Genre: | Arcade Game: Action |
Publisher: | Dinamic |
Cover Art Language: | English |
Machine Compatibility: | Spectrum 48K, Spectrum 128K, Spectrum +2, Spectrum +3 |
Release: | Professionally released on Cassette |
Available For: | Amiga 500, Amstrad CPC464, Atari ST, Commodore 64/128 & Spectrum 48K/128K/+2/+3 |
Compatible Emulators: | ZXSpin (PC (Windows)) Nutria (PC (MS-DOS)) |
Original Release Date: | 21st May 1989 |
Original Release Price: | £12.95 |
Market Valuation: | £2.50 (How Is This Calculated?) |
Item Weight: | 64g |
Box Type: | Cassette Single Plastic Clear |
Author(s): | Deborah, Javier Cubedo, Jorge Azpiri, Ignacio Abril & Fernando Cubedo |
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We know what to expect from Dinamic... Gratuitous violence, but good fun. The flamethrower handily roasts anyone stupid enough to come within twenty feet. Read Review
An excellent piece of software. Part two is even better than part one, a great 'explore the different rooms' game in a similar vein to the Saboteur series. Read Review
Although the play area is tiny and the scroll far from smooth, Navy Moves is far more attractive than most. It's a shame that the playability in part one has been cursed with such a high difficulty level. Read Review
Looks very nice but it's just too difficult. You'll be killed time and time again for no reason other than frustrating gameplay and, after a while, it all becomes too much. Read Review
A corkendous follow up to Army Moves, for those who don't mind investing six squillion years in getting past level one (i.e. it's hard). Read Review
This is one aggravating game... Most people won't get past the incredibly irritating first section where you have to navigate a jittery speedboat across a choppy sea littered with deadly mines. Read Review
Mission: Locate and destroy the nuclear submarine U-5544, equipped with RAIDER-HOMING TORPEDOES. Key Name Of Mission: Operation Octopus Description Of Terrain: The commando is informed of the probable zones of the mission:
Zone 1: On the sea surface ~~~~~~~~~~~~~~~~~~~~~~~~~~ Aim: To find the best spot for immersion. Enemies & Perils: The waters are infested with USSEX-12 mines with a detonation device upon contact and 2,300 g. of solid explosive. The enemy commandos will each pilot a 6-speed Aquatic GPX SUZUKI with a bicylindric DOHC motor.
"AQUATIC" GPX SUZUKI Technical Description ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Motor: DOHC, 4 phase, bicylindrical, with 4 valves. Capacity: 750 c.c. Refrideration: With water. Caburettor: DHLA [[DELL ORTO]] Shift Gear: 6 speeds
USSEX-12 MINE Technical Description ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Detonator: Ultra-sensitive, by contact, with multiplier and security system. Load: 2,300g of solid explosive.
ZONE 2: Below the surface ~~~~~~~~~~~~~~~~~~~~~~~~~
Aim: To locate the entrance to the enemy base. Once there, capture the bathyscaphe. Enemies & Perils: Avoid contact with the sharks and scuba-divers that control the entry of the enemy base.
SHARK Technical Description ~~~~~~~~~~~~~~~~~~~~~~~~~~~
Tiger Shark: An elasmobranch fish between 3 and 4 metres long, with a fusiform body and a very large mouth full of very sharp teeth. Its hide is bluish grey in colour, it is carnivorous and very voracious, and can be extremely dangerous.
"BUZEX 31" DIVING GEAR Technical Description ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Fins: Made of durable, flexible, rubber, with riveted nerves that canalise the water. Bottles: 20 litre double oxygen bottles with a rubber protection. Suit: with pressure buttons and smooth neoprene gloves. Goggles: they allow 180° of vision and are cushioned inside.
DIMIC-GN 12 IMMERSION GEAR Technical Description ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Prepared to withstand high or low temperatures. Made of high sensitivity lubricated latex. Electronically tested for maximum safety.
ZONE 3: In the bathyscaphe ~~~~~~~~~~~~~~~~~~~~~~~~~~ Aim: Leave enemy's base and penetrate in the nuclear submarine through the exit door for remainders. Enemies & Periods: Giant octopi hidden in enormous and dark caves. Giant sea monster must be shot in the mouth.
OCTOPUS Technical Description ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ An octopod whose extended tentacles have a span of up to 8 metres. It can change colour, lives in caves and feeds on anything it finds, crushing it first with its tentacles.
