In this squib we discuss
Wolf Fang/Rohga Armour Force, a DECO game that features an Australasian (=Australia and New Zealand) setting, hordes of mechas in 2001 (yeah, right) and one of the hottest rocking OSTs ever heard in a videogame. The game received a Saturn/PS1 in 1996, and ports to Xbox One and PC were re-released in 2013, and City Connection released a new PC version in 2024 (see the wiki). A
new port via the Evercade system should also be approaching fast. The game is also notable because the EU(ropean) and J(a)P(an) versions have a stage select system, whereas the US version forces players to fight through each Stage. As per DECO standards, there are several revisions. The game has a considerable personal relevance for me, a fact that might become clear once we reach the discussion of my experiences with it. Without further ado:
Wolf Fang/Rohga Armor Force (
Data East, 1991) is an action/R2RKMF game involving huge customisable mechas, a not-so-well-trodden setting (Australia, with some stages in New Zealand), and a glorious OST. Players control mechas from the Wolf Fang organisation and must fight “Ragnarok”, a threat to global peace and the antagonist of
Vapor Trail, the shmup and first chapter of the series. The game is notable for featuring huge sprites, very frantic and sometimes quirky action, and a customisable choice for mechas and Stage paths reminiscent of Taito’s
Darius. The game is also notable for its difficulty: the US version is a veritable action marathon, and only the most fanatical players may be able to 1-CC it. Nevertheless, this is one of Data East’s outstanding titles from the early 1990s that all arcade fans should try and possibly appreciate. The goal of this squib is to explain why this is the case.
For this game, I would like to focus on a narrow context in which I outline Data East’s technical progress within the landscape of 1991’s arcade gaming. As we all know, Capcom’s
Street Fighter II changed this landscape forever, the moment it appeared on the horizon. Other companies were however also pushing intensely to release games that would not fade away quickly, due to this game’s immense emotive pull. Data East moved to more powerful custom boards by 1990, and was releasing games that presented noticeable design improvements over their 1980s “jankfests”. Whether they were successful, however, was another matter entirely.
Edward Randy was a brilliantly designed but ultra-quirky action platformer;
Joe & Mac had more solid gameplay but was perhaps too easy.
Mutant Fighter/Death Brade was in equal parts brilliant and irritating; 1992’s releases
Dragon Gun and
Boogie Wings were aesthetic masterpieces, but absurdly difficult.
We leave aside many other titles (e.g.
Tumble Pop,
Diet Go-Go,
Dark Seal,
Nitro Ball) to avoid going too far away from designated title; let us thus concentrate and the plot and setting.
Wolf Fang is set in an alternate 2001, two years after the events of
Vapor Trail. Ragnarok, a mysterious group of extremely wealthy world conquerors, has lost the main battle and has retired to Australia and New Zealand. The U.N.-based Skull Fang battalion and Ragnarok have however considerably progressed in the arms race, to the point that they now have powerful
Mechas at their disposal. The Wolf Fang’s mission is to defeat the Ragnarok forces for the last time, thus freeing the survivors of these countries from Ragnarok’s oppression. The mission is not completely successful: shmup sequel
Skull Fang is the third and final chapter of this extremely 1990s-style but rather enjoyable S(cience)F(iction)/Mecha saga.
Even if the plot and world setting may appear trite to our modern eyes, they set up the action for the game and its mechanics in an elegant if perhaps slightly complex manner. Players control the mechas with the joystick in eight directions, with the B button controlling jumps. Press either down, down-right, or down-left plus B to let mechas slide or dash in one direction, or up, up-left, up-right to perform high jumps. The A button control the main attack, which can be powered twice via the orange “power up” capsule. Players can choose among the “V” (wide shot), C (charge shot), “L” (laser shot) and “G” (grenade shot) when the weapon capsules appear. Players can keep their weapon of choice or change it by selecting a different weapon, or can alternatively destroy the weapon pod to release a mini-bomb.
The Mechas can shoot in any direction except for the down direction by using the joystick to point the rifle’s shooting direction: jump and aim down, down-right, or down-left. The mechas can also use a close-range attack when enemies are at punching/slashing range, and deliver massive damage. Ramming or jumping on enemies also deliver some damage, ironically enough (the mechas are heavy, I guess). The C button controls secondary attacks, which players choose once they build their mechas. Before we discuss this splendid, game-specific
Facet, it is worth noting that the C button has three recharge levels that players can activate by waiting approximately three seconds per level, plus one transitional second. Level one secondary attacks have good destructive power; level two attacks have lasting power; level three attacks act as screen-clearing mini-bombs.
