Operation Wolf | |
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Operation Wolf arcade flyer.
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Developer(s) | Taito |
Publisher(s) | Taito |
Platform(s) | Arcade, Nintendo Entertainment System, Sega Master System, ZX Spectrum, MSX, Commodore 64, Amstrad CPC, Amiga, Atari ST, DOS, FM Towns |
Release date(s) | Arcade 1987 NES 1989 SMS 1991 |
Genre(s) | Shooting gallery |
Mode(s) | Single-player |
Cabinet | Upright |
CPU |
MC68000 (@ 12 MHz) Z80 (@ 4 MHz) |
Sound | YM2151 (@ 4 MHz) (2×) MSM5205 (@ 384 kHz) |
Display | Raster, 320 × 240 pixels (Horizontal), 8192 colors |
Review scores | |
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Publication | Score |
AllGame | |
CVG | 92% |
Crash | 91% |
Sinclair User | 90% |
Your Sinclair | 9/10 |
ACE | 894/1000 |
Commodore User | 9/10 |
The Games Machine | 90% |
93% | |
The One | 89% |
Zzap!64 | 91% |
Awards | |
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Publication | Award |
Golden Joystick Awards |
Game of the Year (8-bit), Best Coin-Op Conversion (8-bit), Best Coin-Op Conversion (16-bit) |
Sinclair User | Over The Top Game Of 1988 |
Crash | Crash Smash |
Computer and Video Games | CVG Hit |
Operation Wolf (オペレーションウルフ Operēshon Urufu?) is a one-player shooter video game made by Taito in 1987. It spawned three sequels: Operation Thunderbolt (1988), Operation Wolf 3 (1994) and Operation Tiger (1998).
The player takes the role of Special Forces Operative Roy Adams. The object of the game is to rescue the five hostages in the concentration camp. The game is divided into six stages: Communication Setup, Jungle, Village, Powder Magazine, Concentration Camp, and Airport. Completion of each stage advances the story. For example, upon completing the Jungle stage, an enemy leader is interrogated and the location of the enemy's concentration camp is found. This was one of the first shooter games to feature a storyline, and it had some similarities to real special operations missions.
The game utilized an optical controller housed inside a gun assembly scaled after and which bore a strong resemblance to the Uzi submachine gun. This, in turn, was mounted on top of a square base covering the pivot shaft which allowed players to swivel and elevate the "gun". A geared motor inside the casing simulated the recoil felt by the player when they "fired" the weapon at in-game targets.
In order to complete each stage, the player must shoot as many soldiers, armored cars, helicopters, and boats as the game requires. Soldiers can throw hand grenades and knives, and vehicles can shoot missiles and launch rockets. The player's ammunition and grenades are limited, but can be stocked up by shooting barrels and crates or by shooting animals such as chickens and pigs. Occasionally a high-powered machine gun power-up appears, allowing the player's gun to have unlimited ammo and an increased rate of fire for 10 seconds.