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JUN
25
2021
3

#167 – StarTropics

Long neglected, but never forgotten.

Those chill nighttime vibes

To Beat: Reach the ending
Played: 10/8/2020 – 10/11/2020
Difficulty: 5/10
My Difficulty: 3/10
My Video: StarTropics Longplay

In my quest to beat all the NES games, there are times of great productivity and times of, well, little productivity.  I have started writing this blog post in late May, as the weather is starting to get hot.  As you can see above, I played through this game in early fall.  It feels kind of poetic to have pretty much skipped all the cold weather in between, seeing as StarTropics is very much a tropical game.  Or, on the flip side, it can be seen as a missed opportunity to celebrate some warmth when I could have used it the most.  Either way, there is no bad time of year to play through StarTropics, as it is a delightful game to play whenever you can.

StarTropics is an odd duck in terms of its history.  It was an NES-exclusive game, released in December 1990 in North America and August 1992 in Europe.  Despite being developed completely in Japan, it was never intended for Japanese release and indeed never made it officially to the Famicom.  The game was developed and published by Nintendo, specifically Nintendo’s R&D3 division.  That part of the company primarily developed hardware and peripherals from Nintendo 64 through the Wii U, and was renamed to Nintendo Integrated Research & Development Division, or IRD for short.  IRD has since merged with Nintendo System Development to become Nintendo Platform Technology Department, named PTD, who have been responsible for Nintendo Switch hardware and peripherals.  Anyway, back in the R&D3 days, they did develop a few games, namely both StarTropics games and the Punch-Out!! series, both arcade and home versions of the first two titles.  Locomotive Corporation also has development credits on this game as well its sequel.

StarTropics follows the journey of 15-year-old Mike Jones.  His Uncle Steve is a world famous archaeologist and he sends Mike a letter inviting him to come visit him at his laboratory on C-Island.  Mike arrives and meets the villagers of Coralcola, only to talk with the village elder and discover that Dr. Jones has been abducted.  Naturally, young Mike is best prepared to tackle the dangers of the islands in search of his uncle.  This adventure takes place over eight chapters spanning across multiple locations.  Clear all the chapters to beat this game.

Of course you are!

At the beginning of the game you need to set up your save file.  This file selection screen is quite reminiscent of the loading screen of The Legend of Zelda.  First, Select Register Your Name and press Start.  You then enter your name up to 8 characters, then press Select to move to End and press Start to create your file.  The Elimination Mode allows you to delete save files.  The Review Mode is an interesting feature that I completely forgot about and probably never used.  Select your file and press Up or Down to select from any available chapter, then you can press Start to play the game from the beginning of that chapter.   You can choose from any chapter reached so far.  This does not affect your save file in any way.  Just for the sake of science, I loaded up my completed save game and replayed a full chapter in the Review Mode.  When the chapter is finished you are simply sent back to the title screen.

There are two main modes of play in this game, which the manual calls Travel Mode and Battle Mode.  You start off in Travel Mode.  This is a top-down view where you move similar to an RPG.  You can explore areas, enter towns, and talk to people.  Use the D-pad to move around and press A to speak to people.  You can press Select to bring up a limited status view, displaying your current chapter, health meter, and score.  At the start of the game you are on C-Island.  You can explore the island in a limited fashion, and then proceed into the town where you will need to talk to the townspeople.  The chief in each village is who you need to speak with, but either they or something else is often blocked off until you gather more information in town.  Once you gain an audience with the chief, he explains the abduction and gives you the legendary island yo-yo, which is your default weapon for the journey.  After meeting with the island shaman, you proceed underground for your first challenge.

The other mode in this game where all the action takes place is called the Battle Mode.  This also takes place in a top-down mode but with a much larger character sprite.  Here you battle enemies while proceeding through caves or other areas room by room.  The main gimmick here, if you can call it that, is that your movement in combat is gridlocked.  It helps to think of each room overlaid with an invisible grid.  When you walk in one of the four directions, you keep moving until you lock to the next tile of that grid.  This concept does take shape in the actual game, too.  There are green squares that are raised up and you must jump on top of them.  Then, you can jump from tile to tile with A. You may also leap across water safely to another tile two spaces away.  For battling enemies, you wield your trusty yo-yo with B.  Enemies, by and large, play by the same rules you do as far as movement.  This all may seem restricting, but the game was built around the concept and it works better than you might think.

