(Redirected from Commando (game))
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.
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.
Developers
It is notoriously difficult to find information about developers of early games, so this list is incomplete:
The
BBC Micro version was developed under contract by Catalyst Coders for
Elite by:
★ '
Developer': Trevor Harwood
★ '
Graphics': John Nixon
★ '
Sound': Unknown
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)
The badly received
Amiga version was developed at
Elite by:
★ 'Developer': Neil Latarche and Martin Ward
★ 'Graphics': Steve Beverley
★ 'Sound': Mark Cooksey
The
Amstrad CPC version was developed at
Elite by:
★ 'Developers': Simon Freeman, Keith Burkhill and Nigel Alderton
★ 'Graphics': "Jon"
★ 'Sound': Unknown
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
ZX Spectrum version was developed at
Elite by:
★ 'Developers': Keith Burkhill, Nigel Alderton
★ 'Graphics': Rory Green and "Karen"
★ 'Sound': Unknown
The
Intellivision version was developed at
Realtime Associates by:
★ 'Developer': John Tomlinson
★ 'Graphics': Connie Goldman
★ 'Sound': David Warhol
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.
Miscellaneous
★ The
Intellivision programmer,
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
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
German version was released as
Space Invasion, due to the laws about violence in computergames at the time.
★ The cracking group (
Lurid Tricycle) considered the Commodore version so easy that they added an un-
trainer, to make the game harder.
★ The theme has been covered several times (though maybe most the
Rob Hubbard version) by many, including the
Danish Commodore
revival band Press Play on Tape.
★ This game is not related in any way to the film ''
Commando'' starring
Arnold Schwarzenegger.
★ This game actually has an official sequel (''Senjou no Ookami II'', released in
North America as ''
Mercs''), but 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.
★ The NES version of ''
Bionic Commando'' (''Top Secret: Hitler no Fukkatsu'' in Japan) has no actual relation to this game, despite what the American version indicates in its subplot, involving a mission to rescue Super Joe from captivity.
List of Commando clones
★ ''
Rambo''
★ ''
Dogs of War''
★ ''
Ikari Warriors''
★
Guerrilla War
★
Cannon Fodder
Bibliography
★ ''
Zzap!64''
External links
★
★
★
★
★
The Commando Headquarters
★
Project64 Commodore 64 manual repository