PLATFORM ADVENTURE
Bionic Commando (NES, 1988)
Subgenre: Action Adventure/ARPG-lite (basic leveling - collect bullets to level up which increases your life bar), Some Run 'n Gun segments
Perspective: TD view hybrid (map encounters switch gameplay to a TD view segment)
Movement Mechanics: Hookshot mechanic replaces jumping (some platforming becomes more of a puzzle due to this, can also grab items)
Other: SMB3-like hub map w/ patrolling enemies and branching paths (also two hidden paths), NPCs and "towns" (neutral areas)
Only one traversal ability gained (flare bombs for dark areas and you can still see in the dark)
Partially non-linear structure (a few branching paths and in that you can skip ahead on the hub map though it's generally easier to clear areas as you first encounter them instead)
Quick exit code lets you exit any sidescrolling base area (start+a+b)
No save or password save
Escape sequence after the final boss
No area maps
Wiretapping (flavor text and clues)
Limited lives and continues (can gain more via the parachuted supply boxes and in the run 'n gun segments respectively)
2 temporary armor upgrades and 1 permanent one (bullet proof vest - blocks every other shot)
Playthrough - Video Review - Mini Review
Influenced by: Arumana no Kiseki, Probably Metal Gear
Influenced: GI Joe: The Atlantis Factor, Strider (NES), Axiom Verge, possibly Clash at Demonhead, Darkwing Duck, Turrican 3, Umihara Kawase, Phantom 2040