★ AMSTRAD CPC ★ GAMESLIST ★ SPY VS. SPY 1 (c) FIRST STAR/BEYOND SOFTWARE ★

Amtix
★ Ce texte vous est présenté dans sa version originale ★ 
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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.
It would be wise to remember that once a trap is set it is just as much a danger to you as it is to your foe. All traps remain set until they gooff or are disarmed.

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

  1. Spy vs Spy Is wonderful. The graphics are a credit to the Amstrad and look more like the Commodore version than the Spectrum. I should think that by now that the game play is legendary. The idea of two players being able to play the same game at once may not be revolutionary, but it is executed so well. This is a two player game to beat all two player games but even just playing against a computer spy is a great challenge, ft's just as well you can keep an eye on what the spy is up to. Getting the hang of collecting the goodies takes a little time but once mastered you can set about exploring the huge and very deep strategy that the game offers. Spy vs Spy should keep you enthralled for a very long time indeed.
  2. Beyond have done a superb job moving Spy vs Spy onto the Amstrad except for two points. The other versions help the player backtrack through the building by a system of 'breadcrumbs' which indicated the route he had taken. I also found that positioning the spy required a great deal of care. I suspect that the character control is lacking somewhat. To be fair though the gameplay is so strong and the overall polish so good that those two complaints nardly detract from the enormous fun that this game offers. Planting traps is great fun though not when you run into your own. To play this game you need an evil mind, a good memory and no other commitments, you won't have time for anything else.
  3. Spy vs Spy on the Amstrad is a great game. The game screen is very bright and colourful. The sound is superb with excellent use of spot effects for fighting sounds. The huge range of options makes the game easy to get into and adds considerably to its addictiveness. Graphics are excellent, cartoon-like but somehow realistic at the same time, so it's always a delight to play, and the gameplay is marvellous. Spy vs Spy is a very sinister and funny game, you will love it. Buy it and you won't regret it
  • Presentation 91% : You are offered a huge range of options which makes the game-piay very varied.
  • Graphics 94% : Commodore quality graphics.
  • Sound 87% : The spot FX add much to the game.
  • Playability 89% : Little awkward to position your spy but otherwise excellent.
  • Addictive qualities 93%
  • Not allowing an Amster to play it would be more effective than pulling finger nails.
  • Value For Money 87% : It isn't cheap but it's worth every penny.
  • Overall 94% : Worth coming in from the cold for.

AMTIX

I PROGRAMMED SPY VS SPY

Dear AMTIX!

After reading CRASH and AMTIX! since issues one and zero respectively I have finally found something to write to you about (having previously found little to complain about).

Ta for your review of my SPY vs SPY and may I be allowed to make a couple of points. The breadcrumbs were left out due to memory problems as was the tune. You didn't point out that it is also available on disk. Actually I developed a wonder disk system (by the way, what's all this dis(k)c rubbish. If you have to do that it should be dis(k)c.

Back to the review. I suspect it's closing doors that you're having problems lining up with. If so, hold down fire and run at the door. That way you're guaranteed to be pressing fire at the right time. (If you're not careful you might end up on the trapulator though).

My mum and dad complained that the review didn't mention them for listening to 5000
assorted buckets of water sound effects till I got it about right (one attempt left me with a great striking a match sound though what use that is I don't know).

In the same OTS someone wanted you to say whether games would suit green screens; Being an impoverished programmer I can only afford one Amstrad so it had to be colour but I tried (as I always do) to do it with green in mind. I avoided using any realfy dark colours for backgrounds and I hope it looks okay.

Oh yes, as a Spectrum owner I feel dreadfully insulted at the Graphics' comment. What is a , Commodore anyway? These are Amstrad quality graphics, infinitely better. The Commodore only allows the co tour of the room plus black, white and pink in any one room whereas mine has black, white, pink, blue, red, brown, grey and the room colour. The carpets are better in mine too (well I think so anyway).

Michael Fox, Aldridge, Walsall

SPY VS. SPY 1
(c) FIRST STAR , BEYOND SOFTWARE

Designed by Mike RIEDEL
Author: Michael FOX

★ INFO: Les deux espions fous du journal américain MAD s'affrontent dans une mission démente : sortir d'un labyrinthe de salles avec cinq objets. Le premier qui y parvient à gagner. La folie, c'est que chacun peut piéger les portes, les meubles, les décorations, avec des bombes, des ressorts, des décharges électriques, des seaux d'acide, des décharges de carabine. Evidemment, mieux vaut se souvenir de ses propres pièges, ou ... boum ! On peut jouer seul contre l'ordinateur, mais le délice suprême est d'affronter un ami : chacun a sa moitié d'écran. Dingue !

★ YEAR: 1985
★ LANGUAGE:
★ GENRE: INGAME MODE 0 , ARCADE , MULTIPLAYER , DISK , TAPE
★ LiCENCE: COMMERCIALE
★ RERELEASES: HITEC SOFTWARE (TAPE/BUDGET) , ZAFIRO SOFTWARE (SPAIN) , OZI SOFT (AUSTRALIA)
★ COLLECTION: ZAFI CHIP (SPAIN)



★ AMSTRAD CPC ★ DOWNLOAD ★

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Medias/Supports:
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Notices d'utilisation:
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L'Amstrad CPC est une machine 8 bits à base d'un Z80 à 4MHz. Le premier de la gamme fut le CPC 464 en 1984, équipé d'un lecteur de cassettes intégré il se plaçait en concurrent  du Commodore C64 beaucoup plus compliqué à utiliser et plus cher. Ce fut un réel succès et sorti cette même années le CPC 664 équipé d'un lecteur de disquettes trois pouces intégré. Sa vie fut de courte durée puisqu'en 1985 il fut remplacé par le CPC 6128 qui était plus compact, plus soigné et surtout qui avait 128Ko de RAM au lieu de 64Ko.