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168 lines
9.0 KiB
Plaintext
168 lines
9.0 KiB
Plaintext
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DAVID WOLF: SECRET AGENT
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DAVID WOLF: SECRET AGENT is an extraordinary achievement. I must
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admit that with a name like DAVID WOLF: SECRET AGENT, I was a bit
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skeptical; it's somehow rather dated, sounding more like a '50s TV
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series than a piece of 1989 high-tech computer entertainment. But
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DW:SA is one of the most impressive, user-friendly, and fast-moving
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games I've ever seen. It's as if the folks at Dynamix took the name
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"Cinemaware" (which belongs to another company) and decided to do it
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justice. (This review is based on the IBM-PC version.)
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Unlike a Cinemaware game, there's no strategy in DW:SA. It's an
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action game, or more accurately, four small action games set in the
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framework of a James Bond movie. And this is one game that truly
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makes you feel like you're playing inside of a movie! It begins with
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a short setup, then goes into the slick opening credits, in which
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the six main characters are pictured along with their names and
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roles. Then the story begins in earnest, as our hero David Wolf
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(Greg Sheid, looking a bit young and nice for a suave spy) takes to
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the skies in a new, high-tech hang-glider. This is the first of the
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arcade sequences, and it involves shooting down a number of enemy
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hang-gliders.
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Provided you survive that sequence, you move on to get your
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assignment from Director Marsh (Ben Taitel) at Peregrine HQ, your
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base of operations. It seems that an advanced stealth fighter has
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been captured by the operatives of VIPER (the nasties), including
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your former compatriot Garth Stock (Duayne White), the vicious and
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slimy VIPER chief Bruno Vasto (J.J.), and his right-hand man Tom
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Boor (Kevin Dahlstrom). Along with the stealth fighter, they've also
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kidnapped the fighter's creator, Dr. Kelly O'Neal (Angela Clement).
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Your mission is to reclaim the fighter, and -- if possible -- rescue
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the beautiful Doctor.
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The ensuing action sequences are: a couple of car chases with a
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typical "spy" car (missiles, machine gun, and oil slicks); a
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two-part parachute sequence; and a climactic battle in the stolen
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stealth fighter itself. The parachute sequence (shamelessly lifted
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from one of the James Bond films) has Wolf free-falling from a
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booby-trapped plane, wresting the unopened single parachute from the
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pilot (who jumped out moments before you did), and then landing on
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top of a moving truck.
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The stealth fighter involves a hair-raising missile evasion in
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which you must maneuver the fighter through an open-ended hangar,
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and battle several of VIPER's heavily-armed jets. The sequences are
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beautifully animated and quite exciting, though none of them is
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nearly long enough to qualify as a game by itself.
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In between the action sequences are periods of explanatory and
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dramatic scenes, in which the characters interact and move the plot
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along. Depending on how well you perform the arcade portions, the
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dialogue and scenery may change to reflect your situation. For
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example, Wolf may end up injured but not dead after the hang-gliding
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sequence, in which case there are scenes at the hospital. If Wolf
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dies, there's a wonderful animated shot of the stolen stealth
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fighter bombing an important national building (I won't reveal which
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one). On the other hand, Wolf may die in the stealth fighter, or he
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may survive and complete his mission, each scenario resulting in
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different endings
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The actors do a wonderful job: Except for that slight baby-faced
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look of Wolf's, they're all well-cast and fit their familiar roles
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to a T. The pictures themselves -- all 400 or so -- are remarkable.
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They're scanned in 16 colors (four colors with CGA) at a resolution
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of 320x200. They're sometimes grainy and skin tones are oddly
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mottled, but not disturbingly so. But best of all is the way this
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game combines two technologies to produce some of the most startling
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3-D effects yet devised.
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What Dynamix has done is created a system they call "3Space."
