Bionic Commando | |
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![]() Arcade flyer | |
Developer(s) | Capcom Software Creations (UK C64) |
Publisher(s) | |
Designer(s) | Tokuro Fujiwara |
Composer(s) | Harumi Fujita[6] |
Series | Bionic Commando |
Platform(s) | Arcade,Amiga,Amstrad CPC,Atari ST,Commodore 64,MS-DOS,ZX Spectrum |
Release | |
Genre(s) | Run and gun,platform |
Mode(s) | Single-player,multiplayer |
Bionic Commando, released in Japan asTop Secret[a] is a 1987run and gunplatformvideo game developed and published byCapcom forarcades. It was designed byTokuro Fujiwara as a successor to his earlier "wire action" platformerRoc'n Rope (1983), building on itsgrappling hook mechanic; he was also the designer ofCommando (1985).[7] The music was composed byHarumi Fujita for theYamaha YM2151sound chip.[6] It is the first installment of theBionic Commando series.
The game was advertised in the United States as a sequel toCommando, going as far as to refer to the game's main character as Super Joe (the protagonist ofCommando) in the promotional brochure,[8] who was originally an unnamed member of a "special commando unit" in the Japanese and international versions.[9][10]
The protagonist is a commando equipped with abionic arm featuring agrappling gun, allowing him to pull himself forward or swing from the ceiling. Despite being aplatform game, the player cannot jump. To cross gaps or climb ledges, the hero must use the bionic arm.
It was later released for several home systems (ported bySoftware Creations and published by Go!). Capcom later produced a home version for theNintendo Entertainment System, also titledBionic Commando, that was drastically different from the arcade game.
The story takes place ten years after an unspecified World War between two warring factions.[11] The game follows a commando who must infiltrate an enemy base and foil the enemy's plot to launch missiles by destroying the launch computer. The player then fights thefinal boss, the leader of the enemy forces, protected by armed bodyguards.
The game is presented in aside-scrolling format, with eight-wayscrolling.[12] Unlike mostplatform games, the player is unable to jump, instead navigating the level via the use of a mechanical arm that can be used as a grapple to pull him up ledges, collectpower-ups and as an offensive weapon against enemies.
Prizes such as points and power-ups can only be obtained from crates that appear on the screen suspended from aparachute and are revealed by shooting them. Unlike most of the later games in the series, the player cannot use the arm and shoot at the same time, the arm cannot be used in the air and the only power-ups are weapon enhancements.
There are home ports forMS-DOS,Amstrad CPC,Commodore 64,ZX Spectrum,Amiga, andAtari ST. For the Commodore 64, there are two distinct versions: a US version by Capcom, and a UK version by Software Creations. In some versions, there is an additional level between levels 3 and 4, featuring enemy helicopters.[citation needed] The UK home computer versions were published byU.S. Gold.[12]
The music for the ZX Spectrum, Atari ST, Amiga, and Commodore 64 PAL conversion was arranged byTim Follin, using a music driver programmed by Stephen Ruddy.
Publication | Score |
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Crash | 92%[14] |
Computer and Video Games | 9/10[13] |
Sinclair User | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Your Sinclair | 9/10[16] |
ACE | 838/1000[17] |
The Games Machine | 91%[18] |
Publication | Award |
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Golden Joystick Awards | Best 8-bit Soundtrack[19] |
Crash | Crash Smash |
In Japan,Game Machine listedBionic Commando on their April 15, 1987 issue as being the fifth most-successful table arcade unit of the month.[20]U.S. Gold's release for home computers sold 70,000 copies in the United Kingdom by 1989, becoming their best-selling Capcom release up until then.[12]
Home versions generally received average or decent reviews, apart from the ZX Spectrum version which was greeted by some critical praise, receiving ratings of 9/10 and 92% fromYour Sinclair[16] andCRASH.[21]
The game was voted Best 8-bit Soundtrack of the Year at theGolden Joystick Awards.[19]
Kurt Kalata ofHardcore Gaming 101 calledBionic Commando "totally brilliant" for how it replaces the jumping mechanics used in most platformer games with grappling mechanics, writing, "It necessitates almost entirely rewiring one’s brain in order to successfully play the game".[22]
The world record high score forBionic Commando was set in October 2007 by Rudy Chavez ofLos Angeles, California. Chavez scored 2,251,090 points.[23]
An emulation of the arcade version is included inCapcom Classics Collection Vol. 1 forPlayStation 2 andXbox; andCapcom Classics Collection Remixed forPlayStation Portable.
It has been 10 years since the devastating world war. The enemy surprised us with gigantic missiles this time.