Operation Wolf/Gameplay

Controls

 * Light gun: Use this light gun to direct the gunsight of Special Forces Operative Roy Adams around the screen; squeezing the trigger makes him fire bullets at the enemies from his current magazine (the amount of magazines he has, along with all bullets remaining in his current one, are displayed on the right side of the screen) while pressing the button on its side makes him launch a mortar rocket at them (again, the mortar rockets he has are displayed on the right side of the screen). If Adams does not have any mortar rockets left, pressing the button on the gun's side shall have no effect.
 * Start Button: Push this button to begin the game; unusually for an arcade game from this time period, this game does not have a two-player mode.

Enemies
The enemies in this game will flash when they appear to indicate that they are about to attack Roy Adams; if their projectiles should hit him, the damage meter on the right side of the screen will increase, and if it reaches the top, the game will end (however, the enemies' knives, grenades and rockets may be blocked by shooting them before they reach the bottom of the screen, and three units shall also be removed from the damage meter upon finishing a stage). Regular soldiers will die after a single hit on any part of their bodies, but those wearing bullet-proof vests (who will appear on the fourth, fifth and sixth stages) may only be killed by a shot to their heads - and armoured cars and patrol boats both take five shots to destroy, while helicopters take ten.

Items
When a coconut, condor or chicken is about to appear on the screen, a slight audio cue will be heard from the Yamaha YM-2151; upon shooting it, it will leave one of four randomly-generated items behind (however, the random generation rules out possibilities which do not appear necessary). Magazines are worth thirty additional bullets (if you should ever run out of magazines, you will still be able to fire, but at a reduced rate) - and mortar rockets (which can destroy armoured cars, patrol boats and helicopters in one hit, and are referred to as "Rocket Bombs" in the game) are worth one additional mortar rocket, while power drinks shall remove five units from the damage meter and "Super Machine Guns" shall increase Adams's firing rate for ten seconds (the amount of bullets remaining in his current magazine will also not decrease during this time, but this does not apply to the usage of mortar rockets).