 SPY VS SPY 
 Beyond 1985

 CONTROLS : Keyboard
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 AIM : 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...
 
 GAMEPLAY : 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!

 COMMENTS : "An exciting and demanding game, should last for ages."
 RATING : 93% (CRASH #19, August 1985)

 NOW : Still very entertaining! This was one of the classic 8-bit games;
 although perhaps not as good as the C64 version, it's still a good game
 to play.
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 KEYS : 	     PLAYER ONE		    PLAYER TWO
	Up		|			- Q
	Down		|			- S
	Left		| Redefinable		- N
	Right		|			- M
	Fire/Action	|			- 1
