- 0.1 -
Bionic Commando Guide is copyright (c) 1999 Gabriel "Eyenot" Petrie
"Bionic Commando", "Commando", "Super Joe", "Generalissimo Killt",
"Master-D", "LADD", And the names of all other game characters and
objects are the trademark copyrighted property of CAPCOM CO. LTD.
and CAPCOM USA, INC. and licensed by NINTENDO OF AMERICA INC. and
all images, names, and objects are used without permission.
"Bionic Commando", "Super Joe", The characters and objects, and
the Bionic Commando graphics are all copyright 1988 CAPCOM CO. LTD.
and copyright 1988 CAPCOM USA, INC. and licensed by NOA INC. and
are used without permission.
Song lyrics are the express property of the quoted authors and the
licensed owners and are copied here without permission.
- 0.2 -
IT'S HERE TODAY BUT IT'S GONE TOMORROW IT'S HERE TODAY AND TODAY WILL
NEVER COME AGAIN IT'S HERE TODAY BUT IT'S GONE TOMORROW IT'S HERE TO-
DAY AND TODAY WILL NEVER COME AGAIN IT'S HERE TODAY - KMFDM "TODAY"
- 1.0 -
____ ____
.' __ `--.___ ___.--' __ `.
\ |::`--.__ `--,.._________________________..,--' __.--'::| /
\ \:::::::`---.__ __.-_____-.. _-,.__. __.---':::::::/ /
\ \:::\-:__:::://:||:::::::||`\ |::||::||:::::::::::::/ /
\ \:::\ /::/|::||:::-:::||::\ |::||::||::::::::::::/ /
\ \:::\/:::/ |::||::| |::||:::\ |::||::||::::::/\:::/ /
\ \ \ \ | || | | || \' || || / \/ /
_________\ \ \ \| || | | || || || / _./ /_________
`-. \--/---/|--||--| |--||--------||--||---/ /--/ .-'
`-. /____/ |__||__`-'__||__|-____||__||__`--'__/ .-'
`-. /_____/ |__|`-_____-'|__| `-_||__||_______/ .-'
`..---. .---. .-.-. .-.-. .---. .- -. .--_ .---..'
| .-' | . | | _ | | _ | | + | | \ | | . | | . |
| `-. | ' | | | | | | | | | | | \ | | ' | | ' |
`---' `---' `-'-'.`-'-' `-'-'.`-'-' `--" `---' __
`-. .-' ||\|
`-.-'
_ __ __
qiwoo' _>|/||2|
'
T M A N D @ 1 9 8 8 C A P C O M C O . L T D
@ 1 9 8 8 C A P C O M U S A ., I N C .
L I C E N S E D B Y N I N T E N D O O F
A M E R I C A I N C .
---------------------------------------------------------------------
- 1.1 -
. ._ ._ .-. .-.
bionic commando guide \/(-'| . /_ . |_| v 2.0
BY EYENOT
8-02-198X ( actually my calendar is set to 1989 so that i avoid y2k )
- 1.2 -
Unpublished work titled "Bionic Commando Guide"
Copyright 1999-2000 (c) Gabriel Petrie "Eyenot"
This guide is for private and personal use only. It can only be
reproduced electronically, and if placed on a web page or site, may
be altered as long as this disclaimer and the above copyright notice
appears in full. This guide is not to be used for profitable /
promotional purposes; this includes being used by publishers of
magazines, guides, books, etc. or being incorporated into magazines,
etc. in ANY way.
This guide was created and is owned by me, Gabriel Petrie
<
[email protected]> <
[email protected]> All copyrights and
trademarks are acknowledged that are not specifically mentioned in
this guide. Please give credit where it is due.
