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{{Header Nav|game=Rolling Thunder}}
{{Header Nav|game=Rolling Thunder}}
[[Namco]]'s [[1986]] [[run and gun]] arcade game [[Rolling Thunder]] is divided into ten stages. Before you insert your coin and push the start button, there are a few things you should know:


*The original version of this game gives you 180 seconds (three minutes) to complete each stage, but the later version only gives you 150 (two-and-a-half minutes). It also has animated Maskers on the title screen, different music on several of the stages, a "continue" feature and the infamous "torture" scenes between the stages.
Rolling Thunder is played across two stories, each containing five stages.  When the player reaches the end of the first story, he or she must return to the beginning of the game, making the second story a harder version of the first story. If the player reaches the end of the second story, there will be an opportunity to fight Mabu and see the true end of the game.  Each stage must be completed in order, and there is no way to skip stages.  However, some versions of the arcade game may be set so that the player can choose to start in any of the first four stages of the first story.


*One of the "secret" features of this game is that you can enter the ammunition rooms more than once. Once you have stocked up on bullets from a particular room (for example, a Machine-Gun Bullets room), you can go past the door approximately the distance of two jumps (ensuring that the door is completely off screen), then go back, enter the room again and get more ammunition. The reason for this is because the stages are divided into invisible "sections" and once you have crossed a section boundary, the game will forget everything from the previous section.
The original version of this game gives you 180 seconds to complete each stage, but the later version only gives you 150 seconds. It also has animated Maskers on the title screen, different music on several of the stages, a "continue" feature and the infamous "torture" scenes between the stages.
 
If Albatross runs out of machine-gun ammunition, he will switch back to his pistol; however, if the pistol runs out of ammunition as well, he will only be able to fire one slow "chaser" bullet at a time until he manages to acquire more ammunition.
 
Normally, Albatross can only obtain ammunition from a room the first time he enters it.  However, it's possible to obtain ammunition from a door more than once. After you stock up on bullets from a particular room (for example, a Machine-Gun Bullets room), go past the door approximately the distance of two jumps (ensuring that the door is completely off screen).  Then go back, enter the room again and get more ammunition.


*If Albatross runs out of machine-gun ammunition, he will switch back to his pistol; however, if the pistol runs out of ammunition as well, he will only be able to fire one slow "chaser" bullet at a time until he manages to acquire more ammunition.
{{Footer Nav|game=Rolling Thunder|prevpage=Getting Started|nextpage=Stage 1}}
{{Footer Nav|game=Rolling Thunder|prevpage=Getting Started|nextpage=Stage 1}}

Revision as of 04:04, 12 April 2012

Rolling Thunder is played across two stories, each containing five stages. When the player reaches the end of the first story, he or she must return to the beginning of the game, making the second story a harder version of the first story. If the player reaches the end of the second story, there will be an opportunity to fight Mabu and see the true end of the game. Each stage must be completed in order, and there is no way to skip stages. However, some versions of the arcade game may be set so that the player can choose to start in any of the first four stages of the first story.

The original version of this game gives you 180 seconds to complete each stage, but the later version only gives you 150 seconds. It also has animated Maskers on the title screen, different music on several of the stages, a "continue" feature and the infamous "torture" scenes between the stages.

If Albatross runs out of machine-gun ammunition, he will switch back to his pistol; however, if the pistol runs out of ammunition as well, he will only be able to fire one slow "chaser" bullet at a time until he manages to acquire more ammunition.

Normally, Albatross can only obtain ammunition from a room the first time he enters it. However, it's possible to obtain ammunition from a door more than once. After you stock up on bullets from a particular room (for example, a Machine-Gun Bullets room), go past the door approximately the distance of two jumps (ensuring that the door is completely off screen). Then go back, enter the room again and get more ammunition.