The game’s mechanics thus seem relatively complex but all have their function and purpose, in-game. The way these mechanics works heavily depends on how players act during the preliminary phase of the game, when they choose or customise their Mecha. Before starting Stage one, players choose between a “standard model” or “customised model” of Mecha. In the first case, they choose one of four Mecha types: offensive, defensive, mixed model, secondary weapon-oriented. If players customise the Mechas, they can choose among four types of secondary weapons (homing missile, flamethrower, grenade launcher, “electrigger”), Mechas’ propulsive system (two-legged walker, two-legged hover, four-legged crawler, six-wheeler), and close-range weapon/arms (knuckle shot, beam sword, iron claw, pile bunker). Players can thus choose one of 4*4*4=64 possible Mecha types, each with its own highly evocative name in the JP version (e.g. “TYPE02-Soryu” for the pure defensive type). Players can thus experiment and find which Mecha type suits their skills and Stage plan, for the 1-CC.
This latter Facet becomes evident once players mix component types to balance out their weaknesses and strengths. For instance, secondary attack weapons include the offensive grenade type and the defensive electricity type. The first type can land devastating damage to all enemies on screen already at level one, but the second type can cancel bullets when used, even if it delivers less damage. The mixed close-range weapon/arm type “beam sword” can cancel bullets and deliver good damage when hitting enemies; the secondary weapon-oriented blade arm increases in damage if used during a secondary attack. Players can then choose either legs (offensive, mixed types) or wheels (defensive, secondary types), and respectively carry two or four “foot soldiers” attached to the Mechas, who shoot aimed bullets. Mechas have five H(it)P(oint)s: they explode after the last hit and the pilot proceeds on jetpack. Players can rebuild Mechas (with 2 HPs) by collecting three power-ups.
The game thus introduces players two a rich system of customised Mechas that elegantly interacts with the Stage designs and layout. First, however, we discuss the game’s aesthetic presentation. By 1990/1991, Data East was releasing games on custom board that however all featured vastly improved graphic power and sound quality.
Wolf Fang/Rohga does not involve scaling and rotating effects as those found in
Edward Randy or
Dragon Gun. It however features highly detailed backgrounds, an impressively rich colour palette, and massive, well-animated vehicles and Mechas. Bosses are also immense, with some of the (recurring) Mecha bosses occupying most of the screen and involving fluidly animated parts and attacks. The game can sometimes become overcrowded with enemies, bullets, and other attacks: expect to feel overwhelmed with visual information from all directions, when running the first credits. Stages often involve sections scrolling in reverse or vertically, at frantic speeds, and offer plenty of gorgeous, highly atmospheric backgrounds. Nevertheless, the game often looks stunning, and always runs at full speed, like a
Sunrise classic Mecha anime.
The way the game captures the world setting from a visual standpoint is also impressive. Stage one opens with a short attack to the Mechas’ carriers from Ragnarok troops: Mechas must fight while being on the plane’s roof. Stage two involves an improvised landing in Sydney’s Bay and a frantic skirmish across the streets of a ravaged
CBD, with Mechas even coasting the remains of the
Opera House. From Stage three, players can choose between “easy” and “hard” alternative versions of Stages, and thus decide where to continue their battles. Stage five-B (final) is set against the evocative backdrop of
Uluru/Ayers Rock, and features an assault to a Ragnarok’s giant “land battleship”. Stage three-B (easy) is set in the mountains near Dunedin, South New Zealand, during a night sortie. The unique takes to places for Stages vividly create the atmosphere of a fierce
Gundam-style battle in perhaps exotic places.
The OST complements this brilliant visual design in an equally impressive manner. Composers
Akira Takemoto and
Hiroaki Yoshida from Data East’s in-house band
Gamadelic provide powerful rock anthems and a few
Bond-style songs with gusto. Before we discuss the OST in detail, however, it is worth noting that the game involves a plethora of loud explosions, voice samples for pilots. The designer’s attention to sound effects can indeed capture the attention from the outset, together with the sterling OST. Mid-boss and main boss enemy Mechas shout flippant comments like “You are no match to me!”; planes and bigger mechas explode very loudly, especially when players close-range attacks. Even if the OST is always clearly audible and mesmerizing, the game declares its commitment to “total action” by being as loud and aurally engaging as possible. In a slogan, the game is “loud”, and “proud” to be loud.
The OST is however the main attraction from the aesthetic Facets’ point of view. The statement of intention is clear from
In the Garage, and
Briefing, the theme for the Mecha selection/customisation and the Stage opening/selection parts. These are two simple rocking themes that quickly establish the epic tone of the game, in clear cinematographic style. Stage one’s
Wolf Fang is a rock/fusion fast-tempo that veers into almost cheerful themes. Stage two’s speeds up the rock pace considerably, since the Stage takes place in a ravaged Sydney. Themes then become linked to different Stages:
Length finder appears on Stage three-B and Stage four-A, and offers rock anthem with a Jazzy riff.
