Back in the '80s, there was a wide gulf between
the sprite-pushing power of arcade machines and home consoles. From
the very start, home systems were feeble also-rans compared to their
pizza-parlor counterparts; and though the expanse has narrowed greatly
in recent years, during the peak of the NES era the difference had
a huge impact on the nature of arcade-to-console ports. Many 8-bit
home conversions were terrible - look at the Atari 2600 travesty called
Pac-Man, for instance. But other games improved immensely during the
transition; Ninja Gaiden, for instance, went from being a weak Double
Dragon clone to a fast-paced, skill-oriented platformer with revolutionary
inter-level cinemas. And among the countless games to be ported from
the arcade to the NES, it was perhaps Capcom's Bionic Commando whose
facelift displayed the greatest improvement.
Killing Nazis: OK in Japan, but unfit for Americans |
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Originally titled Top Secret in Japan, the arcade version
of Bionic Commando was a side-scroller in the mold of other Capcom
arcade titles like Black Tiger and Ghosts 'N' Goblins: fast, simple
and brain-smashingly difficult. Bionic Commando's primary claim to
fame was the fact the it represented a sort of diverging evolution
in game development. All platform-action games can be traced back
to David Crane's seminal Pitfall!, where the hero ran, jumped and
swung on hanging vines. Subsequent games took the "running" and "jumping"
bits to heart, but Bionic Commando eschewed the "jumping" and brought
back the "swinging." The game's eponymous commando got about with
the aid of a bionic wire which worked along the same lines as Spider-Man's
web-shooters. While some gamers balked at the loss of the ability
to jump, the wire arm is so tightly integrated into the mechanics
of the game that its use quickly becomes second nature - not only
for mobility, but for grabbing out-of-reach items, stunning enemy
soliders, and knocking paratroopers out of the sky. Grappling through
five linear levels of increasingly difficult combat, the Bionic Commando
was a quarter-crunching warrior without a specified purpose beyond
"beat the baddies."
But when Capcom ported the game to the NES, they added a surprising
amount of depth which transformed the title from "quirky action platformer"
to "unique and innovative adventure." The graphics became worse -
they're quite functional, but lack the color depth and resolution
of the original, and the protagonist looks oddly like Spider-Man's
nemesis Dr. Octopus - but every other aspect of the game came out
ahead on Nintendo's little grey box. Bionic Commando for NES is a
mission-based adventure that takes the basic grapple-and-swing gameplay
of the arcade game and transforms it into a huge, sprawling quest
to rescue a hero and put an end to the greatest villain of the twentieth
century.
He's not Russian - really |
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From the minute the game is turned on, Bionic Commando on
the NES differs wildly from its original incarnation. For one thing,
the new opening screens retrofit BC as a semi-sequel to Capcom's top-down
shooter Commando: Super Joe, the hero of Commando, has been captured
on a mission into "the Empire" while attempting to uncover the secrets
of the "Albatros." The Albatros was a superweapon which was developed
but never completed by an army called the Badds (who were not coincidentally
a Nazi-like military faction intent on dominating the world). Now,
Imperial leader Generalissimo Killt hopes to crush the world under
his heel, and he has the plans for Albatros and an army of midgets
to make good his threat. With the legendary hero Super Joe missing
in action, the freedom-loving Federation turns to its last hope: the
Bionic Commando, Capt. Ladd Spencer.
Upon starting a new game, players are presented with an overhead
map of the Badds' territory, which is navigated freely by Ladd's crew
via helicopter (similar to the world maps which would later be seen
in Super Mario Bros. 3). Certain areas are impassible without specific
equipment, and extra danger lurks in the form of enemy convoys, depicted
by trucks which patrol the map and draw Ladd into ground combat upon
contact. These enemy contact scenes serve a dual purpose: first, they
tie the game back to Commando by presenting combat in the short, linear,
top-down battlegrounds which comprise the older game; and secondly,
they let Ladd collect tokens which allow the game to be continued
after Game Over. In these scenes, the Bionic Commando's special grappling
wire is limited to deflecting bullets and stunning enemies.
