Wolf Fang: Kuhga 2001 was originally an Arcade game developed by Tsuji Jimusho of Data East, released in 1991 as Rohga Armor Force in the US and in 1992 under its current title in Japan.

A console release on the PS1 was done in 1996 by Xing Entertainment, after which the rights went to Hamster, who did a Greatest Hits edition re-release in 2003 and PSN release in 2010. Now in 2013, MonkeyPaw games brings the game to the states so you’ll finally be able to play it WITHOUT paying import costs or tracking down a 22-year-old arcade cabinet!

Download Wolf Fang on PSN

Buy Now on PSN This title can be played on PS3, PSP and PlayStation Vita as a Cross-Buy title.

Controls:

  • Control Pad: Move Character(in-game), select option(in-menu)
  • Left/Right: Move character
  • Up: Aim upwards
  • Down: Crouch
  • Triangle Button: Shoot/Melee(in-game)
  • Square Button: Jump(in-game), Double-Jump(in-game, Playstation Mode Only)
  • X Button: Shoot/Melee(in-game), Accept(in-menu)
  • Circle Button: Jump(in-game), Accept(in-menu)
  • L1/L2: Hold Weapon Position(in-game)
  • R1: Dash(in-game)
  • R2: Special Weapon(in-game)
  • Start: Pause/Unpause(in-game)

Game Screen:

From top to bottom and left to Right, the game screen layout is as follows:

  • Mech Type(Top-left corner): Displays your mech type according to the parts you have selected.
  • Score(Top-left, right of Mech Type): Displays your current score.
  • Mech Name(Top-Left, directly below Mech Type): Displays the mech’s Name(In Japanese).
  • Life Meter(Top-Left, to the right of Mech name): Displays your current remaining Life. Once this meter is depleted, your mech is destroyed.
  • Charge Meter(Top-Left, below Mech name/Life Meter): Displays your current Charge Level for your Special Weaponry. Your weapon must have at least ONE full level of charge before it can be used. You can have a maximum of 3 levels of charge, each level making your Special Weapon stronger when fired. The Charge Meter fills automatically during gameplay.

Gameplay:

Wolf Fang is a side-scrolling shooter with a few differences. For starters, before you go into battle you actually customize the giant robot you’ll be taking. You can either pick one of the 4 pre-built mechs or build your own by selecting a Body(which controls what special weapon you use), an Arm(which controls the melee weapon you have) and a pair of Legs(which control movement mode and the specifics of how high you jump and so on).

Rather than Lives, you have a Life Bar. Every hit takes off one section of the bar. Once the bar is completely depleted, your mech is destroyed and the pilot is forced to eject and continue fighting on foot. While your pilot has a much smaller hitbox, he has no Special Weapon, any weapon you HAVE is reduced to Level 1, and 1 more hit equals Game Over. If you can collect 3 power-ups other than the Weapon Pods and Rescued Pilots, you will get another Mech to use, identical to the one you were previously using except the new mech will only have 2 hits on its Life Bar.

In addition to your regular and special weaponry, your mech has a Melee weapon which will automatically be used when an enemy is within striking range, as long as you’re pressing the Fire Button. Each weapon’s range and power is different, and will be further elaborated on in the Parts Breakdown.

Weapons:

  • Vulcan Cannon: Fires bullets forward in a spread pattern. Increased level means more bullets in a wider spread.
  • Cluster Gun: Fires bullets that travel forwards in a spiral pattern. Increased level means more bullets in a wider spiral pattern.
  • Grenade Gun: Fires grenades straight forward. When they hit anything they explode, the explosion remaining on-screen for several seconds and damaging anything it touches. Increased level means that the grenades travel faster and are themselves larger.
  • Laser Gun: Fires a continuous laser straight forward. Increased level means that the laser itself is wider.

Bodies(Special Weapons):

Each Body has an associated Special Weapon, as well as affecting your mech’s total offense/mobility.

  • Homing Missile: Fires a volley of missiles that home in on any nearby targets. Higher Levels of Charge launch more missiles. The body associated with this weapon has Medium Offense and Medium Mobility.
  • Electricker: Creates a circular electric field around your mech that damages anything inside it. Higher Levels of charge increase the size of the field and the time it is active. The body associated with this weapon has Low Offense and High Mobility.
  • Flame Launcher: Launches canisters straight up that generate an area of raining flames directly above your mech. Higher levels of charge increase the width of this area. The body associated with this weapon has Medium-High Offense and Medium-Low Mobility
  • Grenade Launcher: Fires pairs of grenades that explode vertically(if they hit the ground) or horizontally(if they hit an enemy), leaving trails of flame that damage any enemies they touch. Higher levels of charge increase the number of fired grenades. The body associated with this weapon has High Offense and Low Mobility.

Arms(Melee Weapons):

    Each Arm has an associated Melee weapon. Melee weapons activate automatically whenever an enemy gets in range. Each melee weapon has a different range, as well as affecting your mech’s total offense/mobility.

