NEStalgia

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NES box art for Spy vs Spy, the cover of NEStalgia episode 132

132 · SPY VS SPY

▶ Game info
VerdictEssential
GenreAction
ReleasedOctober 1988
SeasonSeason 4
DeveloperKemco
PublisherKemco*Seika
August 14, 2020 · 54 min · transcript available

The black spy and the white spy are out to outsmart each other before the time bell rings. Find the needed objects (money, passport, secret plans and airport door key) by searching rooms in the embassy, which include desks, file cabinets and other furniture. Foil your opponent by setting creative booby traps in the various rooms (a bomb in a dresser drawer, for instance). Traps can be disarmed with objects found in rooms (a water bucket from a firebox on the wall will disarm the bomb in the prior example). When all the items are together in the secret briefcase, head for the airport door.

SHOW NOTES

Spy VS Spy Longplay

Spy vs Spy II: The Island Caper

Spy vs. Spy III: Arctic Antics

Spy vs Spy (2005)

Mountain Dew Commercial

Spy vs Spy (TV Show)

Mad Magazine #60 (First appearance of Spy vs Spy)

Our verdict: Essential

The back of the box calls Spy vs. Spy "Mad Magazine's first official computer game," which started an argument about whether the NES is a computer or a "control deck." The game started on the Commodore 64 in 1984, reached the Famicom in 1986, and got to us in 1988 from Chemco, a company we had never heard of. We could not play with a second person, which we felt was the real way to play it.

How it plays

You are the white or black spy in a base of colored rooms, on a split screen where you can watch your rival the whole time. Hunt through furniture for four essential items plus a briefcase to carry them, then escape before the other spy does or your clock runs out. Each death takes 30 seconds off the loser's clock. Bigger difficulty settings mean bigger buildings, up to a second floor.

What works

  • Watching is the game. Peeking at the bottom of the screen shows where traps go. We had called it luck until we learned to split our attention.
  • Depth from simple parts. Bombs, water buckets that disarm them, time bombs, doors you can block. We kept finding new plans: trap and kill early to drain the clock, or grab the items before any traps exist. One run ended with a chase through the rooms while holding three of four items on low health.
  • Distinct rooms. Different colors and furniture, plus doors that do not sit on every side, make it easy to remember where a bomb is. Compared to Deadly Towers, it is a relief.
  • Combat as a decision. It is baton-mashing, but it takes enough hits that you must choose whether to fight, flee, or split up. We felt that better combat would swamp the cat and mouse.

What doesn't

  • Controls. Checking the map takes five presses of B, and doing so drops whatever you hold into the room's furniture. We wished it were on Select.
  • Repetition alone. Without a second player, you are mostly searching every container. The computer spy avoids fights and just collects items, so the traps matter less.
  • Odd split-screen rule. When two spies share a room, one of them jumps to the other's half of the screen. We could not agree whether this was a hardware limit or a design choice.

Beyond the game

Spy vs. Spy ran in Mad Magazine. We compared it to two Wile E. Coyotes with Road Runner brains. The sequels never reached the NES: Island Caper, a Famicom game with scrolling and crafted traps, and Arctic Antics, with a body heat bar and snowballs. We also remembered the Mountain Dew commercials.

The bottom line

Essential. Joe voted it first after saying it got better the more he played, and Sean followed, calling it the most unique game in many episodes. Two votes put it on the Essential Games List, our first addition since Life Force. Mike voted Play it, saying it felt archaic and he was playing for the show more than for fun, though he agreed to give it another try and expected the second player to be part of the experience.

Written from our conversation in this episode.

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