Yo-yo-ing slugs was not the vacation I had in mind.

In The Legend of Zelda, your heart-shaped life meter could be expanded by collecting Heart Containers.  StarTropics functions a lot in the same way.  Clearing each dungeon area gives you a free health refill.  At some locations, you also earn max health upgrades.  Every once in a while, you will find this game’s version of Heart Containers to extend your life.  Your health is not only important for staying alive, but it also helps you with your weapons.  There are two upgrades to your yo-yo: the Shooting Star and the Super Nova.  These not only increase the power of your attack, but also increase your range for distance attacking.  The catch is that you need a certain heart requirement to use them.  The Shooting Star activates with six hearts, while the Super Nova requires eleven hearts to wield.  At any time, if you don’t have enough health for the weapon, it drops back down to the prior level weapon.  Likewise, as you regain health, your better weapons kick back in.  Having low health once you acquire these weapons is a real double whammy.

There are lots of items along the way.  Basic items that defeated enemies drop are hearts and stars.  Hearts add one to the health meter, while stars function as sort of partial hearts.  Every five stars give you one heart.  Other types of items are available either out in the open or revealed by switches.  Those raised green tiles I mentioned earlier can reveal door switches or items when you step on them.  Better items are revealed in this way.  Clocks either freeze or slow down enemies on the current screen.  The anklet lets you jump over two spaces instead of one.  The vitamin X is an interesting item in that it fills up your health and overflows it to the max the game allows.  Over time, that excess health is eaten away bit by bit until you are back to your current max health.  The try-your-luck sign is another weird one.  In each stage you get three lives.  The try-your-luck sign can give you an extra life, sometimes two lives, but also it can remove a life from your stock.  Running out of lives forces you to restart caves from the very beginning, especially painful in some of the longer stages.

Mike also can acquire a plethora of special weapons.  There are three boxes in the status area to hold any special weapons you pick up, along with their ammo counts.  Switch weapons by pressing Select, or you can make selections while the game is paused.  Weapons are only available for the current area and cannot be transferred to other stages.  Many of these weapons, like the bolas or the flame, are simple projectile weapons.  The baseball bat is swung all around you to clear out enemies in close proximity.  The shurikens are neat.  They are double shurikens that are thrown in a straight line, and you can press B at any time to split them up, launching them sideways in opposite directions.  The spike shoes automatically toss Mike all around the screen, stepping on each enemy on screen for you.  There’s even a mirror to reflect some enemy projectiles.

You even get a submarine to traverse the islands.

There’s another category of items too, called Magic Items.  These are stored when you collect them but are activated only through the pause menu.  Press Up or Down when paused to toggle between the weapons and magic items.  Some examples of magic items are the medicine, snowman, magic rod, and the lantern.  The medicine restores five hearts of health, and there’s even a special counter for the medicine on the main status bar.  The snowman temporarily freezes all enemies.  The magic rod is used to reveal hidden enemies that exist on some screens.  This is important as some screen exits are only activated when all enemies are beaten.  The lantern lights up darkened rooms so you can see!

StarTropics also has a scoring system that isn’t often discussed.  It does not appear on the status bar or on the pause screen in the Battle Mode, but you can see it when you stop in the Travel Mode.  Points are awarded after you finish Battle Mode sections.  This isn’t mentioned in the manual, but I have learned how the scoring system works.  Each level in the game is worth a set amount of points, and behind the scenes, every enemy you kill reduces from that total.  If you are high score chasing this game, you will need to learn how to play pacifist, as much as the game allows.

Finally, I would be remiss if I didn’t mention the letter that comes with this game.  Retail copies of StarTropics came with a rather thick, standard size NES manual that has a folded up letter attached to it.  The letter is from Uncle Steve, inviting Mike to come to his island, beginning the adventure.  However at the bottom of the letter is a rather stern warning from Nintendo that pretty much says “don’t eat this letter, save it until the end of the game.”  That’s weird, but reasonable.  The letter is mentioned in-game as well, and when you reach a certain part of the game you are instructed to dip the letter in water, the actual letter.  If you take your unsoaked letter and do this, a secret message appears.  (I guess the invisible ink is what Nintendo is trying to protect you from.)  There is a frequency given that you must enter or you will not be allowed to complete the game.  That frequency is 747.  I might as well say it without spoiler warnings because I can’t imagine anyone playing this game for the first time with the original letter intact, and there’s no reason to make anyone brute force the answer.

