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