The above disclaimer was copied from Kao Megura FAQ Disclaimer style
- 1.3 -
== T A B L E O F C O N T E N T S ==================================
0.1 Disclaimer of rights to CAPCOM and NINTENDO OF AMERICA
0.2 Lyrics from KMFDM "Today"
1.0 Bionic Commando Title Screen
1.1 Bionic Commando Guide title page
1.2 Disclaimer of rights to FAQ
1.3 TABLE OF CONTENTS
2.0 INTRODUCTION
2.1 Game Introduction
2.2 A Note on the origins of the Game Idea
3.0 Disclaimer of the rights to the Official Manual
3.1 OFFICIAL MANUAL
Statements of License
Game Introduction
Names of controller parts and operating instructions
Use map in subscreen
Weapon selection
Earned weapons
Bonus Characters
Enemy Characters
Instruction Manualk by Paul Biederman
Game counsellors available 8am to 5pm PST at 408-745-7081
4.0 WARNING
4.1 If you choose to proceed
5.0 EYENOT'S @#$(%!@&* INSTRUCTIONS - TABLE OF CONTENTS
5.1 ANOTHER INTRODUCTION
5.2 The Map
5.3 Island Geography
5.4 A Rumor
5.5 Island Strategy
6.0 THE CONTROL PAD
6.1 An Illustration and Description of Control Pad
6.2 OVERHEAD MAP CONTROLS
6.3 Navigation
6.4 Commands
6.5 GROUND BATTLES
6.6 Controls
6.7 ACTION SCREEN CONTROLS
6.8 The Art of Grappling ("A" Button)
6.9 Main Action Controls ("B", "Select", "Start" Buttons)
7.0 AREA ENTRY
7.1 Choosing your objects
7.2 Controls
8.0 THE HIT-POINT SYSTEM
8.1 BULLET-POINT SYSTEM AND POINT-EARNING TABLE
8.2 Point system relative to losing points due to continue
9.0 COMMUNICATORS
9.1 THE FINER POINTS OF GRAPPLE-TECHNIQUE IN ACQUIRING DELTA PACK
9.2 A Rumor
10.0 AREA CLEARANCE
10.1 AREA 1
10.2 AREA 2
10.3 AREA 3
10.4 AREA 4
10.5 AREA 5
10.6 AREA 6
10.7 AREA 7
10.8 AREA 8
10.9 AREA 9
10.A AREA 10
10.B AREA 11
10.C AREA 12
11.0 Neutral Area Obtainment
12.0 WHAT'S IT ALL ABOUT - A Re-Cap of the Game
Aerial Transport, Ground Battles, Continue Credit System
My 45-Minute Pride
12.1 A Quick Run-Through of Area 1
12.2 Toughest Hazards of the rest of the Areas
12.3 The Commpacks and notes on Various Communications Results
12.4 Some Good Things To Know and notes on saving time
13.0 DIALOGUE SECTION NOT INCLUDED WITH THIS RELEASE
14.0 FINAL SCREEN
14.1 Lyrics from Metallica's "One"
15.0 Final copyright notice (c) 1999 Gabriel Arthur Petrie
=====================================================================
- 2.0 -
=::INTRODUCTION::=-------------------------------------------------.
- 2.1 -
---------------------------------------------------------------------
.:|-==| |
I'LL TALK ABOUT .:|-==| |
THE PERSON I MET .:|-==| |
WHEN I WAS .:|-==| |
YOUNG... .:|-==| |
.:|-==| |
IN 198X WE'VE .:|-==| _________ _________ |
FOUND THE BADDS' .:|-==| ------\ _.. /------ |
TOP-SECRET .:|-==| ====\`- '/==== |
MATERIAL CALLED .:|-==| :.' `.: |
.:|-==| .`_____'. |
ALBATROSS WHICH .:|-==| |
WAS NEVER PUT .:|-==| |
INTO PRACTICE. .:|-==| |
.:|-==| |
IMPERIAL FORCE'S .:|-==| |
GENERALISSIMO .:|-==| |
KILLT HAS SEEN .:|-==| |
THE PLAN, AND .:|-==| |
.:|-==| |
DECIDED TO .:|-==| |
EXECUTE THE PLAN .:|-==| |
HIMSELF. .:|-==| |
.:|-==| |
.:|-==| |
.:|;==| |
.:'. =`-------------------------------------------'
.( `.===========================================( |
`---===========================================-'
----- . .
--=========---- .--.].
. .-";-+. .
--------- <<|_|_]' }
}}} } . -------======== {_ :/> . ::
||. |:. .:. . . . . . . . . . . . . . . . . . . . . . ||`'. . . . . .
....................................................."".............
: : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : :
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
THE FEDERATION
TRIED TO STOP
HIS ATTEMPT BY
SENDING OUR HERO
SUPER JOE, BUT
LOST CONTACT
WITH HIM.
ONE BRAVE MAN
WAS SENT WITH A
SPECIAL MISSION.
..
TO RESCUE SUPER
JOE.
THE STORY
BEGINS...
- 2.2 -
[Note : I once saw a color print of a photograph of a screen shot of
podium-screen with the word "BADD". This photograph was supposedly
a picture of the early finish of the game in a Japanese lab. Except
that the word BADD (in American version) was replaced with NAZZ in
the Japanese photograph. Evidently the American companies thought
NAZZ would be a bit too on-the-mark for this sort of propoganda, but
any purpose they hoped to fulfill by changing little texts here and
there are defeated when you reach one of the final scenes of the
game. And if memory serves me correct, the symbols on the banners
were swastikas, not albatross. If I am still yet correct in my
remembering, this photo was a rather tiny one on a page in a nintendo
power from "way back when".]
- 3.0 -
Before I attempt to hand you the vast amount (it's pretty vast for
me) information that makes up all the details of Bionic Commando, I
am going to re-print the official manual which is copyrighted
property of CAPCOM and NINTENDO OF AMERICA (c) 1988 and is reprinted
here without permission . . .
- 3.1 -
,=::OFFICIAL MANUAL::=----------------------------------------------.
| |
A Special Message From Captain Commando!
