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Operation Wolf (World, set 1)

  1. Game infos
  2. Parent and Clones
  3. Sound
  4. Driver
  5. Inputs
  6. Controls
  7. Display
  8. Dipswitchs
  9. Roms list
  10. Chips list
  11. Serie
  12. Categories
  13. MAMEinfo
  14. History
  15. High scores
Download opwolf.zip (1.81 MB)
Snapshot

Game infos

Description Operation Wolf (World, set 1)
Name opwolf
Manufacturer Taito Corporation Japan
Year 1987
Runnable yes
System arcade /
Number of players 1P
Added to MAME .095u3
Romset size 1.81 MB
Romset file 8 files
Romset zip 822 B
Language English
Genre Shooter

Parent and clones

Parent This game is the parent

Sound infos

Sound_channels 2

Driver infos

Driver status imperfect
Driver emulation good
Driver color good
Driver sound imperfect
Driver graphic good
Driver cocktail
Driver protection
Driver savestate yes

Inputs infos

Input service no
Input tilt yes
Input players 1
Input buttons
Input coins 2

Controls infos

type ways minimum maximum sensitivity keydelta reverse
lightgun 0 255 25 15 no

Display infos

type rotate flipx width height refresh pixclock htotal hbend hbstart vtotal vbend vbstart
raster 0 no 320 240 60

Dipswitchs

Roms list

console name bios size crc md5 merge sha1 region offset status optional
arcade b20-03-02.30 65536 fdabd8a5 866ec6168489024b8d157f2d5b1553d7f6e3d9b7 maincpu 1 good no
arcade b20-04.39 65536 216b4838 2851cae00bb3e32e20f35fdab8ed6f149e658363 maincpu 20000 good no
arcade b20-05-02.40 65536 3ffbfe3a e41257e6af18bab4e36267a0c25a6aaa742972d2 maincpu 0 good no
arcade b20-07.10 65536 45c7ace3 06f7393f6b973b7735c27e8380cb4148650cfc16 audiocpu 0 good no
arcade b20-08.21 524288 f3e19c64 39d48645f776c9c2ade537d959ecc6f9dc6dfa1b adpcm 0 good no
arcade b20-13.13 524288 f6acdab1 716b94ab3fa330ecf22df576f6a9f47a49c7554a gfx1 0 good no
arcade b20-14.72 524288 89f889e5 1592f6ce4fbb75e33d6ab957e5b90242a7a7a8c4 gfx2 0 good no
arcade b20-20.29 65536 d244431a cb6c1d330a526f05c205f68247328161b8d4a1ba maincpu 20001 good no

Chips list

name tag type clock
M68000 maincpu cpu 8000000
MSM5205 msm2 audio 384000
Speaker rspeaker audio
YM2151 ymsnd audio 4000000
Z80 audiocpu cpu 4000000

Serie

Serie : Operation Wolf
  1. Operation Wolf (World, set 1) (1987)
  2. Operation Wolf (World, set 2) (1987)
  3. Operation Bear (bootleg of Operation Wolf) (1987)
  4. Operation Wolf (Japan) (1987)
  5. Operation Wolf (Japan, prototype) (1987)
  6. Operation Wolf (US) (1987)
  7. Operation Wolf (UK) (1988)
  8. Operation Wolf (Euro) (1988)
  9. Operation Wolf (Euro, 2 Sides) (1988)
  10. Operation Wolf (Euro, 2 Sides, Alt) (1988)
  11. Operation Thunderbolt (World, rev 1) (1988)
  12. Operation Thunderbolt (Japan) (1988)
  13. Operation Thunderbolt (World) (1988)
  14. Operation Thunderbolt (US, rev 1) (1988)
  15. Operation Thunderbolt (US) (1988)
  16. Operation Wolf (Jpn) (1989)
  17. Operation Wolf - Take no Prisoners (USA, Rev. 0A) (1989)
  18. Operation Thunderbolt (UK) (1989)
  19. Operation Thunderbolt (Euro) (1989)
  20. Operation Wolf (1990)
  21. Operation Wolf (1990)
  22. Operation Wolf (Tourvision PCE bootleg) (1990)
  23. Operation Wolf (Euro, Bra) (1990)
  24. Operation Thunderbolt (1990)
  25. Operation Wolf - Take no Prisoners (Euro) (1992)
  26. Operation Wolf 3 (World) (1994)
  27. Operation Wolf 3 (US) (1994)
  28. Operation Thunderbolt (USA) (1994)
  29. Operation Tiger (1998)
  30. Operation Wolf (UK) (19??)

