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Commando (arcade game)

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Commando
In-game screenshot
Developer(s) Capcom
Publisher(s) Capcom
Distributor(s) Data East
Designer(s) Tokuro Fujiwara
Released 1985, 1989
Genre Run and gun
Mode(s) Single player
Platform(s) Multiple (see text)

Commando (戦場の狼 Senjō no ōkami?, lit. Wolf of the Battlefield) is a vertically scrolling shoot 'em up arcade game released in 1985. Its influence can be seen in several later games in the genre (Who Dares Wins, Ikari Warriors, Rambo: First Blood Part II...). It was released for several platforms, including the Commodore 64, Amstrad CPC, MSX, ZX Spectrum, Intellivision, Atari 2600, Atari 7800, Amiga, Nintendo Entertainment System, Acorn Electron, BBC Micro and PC. Versions of the game also appear on Capcom Classics Collection for the Playstation 2, Xbox, and PlayStation Portable, and Activision Anthology for the Playstation 2.

Contents

Introduction

The entire introduction, as written in the manual for the Commodore 64 version: "As the crack shot Commando, your mission is to move forward into enemy territory. You must destroy the enemy and their base by passing through the Iron Walls."

Description

All versions of the game are very similar, with the same graphics (taking into account the various limitations of the platforms). The player (Super Joe) starts by being dropped off in a jungle by a helicopter, and has to fight his way out singlehandedly, fending off a massive assault of enemy soldiers wearing German WWII-era uniforms. Super Joe is armed with a sub-machine gun (which has unlimited ammunition) as well as a limited supply of hand grenades. While Joe can fire his gun in any of the eight directions that he faces, his grenades can only be thrown vertically towards the top of the screen, irrespective of the direction Joe is facing. Unlike his SMG bullets, grenades can be thrown to clear obstacles, and explosions from well placed grenades can kill several enemies at once. At the end of each level, the screen stops, and the player must fight several soldiers streaming from a gate or fortress. They are ordered out by a cowardly officer, who immediately runs away, although shooting him in the back awards the player bonus points. Along the way, one can attempt to free prisoners of war as they are transported across the screen by the enemy. As Super Joe has no power ups, there is no variety in the weaponry he can use throughout the game. This is in contrast to similarly themed games of roughly the same period, like Green Beret (in which limited use flame throwers and rocket launchers were available to supplement the main character's trusty Commando Blade), or Ikari Warriors (where Tanks and more powerful red bullets, could be obtained). Commando's popularity is strange, given this dimension of gameplay is missing, and therefore can be attributed to solid classical frenetic Robotron-like game mechanics, and perhaps to a lesser extent, the arcade version's (by far the best) polish and the fact that the game's release coincided (roughly) with the Rambo and Missing in Action movies.

Levels

These are the levels of the arcade version:

  • Mission 1:
    • 1st Area: Jungle Drop Off, Barricade Territory.
    • 2nd Area: The Trench "No Mans Land", Cannon Turret Gauntlet.
    • 3rd Area: The Field Barracks, The Transit Zone.
    • 4th Area: Bridges to Airport, 1st Enemy Airport.
  • Mission 2:
    • 1st Area: 2nd Jungle Territory, The Marsh Lands.
    • 2nd Area: 2nd Cannon Turret Gauntlet, The Trench/Bridge Territory.
    • 3rd Area: The Enemy Main Barracks, "Bazooka Alley" Territory.
    • 4th Area: The Capital Outskirts, The International Airport.

Ports and their developers

It is notoriously difficult to find information about developers of early games, so this list is incomplete:

BBC Micro

The BBC Micro version was developed under contract by Catalyst Coders for Elite by:

Acorn Electron

The Acorn Electron version was created from a direct port from the BBC Micro version. Since the BBC Micro had a faster processor, the port on the Acorn appeared much slower:

  • Developer: Trevor Harwood
  • Graphics: John Nixon
  • Sound: N/A (the limitations of the machine meant very basic sound which will have been added by the developer)

Amiga

The badly received Amiga version was developed at Elite by:

  • Developer: Neil Latarche and Martin Ward
  • Graphics: Steve Beverley
  • Sound: Mark Cooksey

Amstrad CPC

The Amstrad CPC version was developed at Elite by:

  • Developers: Simon Freeman, Keith Burkhill and Nigel Alderton
  • Graphics: "Jon"
  • Sound: Unknown

Commodore 64

C64 Port
C64 Port

The well received Commodore 64 version was developed at Elite in a very tight schedule (2 months), by:

  • Developer: Chris Butler
  • Graphics: Rory Green and Chris Harvey
  • Sound: Rob Hubbard

The Commodore 64 version's theme, a "funky" version of the arcade, was created in less than 12 hours by Rob Hubbard, "[I] started working on it late at night, and worked on it through the night. I took one listen to the original arcade version and started working on the C64 version. [...] By the time everyone arrived at 8.00 in the morning, I had loaded the main tune on every C64 in the building! I got my cheque and was on a train home by 10.00". The music since then has reached a cultic status among Commodore 64 enthusiasts - nearly everyone who ever had a C64 knows and recognizes the tune. The song is available from the HVSC. The cracking group (Lurid Tricycle) considered the Commodore version so easy that they added an un-trainer, to make the game harder.

ZX Spectrum

The ZX Spectrum version was developed at Elite by:

  • Developers: Keith Burkhill, Nigel Alderton
  • Graphics: Rory Green and "Karen"
  • Sound: Unknown

Intellivision

The Intellivision version was developed at Realtime Associates by :

  • Developer: John Tomlinson
  • Graphics: Connie Goldman
  • Sound: David Warhol

It was reported that John Tomlinson, was slacking off too much, and the deadline was slipping, so David Warhol actually "kidnapped" him, by picking him up at his home, keeping him at his own place until the game was finished. The final product is considered to be one of the worst games ever created. Reportedly, Capcom considered filing a lawsuit against Realtime Associates for their shoddy work.

Legacy

The German version was released as Space Invasion (Commando clone), due to the laws about violence in computergames at the time. Commando actually has an official sequel entitled Senjou no Ookami II, and released in North America as Mercs. There have also been unofficial "sequels" created by other companies. Russian developers Microtech Systems released Komando II for Spectrum in 1992. Elite also made Duet (which was called Commando '87 in some markets) for the Commodore 64, ZX Spectrum and Amstrad CPC.

Bibliography

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Commando (arcade game) from Wíkipedia. ©2006 by Wíkipedia. Licensed under the GNU Free Documentation License. View a list of authors or edit this article.

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