Thank you for selecting fun-filled Bionic Commando(tm)...one of the
exclusive Nintendo Entertainment System video games from the Captain
Commando "Challenge Series".
Bionic Commando(tm), created by CAPCOM(c)...premier world-wide arcade
game designer... features colorful state-of-the-art high resolution
graphics. This high quality game pack is Licensed by Nintendo(r) for
Play on the Nintendo Entertainment System (r)
-----
I'll talk about a person which I've met when I was young.
In 198X we've found Nazz's top secret material called Abatros, a plan
which never was put to practice.
Imperial forces Generalissimo Killt had never seen this plan, and
decided to materialize this plan.
The federation decided to stop his attempt by sending our hero Super
Joe, but lost contact with him.
Our brave man (you the player) was sent to the empire with a special
mission to rescue Super Joe, this story begins from here...
-----
Names of controller parts and operating instructions
Controller #1 - Moves Player 1.
Button A: Shoots Guns.
Button B: To extend Bionic Arm.
1. Normal Gun, Wide Gun, Rocket Fun, 3-Way Fun, Machine Gun, Hyper
Bazooka are used by Button B.
2. Flare Bomb, Medicine are used by Start Button.
3. Items like 1 Up, POW, Medicine which come down on parachutes can
be used by catching them.
-----
Use map in subscreen to proceed with your game.
Player starts from area 0 and transfer along the route.
Each numbered squares are the areas and as soon as your player
reaches, screen will change to battle scene.
Helicopter will transfer your player to the destination area.
When your player helicopter starts to transfer, enemy vehicles will
start to move also.
When you reach destination without being confronted by enemy vehicle,
you have a choice of either to play that area (descend) or still
transfer to other area.
-----
Weapon selection
Item selection can be done using your controller cursor.
Move flashing squares to item you want, then press "A" twice to
start, you can cancel it.
When player decides to "descend", weapons selections scene will
appear.
You may take weapon, protector, special weapon, and communicatiors
and you may select one each.
You can obtain more items while you play and stock them as you go and
you'll have more to choose from.
Earned weapons
Normal Gun - You have it to start with
Wide Gun - You can shoot at wide range but reach is shoot
Rocket Gun - It penetrates and destroys enemies, you can shoot
continuously
3-Way Gun - You can shoot in 3 ways It can break the shield
Joe's Machinegun - Range - 22.5 degrees
Hyper Bazooka - Federal Army's new weapon. It can go through the
cockpit of choppers
Flare Bomb - Use in the cave, use with start button
Player - Shoot in 8 directions, wave wires
Bonus Characters
Medicine - Recovers player's energy up to max. Use with start button
Iron Boots - Kick and kill enemies
Permit - Needed to enter certain neutral areas
Magazine System - You can combine with Normal Gun and make a Machine
Gun
Helmet - Will protect you from enemies' bullets 3 times
Charm - Repulse one bullet
Bulletproof Vest - Repulse one out of two bullets
1 Up - Add one player
POW - Energy ball will appear and go around the player to protect him
for 7s. Communicator - There are a, b, c, d communicators, You can
communicate with compatible ones
Bullet - Appears when you defeat enemies
Enemy Characters
Knife Wielding Soldier
Soldiers - Run towards the Player and shoot
Suicide Bomber - Throw bombs at Player from a certain distance
Jeep - Move sideways and shoots downwards
Bearded Soldier
Giant Soldier (Boss)
Barrier Soldier
Double Deck Cannon
Laser Cannon
Helicopter
Wired Gunner (Boss)
Construction Soldier
Generalissimo
Dwarf
Wired Soldier
Crane Caterpillar
Normal Soldier
Bazooka
Pod
Remote Control Soldier
Heavy Object Throwing Soldier
Cannon Mobile
Commander
-----
*Instruction Manual by Paul Biederman
*Game counsellors available 8am to 5pm PST at (408) 745-7081
-----
| |
|=::END SUPEROFFICIAL TELECOMMUNIQUE FROM SUPER::=------------------|
`=::JOE::=----------------------------------------------------------^
- 4.0 -
,::WARNING::=-------------------------------------------------------.
___
YOUBESTBEREADINTHISDISCLAIMAHORYOUFINDTHATYOUBEMESSINUPTHENATUR (Oo_)
`"'
/\ | | /--\ |--> |\ | -||- |\ | |--- | /\
/_!!_\ |/\| |--| |--\ | \| -||- | \| |--> . /_!!_\
Now you probably don't need ME to tell you that reading any further
into this player's guide will give away anywhere from some to ALL of
the secrets of the game. It will also give away all the surprises of
the plot, and once you have debriefed from this player's guide you
will have a knowledge equal to one who has listened on the phone
to a friend play through the entire game one whole time from
beginning to glorious end. The game will lose some of its
characteristic charm and flare. It will not be such a "big surprise"
when certain things happen. In essence, if you read this entire
player's guide you will be opening your holiday present a day early!