Categories

MAMEinfo

0.95u3 [Corrado Tomaselli, Bryan McPhail]

0.37b11 [David Graves, Jarek Burczynski]


Artwork available


TEST MODE:

- Press F2 + F3 for Test-Mode


Bugs:

- opwolf, opwolfa, opwolfu: Reference video and PCB info. Smitdogg (ID 03044)


WIP:

- 0.176: Bryan McPhail fixed all the Operation Wolf gameplay problems by improving the C-chip protection simulation. Gameplay should be a true 100% match to original now. Put extensive notes in the machine file about what has changed. Fixed bug in 68K->C-chip simulation that could lead to level 2 boss not appearing after first run.

- 2nd July 2016: Bryan McPhail - Recently RetroGamer ran a feature on Operation Wolf (Taito, 1987) that mentioned the emulation in M.A.M.E. and the 'arcade perfect' Taito Legends (PS2, 2005) was not quite correct - missing cutscenes, a missing boss, some other details. Unfortunately, that's true - the reason is Operation Wolf contains copy protection that has never been properly emulated. I was the programmer who implemented the protection emulation on Taito Legends (PS2) and then M.A.M.E. and it's actually based on a bootleg (pirate) version of the game. The problem was that original 'cracker' of the game didn't get everything right. The protection device is actually an 8 bit micro controller of some sort that maps into 256 bytes of the main CPU address space. It runs a private embedded program that cannot be read out, so what exactly the controller does is somewhat of a mystery. Memory mapping is a very effective copy protection when done right, as the main CPU can just write bytes into random locations, and then expect certain results & logic back at a later date without any obvious link as to what inputs caused what outputs. The bootleg sheds light on the setup though - one example is the end of level detection - the main cpu constantly writes the number of enemies, tanks & helicopters remaining in the level into shared memory. Only when all of these are zero does the protection chip write a byte that signals 'level is complete'. The protection is effective because without a reference it's very hard to know the internal logic of the controller. By chance, a prototype Japanese version of Operation Wolf was recently discovered - this was almost certainly a test unit placed on location for player feedback before the game was finished, and before the copy protection was added. It's fairly close to the final game though, and does contain the missing scenes and boss, so in theory it should be possible to compare the two programs, and make a guess at what the protection logic is doing compared to the unprotected reference program.

- 0.173: caius added clone Operation Wolf (Japan, prototype). Note: Game does NOT have a C-chip, although seems to be an unfinished version of the game (has a stage select at the start which does not even work if the English dipswitch is enabled - board resets instead). Also has infinite health and 'hit %' debug dipswitches. Added 'Infinite Ammo (Cheat)' dipswitch [David Haywood].

- 1st April 2016: Smitdogg - caius got a test location version of Operation Wolf.

- 0.160: Osso fixed BGM regression in Operation Wolf.

- 0.159: Guru added the remaining DIP locations to Operation Wolf. Mzdmommy added 'Discount When Continuing' dipswitch.

- 0.157: Clean up banking and removed unneeded postload callbacks [Alex Jackson].

- 0.156: Taito device tilemap assert fixes in Operation Wolf, and clean up of obsolete stuff [Alex Jackson].

- 0.150: Alex Jackson fixed coinage dips in Operation Wolf (Japan).

- 0.145u4: hap fixed various remaining regressions with device tag strcmp. This fixes music and sound effects in Operation Wolf are completely messed up.

- 0.141u3: Atari Ace moved code to a new file/include to be referenced in multiple drivers (Operation Wolf driver).

- 11th July 2010: Dr. Decapitator - Work has started on the C-Chip that Taito used in games such as Operation Wolf.

- 0.137u2: Howard Casto hooked up Gun Recoil outputs for Operation Wolf.

- 0.136u1: Fabio Priuli added driver data struct to Operation Wolf.

- 0.131u3: Guru added Operation Wolf README.

- 0.131u1: Angelo Salese merged memory maps in Operation Wolf.

- 0.130u2: Guru added clone Operation Wolf (Japan).

- 0.126u4: Changed 68000 CPU1 clock speed to 8MHz.

- 0.119u1: Stephane Humbert added some notes to Operation Wolf driver.

