An army base invasion game. The object is to capture all six bases and save hostages on the way.
Operation Wolf was produced by Taito in 1987.
Taito released 486 machines in our database under this trade name, starting in 1967. Taito was based in Japan.
Other machines made by Taito during the time period Operation Wolf was produced include: Daikaiju No Gyakushu - Giant Monster Counterattack, Violent Shooting, Land Sea Air Squad, Great Gurianos, Inspiration Baseball, Arkanoid - Revenge Of Doh, Double Dragon, Dr. Toppel Tankentai, Flying Shark, and Hishou Same
Name | Operation Wolf |
---|---|
Developer | Taito (Japan) |
Year | 1987 |
Type | Videogame |
KLOV/MOG # | 8927 |
Class | Wide Release |
Genre | Shooter |
Monitor |
|
Conversion Class | Taito Classic |
Game Specific | Operation Wolf Pinout |
Dipswitch Settings | |
# Simultaneous Players | 1 |
# Maximum Players | 1 |
Game Play | Single |
Control Panel Layout | Single Player |
Controls |
|
Sound | Amplified Mono (one channel) |
Cabinet Styles |
|
Instructions | Operation Wolf Instructions Image |
Control Panel | Operation Wolf Control Panel Image |
Side Art | Operation Wolf Side Art Image |
PCB | Operation Wolf PCB Image |
An army base invasion game where the object is to take over all six bases and save hostages along the way. If this is completed, the game starts over but the difficulty level increases.
Overall Like |
4.29 |
---|---|
Fun (Social) | 2.29 |
Fun (Solo) | 4.29 |
Collector Desire | 3.57 |
Gameplay | 4.43 |
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Graphics | 3.86 |
Originality | 4.43 |
Sound/Music | 3.86 |
Personal Impressions and Technical Impressions each account for half of the total score.
Within the Personal Impressions category, Like
carries a little more weight than the other factors.
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HINT: Time your grenade shots to wipe out more than one enemy vehicle at a time. It is rarely smart to use a grenade on a single vehicle. Grenades are not plentiful enough to use that way.
HINT: When the large, blonde fellows with the big machine guns appear in stage four Ammo dump, shooting them in the face will take them down quickly. Otherwise, a grenade or lots of bullets will be required.
HINT: Also in stage four, keep a stream of fire going just to the right corner of the mortar behind the sandbags. You will plug the guy shooting at you early and you will not be distracted by incoming mortar fire.
HINT: Each round cleared heals three damage points and the village round heals twenty damage points. If you are playing on a generous machine mucho power drinks or an easy machine and you are a great shot, you may have less than three damage points near the end of the first stage enemy radar or less than twenty damage points near the end of the village scene. If so, leave one helicopter alive. When it flies on screen, pump it with nine bullets. This gives you points and you can finish it with one shot if you need to. The helicopters often take just one damage point and take a long time to deliver their damage. All the while they do this, power drinks, grenades, and ammunition may show up so you can stock up before the round has to end. Blow-up the helicopter when you have three or twenty damage points depending on the round.
HINT: On the fifth stage concentration camp, you are likely to finish this round shooting foot soldiers. If you are a good shot, wait until they flash. Sometimes, the enemies do not flash or shoot. The longer you delay the end of the round, the more likely you are to have ammo, grenades, and power drinks drift into the scene.
HINT: If you play a game that allows you to select the scene in which you fight, choose the village when you have 15-20 damage points so you can make the most of the village's healing bonus where twenty damage points will be removed. Also, do not select the ammo dump. It uses more ammo than it gives, delivers inevitable damage to you, and the three helicopters the ammo dump sends to reinforce the final round are nothing compared to the onslaught you face at the ammo dump.
There are 15,335 members of the Video Arcade Preservation Society / Vintage Arcade Preservation Society, 9,698 whom participate in our arcade census project of games owned, wanted, or for sale. Census data currently includes 167,281 machines (7,015 unique titles).
Very Common - There are 207 known instances of this machine owned by Operation Wolf collectors who are active members. Of these, 177 of them are original dedicated machines. One is a conversion in which game circuit boards (and possibly cabinet graphics) have been placed in (and on) another game cabinet. 27 of them are only circuit boards which a collector could put into a generic case if desired.
For Sale - There are 18 active VAPS members with a Operation Wolf machines for sale. There are 3 active VAPS members with a Operation Wolf circuit boards for sale.
Wanted - There are 4 active VAPS members currently looking for Operation Wolf.
This game ranks a 45 on a scale out of 100 (100 = most often seen, 1=least common) in popularity based on census ownership records.
This game ranks a 12 on a scale out of 100 (100 = most often seen, 1=least common) in popularity based on census want list records.
Rarity and Popularity independently are not necessarily indications of value. [More Information]
The main PCB uses Taito CPUs and has five PROMs. The sound PCB is mounted to and above the main PCB. The sound board has one PROM and uses a Z80 CPU.
The vast majority of problems related to Operation Wolf revolve around the gun. Being a mechanical device, it was prone to failure. For example, there are four springs that hold the gun up, but under heavy usage these springs tend to break. The gun has a motor designed to give the gun a rachet effect and these motors commonly failed after a few years. Additionally, the gun's photo-light sensor PCB is prone to failure.
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Year | Count | Median $ | Average $ |
---|---|---|---|
2015 | 2 | 345.00 | 345.00 |
2017 | 5 | 118.00 | 164.30 |
2018 | 7 | 413.00 | 497.29 |
All Years | 14 | 174.75 | 356.61 |