Stormy Blade is a highly dramatic “battle theme”, and so is
Midnight Chaser. Far more
Midnight Oil,
INXS, and even
Crowded House and
Silverchair than
AC/DC,
Wolf Fang’s OST is in equal parts immensely energetic and immersive, in tandem with the gorgeous visuals.
Let us now move to the discussion of difficulty, perhaps the game’s most complex Facet to analyse. I propose that the EU and JP versions have three Facets that determine the overall difficulty value: game mechanics, Stage design/layout and rank. I propose to assign a maximum of 20, 20 and 10 points out of a total 50 points, as per standard assumptions. The US version requires a few extra considerations that will become clear once we discuss these three Facets. Our discussion of the game’s mechanics should make it clear that players need some time to master all the subtleties of the game. Weapons and their aiming may not feel intuitive at first, and the use and timing of jumps tends to be tricky. Add a complex close-range weapon system and secondary attacks that can cancel bullets, a design choice predating shmups (e.g. Cave’s
DoDonPachi) by a few years.
Game mechanics thus total 10/20 difficulty points: players need considerable practice to control all aspects of the game, and all Mechas’ attacking and defensive skills. The second Facet, Stage design/layout, can be split into two overlapping sub-Facets. First, players must learn how to handle enemies and enemies’ waves: small
zako Mechas explode with one hit but can snipe stray hits if players do not destroy them quickly. Big zako Mechas require point-blanking with the primary or close-range attacks, and can also use their own close-range attacks. Other vehicles (e.g. tanks) can even ram the Mechas at full speed. Players must thus learn to destroy enemies quickly, take risks in doing so via close-range attacks, and use secondary attacks wisely, to clear the screen off enemies. Stages impose a fast tempo, and players must adapt it to it already from Stage two.
Each Stage then presents its own set of challenges, irrespective of the branch/path that players take. Nevertheless, the briefing screens before choosing a Stage make it clear that the “hard” path, i.e. the path based on always choosing the hard Stages, involves staggeringly difficult Stages. Stage five-D, the hardest of the final Stages, has an official survival rate of 01%. Stage three-B (hard), however, has an already depressing 50% survival rate, when compared to the loftier 70% of Stage three-A (easy). Stages are all long, but hard Stages invariably involve (more) mid-boss fights, more sections with sniping enemies or the stage suddenly scrolling vertically or even diagonally, and in general traps. Furthermore, all bosses have tons of HPs and attacks that often require difficult dodging manoeuvres, and precise use of bullet-cancelling attacks. Simply put, players need to memorise enemies’ waves and intensely practice even the “Easy” Stages.
An important fact is that the (most) Easy route does not provide considerable challenges until the Stage four boss, but the (most) Hard route is already a nightmare by Stage three-B. Values thus range from 7/20 difficulty points for the easiest route to 15/20 difficulty points for the hardest route. For as an action game,
Wolf Fang provides a considerable challenge due to the sheer difficulty of its Stages. Rank adds a further element of difficulty to this challenge. Rank is based on survival time, and maxes out around the end of Stage three; it controls the speed of bullets, the aggressivity of enemies, and should also determine their overall HPs. However, losing a Mecha and rebuilding it with power-ups effectively resets its value. Therefore, players who can manage to keep their Mechas intact for an entire run will then have to face an additional 5/10 points of difficulty.
Wolf Fang is thus a game that minimally reaches 17/50 difficulty points if players choose the (most) Easy route and must rebuild their Mechas at least once. The (most) Hard route stands at 25/50 if reconstruction occurs, and at 30/50 if players can keep their Mechas intact. The US version is brutal in its length (i.e. players must clear all Stages), with length acting as an additional Stage rank factor. For this version I propose a staggering 40/50 difficulty points, with the second and third Facet maxing out at 20/20 and 10/10 points, respectively. Players will require 80 minutes or so to clear the whole game, and hard Stages on this version require split-frame dodging skills, given the big Mecha sprites. Thus, top-tier intermediate players may focus on 1-CC’ing the easier paths and versions, and top-tier master players with droves of patience may challenge the US version.
And now, my experiences with the game (Xenny, drum rolls…no, not berserk attacks, drum rolls!). It is February 1992 and my uncle has bought a few new games for the few of us who do not want to spend our arcade lives throwing shoryukens and spamming phoenix kicks. One of these titles is
Wolf Fang, a game that I simply overlook until May or so. The grease brothers (from the
Punk Shot squib) have been playing this title for a while and have been complaining that it is though and that the hard Stages are a pain the ass. Frankly, whenever these two guys say that some game is hard, I imagine that some hydraulic hammer comes out of the cab and smashes me to death, the moment I insert a coin. People who can regularly 1-CC Toaplan’s
Pipi & Bibis should not be trusted, when they talk about difficulty.
