-40%
SPY VS. SPY VOLUME I & II Atari Disk NEW 800/XL/XE 48K
$ 10.53
- Description
- Size Guide
Description
Spy vs Spy Volumes I and IIon disk for Atari New 800/XL/XE with min 48K. NIB
Requires an Atari 8-bit Computer(800/XL/XE) and compatible disk drive.
First published by First Star Software in 1984 for the Atari 8-bit family,
Spy vs. Spy
was an innovative two-player, split-screen game. It was 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 complex and elaborate traps and weapons.
Two Missions
"Embassy Espionage Mission"
and
"The Island Caper Mission"
.
"Embassy Espionage" Mission.
The object of the exercise is to kill your opponent as many times as possible, while collecting all the items needed to exit the game before the timer expires. Each spy has a personal countdown timer. When a spy is killed they drop all their items, and are forced to sit out of the game for a few moments while their timer is depleted at a faster rate.
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. As well as hand-to-hand combat (achieved by wiggling the joystick left and right when the spies are in proximity to each other) the spies can place traps on the furniture and doors which occupy the playing area. These traps are triggered when a spy searches a piece of furniture for an item, or opens a booby trapped door, resulting in a cartoon style animation showing the subject being blown up, zapped with electricity, etc and floating up to heaven as an angel.
"The Island Caper" Mission.
K
ept kept the basic game play, while tweaking some core features. The Island Caper introduced a side scrolling play area, which effectively allowed for a small number of very wide "rooms" (the action actually takes place outside, on a tropical island). It also introduced the idea of traps being built from the sticks and coconuts on the island, meaning that each spy no longer started with a fixed number of traps, but must compete to acquire the raw materials necessary to build their traps. The spies must gather the three segments of a rocket and then dive into a sea where a submarine awaits them. However, only connected segments can be carried at any one time.
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