Spy vs. Spy (Commodore 64 & Amiga) - Let's Play 1001 Games - Episode 755

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I'm Gaming Jay: Youtube gamer, let's player, fan of retro games, and determined optimist... Join me in this series while I try out EACH of the video games in the book 1001 VIDEO GAMES YOU MUST PLAY BEFORE YOU DIE, before I die. The game review for each game will focus on the question of whether you MUST play this game before you die. But to be honest, the game review parts are just for fun, and are not meant to be definitive, in depth reviews; this series is more about the YouTube gamer journey itself. From Mario games to the Halo series, from arcade games to Commodore 64, PC games to the NES and Sega Genesis, Playstation to the Xbox, let's play those classic retro games that we grew up with, have fond memories of, or heard of but never got a chance to try! And with that said, the game review for today is...

Spy vs Spy
from https://en.wikipedia.org/wiki/Spy_vs._Spy_(1984_video_game)

Spy vs. Spy is a video game written by Michael Riedel for the Commodore 64 and published by First Star Software in 1984. A port for the Atari 8-bit family was released simultaneously. It is a two-player, split-screen game, based on Mad magazine's long-running cartoon strip Spy vs. Spy, about the slapstick antics of two spies trying to kill each other with improbably elaborate traps and weapons.

It was ported to the Apple II, ZX Spectrum, Acorn Electron, Atari ST, BBC Micro, Commodore 16, MSX, Amstrad CPC, Amiga, Master System, Game Boy, Game Boy Color, and Nintendo Entertainment System, which was emulated on the Game Boy Advance.

The object of the game is to collect various secret items in a briefcase and exit the building through a door to the airport, either before the opposing player exits or before the timer runs out. While searching for the items, traps can be laid to take out the opponent (or the player himself, if careless). Each spy has a personal countdown timer which depletes by 30 seconds upon each death.

The arena is an embassy, constructed from a series of interconnected rooms laid out on a grid pattern. Higher levels have more rooms and therefore a larger play area. The spies can engage in hand-to-hand combat (achieved by wiggling the joystick or directional pad left and right or up and down when the spies are in proximity to each other) as well as place traps on the furniture and doors which occupy the playing area. These traps are triggered when a spy searches a piece of furniture or opens a booby trapped door, resulting in a cartoon-style animation showing the subject being shot, blown up, etc., and floating up to heaven as an angel.

Strategy is introduced by limiting the numbers of each trap a spy can use and by allowing the traps to be triggered by either spy. Some pieces of furniture also contain 'remedies' which match up to specific traps; these allow a trap to be defused, but can only be fetched one at a time.




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