Monday, March 27, 2017

The History of Spy Drills

What is up CP Fans, Crzypengu here with the latest updates. We only have less than a month left to experience the desktop version of Club Penguin and throughout the Month of March I will be putting out a new piece of History about every single mini-game that is on Club Penguin and today we will be having a look at the game Spy Drills.

Spy Drills is a mini-game that was released on May 9, 2013 and can be found in the EPF Command Room. The game includes all of the previous field-op games into an interface and allows the player to determine which field-op mission they would like to play. There are two different modes to this game which are Train and Challenge. In train mode you are allowed to pick from 10 different field-op games which are Circuit Match, Code Break, Firewall, Code Decrypt, Chip Maze, Grid Command, The Navigator, Radar Strike, Rhythm Lock and Tumblers. The Challenge mode gives you three random Spy Drill games to play on where you can earn medals as long as you complete every single game given. If you fail to complete one of them then the game is over but you can get around 1 to 5 medals if you complete every single one. Each mini-game has a different form of gameplay that can be either easy or hard based on your skill.

Circuit Match tells the player to match the Circles' symbols in only 60 seconds and once you get all of them matched up then you will overload the circuits. Code Break asks the player to crack the code by selecting a symbol and scanning it will tell you if each symbol is correct or not. Once you get all 4 symbols highlighted green then the game is complete. Firewall is played on 5 rows where a basket of some sort is on the bottom of the screen and you will have to move it left and right to match the same color of the basket above. Code Decrypt asks you to find the shape displayed on the right side of the screen on a 5x4 board where only one of them are the correct symbol. The player will have to complete the round in 5 seconds each and the game will end once you complete 10 rounds. Chip Maze asks you to move a micro battery around by using the arrow keys and you will have to avoid zaps to deliver power from the charger to the chips. Grid Command is set on an x,y coordinate system where you will have to destroy 20 red targets before the time runs out. The Navigator tells you to guide a bot through a corrupted system where you will use your mouse to set a list of commands to which direction you want the bot to go. You will have to be precise in this game and you will only be able to make 5 sets of commands. Radar Strike allows you to guide a remote controlled snowball with your arrow keys at top speeds and you will have to act fast at every turn or the snowball will lose power. Rhythm Lock asks you to listen to a tempo and to repeat it by using the space bar to match the lock. Finally there is the game Tumblers where you have to match the scanner to the correct frequency number by using your space bar and stopping the scanner at the exact point it asks you to.

Thank you all so much for reading about the history of the Club Penguin mini-game Spy Drills. The Spy Drills game is actually a pretty fun activity to do even though you are not able to gain any coins from this game. I have had a lot of really fun times with the Field Ops missions there used to be on the Club Penguin Island and I am glad to play these again after they stopped them. Anyways I hope you all enjoy the gameplay footage that can be found below and until next time this is Crzypengu saying Waddle On!

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