- 0.119: David Haywood added clone Operation Wolf (World, set 2). I don't know what this set changes. There is a single byte changed near the end of the roms, just after the copyright strings, however, it is not the region byte. This set came from a 100% legitimate Taito PCB with original labels. It would be easy just to write this off as a bad read / hacked rom but the bootleg version has exactly the same change and the label is different (b20-17 instead of b20-20) so this seems unlikely. Changed parent description to 'Operation Wolf (World, set 1)' and clone 'Operation Bear' to 'Operation Bear (bootleg of Operation Wolf)'.

- 10th September 2007: Corrado Tomaselli dumped Operation Wolf (World, set 2).

- 0.118u3: Stephane Humbert cleaned up several Taito drivers to use common input port macros. Fixed the dipwitches for all games (a few still remain unknown though) and added many notes. Improved the C-chip emulation for "Operation Wolf" and its clones so it can now handle multiple coinage settings.

- 25th March 2007: Mr. Do - Operation Wolf bezel was done this week; thanks to the BYOAC group purchase.

- 0.104u4: Adam Bousley fixed save states in Operation Wolf.

- 0.98u1: Nicola Salmoria fixed crash in Operation Wolf due to improper timer usage.

- 0.97u1: Bryan McPhail added proper C-chip emulation to Operation Wolf (machine\opwolf.c). Added 2nd sound channel. Removed Z80 CPU3 and cpu3 rom. Fixed different gun offsets of the World version.

- 0.95u3: Bryan McPhail added Operation Wolf (World). Renamed (opwolf) to (opwolfu).

- 13th April 2005: Corrado Tomaselli dumped Operation Wolf (World).

- 0.93u2: Nicola Salmoria fixed sound in Operation Wolf.

- 0.93: Changed ADPCM sound to MSM5205 (384000 Hz).

- 0.61: Light gun support [Bryan McPhail].

- 30th March 2001: David Graves and Jarek Burczynski fixed a few bugs and added state saving support to Rainbow Islands, Rastan and Operation Wolf.

- 0.37b13: Changed description of clone 'Operation Wolf (bootleg)' to 'Operation Bear'.

- 0.37b11: David Graves and Jarek Burczynski added 'Operation Wolf (US)' (Taito 1987) and clone (bootleg). TODO: There are a few unmapped writes for the sound Z80 in the log. What number should be returned for the C-chip Z80 interrupt? RAINE source has standard Asuka/Mofflot sprite/tile priority: 0x2000 in sprite_ctrl puts all sprites under top bg layer. But RAINE simply kludges in this value, failing to read it from a register. So what is controlling priority.

- 23rd December 2000: Gerardo Oporto fixed dipswitch settings in Operation Wolf / Thunderbolt and the dual screen games.

- 7th December 2000: David Graves sent in a working Operation Wolf driver done by him and Jarek Burczynski.

- 11th November 2000: David Graves sent in preliminary Operation Wolf / Operation Thunderbolt drivers, however only Operation Thunderbolt works.


LEVELS: 6


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History


Arcade Video game published 32 years ago:

Operation Wolf (c) 1987 Taito Corp.

Operation Wolf is a light-gun controlled shoot-em-up in which the player takes on the role of Special Forces operative 'Roy Adams' and must infiltrate and capture six heavily fortified bases, with the ultimate aim of rescuing five trapped hostages and guiding them to safety.

In order to complete each stage, the player must shoot as many enemy soldiers and vehicles as that stage requires. Enemy soldiers can throw hand grenades and knives, while enemy vehicles can shoot missiles and launch rockets. The player's ammunition and grenades are limited, but can be stocked up by shooting barrels and crates. Occasionally a high-powered machine gun power-up appears, allowing the player's gun to have unlimited ammo and an increased rate of fire for 10 seconds. Completing the 'Powder Magazine' stage fills the player's ammunition and grenade supplies to maximum.

The hostages do not appear until the 'Concentration Camp' stage. Here, the player must protect them from harm as they run to safety. During the 'Airport' stage, the player must fend off enemy attacks as the hostages run toward the open hatch of an airplane as it taxis along a runway. A bonus is awarded based on the number of hostages that successfully board the plane.

A damage bar is displayed to the right of the main play screen, this increases each time the player takes a hit. The damage bar also increases if a civilian or hostage is shot. Energy boost items randomly appear which, if shot, decrease damage by five points. In addition, the player recovers a large amount of damage after completing the Village stage, and a small amount after completing each of the others. If the damage bar fills completely or if the player runs out of ammunition and grenades, the game ends. Farm animals, in the form of chickens and pigs, will occasionally run across the screen; Shooting these will reveal bonus items such as health or ammunition.

