Bionic Commando, released in Japan as Top Secret (Japanese: トップシークレット, Hepburn: Toppu Shīkuretto) is a run and gun platform game released by Capcom in arcades in 1987. It was designed by Tokuro Fujiwara as a successor to his earlier "wire action" platformer Roc'n Rope (1983), building on its grappling hook mechanic; he was also the designer of Commando (1985).[7] The music was composed by Harumi Fujita for the Yamaha YM2151 sound chip.[6]
Bionic Commando | |
---|---|
Developer(s) | Capcom Software Creations (UK C64) |
Publisher(s) | |
Designer(s) | Tokuro Fujiwara |
Composer(s) | Harumi Fujita[6] |
Series | Bionic Commando |
Platform(s) | Arcade, Amiga, Amstrad CPC, Atari ST, Commodore 64, MS-DOS, ZX Spectrum |
Release | |
Genre(s) | Run and gun, 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,[8] who was originally an unnamed member of a "special commando unit" in the Japanese and international versions.[9][10]
The protagonist is a commando equipped with a bionic arm featuring a grappling gun, allowing him to pull himself forward or swing from the ceiling. Despite being a platform game, the player cannot jump. To cross gaps or climb ledges, the hero must use the 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 arcade game.
Plot
editThe story takes place ten years after an unspecified World War between two warring factions.[11] 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
editThe game is presented in a side-scrolling format, with eight-way scrolling.[12] 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
editThere 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.[citation needed] The UK home computer versions were published by U.S. Gold.[12]
The music for the ZX Spectrum, Atari ST, Amiga, and Commodore 64 PAL conversion was arranged by Tim Follin, using a music driver programmed by Stephen Ruddy.
Reception
editPublication | Score |
---|---|
Crash | 92%[14] |
Computer and Video Games | 9/10[13] |
Sinclair User | [15] |
Your Sinclair | 9/10[16] |
ACE | 838/1000[17] |
The Games Machine | 91%[18] |
Publication | Award |
---|---|
Golden Joystick Awards | Best 8-bit Soundtrack[19] |
Crash | Crash 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 month.[20] U.S. Gold's release for home computers sold 70,000 copies in the United Kingdom by 1989, becoming their best-selling Capcom release up until then.[12]
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[16] and CRASH.[21]
The game was voted Best 8-bit Soundtrack of the Year at the Golden Joystick Awards.[19]
Kurt Kalata of Hardcore Gaming 101 called Bionic Commando "totally brilliant" for how it replaces the jumping mechanics used in most platformer games with grappling mechanics, writing, "It necessitates almost entirely rewiring one’s brain in order to successfully play the game".[22]
Legacy
editThe 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.[23]
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.
See also
edit- Bionic Commando, the series
References
edit- ^ a b Akagi, Masumi (13 October 2006). アーケードTVゲームリスト国内•海外編(1971-2005) [Arcade TV Game List: Domestic • Overseas Edition (1971-2005)] (in Japanese). Japan: Amusement News Agency. pp. 23, 112. ISBN 978-4990251215.
- ^ "Bionic Commando (Registration Number PA0000319501)". United States Copyright Office. Retrieved 10 June 2021.
- ^ "アーケード 1987" [Arcade 1987]. Capcom (in Japanese). 1997. Archived from the original on 1998-12-07. Retrieved 15 April 2021.
- ^ a b "Video Game Flyers: Bionic Commando, Capcom (EU)". The Arcade Flyer Archive. Retrieved 16 April 2021.
- ^ "Video Game Flyers: Bionic Commando, Electrocoin (UK)". The Arcade Flyer Archive. Retrieved 16 April 2021.
- ^ a b "Junko Tamiya Interview: Creating Capcom's Incredible NES Scores". Video Game Music Online. 2014-05-19. Retrieved 2016-02-13.
- ^ "Makaimura o Tsukutta Otoko: Fujiwara Tokurō-shi Interview ni Tsuite" (「魔界村」を創った男:藤原得郎氏インタビューについて) [The Man Who Made Ghosts’n Goblins: Interview with Tokuro Fujiwara]. CONTINUE (in Japanese). Vol. 12. October 2003. Archived from the original on 2009-03-06. Retrieved 2021-04-16.
- ^ "The Arcade Flyer Archive - Video Game: Bionic Commando, Capcom".
- ^ "The Arcade Flyer Archive - Video Game: Bionic Commando, Capcom".
- ^ "The Arcade Flyer Archive - Video Game: Top Secret, Capcom".
- ^ 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.
- ^ a b c "Capcom: A Captive Audience". The Games Machine. No. 19 (June 1989). 18 May 1989. pp. 24–5.
- ^ "Archive - Magazine viewer". World of Spectrum. Retrieved 2013-04-04.
- ^ "Archive - Magazine viewer". World of Spectrum. Retrieved 2013-04-04.
- ^ "Archive - Magazine viewer". World of Spectrum. Retrieved 2013-04-04.
- ^ a b Berkmann, Marcus (14 June 1988). "Reviews: Bionic Commando". Your Sinclair. No. 31 (July 1988). pp. 68–9. Archived from the original on 2013-06-16. Retrieved 16 April 2021.
- ^ "Archive - Magazine viewer". World of Spectrum. Retrieved 2013-04-04.
- ^ "Archive - Magazine viewer". World of Spectrum. Retrieved 2013-04-04.
- ^ a b "Archive - Magazine viewer". World of Spectrum. Retrieved 2012-01-31.
- ^ "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.
- ^ "CRASH 53". Crashonline.org.uk. Retrieved 2012-01-31.
- ^ "Bionic Commando (Arcade) – Hardcore Gaming 101". Retrieved 2024-01-12.
- ^ "Bionic Commando High Score". TwinGalaxies.com. Retrieved 2011-03-15.