You can choose to control the game either by Joystick or Mouse, there is no Keyboard control option available.
UP................................ Helicopter moves away from you. DOWN................................ Helicopter moves towards you. RIGHT................................ Helicopter moves right. LEFT................................ Helicopter moves left. FIRE................................ Fire weapon.
P................................ Pause. G................................ Landing gear up/down. H................................ Winch up/down. CTRL................................ Toggle Mouse/Joystick control. ENTER................................ Enter/Exit Status menu. CURSOR................................ Used in status/refuel mode. SPACE................................ Toggle weapon. ESC................................ Fail Mission. F10................................ Crash and Burn!
Zeewolf 2/Wild Justice is the second episode in the Zeewolf series. This version has significantly improved upon the original release a year ago. The first thing you notice when you first boot the game is the detailed polygon graphics, which have vastly improved upon Zeewolf 1. The speed has also vastly improved upon the original, despite the extra polygon graphics, though of course the game speed depends upon which Amiga you are running it from, but if you have an A1200 with fast memory it runs smooth enough.
On a A500/600 forget it, the game slows down to an un-playable speed when you fire, although again not as much as in the original Zeewolf. The mission briefing before each level is invaluable, with each target being described and displayed on-screen, and although this can be ignored during the first couple of missions, on the later levels it is vital.
The basic task in each mission is to complete a series of objectives, and therefore progress onto the next mission. An example mission would be to destroy the enemies defence system, rescue a set number of POWs, and destroy a set number of enemy aircraft.
The on-screen interface while you are playing comprises of a local area map in the top-left hand corner, which displays the local terrain, with the opposition forces shown as red-dots, POWs highlighted in blue, and friendly aircraft shown in yellow. The top-right hand corner has the gun camera. The fuel, armour, lives remaining, ammunition display, cash left and POWs on-board are all displayed in the top-centre of the screen.
During the mission money is awarded when you perform certain tasks such as destroy an enemy boat, or other defence installation. This money can then be spent in the re-fuelling on extra ammunition. Re-Fuelling Camels are valuable, and provide fuel, and ammunition.
Basic ammunition is free of charge, but for the more advanced weaponry you must pay a fee. There is a limit to mow much ammunition/fuel you can carry in one go. The different ammunition has a varying degree of effect upon the receiving target. Targets also take a different amount of hits until they are destroyed, depending on which weapon you use, and how much you use it.
If you manage to rescue POWs and return them to the mothership/mother-base, for each person rescued you are awarded an Armour boost, which I can assure you is very handy especially in the later levels. Be careful not to mistake the opposition men as your own, and attempt to rescue them, they will grenade the Zeewolf! Only pick-up the friendly blue-shirted men.