Wednesday, March 10, 2010

Secret Agent (1992)

Following the same distribution system shareware used with Commander Keen and Crystal Caves, Apogee Software would decide to initiate a new saga in 1992 under the title of Secret Agent, of exclusive form for PC. This way, the saga would be formed by three volumes, being the first free one and receiving others two previous payment to a quota. Secret Agent was programmed by Peder Jungck, being provided with George Broussard and Jim Norwood for the graphic design.

Secret Agent puts in the skin of the secret agent 006 to us ½, that lands in an island and it will have to overcome 15 initial levels (that can be completed in any order) to be able to unblock the final level. The levels, of a labyrinthine structure, have a double target: on the one hand we will have to find and destroy a hostile radar; for other, to find a cartridge of dynamite that allows us to demolish the door of exit of the level and go out again to the island.

But apart from these final targets, every level will have a series of partial steps that it will be necessary to realize by the good end of the same one: we will be doors of colors that will be blocked and that will need the search of the corresponding key; some areas will be without access because lasers prevent us from advancing, therefore it will be necessary to look for a disquette and to use it in a computer so that they are deactivated; some areas of too many height will need to find a barrel with which to help up us....

Apart from this, there will be all kinds of enemies and robots that will try to finish with three lives with which we initiate the level (in case of losing them, this one will be begun again). Our protagonist also will be able to gather a series of objects that will help him to finish the adventure: ammunition to shoot the enemies, sports sneakers to move at major speed, weapon of more rapid action and a series of objects that will increase our punctuation. On the other hand, we will be able to obtain a big extra points quantity if we gather in the correct order the letters that compose the word "SPY".

At technical level it uses the same graphic engine created for Crystal Caves, which does that there are many design similarities with this one. This way, we meet a two-dimensional platforms video game with side perspective, where he emphasizes the wide plane of the camera, what provokes that the scrolls are minimal. The design of personages and elements is something simple and comical, with an entire disparity between personages and objects. The sonorous level is tremendously poor, without band sonorously and with very simply sound effects for the movements of the personage.

In this video you can see how the game is:

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