| ★ AMSTRAD CPC ★ GAMESLIST ★ SPY VS. SPY 1 (c) FIRST STAR/BEYOND SOFTWARE ★ |
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The fans of those evil, black and white espionage idiots, featured in MAD magazine, have been holding their breaths for the launch of this game. Apart from madcap skullduggery Spy Vs Spy introduces two techniques which make this game stand out from the crowd; Simulvision splits the screen in two. While the two spies are in separate rooms these are shown one above the other. If the spies occupy the same room then the bottom half of the display blanks leaving you to concentrate on the upper section. If you elect to play against another person instead of the computer's spy then Simulplay allows each player simultaneous and independent control of their respective spies. The game is set within the confines of a foreign embassy. The two spies are battling to escape from the building but they both know that only the spy in possession of the secret briefcase, passport, money, key and plans has any hope of getting past the security guards. The one and only aircraft is set to leave as soon as the time limit has expired, so both spies are in danger of becoming long term guests of an unpleasant government.
Collecting objects is simply a matter of moving from room to room and searching under furniture and pictures. To search behind a picture move your spy over to the picture until you hear a blip and press fire. The picture moves and anything behind it is added to your inventory. The fire button also opens doors or picks up other non-secret objects a spy positioned in the appropriate place. It's wise to go for the briefcase first, because without it you can only carry one object at a time. If you wanted to select a trap or pick up a counter trap then the item you pick up disposes of the object originally carried (items of inventory are re-hidden within the room you occupy). If you don't have the briefcase then, the course of action open is to hide objects by moving them to safe places and hoping that when you discover the briefcase the other spy won't have nicked your hoard. The briefcase holds all four secret items but should you be killed or chance upon opponent then the case, with its contents, is hidden within the room of your demise, available for the enemy to search for and grab. Since there is only one briefcase and one set of objects there is bound to be a degree of rivalry between the two spies. One spy can dispose of another either by beating him to death in hand to hand combat or by setting a lethal trap. In this game death is not permanent, the victim floats heavenward and stays out of the game for seven seconds of real time, losing 27 seconds from his game time in the process. While the victim is 'away' the victorious spy can continue with the search. Hand to hand combat begins as soon as the spies share a room. By using the joystick you can wield a big stick in an attempt to do each other in. About seven well aimed thumps are required to send him on his way. A more refined method of despatch is via a device called a trapulator. Each spy's trapulator is positioned alongside his screen. By using this device you can set five different types of trap, the sixth button is used to call up a map of the building to help you find your way about. Pressing fire twice activates the device with mode selection operated by centring a cursor over an icon. The only trap which can be set in any position is the time bomb, the others have to be set up in a particular way. These include Duckets of water that must be positioned over a door; a spring that can be placed behind any object, except a door, as can the bomb; and a gun that must be placed and then the string tied to a door. The cost to a spy in setting a trap is time, often worthwhile for the chance of a good giggle when the other spy gets roasted, splattered or blown up. All traps except the time bomb can be 'de-fused' by a counter device. An umbrella for instance, found in a coat rack, is useful as protection from the water bucket. A pair if scissors from the first aid cabinet takes care of the gun and string. A fire bucket can deal with the bomb while a pair of wire cutters come in handy if you have to get past the spring trap. The only way of knowing which trap you have to deal with is by watching your enemy when he sets it, and of course by not forgetting which room it was set in. When you are setting traps don't make life easy tor the other guy, ensure that there isn't a remedy around the corner! The option screen allows you to select the size of the building, up to 36 rooms with a time limit of 24 minutes. You can also select the intelligence of the enemy spy, 1 being pretty easy to defeat in combat and not very clever, 5 being very smart indeed. A large building means that there are a number of different levels, up ladders and through holes— in this case the map comes in very handy. It tells you which rooms you have been in which rooms contain any of the inventory items, but you lose time and points for using it.
Once you are in possession of the briefcase with all four items inside, you can search for the door to the airfield. Once through, stop for a quick giggle and climb aboard your plane. The game ends with a rating which, more often than not is downright insulting, but that depends on just how sly a spy you are. CRITICISM
AMTIX
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