| Tengen manufactured the NES version, whose booklet carries Namco's copyright of 1989 and 1986. | PDF p. 2, inside front coverPDF p. 1, front coverPDF p. 16, back cover | Manual |
| In the NES booklet Rolling Thunder is a powerful international secret police organization, and the player is its best agent. The mission is to infiltrate the underground headquarters of the Evil Society, save agent Leila, and defeat Mabu, the Society's alien leader, to stop its plot to conquer the world. | PDF p. 5 (printed p. 2), IntroductionPDF p. 5 (printed p. 2), IntroductionPDF p. 12 (printed p. 9), Members of the Evil Society | Manual |
| The NES booklet starts the player at the entry passageway with a single-fire handgun and limited ammunition. Doors marked "Bullet" refill the handgun and doors marked "Arms" hold machine guns; some unmarked doors hold extra time against the time limit. The passageways run through ruined buildings, warehouses, caves, lava fields and command centers, and clearing ten areas brings the showdown with Mabu. | PDF p. 5 (printed p. 2), IntroductionPDF p. 5 (printed p. 2), IntroductionPDF p. 5 (printed p. 2), IntroductionPDF p. 10 (printed p. 7), Special DoorsPDF p. 10 (printed p. 7), Special DoorsPDF p. 10 (printed p. 7), Special Doors | Manual |
| On the NES the B button shoots and the A button jumps; the control pad moves left and right, and down crouches. Up with A is a high jump, down with A drops to the lower level, and right with A is a long jump forward. Pressing up at a door enters it. | PDF p. 7 (printed p. 4), Control FunctionsPDF p. 7 (printed p. 4), Control FunctionsPDF p. 7 (printed p. 4), Control FunctionsPDF p. 7 (printed p. 4), Control FunctionsPDF p. 7 (printed p. 4), Control FunctionsPDF p. 8 (printed p. 5), Movement Using Two ButtonsPDF p. 8 (printed p. 5), Movement Using Two ButtonsPDF p. 8 (printed p. 5), Movement Using Two ButtonsPDF p. 10 (printed p. 7), Special Doors | Manual |
| The NES game starts with three lives. A life is lost when the life gauge, cut by one at each enemy touch, reaches zero; on a fall into a lava field or a floorless place; on a hit by a bullet, bomb or beam; or when an area isn't cleared in time. Losing a life loses the machine gun. Clearing an area refills the life gauge and tops the handgun back up to 50 bullets, and either gun holds at most 300. | PDF p. 11 (printed p. 8), Three Lives and You're OutPDF p. 11 (printed p. 8), Three Lives and You're OutPDF p. 11 (printed p. 8), Three Lives and You're OutPDF p. 11 (printed p. 8), Three Lives and You're OutPDF p. 11 (printed p. 8), Three Lives and You're OutPDF p. 10 (printed p. 7), Special DoorsPDF p. 11 (printed p. 8), Three Lives and You're OutPDF p. 11 (printed p. 8), Three Lives and You're OutPDF p. 11 (printed p. 8), Three Lives and You're Out | Manual |
| After a game over the NES version can be continued up to three times without going back to the beginning. Areas 3, 5, 7 and 9 have passwords, shown at the game over; entered at the title screen, a password starts the game from its area. The Famicom booklet gives the same three continues and the same password areas. | PDF p. 6 (printed p. 3), How to BeginPDF p. 6 (printed p. 3), How to BeginPDF p. 6 (printed p. 3), How to BeginPDF p. 6 (printed p. 3), How to Begin | Manual |
| The NES booklet's members of the Evil Society are Mabu; hooded thugs, whose strength and attack change with their color; a ninja who appears from walls; the Breaker, an ape-man who jumps and pounces; Geruzo, a bat with a human face; and the Flamer, which breaks into four when hit twice. | PDF p. 12 (printed p. 9), Members of the Evil SocietyPDF p. 12 (printed p. 9), Members of the Evil SocietyPDF p. 12 (printed p. 9), Members of the Evil SocietyPDF p. 12 (printed p. 9), Members of the Evil SocietyPDF p. 12 (printed p. 9), Members of the Evil SocietyPDF p. 12 (printed p. 9), Members of the Evil Society | Manual |