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Leave the Jumping to the Marios
Bionic Commando
Platform: NES | Genre: Action
Publisher: Capcom | Developer: Capcom | Released: 1988

In the late '80s--the era of 8-bit gaming--there was one given that could be expected from any game: If it played from a side-scrolling perspective, and if you controlled a roughly human character, then you automatically had the ability to jump. No surprises, really; it had been pretty well established by that point that there were plenty of good gameplay experiences to be had by putting obstacles, either barriers or pits, between the player and objective and letting the player harness the power to temporarily leave the bonds of the earth to overcome them. But when Capcom's Bionic Commando hit Western shores in 1988, the designers of that game made it pretty clear that they weren't going to be following that rule in the slightest.

It was simple--the player in Bionic Commando couldn't jump. Well, he might have been able to, but there was no button on the NES controller that would get him to do it. What he had instead was a "bionic arm," which was essentially a grappling hook that he could shoot out at various angles to perform a number of amazing feats. Mostly it was a mobility device. Rad Spencer, the main character in the game, could attach it to any ceiling, as well as to fixed boxes and some walls, and he could then use it to climb, swing, and pull himself under obstacles. He could release it and reattach it in midair, which gave him the ability to cover ground like a postmodern Tarzan. If that weren't enough, he could retrieve items with it, as well as stun his enemies. While Bionic Commando was revolutionary, it was also very addictive--with this new means of moving through a level, many fans of the game found themselves playing a level over and over again, trying to find the most stylish way to traverse each path, sometimes never needing to touch the ground.

While the game was no slouch in either length or difficulty, a seasoned player could expect to hunker down and get to the end in one sitting, albeit a pretty dedicated three- to four-hour sitting. But what kept the game fresh was the dynamic of swinging from obstacle to obstacle. There was a unique grace that compelled you to find the most difficult path through a level, swinging and gunning all the while. Though there was no reward for doing so, there was an undeniable combo mechanic at work. Additionally, the levels were arranged with a wide variety of enemies and obstacles to overcome, keeping the challenge fresh all the way through. Strangely enough, most games tend to have their best material right up front, but Bionic Commando saved its very best levels for the end and offered up some great environments and challenges. The game also had a slightly more mature tone than most games at the time--your enemies seemed more serious about killing you, the mission seemed more grim, and this was probably the first time gamers from this era heard cursing in a game. All told, the unique elements that came together as a whole made Bionic Commando an undeniable addition to the list of greatest games of all time.

As a gamer, I'll admit that I've always been a bit tight with my wallet. It took a lot of exposure to convince me to buy a game--I usually had to rent it first to get a good feel for whether or not it was worth saving up for. When I first saw previews of Bionic Commando, I knew it was something special. I mean, really, who doesn't like grappling hooks? From that time forward I began saving and saving, mowing every lawn that needed mowing to raise cash for the game's release, making Bionic Commando the very first game that I've ever bought sight unseen. I've never regretted it for a moment, either.