How not to number your base |
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The meat of the game, however, lies in the 12 levels of side-scrolling
platform exploration which Ladd must navigate in order to rescue Super
Joe. Beginning with a descent into a remote outpost in the fringes
of Badd territory and progessing all the way to the very heart of
the evil empire's capital city and central stronghold, the Bionic
Commando must swing through a dozen stages of enemy drones and some
surprisingly nasty traps, all set up to make sure his grappling wire
gets a serious workout. Though the Badds' logic in creating bases
which could be traversed only by their bionically-enhanced enemy is
questionable at best, the lapse in real-world common sense makes for
clever and challenging level design. Several points in the game require
players to learn perfect wire-arm timing to make the most of tiny
graspable surfaces while avoiding dumb but persistent (and plentiful)
foes.
Because every hero needs a pose… that should
end in ... | |
What elevates this game beyond its arcade incarnation,
however, is not simply its canny level design. Rather, a simple but
effective inventory system turns Bionic Commando into a game requiring
a great deal of exploration and interaction; and the story, which
is extremely simple by contemporary standards, was comparitively detailed
and engaging a decade ago. Ladd begins the game with a gun and a communication
device which can interface with Imperial terminals; in each level,
he has to track down communication consoles with which to contact
his comrades. If he's feeling especially bold, he may also wiretap
into enemy communiques. Of course, intercepting an enemy transmission
may reveal Ladd's location to the Badds, leading to an ambush, but
the risk is worthwhile as a wiretap can often reveal details on the
mysterious Albatros, the whereabouts of Joe, or even stranger enigmas.
As Ladd progresses into enemy territory, his inventory becomes
a vital asset; certain terminals require special decoders, and various
obstacles can only be destroyed with special weapons. There are also
numerous "Neutral Areas," where firefight is prohibited; here Ladd
can speak to allies, acquire special equipment, interrogate enemies
and even exchange pleasantries with the Killt himself. While it might
be tempting to take out the enemy leader (or fight back against the
enemy soldiers who try to knife you) here, opening fire in a Neutral
Area will cause guards to swarm over you like ants on a sucker in
the sand.
Under a blood red sky | |
But while the game's translation from arcade to
NES was superlative, its translation from Japanese to English was
wretched - doubly bad, in fact. With a script seemingly written by
a failing ESL student, Bionic Commando has some of the most laughable
dialogue ever to (dis)grace a game, with text ranging from the goofy
("Get the heck out of here, you nerd!") to the awkward ("Maybe we
can find good weapon we can use") to the nonsensical ("Oh, we've got
a little boy now?"). To compound the problem, much of the narrative
strength of Bionic Commando's story was lost when the enemy nation
- a restored Nazi empire - became the "Badds." Bionic Commando's full
title on the Famicom was "Top Secret: The Revival of Hitler," and
Nazi imagery saturated the game. Presumably the editing was intended
to prevent protests of racism (despite the fact that the point of
the game was to STOP the Nazis from returning to power), but the result
- swastikas being transformed into eagles and a resurrected Hilter
being renamed "Master-D" - makes the overall storyline a bit disjointed
and far less compelling. (Oddly, even with this heavy censorship,
Bionic Commando still stands as perhaps the only NES game to use the
word "damn," and featured "Master-D's" head exploding in gruesome
detail. And the game's manual, apparently written before the game
was completely translated, uses the word "Nazz" in pace of "Badd.")
Nevertheless, despite the shortcomings of the final American game, Bionic Commando was an excellent title in its time and even today is unique and enjoyable. Despite being remade (twice on GameBoy, including an excellent US-programmed version earlier this year) and mimicked (many games such as Super Metroid have borrowed the grappling concept), the charm and excellence of the NES version have never been matched. With Capcom revisiting their old properties in recent years, bringing long-forgotten heroes like Strider Hiryu and Arthur back to the limelight, there's hope that Captain Ladd may swing back into action at some date in the future. Until then, Bionic Commando will remain a stellar example of what a single clever twist can do to add a touch of freshness to an often-stale genre.
Retrospective by J. Parish, GIA.
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Bionic
Commando |
Developer |
Capcom |
Publisher |
Capcom |
Genre |
Adventure |
Medium |
Cartridge |
Platform |
NES |
Released |
07.20.88 |
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12.88 |
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Information |
Walkthrough |
Media |
132 screenshots |
Artwork |
Other |
Magazine advertisement |
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