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3Space looks like the familiar solid polygon graphics used in flight
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simulators, and games such as Mindscape's THE COLONY and
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Cinemaware's DARK SIDE and TOTAL ECLIPSE. However, 3Space seems
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significantly smoother and faster than other polygon graphics. All
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of the action sequences use 3Space to great effect: Helicopters take
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off, missile launchers rotate and shoot, all with a great sense of
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detail and realism. But as if that weren't enough, regular
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bit-mapped graphics -- and the digitized photos -- are used
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simultaneously on the same screens. So, for example, in what I
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thought was the single most remarkable little scene in the whole
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game, you get an animated, digitized photo of David Wolf running
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across a landscape built in 3Space, which scrolls smoothly as Wolf
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runs. The net effect is the closest I've ever seen to an actual
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character in a totally 3-D environment. (To see this, you'll have to
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correctly complete the parachute drop onto the moving truck.)
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The aforementioned scene in which the stealth fighter swoops down
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over Washington is another example of the dramatic possibilities of
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the 3Space/photographic combination. The stealth fighter itself is a
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highly detailed 3Space construction, while the Washington scenery is
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photographic. Another startling example occurs when Wolf boards a
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prop plane. Against a gorgeous photographic sunset, the plane takes
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off from a very complex, detailed 3Space airfield.
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There's another significant addition to the game: the VCR
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Interface. A pop-up menu allows you to manipulate the game in
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numerous ways, all of which make the game less frustrating than
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other action games. You can control the speed at which the
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non-interactive screens move by -- at regular speed or fast
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forward. You can adjust the difficulty of the action sequences, the
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speed at which text changes, and the amount of detail in the 3Space
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scenes...all on sliding scales. And you can skip to any of the
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action scenes, so you can practice individual sequences without
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having to go through the whole game each time. Note that if you use
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the "skip" feature to play through the game itself and survive,
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you'll get a less exciting ending. In order to reach the most
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satisfying ending, play the game from beginning to end without using
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the skip button in that play session. (It's well worth it!)
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The slider that controls the amount of detail in the 3Space worlds
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is a feature meant mainly for those with slower PCs. 3Space
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resembles other polygon graphics: the more detail, the greater the
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demand on the CPU. Thus by scaling the detail down somewhat, you'll
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get a more satisfactory animation effect in the 3Space scenes.
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The only flaw -- if this can be called a flaw -- is that the game
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lacks a save feature; however, I'm not certain the game needs one.
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Using the fast forward button, the game can go by very quickly. And
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with judicious use of the difficulty slide, there's no reason you
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can't master each of the arcade sequences with just a little work.
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Still, there were times when I'd complete an arcade sequence
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perfectly, and I would have liked to be able to preserve that
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"thread" and return to it.
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A word about the documentation: It's very clear and concise.
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There's a manual, a quick reference card, a few odds and ends, and a
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DAVID WOLF poster which -- given my favorable feelings about this
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game -- may actually end up on the wall.
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DAVID WOLF: SECRET AGENT requires 512K on IBM PCs and compatibles,
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and 640K on the Tandy TX, SL, and TL. It supports VGA, MCGA, EGA,
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Tandy 16-color, and CGA. But take note: The VGA/MCGA version in 256
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colors is not included; in fact, it doesn't exist yet. According to
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a Dynamix spokesperson, it's due to be released in March of 1990.
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The VGA/MCGA version will be free to registered owners. So when you
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install the game (a very easy procedure, thanks to Dynamix's "Smart
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Start" installation routine), don't be misled by the presence of the
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VGA and MCGA choices on the installation menu. The game comes on
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five 5-1/4" disks; 3-1/2" disks are available for an additional
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$10. However, the game comes with no copy protection of any sort, so
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transferring the files to 3-1/2" disks should be easy if you have
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access to a system with both formats. Because the game is very
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graphics-intensive, Dynamix recommends a hard drive, and I agree.
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The program also supports the Ad Lib Music Synthesizer board and
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the Roland MT-32 Sound Module. I tried it with the Roland, and the
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score, although repetitive, is very theatrical and helps make the
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game a truly exciting, cinematic experience that can really raise
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the blood pressure! Joystick and mouse are supported. I found the
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joystick to be the controller of choice.
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I could rave on even longer about this game. It's one I'll play
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over and over, increasing the difficulty of the action sequences a
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bit each time. Not only is it a superior product in every aspect of
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its execution, but it proves that Dynamix is truly on the leading
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edge of computer gaming.
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DAVID WOLF: SECRET AGENT is published by Dynamix and distributed by
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Mediagenic.
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*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
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