/\ | | /--\ |--> |\ | -||- |\ | |--- | /\
/_!!_\ |/\| |--| |--\ | \| -||- | \| |--> . /_!!_\
___
(_oO) ALORDEROFTHEWAYTHINGSAREINTENDEDLETMETELLYANOSUCCESSNOSUCCESSNO
`"'
- 4.1 -
Of course, if you are stuck at some point in the game and you need
some help getting through a tough problem, or if you just want to
know everything there is possible to know about the game, then read
on. I suggest, however, that you play this breathtaking wonder of the
8-bit world at least once through before filling yourself in
second-hand on all the various nuances of the game. I know it's
possible that your skills may not permit it, that the mission may
prove too 'tough' for even your NES-enhanced Hand-Eye-Coordination
(which all of us NES players have, as advertised in Nintendo Power.)
Even my old and wisened digits have developed their layer of
subdermal scar-tissue that causes nervous pain everytime I play an
action-packed game, and slows down reaction time drastically. I still
play, though. And I still beat the game with a quickness. So please
give it a whirl before you put the smack down with my science. After
you've wasted the BADDS (Nazis) once yourself, go ahead and read
through here about all the intricate things that make this perhaps my
most favorite game in creation.
`=::END OF WARNING::=-----------------------------------------------'
- 5.0 -
,=::EYENOT'S @#$(%!@&* INSTRUCTIONS::=------------------------------.
|Introduction |
| The Map / Island Geography / A Rumor / Island Strategy |
|The Control Pad |
| Illustration and Description of Control Pad |
| Overhead Map Controls / Navigation / Commands |
| Ground Battles / Controls |
| Actions Screen Controls / The Art of Grappling / Main Controls |
|Area Entry |
| Choosing your objects / Controls |
|The Hit-Point System |
| Bullet-Point System and Point-Earning Table |
| Point system relative to losing points due to continue |
|Communicators |
| The finer points of grapple-technique in acquiring Delta Pack |
| A Rumor |
`-------------------------------------------------------------------'
- 5.1 -
,=::ANOTHER INTRODUCTION::=-----------------------------------------.
In BIONIC COMMANDO, you are LADD and your mission is to rescue
Super-Joe and defeat the Albatross plans of the BADD nazis. The
leader of the BADDs is Generalissimo KILLT.
- 5.2 -
The map you see is a grid of 26 east-to-west positions and 18
north-to-south positions. Each square of the 26 x 18 square grid is
colored in with a special coded color. Blue is water, Green is low
land, Orange is high areas and Red is mountains and cliffs.
- 5.3 -
As you can make out, you are launching from a mountainside southeast
of a valley tucked away in the island. The island itself is a huge
sheer-faced hunk of rock rising high up out of the water,
unapproachable and strategically a powerful launch site for any
attack on the mainland.
- 5.4 -
Rumor has it that 20 years later, in the year 200X, another battle
involving two factions of renegade robots led by a couple of mad
scientists will battle for the fate of the world using this island as
the theatre of war.
- 5.5 -
Already you can see how Albatross Island is a very strong strategic
point that the BADDS have siezed. Not only will you be fighting
against the BADDS' armed forces, you will also be fighting against
the island itself.
`=::END OF ANOTHER INTRODUCTION::=----------------------------------'
- 6.0 -
,=::THE CONTROL PAD-------------------------------------------------.
- 6.1 -
.-----------------------------.
_ | _ ::===========:: |
___ . ._ |-'`-. . | _| |_ ::-----------:: |
/ /-/(-' | .-| .-| |[_ o _]::___________:: |
` `' `' | |_| ::<SEL> <STA>::(B)(A) |
| ::___________:: |
`-----------------------------'
The cross-like thing on the left is the directional pad. Pressing on
the directional pad corresponds to pushing LEFT, UP, RIGHT, or DOWN.
There are also diagonals; UP-LEFT, UP-RIGHT, DOWN-LEFT, DOWN-RIGHT.
In the middle of the controller are two small rubber buttons which
are <SELECT> and <START>.
The two red buttons on the right side of the pad are (B)-button and
(A)-button.
- 6.2 -
[=::OVERHEAD MAP CONTROLS::=======================================]
When you are navigating around the map, you will be facing along a
navigational line towards a square with a number in it, and both
the navigational line and the square will be flashing. This line
is just there for reference, but the square is the location of
an AREA. The number in the square corresponds with the number of
the AREA located there.
- 6.3 -
NAVIGATION :
When you push a direction on the control pad, you will switch
through the AREAS that are connected to your current area by one
of the navigational lines, and that line and the AREA block that
it leads to will begin to flash. This means you are pointed to
fly over to that area.
If you push (A) now your aerial transport will fly along that
line until it reaches the AREA square, while your pilots say
"OK, WE'LL MOVE." If you run into an ARMORED PERSONNEL CARRIER
(APC) on your way to the AREA, then you will engage in an over
head view of the ground where a battle will take place between
you and your opponents, which is described in GROUND BATTLES,
below.