  • Knuckle Shot: Targets enemies directly in front of your Mech. The arm associated with this weapon has Low Offense and High Mobility
  • Beam Sword: Targets enemies in an arc from behind/above your mech towards directly in front of it. The arm associated with this weapon has Medium Offense and Medium Mobility
  • Iron Claw: Targets enemies in an arc from behind/below your mech towards directly in front of it. The arm associated with this weapon has Medium-High Offense and Medium-Low Mobility
  • Pile-Bunker: Targets enemies in front of your mech, both slightly above and below it. The arm associated with this weapon has High Offense and Low Mobility.

Legs:

Your choice of Legs affects your mech’s overall speed, as well as how high it can jump, it’s double-jump capacity(in PlayStation Mode), how many Rescued Pilots you can have at once and the size of your mech’s hitbox.

  • 2-Leg: Low Jump Height, High Walking Speed, 2 Pilot Capacity. Has a weak double-jump. Your mech is average height. These legs have Medium-Low Offense and Medium-High Mobility.
  • Hover: High Jump Height, Low Walking Speed, 2 Pilot Capacity. Has no double-jump. If you attempt to double-jump with these legs, you will dash in mid-air instead. Your mech is average height. These legs have Low Offense and High Mobility.
  • 4-Leg: High Jump Height, Low Walking Speed, 4 Pilot Capacity. The jump button activates thrusters in the mech’s legs when it is airborne. You can use this to either gain a lot of extra height or to slow your descent and glide over enemies/projectiles. Your mech is slightly shorter. These legs have High Offense and Low Mobility.
  • 6-Wheel: Low Jump Height, High Walking Speed, 4 Pilot Capacity. Has a double-jump as strong as its regular jump. Your mech becomes Short.

Power-Ups:

  • Weapon Pod(vertically-oriented blue-grey cylinder with a letter on it): Changes the weapon you have equipped. Shooting the pod will cause it to cycle from Vulcan(Red V), to Cluster(Green C), then Grenade(Yellow G), then Laser(Blue L) and then back to Vulcan. Also grants 1000 points if you get one showing the weapon you have.
  • Shot Power Up(Orange cylinder with ‘POW’ on it): Increases the power of your shots by 1 level. There are 3 levels of Shot Power.
  • Life Up(Green cylinder with ‘LIFE’ on it): Restores 1 bar of the Life Meter.
  • Charge Power(Spinning horizontal cylinder with ‘CHARGE’ on it): Instantly fills the Charge Meter.
  • Rescued Pilot(Little human figure in Orange-Red armor): Will hang on to your mech when collected and shoot at targets behind you. If you get hit, any of them you have will go flying and need to be re-collected.

Options Menu:

  • Game Mode: Switch between the Arcade Original mode and the PlayStation mode. The PlayStation mode contains graphical tweaks and modifications to gameplay, such as the addition of double-jumping.
  • Sound Mode: Switch the audio between the Arcade Original and the PlayStation Mode. Voices are on by default in PlayStation Mode.
  • Voice: Turn the in-game voices on or off. Between-level cut-scenes can’t be skipped while Voices are On.
  • Life: Controls how much Life you have. Your options are Least, Less, Normal and More
  • Level: Controls the difficulty level for the game. The options are Easy, Normal, Hard , Very Hard and ‘Setting’. The Setting Option lets you tweak the specifics of the game difficulty and create a custom difficulty setting. The tweak-able options under ‘Setting’ are:
  • Enemy Life: How much health the enemies have. The options are Less, Normal, More and Most.
  • Enemy Rate of Appearance: How often the enemies appear. The options are Less, Normal, More and Most.
  • Enemy Weapon Speed: The speed at which the enemies’ shots travel. The options are Slow, Normal, Fast and Very Fast.
  • Memory Card: Set the memory card slot the game saves to. The options are “Not Use”(don’t save data), Slot 1 and Slot 2.
  • Key Assign: Configure the controls. Either select one of the 4 default configurations or customize your own by selecting an action and pressing the button you want to perform that action. If you want multiple buttons to perform the same action, press and hold both.
  • BGM Test: Listen to the various music tracks available in the game.

Tips:

  • After Level 2, you choose which path you go on. Your choice affects what levels you’ll go through, what the final boss will be, and what ending you get.
  • L1 and L2 allow you to hold your weapon in the current aiming direction. This improves your ability to maneuver while aiming at a target above you.
  • While you take damage from enemy shots, you will generally NOT take damage from enemy contact.
  • Holding down the Fire button will cause you to strafe. Release the button if you want to shoot something behind you.
  • There are 64 different part combinations. Don’t be afraid to experiment and find a combination that works for you.
  • Each mech-type has its own Japanese name. Almost none of them translate easily.
  • Whenever you die, you have the opportunity to make a new mech. If your previous one was unsuited to the level you’re on, build a new one that IS suited to the current level.
  • If you shoot a Weapon Pod enough, it will explode and destroy/damage all enemies on the screen.

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