138 lines
8.0 KiB
Plaintext
138 lines
8.0 KiB
Plaintext
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OPERATION WOLF
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The problem: U.S. Embassy officials are being held prisoner by heavily armed
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terrorists in a concentration camp in South America. The solution: you. You've
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been sent by Special Forces to rescue them. You're trained, you're armed to the
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teeth, and you're dedicated to the task.
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OPERATION WOLF is one of the most famous "one-man army" arcade games ever to
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hit the streets, and now Taito has converted it for home computers. (This review
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is based on the Amiga version; Commodore 64/128 version notes follow.)
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You begin at the Communications Center, where you must complete six missions to
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finish one level of the game. After you've reached mission five, you find the
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hostages, and have to shoot your way to a rescue plane at the airport. The
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hostages are considered rescued when they make it unharmed across the screen
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from left to right (i.e., without your accidentally shooting them). Your success
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is based on the number of hostages who survive. The next level repeats this
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scenario, but each mission adds more troops, helicopters, and vehicles for you
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to deal with.
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I consider OPERATION WOLF to be one of the most difficult arcade games I've
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ever encountered. The challenge lies not only in aiming and firing precisely (as
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in most good arcade games), but in holding your fire until your kill ratio is at
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its maximum. You have only a limited supply of ammunition (machine gun
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cartridges, bullets/cartridge, and hand grenades) at the start of each mission,
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so you must be very conservative in its use. Along the way, there'll be chances
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to re-supply yourself -- by shooting (and hitting) pigs, vultures, chickens, and
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other animals, and then shooting at the cartridge or grenade that appears when
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you hit an animal -- but those chances are limited.
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More importantly, the targets blend with all the other objects: soldiers,
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commandos, trucks, tanks, helicopters, gun-boats, and more. You have to divide
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your attention between returning enemy fire, and shooting at the animals to earn
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more weapons. You may also improve your physical condition by shooting at static
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items on the screen -- boxes, bushes, etc., depending on the mission -- and
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collecting "Power Drinks." Additionally, there are items behind the static
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objects, like dynamite and "Super Bullets" (free firing for ten seconds), all of
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which help you along.
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It'll take quite some time for you to master even the first few missions at
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level one, with everything going on. But after playing a number of times, you
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learn to anticipate the approach of various enemy formations, to wait until
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they're grouped properly for a single shot or two, to focus on those enemies who
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do the greatest damage. You figure out where all the hidden objects are, and you
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develop a strategy that guarantees the maximum amount of armament available at
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the start of the next mission.
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All sorts of things are possible in the process of your self-defense. You can
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deflect knives with a well-aimed shot, explode grenades before they come too
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close, and sometimes hit a helicopter without using a grenade. In each mission,
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there are other civilians who cross the screen (before you find the hostages),
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so you have to be careful; if you hit them, your damage level goes through the
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roof. Trouble is, as with the pigs, vultures, etc., the civilians blend right in
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with the soldiers, so sometimes it'll be virtually impossible to shoot at the
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latter without hitting the former.
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Whether you complete all six missions or die in the attempt, you're greeted
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with a final speech from the President, who assesses the quality of your
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efforts. You then go to the scoring screen to enter your name, after which the
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whole game begins again. There's no opportunity to see or try missions higher
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than those you've completed successfully, although you earn three "continues" if
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you fail during either the first mission or the Concentration Camp mission.
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Unexpected things happen. For instance, if you take too long to shoot your way
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through the Communications Center (first mission), you're told the enemy has
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spotted you; you're then sent on a special sub-mission, where you're confronted
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with wave after wave of helicopter attacks (I've never survived this onslaught).
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These surprise elements give the game more depth and prevent the potential
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tedium of repetition -- even if they do force you to start over from the
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beginning every time.
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I played the game on an Amiga A500 with 1MB of RAM. The game will run with the
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standard 512K of memory, but makes use of 1MB (if available) for enhanced play.
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You use the mouse to aim your gunsight; the left button fires the machine gun,
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the right button throws a grenade. The mouse control is simple, easy, and
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effective.
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The graphics and sound on the Amiga are simply superb. Full-scale figures
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(almost as large as those in SWORD OF SODAN) cross the screen smoothly, and
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despite the fact that there's so much happening in each scene, the animation
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never flickers or slows down; its design and colors are subtle, and echo the
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comics-style illustrations on the package. (I understand the graphics in this
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conversion have been lifted intact from the arcade game.) All sounds are full
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and convincing: Weapons fire, vehicles drive by, enemies (and civilians) scream
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when hit, and glass breaks as you shoot out building windows. The digitized
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voices at certain points (the President's speech, for instance) are effective
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and very natural.
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There's no music throughout the game; however, the soundtracks during the
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opening and at the score-screen are well done. I'm grateful that the seemingly
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inevitable, repetitious accompaniment is missing from at least one arcade game:
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OPERATION WOLF thrives without it during play.
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OPERATION WOLF is a complete success. There are numerous "one-man army" games
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available, all attempting to capitalize on the popularity of the Rambo image.
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But none even comes close to the complexity, challenge, and realism offered in
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this game. For some, it could be _too_ real: If you have qualms about subjecting
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younger people to graphic violence, be sure to examine the game carefully before
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purchasing it.
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COMMODORE 64/128 VERSION NOTES
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The C64/128 version of OPERATION WOLF is a hokey, bug-riddled program that
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doesn't come close to its Amiga counterpart. All this version has to recommend
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it is support of the CBM 1351 mouse as an alternative to a joystick, and the
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V-Max! fastloader. Drawbacks of this version are copy protection, and graphic
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glitches that make V-Max! pointless: Loading bad screens with great speed is
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silly.
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When the graphics aren't glitched, they look okay, although they become less
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than okay when you study the Amiga, IBM, and Tandy screen shots on the back of
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the package. Useful objects, such as extra magazines and grenades, do not appear
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when you destroy an animal (as in the Amiga version); there are no animals to
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destroy, and the items appear onscreen as the items. 99% of the sound is machine
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gun noise; the other 1% is silence.
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The most notable screen problem occurred immediately after Mission One began:
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Animation and scrolling slowed considerably, and the entire bottom half of the
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screen shifted to the right. Even when the screen managed not to shift, the
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effect was akin to looking at a 3-D movie without wearing special glasses. This
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lasted perhaps ten seconds, after which everything returned to normal; yet the
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same thing happened, in the same way, when Mission Two began.
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Other screwups included soldiers who, after running into view, disappeared for
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no apparent reason, and armored cars with no front end (perhaps it was a new
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kind of weapon?). All glitches had the earmarks of the "advanced programming
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techniques" that are necessary in order to pound an arcade program into 64K.
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The only purpose of this version of OPERATION WOLF is to absorb injury so
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you'll die and the game will end -- an invalid excuse for its translation from
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cabinet to computer. All this can be avoided if you refuse to purchase it.
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OPERATION WOLF is published and distributed by Taito Corporation.
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*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
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