Bosses can put you in hot water, so to speak.

StarTropics was a game that I owned brand new back in the day.  At some point we ordered games directly from Nintendo.  Maybe it was something from Nintendo Power, I can’t be too sure.  We bought StarTropics and Punch-Out!!, the version without Mike Tyson.  Nothing too rare, but certainly good games.  Here’s a little story about my original playthrough.  I got to wet the letter to reveal the code just as intended.  But at the time, I didn’t know the best way to do it.  I ended up running the faucet over the letter, but I did it full blast and it ended up almost destroying the letter.  I don’t think I was able to read the entire message, but I did at least see the code so that I could progress.  Funny thing is, if I had to do it over today, I bet I would end up doing the same thing.  For certain things or situations, I don’t know why, but my brain picks the least effective way to do it and I just run with it.  That drives my wife crazy, but at least it gets done I guess.
 
StarTropics is a game I’ve played many times before.  I never forgot the 747 code, I know the route through the game, and where all the major items are.  Still, I expected this game to take several hours to clear since it always takes me multiple sittings to beat the game.  This time, I finished up the game over two sessions in three hours total, about half the time I expected.  It was nothing special either, just a normal playthrough with plenty of deaths and mostly decent playing.  This is now the kind of game that if I had a block of time with nothing to do, I know I could power through it in one shot and have a pretty good time doing so.

I very much recommend StarTropics as one of the essential NES games that belongs in every collection.  The graphics are simple in spots, but everything is bright and colorful.  There are very detailed character portraits in some of the cutscenes.  The music is catchy and easy to listen to, and the boss theme is good for getting your heart pumping during some difficult fights.  The game controls very well within the constraints of the grid system.  The scenes only have a little bit of graphical variation, but the level design has some good variety with some navigation puzzles and all sorts of traps, enemies, and bosses.  There are plenty of special weapons and items that mix up the formula even more.  The game is not too easy, but not too hard, with a smooth difficulty curve over the entire game.  Best of all, this game is still affordable at around $10.  If you haven’t tried it, go check it out, and I hope you enjoy it as much as I still do.

#167 – StarTropics

 
MAY
17
2019
0

#119 – Boulder Dash

This action-puzzler gives you more than you bargain for.

Clouds rolling in and Rockford running around!

To Beat: Beat World 24 to reach the ending
Played: 3/16/19 – 4/3/19
Difficulty: 9/10
My Difficulty: 9/10
My Video: Boulder Dash Longplay

Boulder Dash and I go way back. All the way back to high school, that is. I was very mathematically minded and so I joined the math team. As part of the deal, all of us on the team were loaned a TI-85 graphing calculator. It had some capabilities, including being programmable, so naturally I started tinkering around making small games on it. Things really blew open when we found that some smart people had hacked into the calculator and wrote programs in assembly language that took full advantage of the hardware. I purchased a computer-to-calculator cable, hacked it myself, and started downloading fun games. One of those was Boulder Dash and I spent a lot of time playing it. Now, years later, I finally beat the game on the NES.

Boulder Dash was originally released for Atari 8-bit home computers in 1984. It was originally developed by Peter Liepa and Chris Gray and the game was acquired by First Star Software in 1983. The company is still around and continues to hold the license to Boulder Dash. The game has been widely ported to various home computers, consoles, handhelds, and mobile phones. The NES version of Boulder Dash was released first on Famicom in March 1990. The NES release followed in North America in June 1990 and in Europe sometime in 1990. This port was licensed by First Star Software but was developed by Data East, specifically Sakata SAS. The Japanese version was published by Data East, the North American version by JVC, and the European version by Nintendo.

The story for the game is a simple one. An old explorer named Stoneford is on his death bed. Before he passed away, he called over his son Rockford and handed him a map. He tells his son to do the adventure he couldn’t complete and find the secret jewels among the six worlds. You play the role of Rockford as he plans to fulfill his father’s wishes. Each of the six worlds contains four levels that the game manual calls towns. Within each world, you can play each level in any order you choose. When all levels are completed, you proceed to the next world. Your task is to complete all the worlds.

