Operation Wolf/Walkthrough

Taito Corporation's 1987 light gun arcade game Operation Wolf is comprised of six stages: Communication Setup (a successful clearance of which shall prevent enemy counts from increasing when you clear other stages), Jungle (a successful clearance of which will allow you to access the Concentration Camp), Village (a successful clearance of which will remove twenty units from the Damage Meter, in addition to the three that are removed at the end of each stage), Powder Magazine (a successful clearance of which will restock your magazines and your mortar rockets), Concentration Camp (which you must rescue at least one hostage on to successfully clear), and Airport (which, again, you must rescue at least one hostage on to successfully clear); on the fifth and sixth stages, you also need to ensure the hostages are not killed, and in addition to making sure that you do not accidentally shoot at them, you must watch out for a single soldier who approaches them from behind with a knife to try and stab them. If all five hostages are killed, the game shall terminate at the end of the stage - but following a successful clearance of the final stage, the game shall start all over again at a higher level of difficulty.

The cabinet's manual implies that it may be possible to play through the stages in any order; however, even if this is possible, it is not recommended for you to do so. By default, the cabinet's "Difficulty" dip switch (which determines how frequently enemies appear on the screen) is set to "Medium", so the information on the next six pages reflects what the game will be like under that setting - and the amount of magazines you start the game with depends on what the cabinet's "Ammo Magazines at Start" dip switch has been set to (either 4, 5, 6 or 7, but the default setting is "6"), so if you are using MAME to play, you may wish to set it to "7" to increase your chances of survival. Furthermore, if the cabinet's "Allow Continue" has been set to "Yes", you may insert another coin into the cabinet once the Damage Meter has reached the top and a timer has appeared on the screen to continue playing; however, this will not prevent the game from immediately terminating at the end of the fifth or sixth stage if all five hostages end up being killed on either of them, so if the cabinet still has credits left on it in such a case, it shall return to the starting screen after you have entered your initials on the high-score table.