Created by the late great Cuban exile Antonio Prohíos for MAD magazine in 1961, at the height of the Cold War, "Spy vs. Spy" has waged a never-ending battle between...well...it's not quite good vs. evil. It's not even democracy vs. communism. It is, in fact, only and forever just spy versus spy:
Along with the elaborate, Rube Goldberg-esque machinations of each spy to trap, crush, or destroy each other, there's another important continuing element: nobody ever wins. Yes, although the Black Spy might triumph one month (or, see above), you only have to wait to see the tables turned on the world spy stage:
Prohíos passed away in 1998, but the Spy vs. Spy saga continues in MAD in the capable hands of Peter Kuper. The Spies have moved on to other media as well. But the basic premise remains the same:
You can learn a lot from a pair o' spies. Just like David Lightman taught WOPR that in war games, "the only winning move is not to play," Spy vs. Spy taught me that in espionage, the only winning move is to hit your opponent over the head with a spring-loaded mallet cunningly concealed inside a fake bomb. With role models like these two, who says the Cold War is over?
Nobody does it better/Makes me feel sad for the rest/Nobody does it half as good as you/Bahlactus, you're the best.
5 comments:
All my life, I've read Mad & Spy vs. Spy, and never until right now did I notice the Morse code in these strips. How could I have not seen that?!?!?
(The code, btw:
-... -.-- .--. .-. --- .... .. .- ...
The translation: BYPROHIAS
Duh.)
Hey, wait a dang minute! Morse cose here, binary with Jane, and the Cap'n's message in a bottle? It's been cryptography week here at comics should be good, and nobody told me!
.... . -.-- --..-- / .-- .- .. - / .- / -.. .- -. --. / -- .. -. ..- - . !
01001101 01101111 01110010 01110011 01100101 00100000 01100011 01101111 01110011 01100101 00100000 01101000 01100101 01110010 01100101 00101100 00100000 01100010 01101001 01101110 01100001 01110010 01111001 00100000 01110111 01101001 01110100 01101000 00100000 01001010 01100001 01101110 01100101 00101100 00100000 01100001 01101110 01100100 00100000 01110100 01101000 01100101 00100000 01000011 01100001 01110000 00100111 01101110 00100111 01110011 00100000 01101101 01100101 01110011 01110011 01100001 01100111 01100101 00100000 01101001 01101110 00100000 01100001 00100000 01100010 01101111 01110100 01110100 01101100 01100101 00111111
.. - .----. ... / -... . . -. / -.-. .-. -.-- .--. - --- --. .-. .- .--. .... -.-- / .-- . . -.- / .... . .-. . / .- -
01100011 01101111 01101101 01101001 01100011 01110011 00100000 01101111 01110101 01100111 01101000 01110100 01100001 00100000 01100010 01100101 00100000 01100110 01110101 01101110
.- -. -.. / -. --- -... --- -.. -.-- / - --- .-.. -.. / -- .
Aww, nuts. I left the plaintext right there. Whoops.
Do hznnzy pk ocz ejfz, wpo njhz ocdibn vmz hvtwz jigt apiit oj hz.
This may help.
Dig the "Spies Like Us" reference.
One thing you did omit was that the Gray Spy always won whenever she appeared.
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