No Mercy is an Operation Wolf clone whose most defining trait is how much of an Operation Wolf clone it is. To its credit, it's a very competent clone, in some points even better than Operation Wolf's C64 port. I never saw the full version of the game (released on Golden Disk 64 07/90) at any kiosks, so I only ever got to play the preview version which consisted of one level.
Operation Wolf was an arcade game released by Taito in 1987. It's a side-scrolling shooting gallery that uses a mounted gun as an optical controller. You point and shoot at stuff on the screen and throw the occasional grenade. Getting shot or shooting friendly targets, such as civilians or nurses, increases your injury meter. If the meter is full, you're dead. Your ammunition is limited, but you can restock it (in classic video game logic) by shooting ammo containers and animals.
The game was ported to several consoles and home computer platforms by Ocean. The C64 conversion was quite decent and one of the few games that supported the use of a mouse.
Anyway, on to No Mercy (Preview). The game doesn't bother to hide its inspiration at all. Just compare Operation Wolf's cover art to No Mercy's intro screen:
Totally not Dolph Lundgren from Red Scorpion |
Spot the non-difference! |
The title logo is in a very similar style to that of Operation Wolf, and the guy looks almost identical to the soldier shooting to the left in the original artwork. I say almost, because the proportions in No Mercy's version are a bit all over the place. Nice dithering, though.
Note that the Operation Wolf artwork seen in the above advertisement was created specifically for Ocean's home ports. The original arcade has different art, both on the arcade machine and the flyers. I think it's safe to say that No Mercy's creators were more familiar with the C64 conversion and used it as the main inspiration.
Here's the title screen with a nifty effect in the main logo. From the technical prowess shown throughout the game, you can kind of tell that the game was created largely by (demo/cracker) scene members.
As much as I like that scrolling background, its gray landscape raises some questions. Does the game take place on the moon? Is that why Saturn is so clearly visible? Let's find out!
Well, he's not wearing a space suit. In fact, he looks quite different to the person seen in the intro earlier. Judging by his squished hand, he at least shares some similar anatomical disproportions. Speaking of similarities, both No Mercy and Operation Wolf use the same Uzi submachine gun as their main weapon.
Pressing fire puts you right into this not very moon-like jungle environment. This is the second level from the full version. As is common with shooting gallery games, the screen scrolls horizontally at a slow but steady pace. All you can do is move the crosshair around and shoot anything down before it can shoot you.
As far as I can tell, there is no mouse support in No Mercy, so you have to make do with controlling the crosshair with the joystick. This isn't much of a problem, though, because the difficulty is low enough that you don't need the added flexibility of a mouse. Besides, the percentage of C64 owners who also had a mouse in 1989 was probably negligible.
It doesn't take long for the first enemies to appear, promptly delivered by this military river craft. The soldiers are nice enough to arrange themselves in a neat row, so you can just move your crosshair horizontally to mow them down. Firing the gun makes a satisfying "ratatat!" sound and causes the Uzi at the bottom to light up, which is a nice touch.
If you're not fast enough, the enemies soon start piling up on the screen and deplete your energy at a rapid pace. The No Mercy logo below the energy bar flashes red when you are getting shot, which can be helpful in situations where you haven't spotted the enemies yet.
The guy standing in the foreground hurts quite a bit, so it's a good idea to get rid of him sooner rather than later. I usually shoot him in the crotch, because that just happens to be the same height where the dude in the river is located. I remember my younger cousin being highly amused by this when I showed him the game in 1990.
That helicopter can take a lot of hits before it blows up, thus it's advisable to launch a rocket grenade at it which destroys the chopper instantly. Rockets are fired by pressing space. This is a bit awkward if you're holding the joystick in both hands, but it's a necessary evil, as the C64 only supports one-button controllers.
Ammo and rocket grenades are limited, but you can get additional supplies by shooting the icons that sometimes appear at the bottom of the playfield. Occasionally, you also get to scoop up a medipack that refills part of your energy.