If you push (B) you will return to the state where your pilots
are waiting for a decision from you, which is described in
COMMANDS, below.
- 6.4 -
COMMANDS :
When you are over a new AREA square waiting for a decision, the
pilots will ask you for a command. When they are saying "PLEASE
INSTRUCT US" then Press (A) button and the two choices you have
will appear.
If you choose to TRANSFER, then you will enter the NAVIGATION
mode, which is described above.
If you choose to DESCEND, then you will enter the AREA-ENTRY
screen which is described below.
- 6.5 -
[=::GROUND BATTLES::==============================================]
Before you enter the actual ground battle, you will enter a screen
that works just like the AREA-ENTRY screen which is described
below, except that you will only choose now between which weapon
you want to bring along. Use the direction pad to change which
weapon you are highlighting, then hit (A) to select that weapon
to bring along. Hit (A) while you are highlighting "EXIT" to
begin the ground battle.
While you are on the ground, you can accumulate little pairs of
wings, each one worth one Continue should you lose all your
lives. The wings are held by armored opponents.
The object of the Ground Battle is to reach the top of the battle
zone and take over the armored personnel carrier there.
If you get hit on ground battle you will lose a reserve hit point
and if you lose your body hit you die, just like in the action
areas.
- 6.6 -
CONTROLS :
While you are ground battling, your (A) button still deploys the
grappler, but this time it swings it in a full circle once
around your body. The grappler will deflect any bullets flying
towards you and send them careening off in another direction,
but enemy fire will not harm enemies. The grappler cannot
deflect larger ballistics such as rockets, grenades, or
missiles. If you hit an enemy body with the grappler, and the
enemy is not behind a barricade or armored, then they will be
thrown back a ways.
Your (B) button still shoots in the direction you face, only now
you can face any of eight compass directions.
Pressing in a direction will move you in that direction, including
along the four diagonals.
Pressing <SELECT> will bring up the info screen and is the only
way to pause the action.
Pressing <START> does nothing.
- 6.7 -
[=::ACTION SCREEN CONTROLS::======================================]
The Directional Pad will run you left and right and aim your
grappler
(A) will deploy your Grappler and
(B) will shoot your weapon in the direction you are facing
- 6.8 -
The Art Of Grappling...
If you just hit (A) you will grapple 45 degrees into the air in
the direction you are facing.
If you hold RIGHT or LEFT and hit (A) then you will grapple
straight to the RIGHT or LEFT.
If you hold UP and hit (A), you will grapple striaght up into
the air.
If you hold DOWN and hit (A) you will duck down and then grappler
in the direction you are facing.
If you grapple a surface while standing...
And you don't touch anything, you will stay there with your arm
out and the grappler attached to the surface you grappled.
If you push opposite of the direction you are facing, you will
break your connection and turn around facing the other way.
If you push DOWN, you will break the connection and duck.
Hitting (A) will take up the slack on the grapple-line.
If you grapple a surface while ducking...
And you don't push anything, you will stay ducking with your
arm out and the grappler attached to the surface you grappled.
If you push opposite the direction you are facing, you will
break your connection and turn around facing the other way.
Pushing in the direction you face or DOWN will do nothing.
Hitting (A) will take up the slack on the grapple-line. If you
run out of floor under your feet, you will begin a free-swing
at the grappler's current length.
If you grapple a surface straight above you...
Pushing in either direction LEFT or RIGHT will just make you
face that direction, but you won't move from your spot.
Pushing DOWN will break your connection.
Pushing UP won't do anything.
Hitting (A) will take up your slack until you hang from the
surface you've grappled. If it's a climbable platform, and you
push UP at this point, then you will flip over onto the top of
the platform.
If you grappled a surface at an upward angle from where you are...
Pushing the direction opposite of the direction you are facing
will break your connection.
Pushing DOWN will break your connection.
Pushing in the direction you are facing will start you swinging
back and forth on the line.
Hitting (A) will take up your slack, and you will start swinging
back and forth on the line. When the slack is all taken up you
will stop swinging and you will be at minimum line.
If you are at minimum line, the only thing you can do is break
your connection. That means pressing DOWN on the control pad
and dropping to whatever is below. You can't start swinging from
this point and you can't give yourself more slack, that I know
of. If you are at minimum line underneath a climbable platform
you can also push UP to flip and over onto the top of the
platform.
There are more or less three lengths to which the grappler will
adjust itself for you.
- 6.9 -
Hitting (B) at any time will fire your current weapon in the
direction you are facing.
Hitting <SELECT> at any time will bring up an info screen that
shows you what item, armor, special object, weapon, comm pack,
you brought along. It will also display the current map. It will
also display in the lower right-hand corner of the screen, your
current collected bullets next to the number of bullets you need
to have collected to reach the next extra hitpoint accumulation
for your character. Underneath this is the number of reserve
players.