Once the game is completed, the player is returned to the first mission, but with an increased level of difficulty. The game's six stages are:
* Communication Setup
* Jungle
* Village
* Powder Magazine
* Concentration Camp
* Airport

- TECHNICAL -

Board Number : M4300189A
Prom Stickers : B20

Main CPU : Motorola 68000, Zilog Z80 (x2) (C-chip is a z80!)
Sound Chips : Yamaha YM2151, OKI MSM5205 (x2)

Players : 1
Control : lightgun
Buttons : 2

- TRIVIA -

Operation Wolf was released in November 1987.

Developed by East Technology.

Mark Twitty holds the official record for this game with 212350 points.

A bootleg of this game is known as "Operation Bear".

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (The Ninja Warriors : G.S.M. Taito 1 - D28B0001) on June 21, 1988.

- TIPS AND TRICKS -

* 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 in this fashion.

* When the large, blond enemy soldiers (with toting large 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. 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.

* 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.

* 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.

* 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.

- SERIES -

1. Operation Wolf (1987)
2. Operation Thunderbolt (1988)
3. Operation Wolf 3 (1994)
4. Operation Tiger (1998)

- STAFF -

Cast : Eigo Okajima, Katuhiko Hirano, Satoru Komiya, Toshihiro Kimura, Masaru Tamura, Naoaki Wataya
Direct of photography : Eigo Okajima
Music by : Hiroshi Tuda
Planned by : Eigo Okajima

* Design :
All characters : Masaru Tamura, Op & Ed, Saori Ohkura
Title & Capture : Saori Ohkura
1st scene : Masaru Tamura, Natuko Tanahara
2nd scene : Masaru Tamura, Natuko Tanahara, Saori Ohkura
Extra scene : Masaru Tamura
3rd scene : Naoaki Wataya
4th scene : Naoaki Wataya
Final scene : Naoaki Wataya
States : Natuko Tanahara, Saori Ohkura
Effects : Masaru Tamura, Naoaki Wataya
All mechanics : Naoaki Wataya

* Program :
Event : Katuhiko Hirano, Satoru Komiya
1st scene : Katuhiko Hirano
2nd scene : Satoru Komiya
Extra scene : Toshihiro Kimura
3rd scene : Katuhiko Hirano, Toshihiro Kimura
4th scene : Satoru Komiya
Final scene : Toshihiro Kimura
System : Katuhiko Hirano

- PORTS -

* CONSOLES:
[JP] Nintendo Famicom (mar.31, 1989) "Operation Wolf [Model TFC-OW]"
[JP] NEC PC-Engine (aug.31, 1990) "Operation Wolf [Model NAPH-1010]"
[EU] Sega Master System (1990) "Operation Wolf [Model 7039]"
[EU] Nintendo NES (1992) "Operation Wolf - Take No Prisoners"
[EU] Microsoft XBOX (oct.14, 2005) "Taito Legends"
[EU] Sony PS2 (oct.14, 2005) "Taito Legends [Model SLES-53438]"
[KO] Sony PS2 (jul.18, 2006) "Taito Legends [Model SLKA-15056]"
[JP] Sony PS2 (mar.29, 2007) "Taito Memories II Gekan [Model SLPM-66713]"

* COMPUTERS:
[EU] Atari ST (1988)
[EU] Sinclair ZX Spectrum (1988)
[EU] Commodore C64 (1988)
[EU] MSX (1988)
[EU] Amstrad CPC (1988) [Keyboard / Joystick version]
[EU] Amstrad CPC (1989) [LightGun version]
[AU] Commodore Amiga (1989) "Amiga Champions"
[JP] FM Towns PC (1990) "Operation Wolf [Model HMB-126]"
[US] PC [MS Dos]
[EU] PC [MS Windows, CD-ROM] (oct.14, 2005) "Taito Legends"

- CONTRIBUTE -

Edit this entry: https://www.arcade-history.com/?&page=detail&id=1887&o=2

High scores

MAMESCORE records : 02/04/2017 13:01

inkilino____________________1.474.050
rousquilles___________________768.250
gnu___________________________439.700
esia747_______________________437.850
hoppihoppa____________________432.250
olivier_______________________426.350
webmaster_____________________424.350
thord_________________________421.800
bravocorazon__________________411.450
muesliman_____________________394.600
majygool______________________384.800
germax________________________346.450