One day on a rather cold early May, however, the unibrow twins approach me and ask me if I would like, just once, to try the game out. The vignette is hilarious, at least in my memory, because the two guys propose this idea as if they were trying to do something highly illegal and even a bit dodgy. Even to today, I can remember that I was expecting them to sell me porn, maybe even drugs, or something abominable as the latest
Gundam dubs in Italian. I was not a Mecha fan as a kid: shady semi-legal tv channels and importing companies scared me away from the genre via horrendous adaptations. The unibrow twins also made a personal mission in life to lure me into watching the worst Mecha series on VHS, and by this point I already collected a few traumatic experiences thanks to them.
In a rare moment of silence, though, I hear somebody playing the game and approaching Stage three, and then this hypnotic drum beat starts. Suddenly, I feel this burning need to try the game at least once because its music is just viscerally powerful, dramatic and evocative, for my easily impressionable 1992 self. Thus, the unibrow kids teach me how to play the game for the reminder of May. They can clear the two easier routes in two-player mode and conjecture that the Grease Brothers sooner or later will clear the hardest route, or so they say. Playing arcade games with a “navigator”, someone who guides players through a credit and tells them when to shoot and where, is a new experience for me. The unibrow kids have this very irritating but also highly successful way of alternating their instructions; I finally become acclimatized to them around mid-June.
I clear the easiest route by the time school is over and we can play videogames in the mornings. At some point the grease brothers do clear the hardest route with great fanfare: the day after their result, we find some leaflets attached to the arcade’s windows chronicling this result. My uncle thinks that they need to get laid more often. I feel embarrassed about my uncle’s comment, since it honestly feels true (hey, my 1992 self is already a naughty perv). In summer we start rotating turns, so to speak: I play with either unibrow kid and by myself, and I also clear the game by myself. I only attempt the two easier routes, though: any time I see the Grease Brothers playing this game, I feel that the programmers probably were some demons from the
Warhammer 40k hell. The two guys cackle and hiss, when clearing the game.
It is the first of March of 2007 and I have landed in Sydney. I am jet-lagged to no end, and I have changed hemispheres and seasons, alone and not really ready to start a Ph.D. I have made a point that, when travelling over the Sydney bridge to go to my new institution,
Macquarie University, I must play the OST of this game in my mp3 player. The
Wolf Fang theme from Stage one plays while I am looking at the Opera House and I feel that I have landed on a different planet, and I am here because this game made me want to visit this planet. It is early September 2011 and I am riding this bridge in the opposite direction, fly back to Europe and leave this nightmarish place behind me. When on the plane, I wish that
Operation British from the first
Gundam series becomes reality.
It is however 1992, and my September 1992 self has developed a deep fascination about how Australia and New Zealand appear in this game. At some point I decide that one day I will live in these countries, even if I do not know how and why. The Grease Brothers tell me that the places are nothing special, as they visited both with the excuse of attending the inaugural
Men’s Rugby World Cup. I do not want to believe them, in 1992, and the dream remains intact, when the 2003 self buys the Saturn port in 2003. From 2011 onwards, Australia and New Zealand become fainter and fainter memories of my past lives and selves, of which I only have a testamur as a proof of this choice being adequate for my future. When I travel, however, I always have the OST ready, as a viscerally melancholic leitmotif of my walkabouts.
Let us summarise, as Xenny has corroded the drums with his drool.
Wolf Fang/Rohga is an action/R2RKMF game with automatic scrolling that pits the Wolf Fang forces against the world-conquering “Ragnarok” conglomerate. Players control highly customisable Mechas against the Ragnarok forces, to free Australia and New Zealand from their tyranny. The game is notable for the brutal difficulty, fast-paced action, big and colourful sprites and settings, and gloriously rock OST. Players who want to test their action skills and have plenty of endurance can challenge the US version, which goes through each Stage in the game’s selection. Less fanatical players can challenge themselves with the 1-CC’ing of the JP and EU versions, which involve branching Stage paths for Stages three to five. Anyone who is a fan of the genre should try out the game and enjoy one of the many fine 1990s’ Data East gems.
(3410 words, or 8.5 pages, times new roman size 12, single space; the usual disclaimers apply; I believe that the Data East guys were trying to capture a feeling found in some of the later Gundam OVAs, like
Operation Stardust. There is also a consistent
Macross and
Mospeada undertone, I daresay. There are quite a few other references to various Mecha series, but the game’s connections to the
Real Robot seem surprisingly faint. It is just that by the 1990s, Data East programmers would cram so many homages in their games that the resulting pastiche-style designs were often unique creations on their own. There will be time to discuss all these chimeric creations; just be sure to keep reading these squibs).
"The only desire the Culture could not satisfy from within itself was one common to both the descendants of its original human stock and the machines [...]: the urge not to feel useless."
I.M. Banks, "Consider Phlebas" (1988: 43).