)



DATABYTE
15 Wolsey Mews, Kentish Town
London NW5
Telephone: 01-482 1755

Distributed by Databyte under agreement with
First Star Software, Inc.
Distribution arranged by
International Computer Group



DATABYTE
