Cite as
Operation Wolf NES manual
Original
https://archive.org/details/OperationWolfNESHiResScans
sha256
cfcb05b10c47ad4be1eb2ace224ea6fc5db74e474c3487a677c7e3e022f9a3f5
Archived
https://archive.org/download/OperationWolfNESHiResScans/Operation%20Wolf%20-%20Manual%20(Searchable)_djvu.xml
Accessed
2026-11-06
Licence
© Taito; scan hosted by the Internet Archive
Credit
Taito Software, Inc.; scan in the Internet Archive item "OperationWolfNESHiResScans" (600 dpi).
Notes
The North American NES booklet, 20 page images (the covers included); the pin is the searchable copy's OCR as DjVu XML. The item dates it 1989-05, the uploader's date. The OCR is clean for the text pages; it holds none of the story page (printed p. 2), which is a picture page.

Cited on

Claims (6)

The NES booklet, NES-OW-USA, calls the game "This arcade hit" and gives "Taito America Corp. © 1988" as its copyright line; its warranty is Taito Software, Inc.'s, at an address in Bothell, Washington.front cover (image 1)inside front cover (image 2)printed p. 1 (image 3)printed p. 17 (image 19), Taito Software, Inc. Limited Warrantyprinted p. 17 (image 19)Manual
The NES game plays with the controller or the light gun. On the controller the arrow keys move the gunsight, A fires the machine gun, and B launches a grenade, and SELECT sets the gunsight's speed before play. With the light gun in port 2 and controller one in port 1, the trigger fires the machine gun, and the trigger with the controller's B button launches a grenade.printed p. 3 (image 5), How to Operate, Controllerprinted p. 3 (image 5)printed p. 3 (image 5)printed p. 3 (image 5), Gunsight Control Selectionprinted p. 4 (image 6), How to Operate (continued), Light Gunprinted p. 4 (image 6)printed p. 4 (image 6)Manual
By the NES booklet, the game has four levels of six missions each, shown on the Operations Screen. A mission ends when its objective is met and the enemy forces are down to zero, and a level ends with the escape from the airport with the prisoners. Each level is faster and harder than the one before.printed p. 5 (image 7), How to Playprinted p. 5 (image 7)printed p. 5 (image 7)printed p. 5 (image 7)printed p. 5 (image 7)Manual
Hits raise the player's injury level, and the game ends when the injury indicator is fully red; power drinks lower it. Shooting civilians or prisoners also raises it. In the prison camp and the airport, a prisoner is rescued by crossing the screen from right to left, and the number rescued at the camp appears at the airport.printed p. 5 (image 7)printed p. 5 (image 7)printed p. 7 (image 9), Civilians and Prisonersprinted p. 7 (image 9)printed p. 5 (image 7), How to Playprinted p. 5 (image 7)printed p. 7 (image 9)Manual
In the NES game a general holds a woman prisoner and has to be shot without hitting her, and the terrorists' HIND helicopter gunship must be brought down before the escape from the airport. Each mission completed and the prisoners' rescue are worth 10,000 points. A player can hold at most nine bullet magazines and nine rocket grenades.printed p. 8 (image 10), Scoringprinted p. 8 (image 10)printed pp. 9-10 (images 11-12), Scoring (continued)printed p. 10 (image 12)printed p. 12 (image 14), Bonus Items (continued)printed p. 12 (image 14)Manual
After the airport, the president gives a speech whose tone depends on how many prisoners were rescued, from "Angry" with none (60,000 bonus points) to "Very Happy" with five (110,000). Finishing the prison camp without rescuing anyone ends the game. A game can be continued once per mission, but not in the prison camp or airport missions.printed p. 13 (image 15), Mission Screens, The President's Screenprinted p. 13 (image 15)printed p. 13 (image 15)printed p. 13 (image 15)printed p. 14 (image 16), Continue Optionprinted p. 14 (image 16)printed p. 13 (image 15), The President's ScreenManual