Hitting <START> from the action screen will activate whatever the
special item is that you brought along. If your special item
activates in some different way, this will not do anything.
`=::THAT'S ABOUT IT FOR THE PAD::=-----------------------------'
- 7.0 -
,=::AREA-ENTRY::=---------------------------------------------------.
When you chose to descend into an AREA, first you must choose what
implements you will bring with you. You will have four objects to
choose.
- 7.1 -
The first object you choose is your weapon, second is your armor,
third is your special object and finally you choose which comm pack
you will be bringing into the level.
- 7.2 -
To choose which object you are bringing, use the directional pad to
move the flashing highlight frame so that it is indicating the object
you want to bring with you. Press (A) to choose it. The object will
appear in its catagoric location in your objects bar at the bottom of
the screen, and the highlight frame will indicate the "EXIT" sign. If
you hit (A) on the exit sign, that means your selection for that
object is decided and you will go to select the next object. If you
hit (B) at any time, you will cancel your entry into the area and
return to the NAVIGATION screen, where your aerial transport pilots
will say "PLEASE INSTRUCT US." For help on the controls in the
NAVIGATION screen, see above.
`=::THE AREA-ENTRY SCREEN::========================================='
- 8.0 -
,=::THE HIT-POINT SYSTEM::=-----------------------------------------.
When you begin the game, you will die if you are hit by even one
bullet or opponent. At this time you have only the one "Hit Point"
which is reserved on your body. As you kill enemies they will leave
behind bullets. When you pick up a bullet, it will count towards you
earning an extra Hit Point which allows you to absorb another bullet
or collision before counting it against the one on your body. When
you lose that hit point on your body, you die.
- 8.1 -
Below is listen the table of bullets that you need total (The total
amount you have collection in the entire game) to earn each Point:
NUMBER OF BULLETS COLLECTED TOTAL TO EARN YOUR EXTRA HIT POINTS
1st - at 5 bullets 2nd - at 15 bullets 3rd - at 30 bullets
4th - at 60 bullets 5th - at 100 bullets 6th - at 150 bullets
7th - at 220 bullets 8th - at 300 bullets
- 8.2 -
When you continue your game, the number of bullets you have will drop
back down to the last number you had when you earned a Hit Point. If
you continued when you had 2 Hit Points, then you will go back to
having 15 bullets even if you had 29 before you continued.
Here is a list of the amount of bullets you must pick up from point
to point as you earn each point, consecutively: 5 bullets, then 10,
then 15, then 30, then 40, then 50, then 70, then 80.
`=::END OF HIT-POINT SYSTEM ESCRIPTIONS::=--------------------------'
- 9.0 -
,=::COMMUNICATORS::=------------------------------------------------.
|=::AND THE FINER POINTS OF GRAPPLE-TECHNIQUE-----------------------|
You begin the game with Communicator Alpha or "a", which is Red.
You can find Communicator Beta or "B", which is Green,
in area 16. In the first door of the area, there is a room with
a spike hazard and some ledges. On the ledge in the upper-left
corner of the room is the Green Commpack. Use the grappler to get
up there and get it.
You can find Communicator Gamma or "C", which is Blue,
in area 14. In the first door of the area, there is a room with
a spike hazard and some ledges. On the ledge in the upper-left
corner of the room is the Blue Commpack. Use the grappler to get
up there and get it.
- 9.1 -
You can find Communicator Delta or "D", which is Orange,
in Area 15. In this area you have to shoot in order to cause a
barrier to move so that you can progress through the level. This
means you will now be under constant attack by the Peacekeepers
until you leave the area. Proceed right and head into the only
door, and the Orange commpack will be on the high ledge to the
right. To reach this platform, stand on the rightmost block of the
ledge that makes contact with the swinging orange platform. When
the orange platform is headed towards you and is about half a block
away from making contact with the ledge, walk to the right and onto
the platform. Now stand on the rightmost block of the swinging
orange platform and when your gun makes contact with the lower of
the two ledges on the right side of the room, press (A) to deploy
your grappler and you will grapple the ledge and free-swing from
it at minimum length. Press (A) once more to stop the swinging,
and then from the minimum-length stationary grapple position,
press UP to climb onto the ledge above you. Then hold UP and press
(A) to deploy the grappler again, and then while still holding UP
press (A) again to automatically take up the length of the grappler
and climb the ledge above. You will pick up the orange commpack.
Now stand on the leftmost block of the top ledge, and wait for the
swinging orange platform to make contact with the ledge in the
middle of the room. As soon as it does, step to the left off the
ledge and free-fall onto the swinging Orange platform. You will land
safely on the platform, unless you were 'on your toes' before you
dropped from the ledge above and then dropped just at the second the
platform hit the ledge in the middle of the room, in which case try
to avoid 'getting on your toes' so to speak unless you know what
you're doing or unless I instruct you to. If you managed to hit the
spikes below anyways, you didn't follow my instructions correctly.
