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    Bionic Commando

    Game » consists of 11 releases. Released 1987

    Bionic Commando follows hero Rad Spencer as he fights through enemy territory to rescue fellow commando, Super Joe.

    23's Bionic Commando (Nintendo Entertainment System) review

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    • 23 has written a total of 6 reviews. The last one was for Giana Sisters DS

    Going Commando

    I never played this game when it originally came out, but even today this game strikes one as near-genius.

    The only thing most people remember or know about the NES version of Bionic Commando is the hook by which you swing around all the while shooting at your enemies in this vertically (and horizontally) scrolling action platformer. But there are other "hooks" in the game, both for casual and hardcore gamers - enough, in fact, to make this a worthy revisit even despite of its age. Talking of hardcore, however, it is important to keep in mind the nature of difficulty in the NES era games. This game not only matches the insane level of difficulty we encounter in games like the early Mega Man entries and Metroid, but almost reaches the level of Kid Icarus towards the last couple of levels. So be warned.

    But first things first. The game itself has a highly unique, even risqué structure, considering that it's basically a rather simple shooter in the contra or commando vein. Its level selection scene - functioning both as an overworld and as a map of your progress - consists of both fixed and dynamic objects. The fixed objects are the levels and bonus levels of the game, while the dynamic (that is, moving) objects are roaming extra levels ("trucks") which, while encountered, launch the player into a short top-down shooting sequence. The regular levels are numbered, but in a weirdly random way, in addition to which the precise order of how you play them is up to the player. This adds a unique level of dynamism and anticipation even to the process of navigating the seemingly static overworld. Added to this are the bonus levels, most of which are only optional and non-hostile places of rest and rearmament, and thus interesting little sideshows from the main quest, rather like friendly towns in RPG's (although lesser in scope). The inventory and weapon selection system is simple and effective, although, frankly, most of the items are easily forgotten and never used - rather like some of the cadgets in the Metal Gear series. The weapons, at least, feel unique and charming each in their own way. Overall, the game structure, without even getting into level design and gameplay, is magical and highly innovative even 20 years later.

    But it is in the actual level design that you encounter the true wonder of this game. Despite being associated, in retrospect, with certain side-scrolling shooter mechanics familiar from Contra, Green Beret - and, to a lesser extent, later games like Metal Slug - Bionic Commando has certain similiarities, too, with to top-down shooters like Commando as is made clear from the presence of the aforementioned "truck"-levels. Since the main character cannot jump, he feels just as bound to his path as the hero of C64's Commando does... However, he is able to dislodge himself from ground by his mechanical arm slash swinging hook which makes him, if not exactly nimble, at least fast-moving in his off-ground acrobatics. The feel of the movement can only be played, not described. What is most striking about it is the sense of freedom one easily obtains as one tries to avoid enemies, their bullets, stray balls and robots and other critters, all the while trying to stay afloat and, yes, alive. The level design encourages exploration (although we're not talking Metroid here) instead of linear progression, and one is always feeling like there's an amount of surprise and randomness in the way enemies spawn, or airdrop, inconveniently right into the heat of battle. Most of the levels (of which there are a few, perhaps too few) are well designed, and the best ones are precisely the ones where exploration and "mountain climbing" is encouraged. The worst levels, and this is my only major gripe, are towards the end, where nearly impossible and inhuman feats are required of the player, making the learning game of the curve way too steep and unfair. See, the earliest levels are really not the difficult at all (making this an easy game to just pick up and play) but the last couple of levels contain some hair-raising, and frankly preposterous, sequences with the bionic arm (making this an almost impossible game to finish without cheating).

    I grew up playing the C64 version of Bionic Commando, and compared to that, the NES version fairs really well, although the two games are basically different games, with different levels, enemies and structure. The only thing that's better in the Commodore version is Tim Folin's music, and not just because the SID chip beats the NES music chip, but also because the NES version's music is only good, not sublime. Otherwise the NES Bionic Commando beats its brethren in terms of gameplay, structure, challenge, variety and innovation.

    Finally, the game's wonderful boss battles are to be mentioned. Even though it's basically the same boss over and over again, there's sufficient variation to make it feel fresh every time - and, like said, this is not exactly a long game, so there's no time to get bored. Besides, you'll be seeing the Game Over scene so many times that frustration and dismay far outweigh any fleeting emotions of, god forbid, boredom.

    Overall, how can one love a game so frustrating and difficult? It is not easy - neither the game nor loving it.

    However, the game knows it is difficult, and it offers wonderfully soothing mechanisms to make up for that. Lives, energy containers, power ups, recovery zones, communication rooms (basically save points) and different weapons make soldier's life bearable --- well, that and amphetamine, but let's not go there.

    The minuses are largely problems with any retro games: the rapidly escalating difficulty, the shortness of levels and overall game length, lack of deep story or character development, some frustrating design decisions... But the plusses are far more numerous, from the awesome gameplay and level design to the riveting overworld design and the well-balanced difficulty of the earlier levels (if not the very last). I think this game deserves to played, remembered and hounoured for its place in gaming history, and for a game of its age it still plays remarkably well. Not a masterpiece, never was and never will be, but pretty darn close - and fun, fun, fun!


    Other reviews for Bionic Commando (Nintendo Entertainment System)

      Solid State Game Review: Bionic Commando (NES) 0

      Game Title: Bionic CommandoRelease Date: December 1988Developer: CapcomGenre/Type: 2D PlatformerGame Rating: [V/V][Editor's Choice] This is by far the most revolutionary platforming game to ever come out… With the advent of the Nintendo Entertainment System, many third party developers flocked to it for it’s relatively large install base. However, finding that this console is technologically limited, developers toiled in the effort of squeezing every little bit of performance out of the popular...

      2 out of 3 found this review helpful.

      Swing Life Away in This Fantastic Capcom Gem 0

      Bionic Commando for NESThis is hands-down of the greatest games to ever come out on the NES, and in my book, that's really saying something. But what more would you expect from the house that brought you Mega Man, Duck Tales, Street Fighter II, and Resident Evil? That's right, this is a Capcom classic here.This game perfectly blends the genres of side-scrolling platformer and run-n-gun action game perfectly. It's 2D bliss. The gameplay mechanics are easy to pick up, yet difficult to master at th...

      0 out of 0 found this review helpful.

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