
Play Commando (USA) - Classic Capcom Run and Gun
Game Introduction
Commando, known in Japan as Senjou no Ookami, is the definitive top-down run-and-gun shooter from Capcom. Players control 'Super Joe,' an elite soldier who is dropped alone into enemy territory to thwart an entire army. Armed with a submachine gun and limited grenades, you must fight through waves of soldiers while navigating varied terrain like rivers, bridges, and forests. The game is famous for its relentless pace and high difficulty, requiring quick reflexes and strategic use of cover. The NES port successfully brings the intense arcade action home, adding new secret areas and upgrades. Commando is a landmark title that heavily influenced the shooter genre for years to come.
Gameplay
Game Overview
Commando (Senjou no Ookami in Japan) is Capcom's 1985 milestone that defined the top-down run-and-gun shooter. You control the legendary hero 'Super Joe,' armed with a submachine gun and grenades, dropped alone into enemy territory with a mission to wipe out the enemy force, rescue captured comrades, and destroy the enemy command post. As an arcade classic ported to the Famicom, it preserves the original's tense battlefield atmosphere while optimizing controls for home play, letting far more players experience the title that seeded the action-shooter genre.
Core Gameplay
The game uses a vertically scrolling battlefield view: you advance through dense jungle, eliminating enemies with precise shooting and grenade throws. The core emphasizes fast reflexes and positioning — weave through dense bullet patterns, destroy enemy bunkers and fortifications, and rescue captured allies along the way for bonus points and ammo. The Famicom port adds varied stages and hidden bonus areas with a tighter pace. Its rousing music and satisfying crowd-clearing power had a profound influence on later titles like Contra.
What This Entry Adds
As Capcom's foundational top-down shooter, it codified the run-and-gun template — vertical movement, upward shooting, and grenade throws forming a three-part control scheme that became the blueprint for countless shooters. The Famicom version expands stage content over the arcade and adds a home-friendly difficulty curve and continue system. For players tracing the roots of the shooter genre and craving pure battlefield tension, this is an unmissable classic.
Game Tips
- Capcom's 1985 top-down shooting pioneer that defined the run-and-gun template
- Legendary hero 'Super Joe' with the classic SMG-plus-grenade combo
- Vertically scrolling battlefield: jungle, bunkers, and dense enemy fire
- Rescue captured allies for bonus points and ammo refills
- Famicom port with new stages and hidden bonus areas
- Rousing music and crowd-clearing satisfaction that deeply influenced Contra and others
- Home-friendly difficulty curve and continue system
Frequently Asked Questions
Commando (1985) predates Contra (1987) and is widely considered a key pioneer of the run-and-gun genre. Contra borrowed its run-and-shoot plus grenade framework while adding more complex stage variety (side-scrolling plus top-down).
Medium-hard. Enemy counts and bullet density are high, but the Famicom version is friendlier than the arcade with more continues. Master positioning plus grenade timing and it gets much easier.
The Famicom version optimizes controls and difficulty for home play, expands stage content, adds hidden bonus areas, and provides a friendlier continue system. Core gameplay matches the arcade.
About 40-60 minutes to clear across eight stages. Given the tense pacing and practice needed, actual time depends on your skill.
Rescuing captured comrades grants bonus points and can refill ammo or grant firepower boosts. Saving as many as possible is a key strategy for high scores.
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