SPY VS SPY SEGA CARD MASTERSYSTEM

989 kr
MS-SPYVSSPY-SEGACARD-CB

Beskrivning av SPY VS SPY SEGA CARD MASTERSYSTEM

SPY VS SPY SEGA CARD MASTERSYSTEM - 4083

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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