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NES box art for Bionic Commando, the cover of NEStalgia episode 141

141 · Bionic Commando

▶ Game info
VerdictPlay it
SeasonSeason 4
DeveloperCapcom
PublisherCapcom
October 16, 2020 · 54 min · transcript available

Get set for rapid fire action as you're transformed into the Bionic Commando. This best-seller from Capcom is a dynamic adaptation of the original arcade classic. Expect an onslaught of challenges and extraordinary graphics when you battle enemy forces in their futuristic lands. Your powerful extending bionic arm and incredible arsenal of weapons gives you all you need to become an unstoppable one-man army.

SHOW NOTES

Bionic Commando NES Longplay

Bionic Commando Manual

Bionic Commando GameBoy

Bionic Commando: Elite Forces

Bionic Commando ReArmed

Bionic Commando ReArmed 2

Bionic Commando (2009)

World of Power

Commando

Our verdict: Play it

Bionic Commando is a Capcom action platformer in which you cannot jump. A bionic arm grapples and swings you around, and the other hand holds the gun. You are sent after Super Joe from Commando, captured by an empire that is Nazis in everything but name, led by a Scottish general and his army of "the bads." All four of us were here, we put in real hours, and nobody beat it.

What works

  • A mechanic that makes you think. We called it the most innovative platforming idea since Super Mario Bros. The arm takes about a minute and a half to understand and a couple of hours to swing well, and then you start stringing swings together to reach places you didn't expect. Sam watched speed runs of people flying around and took it as the sign of a good mechanic.
  • Room to plan. You can stop and think about a route, the platforms are mostly clear about what you can reach, and enemies go down in a couple of hits.
  • The convoy map. Levels sit on a flowchart that is deliberately numbered out of order, so you stop treating them as one, two, three. Trucks roam it, and bumping into one drops you into a mini Commando stage you can just run through. It's trivial, but it made the map feel alive.
  • A puzzle under the action. You find locations, gather the gear that opens the next, and watch your fuel.

What doesn't

  • The arm is stiff. Letting go is sometimes down and sometimes left, while grabbing is A. Swing a few pixels too close to a wall and you drop straight down, and once you release there is no aftertouch to fix your arc. The sum of those little things is controls too stiff for an action game and a pace too slow for a puzzle one.
  • Obtuse progress. The radio transmissions are required, not optional hints, and we still missed why some areas were closed. Walking into area four without the night vision meant a full restart.
  • Respawning enemies, no save. The game is long and has no password or battery, and Zelda had already shown the way.

Beyond the game

The Game Boy version in 1992 moves the story into the far future to explain the arm. Elite Forces arrived on Game Boy Color in 1999 with teammates and a sniper minigame. Rearmed, a 2.5D remake, lets you jump but can be finished without it. The World of Power book skips the middle of the story, because there is too much of it.

The bottom line

Play it. All four of us voted it onto the Essential Games List, and Mike, Sam and Sean in favor settled it by majority before Joe spoke. Joe voted yes too, just barely, calling it his hardest decision on the list and saying he may vote it off later. It was later removed in the Best of 1989, so it now sits at Play it. The claw is flawed, but we haven't had another experience like it, and fans of NES-style difficulty will enjoy the challenge.

Written from our conversation in this episode.

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