top of page
< Back

Bionic Commando (NES, 1988)

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)

  • Some censorship in the west


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

bottom of page