No Mercy's gameplay is a bit simplified in comparison to Operation Wolf. There are no friendly targets that you're not supposed to shoot. There are also no animals or objects in the scenery that give extra ammo or points when hit, at least not in the preview version.
You quickly learn to hate these speedboat-riding, gun-toting show-offs. Not only because they shoot at you in this egregiously nonchalant drive-by style, but because they eat away at your energy faster than almost anything else. Getting rid of them should be the top priority.
Actually, once this ship creeps into view, destroying its turret becomes even topper priority. If you take too long, the turret turns into your direction and then starts firing at you at regular intervals, each shot taking off a considerable chunk of your energy meter.
Survive long enough, and you eventually reach the end of the level. At that point, the screen stops scrolling and the final enemy glides into view. The big level end boss is a tiny guy on a physics-defying speedboat. Even though it slows down and soon comes to a standstill, the vessel remains tilted like this. I guess the boss, in typical villain fashion, loaded the boat's rear with bars of gold.
There isn't much of a strategy for defeating the final boss. Just aim and press fire until the speedboat explodes. If you have a spare rocket grenade, you can simply launch one and destroy the boss in an instant:
And that's the end of the preview. While the full version would load the next stage at that point, the preview just restarts the same level. Interestingly enough, your score carries over and your energy meter and ammo reserves get refilled to some extent. If you feel so inclined, you can replay the level over and over. Eventually, you'd reach more than 99,999 points and then would get to see how the score display handles numbers with more than five digits. I leave this as an exercise for you, the reader, as I can't really be bothered to play through the same level 15 times in a row.
Actually, I just tried it, and this is the result:
Oh.
;0100? Eh, good enough. I'll enter my initials anyway.
Um... okay, then. Apparently, in a last bout of confusion, the game awarded me with one additional point after I had entered my name and got to the high score table screen. At least it still recognizes ;0101 as a higher number than 01940.
CONCLUSION
No Mercy (Preview) is quite entertaining for a couple of minutes. It's a good preview for the full version, where the other seven stages are variations of the same principle. To me, the game makes a smoother, more polished impression than Operation Wolf's C64 port. The art is well done overall, despite the occasional anatomical mishap.
Replay value is a bit limited, as the enemy placement is exactly the same each time, and there are no difficulty settings. That didn't stop me from playing the preview over and over until I had memorized the entire level, though.
The music, done by Markus Schneider, is great. I'm especially fond of the ending tune, which isn't used in the preview. Instead, it plays in the diskmag part of Magic Disk 64 12/89 on which this preview was published. If you want to have a listen, I made a video on YouTube:
What surprises me the most about this game is that it was published in Germany first and foremost. The one country that was (and still is, to some extent) notoriously known for regularly taking violent games virtually off the market.
The BPjM (or BPjS, as it was called in 1989), is a German federal agency whose function is to examine media and, if deemed harmful to young people, put them on the so-called index. Any media on the index are to be made unavailable to minors. For a game this means it cannot be sold to minors, nor can it be openly shown in a shop. What's more, it is not allowed to advertise any indexed games. This caused numerous problems with the games press, where the BPjM argued that reviewing or even mentioning such games could be interpreted as advertising. Some magazines started to give indexed games slightly altered names whenever they mentioned them (e.g. "Operation Sowieso"). In one instance, this led to an entire issue of a games magazine to be confiscated because it featured a review of Quake II. To give you an idea what was regarded as being too brutal in the past, here's a brief, non-exhaustive list of C64 titles that were put on the index: Blue Max, River Raid, Battlezone, Commando, Green Beret, Operation Wolf, Gryzor, Golden Axe, Shadow Dancer. It is possible for games to eventually get removed from the index, if their violence level isn't seen as harmful anymore. This happened with the original Doom back in 2011 when Bethesda appealed for its removal. |
Nowadays, No Mercy looks rather tame. There is no blood, and shot enemies either explode or simply lie down and disappear. But back then, it was very close to Operation Wolf's level of violence.
While Operation Wolf was already on the German index in 1989, No Mercy never shared the same fate, as far as I know. My guess is that it just went under the radar of the BPjS for the limited time it was available at kiosks.
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