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NES box art for Commando, the cover of NEStalgia episode 33

033 · COMMANDO

▶ Game info
VerdictSkip it
GenreAction
SeasonSeason 2
DeveloperCapcom
PublisherCapcom
September 7, 2018 · 38 min · transcript available

BACK TO THE FRONT! Super Joe, will do, what you say, when you say, back to the front. For more NEStalgia as well as show notes and articles head over to www.NEStalgiacast.com

Our verdict: Skip it

Commando was a huge arcade hit, and the NES port is playable, which after the third-party stretch we have been through counts for something. It was just Mike, Sean and Joe this week. Dropped into a war zone as Super Joe, you run up the screen and shoot. It is quick to pick up and thin once you have.

What it gets right

  • It plays. After a run of bad third-party games, we were glad to get a playable one, and Capcom keeps showing up with games that work. The difficulty felt fair rather than annoying. This is also the run-and-gun style Joe said he thinks of when he thinks of the NES.
  • Presentation. The helicopter drop-in (with one blade) and the cutscenes sold us on the game, and the lieutenant who pops up between levels, smoking a cigar, gave us something to argue about: commander, or you on a break?
  • Silliness. At the end of 1-4 you get "congratulations, heart on your first mission," and the helicopter then carries you maybe ten seconds' walk forward. Some prisoners of war do what looks like a potty dance next to trees while bullets fly. Joe's find: if you die in the trenches on level two you respawn stuck in them, and we decided Super Joe is simply flanking from the rear.
  • A hidden message. Beat round 4-4 with three lives and exactly 24 grenades and the game tells you its next title is Captain Higemaru. That title was director Tokuro Fujiwara's next game. It is a leftover from the arcade, which backed our thought that this was a lazy port.

Where it falls apart

  • Sprites. Enemies flicker, and some disappear before you can shoot them, which doesn't happen in the arcade. Flickering in 10-Yard Fight didn't matter because nobody vanished. Running it in an emulator without the sprite limit makes for a fuller, harder game.
  • Aiming. You always shoot the way you walk, so dodging a guy on your tail means walking away, turning for a split second and walking off again. Firing in all directions would help, though it might look strange.
  • Too easy to skip the fight. Bullets are slow enough that someone on the show beat the first stretch without killing anyone, zigzagging 10-Yard Fight style, and the AI is erratic. The cars in the street levels, which run you over unless you back up, felt cheap.
  • The levels repeat. Four areas loop with only the difficulty rising, so the game is really one four-level run with a ramp. There is no boss either, just a wall that closes and a crowd to clear.

Beyond the game

Fujiwara also directed Ghosts 'n Goblins (our next episode) and Mega Man, and he came up with the idea for Resident Evil from his game Sweet Home. We read Shinji Mikami's line about learning "create freedom inside restriction" from him. Super Joe turns up in the Bionic Commando games, and Commando 2 turned out to be Mercs in 1989. It also won Best Arcade Style Game at the 1986 Golden Joystick Awards, which we couldn't picture.

The bottom line

Skip it. None of the three voted it Essential. Joe had a good time and called it worth a try, but said you don't need to go past the first four levels. Sean found it passable but technically frustrating, and a pass overall. The third vote was that Capcom getting in early is great, playable is the minimum rather than the standard, and the NES is not where you would recommend playing it. We also expect better versions of this style down the road.

Written from our conversation in this episode.

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