Bionic Commando (1987 video game)

Bionic Commando, released in Japan as Top Secret (Japanese: トップシークレット,, Hepburn: Toppu Shīkuretto), is a 1987 platform game released by Capcom for the arcades. The music was composed by Harumi Fujita for the YM2151 sound chip.[1]

Bionic Commando
Arcade flyer
Developer(s)Capcom (arcade)
Software Creations (PC)
Publisher(s)Capcom (arcade)
Go! (PC)
Designer(s)Tokuro Fujiwara
Composer(s)Harumi Fujita[1]
SeriesBionic Commando
Platform(s)Arcade, Amiga, Amstrad CPC, Atari ST, Commodore 64, MS-DOS, ZX Spectrum
Release
  • JP: March 1987
  • NA: 1987
[2]
Genre(s)Platform
Mode(s)Single-player, multiplayer

The game was advertised in the United States as a sequel to Commando, going as far to refer to the game's main character as Super Joe (the protagonist of Commando) in the promotional brochure,[3] who was originally an unnamed member of a "special commando unit" in the Japanese and international versions.[4][5]

The protagonist of the game is a commando equipped with a bionic arm featuring a grappling gun, allowing him to pull himself forward or swing from the ceiling. The series is notable for being one of few instances of a platform game in which the player cannot jump. To cross gaps or climb ledges, the hero must use his bionic arm.

It was later released for several home systems (ported by Software Creations and published by Go!). Capcom later produced a home version for the Nintendo Entertainment System, also titled Bionic Commando, that was drastically different from the original arcade game.

Plot

The story takes place ten years after an unspecified World War between two warring factions.[6] The game follows a commando who must infiltrate an enemy base and foil the enemy's plot to launch missiles. The hero must stop a missile from launching and then fight the final boss, the leader of the enemy forces, guarded by an armed bodyguard.

Gameplay

Unlike most platform games, the player is unable to jump, instead navigating the level via the use of a mechanical arm that can pull him up ledges. The arm may also be used to collect pickups.

Prizes like points and power-ups can only be obtained from crates that come on the screen in a parachute, which can be revealed by shooting them. Unlike most of the later games, 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.

Ports

There are home ports for MS-DOS, Amstrad CPC, Commodore 64, ZX Spectrum, Amiga, and Atari 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.

The music for the ZX Spectrum, Atari ST, Amiga, and Commodore 64 PAL conversion was arranged by Tim Follin, using a music playback engine programmed by Follin's brother.

Reception

Reception
Review scores
PublicationScore
Crash92%[7]
CVG9/10[8]
Sinclair User[9]
Your Sinclair9/10[10]
ACE838[11]
The Games Machine91%[12]
Award
PublicationAward
CrashCrash Smash

In Japan, Game Machine listed Bionic Commando on their April 15, 1987 issue as being the fifth most-successful table arcade unit of the year.[13]

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% from Your Sinclair[14] and CRASH.[15] The UK Commodore 64 version seems to be the most well-received computer port, while the US version is considered poor.[16]

The game was voted Best 8-bit Soundtrack of the Year at the Golden Joystick Awards.[17]

Legacy

The world record high score for Bionic Commando was set in October 2007 by Rudy Chavez of Los Angeles, California. Chavez scored 2,251,090 points.[18]

An emulation of the arcade version is included in Capcom Classics Collection Vol. 1 for PlayStation 2 and Xbox; and Capcom Classics Collection Remixed for PlayStation Portable.

gollark: What's a "peace and love"? How do you recreate that in the lab?
gollark: Using specialized optics in some cases, or mist generation to recreate normal rainbow formation conditions.
gollark: There is actually research into artificial rainbow generation at small scales.
gollark: The modern economy is more efficient than that!
gollark: You think the gold at the end of rainbows is just left unused *sitting* there?

See also

References

  1. "Junko Tamiya Interview: Creating Capcom's Incredible NES Scores". Video Game Music Online. 2014-05-19. Retrieved 2016-02-13.
  2. "Release information for Bionic Commando (Arcade version)".
  3. "The Arcade Flyer Archive - Video Game: Bionic Commando, Capcom".
  4. "The Arcade Flyer Archive - Video Game: Bionic Commando, Capcom".
  5. "The Arcade Flyer Archive - Video Game: Top Secret, Capcom".
  6. Capcom. Bionic Commando (Arcade). Level/area: Instruction manual, page 1. It has been 10 years since the devastating world war. The enemy surprised us with gigantic missiles this time.
  7. "Archive - Magazine viewer". World of Spectrum. Retrieved 2013-04-04.
  8. "Archive - Magazine viewer". World of Spectrum. Retrieved 2013-04-04.
  9. "Archive - Magazine viewer". World of Spectrum. Retrieved 2013-04-04.
  10. "Bionic Commando". Ysrnry.co.uk. Archived from the original on 2013-06-16. Retrieved 2013-04-04.
  11. "Archive - Magazine viewer". World of Spectrum. Retrieved 2013-04-04.
  12. "Archive - Magazine viewer". World of Spectrum. Retrieved 2013-04-04.
  13. "Game Machine's Best Hit Games 25 - テーブル型TVゲーム機 (Table Videos)". Game Machine (in Japanese). No. 306. Amusement Press, Inc. 15 April 1987. p. 21.
  14. "YS: Bionic Commando". Ysrnry.co.uk. Archived from the original on 2013-06-16. Retrieved 2012-01-31.
  15. "CRASH 53". Crashonline.org.uk. Retrieved 2012-01-31.
  16. "Bionic Commando (UK version)". Lemon 64. Retrieved 2012-01-31.
  17. "Archive - Magazine viewer". World of Spectrum. Retrieved 2012-01-31.
  18. "Bionic Commando High Score". TwinGalaxies.com. Retrieved 2011-03-15.
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