There’s even a World Map!

Boulder Dash is an action game, occasionally containing puzzle elements. The object is straightforward. Each level contains gems and there is a counter of how many remaining you need to collect. Once the minimum is gathered, a door will open up somewhere in the level and you need to enter it to complete the level. As you move through the levels, you will clear out dirt that is in your path. There are solid boulders that will fall if they are unobstructed by dirt or other objects. You must take care not to get hit in the head with a falling boulder or you will lose a life. Gems fall by the same rules as boulders and you can be killed by a falling one too.

The controls are easy. This is a top-down game with levels that scroll in all directions. Simply press and hold the D-pad to move around. You can only move in the four cardinal directions and the game is grid based. You move from space to space and you can hold a direction down to move multiple spaces consecutively. You move plenty fast. Everything else in the game plays by the same rules moving one space at a time but with much more rigid movement. You can move through dirt freely as well as into spaces occupied by gems. If you press up against a boulder from the side, as long as there is space on the other side, you will push the boulder one space at a time. Holding down either the A or B button combined with pressing a direction allows you to interact with an adjacent space. You can collect gems, dig dirt, or push rocks the next tile over without moving using this technique. Sometimes you will get trapped where you cannot move at all. You can let the timer run out, or you can hold down A and B to suicide.

There are two primary types of enemies in this game. In the original game, they are fireflies and butterflies, but here they take the form of enemies graphically depending on what world you are in. I’ll refer to them by fireflies and butterflies because even if that’s not what they look like, you can tell them apart by their behavior. Both enemies move around the level by hugging the walls. Fireflies move clockwise while butterflies move counter-clockwise around the walls. You can defeat these enemies by dropping either a boulder or a gem on top of them. They explode and clear out all spaces around them in a 3×3 area. Defeated butterflies generate a 3×3 area of gems instead. You need to take advantage of this right away in the first world where you can only harvest gems from the butterflies. The enemies will defeat you not only if you touch them, but also if they occupy the space next to you. You really have to be careful around the enemies.

Wait for the enemies and knock ’em cold!

There is another special enemy type called an amoeba. This one does not hurt you at all, but instead it tries to take over the entire level once space at a time. It begins as a single tile and expands to an adjacent open space or dirt tile. It has some special properties. Fireflies or butterflies are defeated when they touch the amoeba, exploding into either empty space or gems as if you defeated them with a boulder. If the amoeba gets too big, it will transform into all boulders which is disastrous. However, if you can enclose the amoeba to where it is unable to expand, it will transform into gems. Levels featuring amoebas usually require you to turn them into a large pile of diamonds.

Some other levels appear impossible to clear at first look. There aren’t enough gems within the level, there is no amoeba, nor enough butterflies. That means the level probably contains a magic wall. The manual for the NES version calls this a Special Stone Wall. The magic wall takes falling rocks and transforms them to gems on the other side of the wall. The first rock to fall into the wall activates the magic wall and then it wears off automatically after some time. You need to make sure there is enough space underneath the wall for the transformed gems, and boulders must fall at least one space into the wall before it will transform. Otherwise rocks will sit there and potentially block other rocks from falling through.

As levels get more complicated, some techniques begin to emerge. Though the enemy movements may seem erratic at first, they are very predictable. Since they hug the walls, by cleverly digging dirt as they pass, you can get them to loop around constantly within a small area. You can blow holes in the wall by defeating an enemy next to the wall. There can be gems in blocked off areas that you can now access. A little trick I picked up is that you can use Rockford himself in place of a boulder to help block off an amoeba. This also provides you an entry point into the new pile of gems once it transforms. On that note, using your “grab” technique with the A button gives you the ability to harvest gems out of a large pile while helping you stay just out of harm’s way. Some parts of the game require meticulous digging through the middle of a large pile of gems and boulders. These are puzzles that you have to reason your way through in order to collect as many jewels as possible without getting trapped or killed.

Good luck getting through that pile later.