There are altogether three ways of getting to the pack from the door
and then to get back to the door you have the choice of either using
the platform or not, and the way I told you is using the platform
to get there and then using the platform to get back again. If you
want to, you could also from the door grapple onto the ledge above
you and then get to the ledge in the upper-left corner of the room.
The easiest way to reach the upper-left corner ledge is by getting
'on your toes' at the leftmost point of the ledge in the middle of
the room so that you are occupying the least amount of space on the
ledge as possible and are as close as you can really get to actually
falling off the left side of the ledge. Then tap the controller to
the right and now you're 'on your toes', specifically you are
hanging from the ledge only by the grace of your left foot's toes.
Now hold UP and press (A) to deploy the grappler to the ledge above
and then while still holding up press (A) again to climb atop of it.
You should be now standing so that you are occupying the rightmost
block of the ledge in the upper-left corner of the room. From where
you are, press (A) without holding the directional pad, which should
deploy the grappler diagonally to the right. If it deploys to the
left, then disengage the grappler by holding DOWN on the control pad
and then walk to the left a little so that you are occupying the
rightmost brick of the ledge and not 'on your toes', then face to
the right and press (A) to deploy your grappler. You should now be
standing on the rightmost block of the ledge in the upper-left
corner of the room, with your grappler deployed at an angle towards
your upper-right. Now, get ready to press DOWN and then (A) again.
Don't do it yet, just get ready. First you will press RIGHT to get
yourself free-swinging to the right, but if you let yourself free-
swing all the way you will run into the large brick on the ceiling
and get knocked down to one of the surfaces below. So you have to be
ready to press DOWN to disengage the grappler from the ceiling and
then press (A) to deploy it diagonally so that it will attach to the
bottom of the large brick on the ceiling and swing you from it at
minimum length. So, when you are ready, press RIGHT to begin a free-
swing, and when you are half-swing, which is when your grappler-line
is striaght up and down, press DOWN to disengage it from its contact
with the ceiling which will begin to drop you. As soon as you have
pressed DOWN you will start to drop, but don't let yourself drop.
Press (A) again to deploy the grappler diagonally to your
upper-right, which will contact with the bottom of the brick and
put your into free-swing from it. I predict that you will have a bit
of length at this point but not much, and likely minimum length.
You might even find yourself with parts of your body smashed into
the brick. Hooray for your glitchy self. Now when you are at your
right-most swing, press DOWN to disengage the swing and your
momentum will take you towards the ledges to the right. Immediately
press (A) which should grapple the upper ledge, and begin swinging
your towards the right wall. As soon as your swing begins, press
DOWN again and you will disengage your swing and your momentum will
bring you to a gentle rest on the second platform from the top of
the right side of the room. This is only the most crude way of
describing what is really three repetitions of a maneuver that is
good to learn. To get back over, use this maneuver of grapple-swing-
detach to drop yourself over onto the middle ledge again. There is
the one other way of getting to the commpack without using the
swinging platform, but I will leave it up to you to know how to get
there. Practice in this room until you are in control of it like
a spider in a box of cards. When you can just swing there for hours
with as little movement as possible and attaching to all the
surfaces around you from mid-air, then you are really getting the
hang of using the grappler.
- 9.2 -
***
Rumor has it that far in the future, a top-secret high-espionage
group will use the same communications technology located on
Albatross Island to communicate between deep-space command posts
known as "Dragons".
***
`=::END OF COMMUNICATORS::=-----------------------------------------^
Man, what the #@!! was that ?!?!?!
- 10.0 -
,=::AREA CLEARANCE::=-----------------------------------------------.
- 10.1 -
AREA 1 - 1ST PLATOON - 10 BULLETS AND ENERGY RECOVERY PILLS
The Alpha Communicator is expected in this area.
You have to talk to the COMMUNI-CATE section of the commlink near
the beginning of AREA 1 if you want in the door that leads to the
underground half of AREA 1. You can skip the other commlink tho.
Don't forget to hang out near the BOSS ROOM door killing those
easy parachuter guys to build up your extra hitpoints.
- 10.2 -
AREA 2 - 2ND PLATOON - 10 BULLETS AND A PENDANT
The Beta Communicator is expected in this area.
Watch out for bottomless pits, and the slimes. Slimes can't be
walked out of, you have to have some vertical lift to get up and
out of them. Otherwise they will drag you into a bottomless pit
or into a trap. Be very quick. You don't have to go to the
commlink in this area, the BOSS DOOR will already be open for you.
- 10.3 -
AREA 3 - PI PI PI UNIT - 10 BULLETS AND RAPID FIRE DEVICE
The Beta Communicator is expected in this area.
