Time to go commando!
I’ve been putting Section Z off for a long time now. I knew three things about this 1987 shooter going in: First, its 1985 arcade forerunner was the start of Capcom’s loose “jetpack trilogy,” which also includes Side Arms and Forgotten Worlds. Second, this home adaptation was radically redesigned à la Tecmo’s Rygar, ballooning from 26 linear stages (designated A through Z, naturally) to a full 60 arranged in a maze-like fashion. Finally, there’s no way to record your progress. The Famicom release utilized the Disk System add-on and allowed for saving directly to the floppy. Unfortunately, Capcom opted not to follow the example set by other North American FDS-to-cartridge conversions like Metroid and Castlevania II, which replaced the disk saves with passwords. The entirety of NES Section Z has to be finished in one go.
In other words, I needed to wait until I had both a big chunk of free time and nothing better to do with it than sit around playing Nintendo and mapping out a tangle of alien-infested corridors on paper. Home sick with a nasty cold? Perfect!
The main reason I was so keen to give this one a try is the groundbreaking role it plays in Capcom’s early NES history. Like all their pre-Mega Man output for the console, Section Z got its start in arcades. Unlike 1942, Ghosts ‘n Goblins, and the rest of their relatively faithful ports, however, this Section Z makes no attempt to replicate the design specifics of its predecessor. Apart from the core conceit of a man with a jetpack zipping around vaporizing space aliens, it’s an entirely new game. This same approach would grace us with the all-time classic NES interpretation of Bionic Commando the following year.
Your ultimate goal in Section Z is to guide a lone Earth soldier on his journey to destroy the evil Balangool empire and its leader, L-Brain, before they overrun humanity. Your gun-toting astronaut hero goes unnamed in the arcade, but on the NES he was dubbed Captain Commando as part of an ongoing attempt to create a mascot character based on the Capcom name itself (in reality a portmanteau of Japan Capsule Computers Co., Ltd). This effort peaked in 1991 with the release of the side-scrolling beat-’em-up Captain Commando, although it’s highly doubtful the hero of that game is really intended to be the same Boba Fett-looking fellow you control here.
Hunting down L-Brain is no mean feat thanks to the complex arrangement of the game’s 60 numbered sections. The bulk of these short (one to two minute) stages terminate in multiple exits, each of which will send the good Captain to a different destination. Barring the distinctly cheaty option of using a pre-made map, there’s no way to tell which section an exit connects to short of trying it out. It could just as easily warp you back to an area you’ve already visited as take you someplace new. Section 8, for example, has exits leading to sections 5 and 11. Your trial and error exploration (which ideally includes careful note taking) will eventually uncover a few exits that are colored red instead of the usual green. These lead to the game’s major boss fights, but they’ll be sealed and deadly to the touch until you can find and destroy a power generator mini-boss.
Thankfully, this all isn’t as overwhelming as it sounds. Section Z is really more like three mazes comprising 20 stages each than one colossal 60 stage labyrinth. The bosses at the end of sections 19 and 39 function as points of no return. Once you defeat them, you’ll never have to worry about being sent back to an earlier section again if you die and continue. Continues are also unlimited, so you won’t lose out on any progress made as long as you don’t switch off the game entirely. You’ll need all the developer leniency you can get toward the end, where the correct path can even include invisible secret rooms that are revealed by firing at seemingly empty areas of the screen.
The shooting action itself is pretty typical horizontal auto-scrolling fare. Captain Commando’s primary distinction is his ability to fire his gun right or left as needed using the A and B buttons, respectively. It may not seem like much, but it’s a nice change of pace from the planes and spaceships common to this style of game, which are usually limited to aiming in whatever direction the screen happens to be scrolling. Enemy placement takes the Captain’s offensive flexibility into account, so be prepared for foes to enter from either side of the screen at any time. While things can get pretty hectic, there are no one one-hit deaths in Section Z. The Captain comes equipped with a generous energy counter which starts out at 20 and can be permanently increased by defeating bosses. Most enemy shots only deduct one point of energy. Physical contact is much more dangerous, resulting in a loss of five energy and a trip back to the start of the current section.
There’s a handful of power-ups available: A laser, an upgradable triple shot, and a temporary shield. What’s great about these is you can keep them in your inventory and equip them as needed with the Select button. Saving a shield for the boss fights obviously works wonders. There are also powerful super attacks the manual calls missiles. These are clumsy to use and rarely worth the trouble. You activate them by pressing A and B simultaneously, which will cause the missile to appear in the center of the screen. You then need to fly over and touch the missile to actually trigger it. This costs four of your energy points and can be difficult to manage at all when you’re being swarmed by bad guys (i.e. when you need it the most). I ignored these for the most part and don’t regret it.
Section Z looks better than average for a 1987 release. The backgrounds are colorful and the enemy sprites are competent takes on the usual random assortment of tiny killer robots. Captain Commando himself is the real standout with his oversize spiky rifle and Star Wars-inspired armored space suit. Très badass. The music is high quality, too. Strangely, though, the tracks recall something you’d hear in a ’60s spy movie. It sounds more like Captain Commando should be smuggling classified documents out of the Soviet embassy than blowing away alien invaders. I kinda dig it. The only real downside to this soundtrack is there’s not much to it. You’ll be listening to the same three loops for more than 90% of the adventure.
Was Section Z for the NES worth the four hours or so it took me to puzzle my way through? Well, I reckon it wasn’t the worst way to spend a sick day. It’s a mechanically solid shooter with a unique pseudo-adventure game structure and pleasing presentation. That said, its length clearly works against it on a blind playthrough. You’ll see the same modest selection of backgrounds and enemies over and over, listen to the same three songs for ages, and do a metric ton of button tapping due to the regrettable lack of a thumb-friendly auto-fire feature, all without the ability to divide the quest up into multiple play sessions for convenience. While there’s certainly some satisfaction to be found in making your own map and taking L-Brain down for the first time, I can see this version of the game being much more fun to revisit with prior knowledge of its convoluted layout. The presence of a save feature alone makes the Famicom Disk System edition a better starting point, provided you have the means to run it.