For this latest episode of the Diary of an Arcade Employee podcast
I answered a fan request as the arcade does not currently have Bionic Commando in it’s collection. I’m not sure when you might have come across Capcom’s 1987 arcade platformer but for myself it was thanks not to playing the game at my local Showbiz Pizza or gas station but on the Nintendo Entertainment System. It wasn’t until a few year after that 1988 home port that I had an opportunity to play the actual arcade game – both versions of the title feature an extremely unique control system – namely that you aren’t able to jump and must swing as well as climb with your grappling arm.
This is what I did on long afternoons when playing the NES version of Bionic Commando – just hanging around.
In this episode for Bionic Commando I made sure to attempt and deliver an in-depth study of game creator Tokuro Fujiwara – that includes an actual explanation as to why he felt that jumping shouldn’t be allowed in the game. That interview came courtesy of Glitterberri’s Game Translations page
and as I mention in the show itself, it’s certainly worth your time to read the entire interview as Tokuro has worked on everything from Pooyan
to Resident Evil.
In addition I give a brief look at the work of Bionic Commando‘s composer – Harumi Fujita. As with all Diary episode I do my very best to cover the gameplay mechanics as well as interesting facts or observations – such as the complicated history of the game’s hero ‘Super Joe’. I also have managed to include a few vintage audio treats for your listening pleasure related to the game and Capcom.
If you have any suggestions for future games to cover or comments on the show itself you may email them to me at VicSage@Retroist.com. You can also contact me on Twitter
and of course on Facebook
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I hope you will enjoy this Bionic Commando episode of the Diary podcast and I thank you as always for taking time to listen to the show.
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