SEA MONSTER Technical Description ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Over 12 metres long and weighing between 1000 and 1200 Kg. This terrifying beast has a thick hide which makes it immune to missiles. Shaped like a giant eel, its bite means curtains for anyone coming near.
Helpful Tips From Major McWiril ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ * The commandos on the aquatic motorbikes are kamikazes. Shoot them down before they collide with you. * Never enter in contact with a shark. * Shoot the octopi with two missiles at a time; the effect will be triple! * To destroy the sea monster shoot it repeatedly inside its mouth.
Inside the Submarine ~~~~~~~~~~~~~~~~~~~~ Aim: To set a bomb at the base of the reactor and escape alive. In order to escape you will have to stop the submarine, make it emerge and transmit the key message to your base. Enemies:
CAPTAIN His code allows you to perform one time the function of each and any of the officials.
FIRST OFFICIAL His code allows you to stop the motors and emerge.
FIRST AND SECOND MACHINE OFFICIALS With their codes you can open the door to the base of the reactor.
FIRST AND SECOND TRANSMISSION OFFICIALS Their codes allow you to transmit the codified message to your base.
MARINES Equipped with an N-32 rifle. They can carry a bullet loader.
FLAMETHROWER MARINES Equipped with a flamethrower. They carry two loaders, one with bullets and one with gasoline.
To perform any function you have to connect with the central computer of the submarine through any of the terminals within. You also need to know the identification code of the Official in charge of the area related to the order you want to send. E.g.: to open the door to the base of the reactor you must obtain The Machine Official's code and then transmit the order to the central computer.
To obtain the codes, locate the Official, shoot him and search him.
To exit from a computer terminal, type END (ENTER).
Once the bomb has been set, the motors inactive and the submarine on the surface, you must transmit the word [[BOMB READY]] to your base. In order that the enemy can't detect it you must codify it in this way:
OABERBYAMD
When you have communicated the success of your mission, go up to the control tower and wait for your colleague to rescue you.
You are provided with a HIGGINS "PT" motorboat with an 890 hp. HONDA motor, an assault rifle weighing 4.140 kg. which can be submerged 400 feet and a DINMIC-GN 12 immersion gear. The commando is provided with a repetition rifle and an incorporated FLAMMENWERFER flame-thrower. Use the selection button to switch from rifle to flame-thrower or vice versa.
HIGGINS "PT" MOTORBOAT Technical Description ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Motor: HONDA 890 hp. Compressor: G Turbo fed. Shell: Reinforced with laminated steel cable.
BATHYSCAPHE Technical Description ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Motor: 3 HGC turbines, 112 hp. Cabin: Near spherical, made of steel, with a laminated quartz watershield No. of Pressure Valves: Two Propulsion: By propeller. Weight: 850 Kg. Endurance: Can withstand depths of up to 3000 metres.
AS-5 KELT MISSILE Technical Description ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Fuel: Liquid injection system. Combathead: Specially designed for submarine combat. Type: Mono phase.
UNITED DEFENSE MODEL 2 RIFLE Technical Description ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Type: 820 mm. Weight: 4.140 Kg. Calibre: 9mm. parabellum. Features: Submergible to 400 feet. It shoots explosive arrows above or below the surface.
5.56 mm. FA RIFLE Technical Description ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Cartridges: 5.56x45 mm. Weight: 4.500 Kg. Length: 757 mm. Cadenza: 1000 dpm. Loader: 25 cartridges. Effective Reach: 400 metres
FLAMMENWERFER FLAMETHROWER Technical Description ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Weight: 35 Kg. Capacity: 11 litres. Reach: 10 to 15 metres. Duration: 10 seconds maximum.
O - Left, P - Right, Q - Up/Enter Door, A - Kneel
When kneeling: O - Throw yourself to the ground left, P - Throw yourself to the ground right
When standing on a moveable platform: Q - Up, D - Down
When standing in front of a computer terminal: Q - Use Terminal (Type 'END' to cease using terminal)
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A digital version of this item can be downloaded right here at Everygamegoing (All our downloads are in .zip format).
Download | What It Contains |
---|---|
3" Disc | A digital version of Navy Moves suitable for ZXSpin (PC (Windows)), Nutria (PC (MS-DOS)) |
A digital version of Navy Moves suitable for ZXSpin (PC (Windows)), Nutria (PC (MS-DOS)) |
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