"The Cold War may be over, but the Lukewarm War rages on!"
A recurring cartoon feature in MAD magazine, originally created by the Cuban exile Antonio Prohías. The characters debuted in issue #60 (January, 1961).As the title implies, it is about two spies, Black and White, who constantly try to outdo (usually read as: "kill") each other with varying levels of success. Sometimes a plan goes off without a hitch, sometimes the other Spy has a hidden countermeasure that makes everything blow up in their faces (literally, whenever possible). Occasionally, a female Grey Spy would show up to do them both in.After Prohías retired, he passed the strip on to others. Artistic duties later went to George Woodbridge (for one issue), Bob Clarke and then Dave Manak, all with Don "Duck" Edwing as the main writer (although other writers sometimes contributed, most often Andrew J. Schwartzberg). In 1997, coinciding with a Re Tool of the magazine, artistic and writing duties went to Peter Kuper, who still does it to this day.There are a small set of different games based on the series, the first being the most ported of all of them.
Spy vs. Spy provides examples of the following tropes:
Chocolate Baby: In one of the little mini-comics you'll find permeating the margins of Mad Magazine, White Spy arrives home to find his obviously pregnant wife Grey Spy knitting a little black spy suit. Of course in the first place BOTH Spies' skin are the same color. You never hear about the Red and Blue spies being "Racist".
Continuity Nod: Occasionally the spies will reuse previous plans with new twists.
Deliberately Monochrome: The strip's been running in color since 2001, but many depictions and animations of the Spies still portray them in a monochrome world.
Foregone Conclusion: The title strips at the top of early-to-mid era comics would depict another instance of the two fighting each other, but with a clear victor. Smart readers eventually noticed that the spy who won the title strip would lose the main comic.
The Grey Spy would always win out over both spies. Prohías realized this (see Wouldn't Hit a Girl below), and instead of having her continue to show up and predictably kill both Black and White spies, he quietly phased her out of the strip entirely.
Friendly Enemy: The spies would often hang out together, even though they are setting traps for each other.
Gambit Pileup: A staple of the series. At least one strip will have one spy's plan completely turned on its head by an unexpected decoy... and quite a few strips play everything straight just to specifically subvert this.
Gambit Roulette: A particularly notable example is the black spy staging his own decommissioning from his embassy in an elaborate scheme to kill the white spy.
Ludicrous Gibs: Prohias wasn't shy about drawing shoes, hats, and dentures flying all over the place after an explosion. Later comics began to graphically illustrate heavy wounds, once Peter Kuper took over.
Maximum Capacity Overload: Deliberately done in one comic, with White tricking Black into carrying several 1000-pound weights on an elevator (he thinks they are White's secret plans).
Minimalist Cast: With a few exceptions (the spies' leaders and the Grey Spy for example) the spies are practically the only people in their universe.
Murder by Cremation: In the last strip in the short-lived Sunday strip, Black Spy becomes a victim to this.
Mild example. In one particular strip, Black sees a girl trapped in a cage on top of a wooden pole. He climbs up, intending to help her only for the cage to fall down and trap him at the bottom of the pole. It was a trap from White and he's seen taking his disguise off and laughing at a shocked Black.
Same could be said for the White Spy in "Defection". When he thought the Black spy lost his job and was down on his luck, he felt sorry for him and decided to help him....only for the Black spy to turn on him and blow him up with dynamite.
Oh Crap: The losing spy sometimes realizes too late that he's been had, resulting in either this trope or This Is Gonna Suck.
Shoe Phone: There are several examples of this, as the two spies use these to kill each other. Examples include special shells that disguise their firearms as certain props like hairdryers and cameras. They disguise bombs as harmless items from time to time as well, like books, teeth, and credit cards.
Silence Is Golden: No-one in the entire comic's run has spoken an understandable word (although a Spy uses a recording of himself saying "Stick 'em Up" in one strip); Prohías spoke almost no English when he began drawing the strip, but his earlier Spanish-language comics like El Hombre Siniestro contained precious little Spanish. It was simply his style.
Sunday Strip: A very short-lived version in 2002, drawn by Manak and written by Edwing.
Symbol Swearing: White Spy once tricked Black Spy into swallowing a miniature speaker, then spoke profanities through the speaker once Black Spy's superior came in. The superior then had Black Spy executed for cursing him.
Meta-example — Prohías couldn't bring himself to let the Grey Spy lose because he didn't want to draw a woman suffering the usual fates of the loser in the comic. Eventually he phased her out because her inability to lose was boring. Peter Kuper brought her back.
Xanatos Gambit: Related to the above. While the Grey Spy always won she was eventually phased out of the comic entirely. Considering how the Black and White spies can't prema-kill each other maybe they lost on purpose.
Xylophone Gag: In a rare example of the trope working, White Spy rigs a piano to squirt nitro glycerin into Black Spy's mouth when he pushes certain keys. Boom.
The games provide examples of the following tropes:
Artificial Stupidity: It is exceptionally easy to bait the A.I. into your traps. Even on hard and/or the last level(s) of the game.
Most notably, the time bomb trap placed in a room with a pickup will almost always get them in any port of the first game. They never learn that going out and back in would save them the trouble of having to try and stop you from running straight for the exit.
A.I. Breaker: Operation: Booby Trap has numerous field hazards, which the AI knows not to stand in. The AI also knows it can jump through most (but not all) of these. However, the AI has the following quirk: When the AI retreats from you without moving up or down, it will stay just off the edge of the screen and wait a second to recover some health. HOWEVER, if you so much as inch towards the computer, he will approach you regardless of health and attempt (briefly) to stand next to you so that he can punch you. You should see where this is going: stand at the edge of a damage hazard, repeatedly bait the computer into said hazard fast enough to where he doesn't recover health, and let the computer DIE FROM THE HAZARD.
The Computer Is a Cheating Bastard: The computer will never lose the knife (first game and all ports except the Game Boy Color) and knows EXACTLY where each item is (Extremely apparent on Operation: Booby Trap, where the first two items the computer picks up will invariably end up being Attache Case and Key Item in that order)
Death Is a Slap on the Wrist: The key items you lose in the first game get hidden in the room you died in, and you just lose 30 seconds on your clock (and have to wait 5 seconds to respawn). Operation: Booby Trap dumps your items into a random chest (even booby trapped ones) without decreasing your timer, but the respawn time is 10 seconds. However, the respawn timer is MORE than enough for most competent players — and the A.I. — to bolt for the exit if they have everything, and on Operation: Booby Trap, dying when your opponent has all the items is almost a guaranteed loss.