Capcom’s star designer, Tokuro Fujiwara, was on a roll in 1985. He directed two arcade titles that year, both of which were destined to become massive hits and influential landmarks within the burgeoning run-and-gun action genre. These were, of course, the fantasy/horror-themed side-scroller Ghosts ‘n Goblins and the overhead view Senjō no Ōkami (“Wolf of the Battlefield”) with its more traditional 20th century military stylings. Most of us outside Japan came to know Senjō no Ōkami by the international title Commando. The official line is that there’s no connection between Capcom’s Commando and the Arnold Schwarzenegger film of the same name that also released in 1985. I’ll let you be the judge of that.
After dumping so much time into adventure games and RPGs over the past few weeks, it’s refreshing to kick back with a straightforward mid-’80s arcade port. The 1986 NES interpretation of Commando is practically the epitome of “what you see is what you get” gameplay. Players take control of “Super Joe” Gibson, a blue-clad one-man army out to storm a sequence of four battlefields and capture their fortresses. Never mind wondering what nation the constant stream of enemy soldiers in gray are affiliated with. You’ll never know and it doesn’t matter. Kill ’em all and let your system’s proprietary Ricoh CPU sort ’em out!
To this bloody end, Joe comes armed with an infinite ammo machine gun and limited supply of grenades. Grenades pull double duty as Joe’s only way to attack enemies behind cover and his sole means of revealing invisible entry points to the underground bunker areas added to this version of the game. The bunkers aren’t large at one of two screens apiece, but they’re filled with helpful items that can be collected for bonus points, extra lives, a power-up that doubles the range of Joe’s machine gun from half to full-screen, a particularly coveted bulletproof vest that absorbs several attacks before wearing out, and more. Given that a single loop of Commando’s four levels can be completed in around ten minutes, hunting for these secret chambers is the primary source of replay value. Especially since their exact locations and contents change across the four increasingly challenging loops.
The remainder of Joe’s mission is exactly the sort of non-stop mayhem that gave run-and-guns their name. Bad guys spawn in endlessly from all sides of the screen, shooting more bullets on each subsequent loop. As Joe, you’re effectively forced to remain in constant motion, balancing the competing needs to evade and return fire dynamically from moment-to-moment based on ever-shifting battlefield conditions. It’s intense. So intense, in fact, that the fundamental sameyness of it all isn’t nearly as big a drawback as you might expect. You simply don’t have time to stop reacting long enough to get bored. It’s no wonder at all that this exact formula remained popular well into the next decade.
This isn’t to say that NES Commando doesn’t have legitimate issues. Sprite flickering can get pretty bad, with some enemy soldiers having an odd tendency to wink out of existence altogether in order to make room for more pouring in from off screen. The soundtrack is quite monotonous, consisting as it does of a mere three main tracks, two of which (the bunker and fortress battle tunes) play a comparatively small portion of the time. It also lacks the climactic fights against huge, colorful bosses that featured so heavily in Ghosts ‘n Goblins. Gunning down a few final waves of regular soldiers to capture a fortress is nowhere near as memorable.
Basic as it is next to most of Capcom’s later efforts, though, Commando remains a quality piece of work and marked a turning point for them on the NES. It was their first arcade-to-home conversion to exceed the original in scope and, arguably, overall appeal. This is no doubt due to it be being the first such project Capcom handled in-house (courtesy of a team helmed by Fujiwara himself, no less), as opposed to farming it out to the infamous freelance hacks at Micronics. One of the world’s foremost game studios was finally taking the console market seriously.