********* Welcome to Project 64! http://project64.c64.org The goal of Project 64 is to preserve Commodore 64 related documents in electronic text format that might otherwise cease to exist with the rapid advancement of computer technology and declining interest in 8- bit computers on the part of the general population. If you would like to help by converting C64 related hardcopy documents to electronic texts please contact the manager of Project 64. Extensive efforts were made to preserve the contents of the original document. However, certain portions, such as diagrams, program listings, and indexes may have been either altered or sacrificed due to the limitations of plain vanilla text. Diagrams may have been eliminated where ASCII-art was not feasible. Program listings may be missing display codes where substitutions were not possible. Tables of contents and indexes may have been changed from page number references to section number references. Please accept our apologies for these limitations, alterations, and possible omissions. Document names are limited to the 8.3 file convention of DOS. The first characters of the file name are an abbreviation of the original document name. The version number of the etext follows next. After that a letter may appear to indicate the particular source of the document. Finally, the document is given a .TXT extension. The author(s) of the original document and members of Project 64 make no representations about the accuracy or suitability of this material for any purpose. This etext is provided "as-is". Please refer to the warrantee of the original document, if any, that may included in this etext. No other warrantees, express or implied, are made to you as to the etext or any medium it may be on. Neither the author(s) nor the members of Project 64 will assume liability for damages either from the direct or indirect use of this etext or from the distribution of or modification to this etext. Therefore if you read this document or use the information herein you do so at your own risk. ********* The Project 64 etext of Spitting Image Converted to etext by Neil Tomlinson. ********* SPITTING IMAGE -------------- SAVE THE WORLD! --------------- Within the next seven years a world war will take place. A war so great that even the Swiss will get involved this time. A war so terrible the Italians have already surrendered. One leader will emerge from this war to rule the world. It is your task to stop this leader and SAVE THE WORLD. PLAYING SPITTING IMAGE ---------------------- 1. First Bits ------------- After the game has loaded there is a brief introduction before it gets down to the business of presenting the player with the humungous task of saving the world. Press fire if you want to skip the introduction. 2. Map Bits ----------- Next comes the map screen which is central to the quest of destroying the credibility of the world leader. Using the joystick, select the leader you would like to rule even less than all the other leaders you wouldn't like to lead either. This will be the leader you are about to beat up. Next choose the leader who you would like to do the beating up. This will be the leader you will control. From there you will be flown instantly to the home territory of the target leader. To comply with the new 1992 EEC regulations, there will be no duty free goods during the instant flight. 3. Ouch Bits ------------ To defeat your opponent you must win a 'best of five' series of fights. If you lose then you are a humiliating failure. The kid down the street did better than you and he's only been playing computer games a week and probably his mum could even beat your score. 4. Incredible Bits ------------------ If however you win the series then the target leader will have lost all credibility. You will then be sped back to the map screen where a skull will be sitting in place of the leader you have just beaten. From there you must once again pick two more leaders, and providing you keep winning then the show goes on! TWO PLAYER GAME --------------- If you wish to have a bash with a friend then move the pointer on the map screen to the '2' icon and press fire. You can then choose which leaders each will use. The fight works as the usual best of five - however you cannot save the world. LOADING ------- COMMODORE 64/128 Cassette: Hold down SHIFT and press RUN/STOP key, then start tape. FIGHTING -------- This is the most confusing bit. Ronnie got completely lost here and even Maggie took 5 seconds to understand it. JOYSTICK MOVES NO FIRE BUTTON PRESSED JUMP UP /\ /||\ JUMP AND MOVE BACK ___ || ___ JUMP AND MOVE FORWARD |\ || /| | \\ || // | \\ || // \\ || // \\ || // / \\||// \ /--------------- ---------------\ BACK OFF \--------------- ---------------/ MOVE FORWARD \ || / || || || || || || \||/ \/ DUCK FIRE BUTTON PRESSED CONTINUOUSLY HIT AT HEAD /\ /||\ || || || || || || / || \ /--------------- ---------------\ SPECIAL MOVE \--------------- ---------------/ HIT AT BODY \ || / || || || || || || \||/ \/ HIT AT FEET All this assumes your chosen leader is facing to the left. If he/she is facing to the right, the moves are mirrored so, "Hit at Head" stays the same, but "Hit at Body" goes to the left. Got it? Told you it would be confusing, but it's not that difficult to master. SPECIAL MOVES ------------- Each leader has their own special move. No clues here - it's up to you to find out. SIDEKICK -------- Sometimes it gets all too much fighting out there on their own, so each leader has a sidekick to help out. During any fight, press Space Bar and see who appears. They can come back time after time... © Spitting Image Productions Ltd 1988. All rights Reserved. Published by Domark Ltd. The Hit Squad, P.O. Box 350, Manchester. M60 2LX