Boulder Dash has a dirty trick up its sleeve. When you clear all levels in the six worlds, you get a pseudo ending but not a complete one. Then the game continues with Worlds 7-12. This is a second loop of the game with all the same levels but with higher gem requirements to reveal the exit. There is also a third and fourth loop of the game that you must complete before getting the actual ending to the game. Altogether there are 24 worlds. The third loop is particularly devious in that some of the level layouts have been slightly tweaked to make them much harder. The very first level in that third loop is a good indicator of what’s to come. That level is normally a quick clear, but this time the walls go all the way across, sealing off the bottom. You have to dig out a firefly and quickly try to defeat it along the floor so that you can blast a hole to the middle section, then you have to do that again to reach the lower section. Aside from layout changes, some of the gem requirements are even more strict. The fourth loop introduces more changes. Sometimes you have to harvest every possible gem in the level to move on. It gets very challenging.

At the start of the game, you get three spare lives. You get to change the color of your character to just about any color the NES offers. You get a map where you can choose which level in the world you want to try. If you die, you go back to the map and you can choose a different level if you want. Rockford earns a new life every 2000 points, which are a little tough to come by until the later levels. You have unlimited continues but you have to replay all already-completed levels within the world. Boulder Dash has a password system and you can get the password for any world, all the way up to World 24. That’s essential for beating this game. Passwords are simple six-digit codes that are easy to jot down.

This game combines elements in interesting ways.

I have played a lot of Boulder Dash casually, but never made a true effort to clear every level in the game until now. I picked up my cart copy of Boulder Dash many years ago. It was a game I knew I had to have. I played a fair amount of it back then but never really got very far. The last time I played Boulder Dash was in 2014 for the Nintendo Age contest. That time I reached World 13 with a strong score from replaying levels and earning enough points to keep up with lives. That was way farther than I ever made it before.

My complete run of the game took a few weeks to complete. I got through the first two loops fairly quickly and then stalled out on the other two loops. I don’t think I spent more than a couple of hours on any single world in the game, even the difficult ones at the end. I just had to keep at it and chip away. Due to my schedule, I cleared about a world a day toward the end, so that’s why it took so long. The whole game was probably a 20-hour completion. For my longplay video, I recorded just Worlds 19-24. It was too much to do the entire loop at once, so I recorded each world individually and just stitched them together into one video. There is plenty of failure there even without seeing any Game Over screen.

After all I went through to beat the game, I would still say Boulder Dash is a great game. I don’t necessarily think it is a great NES game. The graphics are pretty nice with different settings for each world. It is evident what each element is just from looking at it even though they can vary graphically. The music is good. The controls are simple but work just like Boulder Dash is supposed to work. The level design is good and provides you with varied challenges from pure action to puzzle solving. The problem with Boulder Dash on NES is that the game design is from an earlier time and it doesn’t really fit what an NES game should be like. The action is completely tile based with only the player character moving smoothly. There is some stiffness in the controls as well to match the gameplay. You can put a fresh coat of paint on it, but you can’t change the fundamentals of the gameplay and have it work right. This is the way Boulder Dash has to be to succeed as a concept. It’s not your typical NES game, but it is a good one if you can live with its limitations.

#119 – Boulder Dash

 
FEB
25
2016
0
Spy Vs. Spy Box Cover

#16 – Spy Vs. Spy

Don’t forget your spy gear because you will need it to make your escape!

It’s nice that they are saving the fight for the actual game

To Beat: Win against the computer on any difficulty
To Complete: Beat all 8 difficulty levels
My Goal: Complete the game
What I Did: Complete the game
Played: 2/1/16 – 2/3/16
Difficulty: 1/10
My Difficulty: 2/10

When playing two-player NES games, I think it’s better to have simultaneous play compared to alternating between two separate one-player games. Most of the time if the game is fun two-player it is probably just as much fun playing single player, however some games are tailor made for two players and Spy Vs. Spy falls in that category. I only player single player for the blog and Spy Vs. Spy left a lot to be desired, although I bet it really shines in two-player mode and I’m looking forward to trying it out sometime.

Spy Vs. Spy is a comic strip that debuted in January 1961 in issue #60 of MAD Magazine. The creator and cartoonist Antonio Prohias fled his native Cuba and pitched the idea of the Spy Vs. Spy cartoon to MAD Magazine in New York. They hired him and he would go on to write Spy Vs. Spy for over 27 years. The comic strip has been passed on to a few other writers over the years and it is still being created today.

The Spy Vs. Spy video game was released in 1984 for a large variety of computer platforms. It eventually made its way to the Famicom in 1986 but it wouldn’t debut on the NES until two years later in October 1988. All versions of the game were developed by First Star Software and Spy Vs. Spy is the only game they would develop for the NES. It was published by Kemco and it was their first NES release.

That briefcase might be up for grabs soon.

Spy Vs. Spy is an action game where you must race both your opponent and the clock to retrieve a set of items and escape the embassy. The embassy is a maze of single screen rooms and you can move to and from the interconnected rooms freely as you choose. This is a split screen game where both the white spy and the black spy are exploring the embassy and racing to meet the same goal. Everything is done in real time so you can see your opponent’s every move while they can also see yours. To escape the embassy and win you must first collect a briefcase, a passport, a bag of money, a key, and secret papers. Each room has a number of objects you can interact with such as furniture, pictures on the wall, doors, and so on. These hide the items you need so you will need to look in and around everything to find what you are looking for. Normally you can only hold one item at a time, however once you have the briefcase you can store all the required items inside of that. When a spy has an item you can see him visibly holding it on screen. You can also hide an item you are holding inside the furniture as well. Once you have recovered all of the items in hand, you must locate the exit door to escape and win the game.

While all this is going on, your opponent is also looking to complete the same objective so he will be actively trying to run your plan. If both spies end up on the same screen then they square off in hand to hand combat. A club and a knife are hidden in the embassy and these weapons can be held alongside one of the required items. The weapons are stronger than the default punch and will certainly swing the tide of combat. The spies don’t have to fight if they are in the same room and sometimes escaping into the next room is a smart strategy. Each spy has a power gauge which indicates health remaining. When a spy runs out of power in combat he is killed and floats up off the screen as an angel. That spy is out of the game for 10 seconds giving the other spy the advantage of free time as well as the ability to recover any items the defeated spy held. There is also a 30 second deduction to the clock when a spy is killed. Each spy has his own clock and whenever time runs out that spy is killed permanently for the rest of the game. Both spies will not necessarily run out of time at the same time which may be all the edge needed in a close game.

There’s nothing like a little slapstick!

The other major feature of the game in which to hurt the opponent is with booby traps. The spies have a seemingly unlimited number of them to use. Holding a trap will cause you to automatically hide any other item you are carrying so that’s something to be mindful of. The traps must be hidden inside the furniture and you can see the spy laughing to himself any time a trap is successfully placed. There are four booby traps at your disposal. Both the bomb and the spring can be hidden inside any of the pieces of furniture except for the room doors. A water bucket must be hidden on the top of a closed door. The time bomb can be hidden in any room regardless of furniture. If a spy peeks into a piece of furniture armed with a trap, that spy is killed with the same penalty as if he died in combat, along with a humorous death animation. The time bomb is a bit special as it kills a spy if he is in the room for too long. You know you are in a room with a time bomb if your face turns blue, so escape right away. There are also remedies hidden in the embassy that disarm traps. A water bucket (not the trap water bucket) is found in a red fire box and disarms a bomb, the wire cutters are found in a white wall-mounted tool box and they disarm the spring, and an umbrella can be found on the coat rack and prevents damage from the water bucket trap. The time bomb is effectively disarmed if you are able to leave the room before it goes off. A remedy for a trap can only be held only if the spy’s hands are empty, so you can’t hold another item and a remedy at the same time.

This all seems really complex, and it is in the beginning, but it all eventually makes sense. One thing that helps is that each spy can also look at the map of the embassy. The map screen appears after cycling through all the possible traps. It shows the location of both spies, which rooms have items, and which rooms have traps. It is quite helpful but it does have a few shortcomings. It doesn’t show which rooms are connected, it doesn’t indicate if a room has both an item and a booby trap, and it doesn’t show the presence of an armed time bomb. Despite all that, the map is very much appreciated as it makes the levels much more manageable.

The map preview shows what you are up against.

When starting a game there are three modes to choose from. Training mode simplifies the game by requiring only the briefcase and one additional item instead of needing all of them to escape. Vs Com is the main game against a computer opponent, and Vs Player is the main game against a human opponent. You can also choose from one of eight levels. Each level is a different embassy map and they are progressively larger and more complex. The lowest level embassy only has 6 rooms in total while the later levels have 30 or more rooms as well as a second floor in some instances.

I have played Spy Vs Spy before when I was a kid. One of my babysitters had an NES with some games and this is one she had. I sort of remember playing it but that’s all. I acquired the game in a three game lot on eBay around 2009. It came with Stinger and Bump ‘N Jump. It’s an ordinary game lot for sure, but the real reason I remember that lot is because those carts arrived in mint condition. I don’t like how often the word mint is used in describing condition as I feel it is mostly exaggerated whenever it’s used. In this case it’s true. They are beautiful carts and they will be on my shelf for a very long time!

I admit I was not looking forward to playing this game. I felt that it was too complicated after reading the manual and that I was going to struggle completing all eight levels. As it turned out, I more or less breezed through this game. There is a bit of a learning curve to be sure but a quick run in training mode alleviated those issues for me. I started on the levels after that and didn’t lose once. I found the AI to be pretty dumb overall. He moves between rooms slowly and focuses more on setting traps and less on acquiring the items needed to win. In the early levels, it’s possible I guess to lose if you don’t get the hang of combat and run out of time quickly. I can see it happening too if I were to get all the items and get killed right in front of the exit door. Other than that, I’m not so sure if the AI is good enough to win legitimately on its own. The later levels are big but as a result you don’t interact as much so it is more about figuring out the layout of the level and beating the time limit.

Somebody set up us the bomb (sorry)

I developed a successful strategy early on that carried me through, so if you want to try this on your own skip this paragraph. You’ve been warned! I use the map to locate the rooms with items and seek them out as quickly as you can. I would usually acquire the knife during my search giving me the upper hand in combat. The priority is the briefcase so if I come across it, great! If the other spy has the briefcase, then I would go after him right away and take it for myself. I would also make a mental note of where the exit is if I passed by since it doesn’t appear on the map. I barely bothered with traps at all. One time I trapped the other spy in a dead end with the water bucket, and the time bomb is useful at the bottom of a ladder for a guaranteed kill if entering the room from above. I don’t know if this is the optimal strategy but it certainly worked for me!

There were two other Spy Vs. Spy games but neither one made it to the NES. The second game is Spy Vs. Spy II: The Island Caper which takes place on a tropical island. Features include larger rooms that scroll instead of the fixed sized room in the original game. Players must also build their own traps from parts found on the island. The game did receive a release on Famicom. The third and final game is Spy Vs. Spy III: Arctic Antics and it was only released on various PCs. This one obviously takes place in the arctic! A fourth game was planned and would have likely been called Spy Vs. Spy IV: Spies in Space if it had been released.

The black spy may be in the lead but it’s far from over.

You may be wondering what is up with my difficulty assessment on this one. There are two things I want to address. The first is the 1/10 difficulty. I went on and on about the initial complexity and I’m not backing down from that. The game is so easy simply because it is very short. Considering strictly the bare minimum to get the ending, I say the game can be beaten in 15 minutes or less on the first time playing. It takes a little bit of time on training to get used to the controls, how the traps work, and how combat plays out. The first level has a time limit of only 5 minutes and it doesn’t take that much time to finish since that first area is so small. I’m sure it’s possible to luck into a win even if things don’t go too well. The other spy has a bad habit of running into his own traps. The ending sequence is the same after each level and the only difference is the text showing which level was completed.

The other thing you may have noticed is that this is the first time I gave a game a higher personal difficulty than the overall difficulty. I based my difficulty on my goal instead of just the minimum to beat the game. I didn’t find the game to be very difficult, but it does take some trial and error to navigate some of the larger levels. I don’t think Spy Vs. Spy is quite among the easiest NES games when going for completing all the levels.

Spy Vs. Spy is a clever concept that plays well, but it ultimately falls short as a single player experience. I am definitely keeping this game in mind to play with friends sometime. As it stands for me right now, this is just another easy title for me to mark as finished.

Spy Vs. Spy Ending Screen

#16 – Spy Vs. Spy