This area houses one of the toughest traps in the game. You will
not only have to deal with two quick-falling elevators, you will
also have to make it over a long carpet of spikes with only two
of the thinnest possible anchors for you to mount your grappler
on hanging from the ceiling. I once used three continues learning
how to get over this, I think it's better for you to get it on
your own. No master can ALWAYS make it over this pit : I don't
know anybody besides myself who considers themself 'successful'
at this trap, and that means to me that if I die one time against
it, i -will- get it the next time. By the way, you don't really
have to go into the communicator room in this level, the BOSS DOOR
is already open for you.
- 10.4 -
AREA 4 - GIANT SOLDIER - 10 BULLETS AND WIDE CANNON
ARSENAL
The Alpha Communicator is expected in this area.
If you don't bring the Flares to Area 4 and activate them with the
<START> button, then you will have to make it through here in the
dark. There are no bottomless pits, your biggest worry will be
spike hazards. I first played this game without a manual, so I
didn't know how to activate the flares and I had to play through
this level without any lights on. It's not all that hard.
- 10.5 -
AREA 5 - PI PI PI UNIT - 10 BULLETS AND ROCKET LAUNCHER
The Alpha Communicator is expected in this area.
I don't suggest bringing the Wide Cannon to this area, or any area
for that matter. In fact I don't suggest ever using any guns
besides your Machine Gun, the Rocket Launcher, and in area seven
the 3-Way because you have to bring it. In this area you will have
to climb up a large tower past two communications rooms before you
reach the Albatros door at the top. You don't have to do anything
in each comm room, just go in the door and go back out again. Try
to do away with steel balls by swinging and kicking them.
- 10.6 -
AREA 6 - WIRED GUNNER - 10 BULLETS AND A PERMIT ! :)
The Beta Communicator is expected in this area.
You have to bring the Rocket Launcher to blast down the door at
the beginning of this level. If you brought something else then
you will have to press (A)+(B)+<START> to leave the mission.
Rather than fight lots of little remote droids, just destroy the
soldiers who toss the helicopters out and all the helicopters on
the screen will blow up. This area has some of the hardest
swinging in the entire game. You will have to navigate the lamps
to reach your objectives, and they are sort of 'slippery'. Also
climbing the tower is nearly impossible if you don't have lots of
hit points and the Medicine with you, due to loads of springs and
spiked steel balls thrown at you by the large soldiers. Ner the
top of the tower, you will see a lamp on the right side just above
the top floor level. If you can swing out from the bottom of that
floor level and then swing from the lamp to the left, you can get
on top of the top floor without facing the very difficult passage
below it. To get over the boxes, swing left off of the lamp.
- 10.7 -
AREA 7 - WIRED GUNNER - Super Joe
P.O.W. CAMP
The Gamma Communicator is expected in this area.
The swing along the lamps to the door on the far left tower is a
real toughie, but if you clear out the midgets in the forklifts
you shouldn't have too much trouble. Have patience with the
midgets in the helicopters, or else they will tear you up. The
aqueducts far to the right on the bottom of the level have no
purpose, avoid the inside of them and climb up and over to avoid
getting hit.
- 10.8 -
AREA 8 - 3RD PLATOON - 10 BULLETS AND IRON BOOTS
The Gamma Communicator is expected in this area.
In this area you will have to talk to the COMMUNI-CATE in both of
the communications rooms to open the boss door, though you don't
have to listen to everything they say. To save time you can make
the connection and break it as soon as you see somebody's face.
From the elevator room with three passages on the left and one on
the right, go through the right passage, climb up past the
bombers, and then left to the communications room. Go left to the
door which will lead you to a room with huge spikes. Use the
swinging platform to climb up and into the communications room.
The door above will lead you to an elevator shaft with the BOSS
DOOR one floor down.
- 10.9 -
AREA 9 - 4TH PLATOON - 10 BULLETS AND 3-WAY
The Gamma Communicator is expected in this area.
First off, learn how to kill the guys who have grappling packs.
When you are up, they are down, and the other way around. You will
have to either fire and grapple up or fire and drop down to hit
them. From the second step down, grapple the brick on the ceiling
and swing all the way to the right to get the 1-UP. You don't have
to talk to any of the communicators on this level. Be careful of
the spiked railways, and just ride on top of one of the railcarts
for the easiest negotiation. Avoid the floor, it's covered in
fire.
- 10.A -
AREA 10 - PI PI PI UNIT - 10 BULLETS AND 1-UP
The Delta Communicator is expected in this area.
- 10.B -
AREA 11 - SECURITY SYSTEMS - 10 BULLETS AND A BULLET-PROOF VEST
The Delta Communicator is expected in this area.
- 10.C -
AREA 12 - KILL !@%#ing Adolph Hitler
The Delta Communicator is expected in this area.
- 11.0 -
AREA 13 + Obtain Flares
AREA 14 + Obtain Gamma Communicator (Blue)
AREA 15 + Obtain Delta Communicator (Orange)
AREA 16 + Obtain Beta Communicator (Green)
AREA 17 + Learn about Secret Passages and Joe's Location At 7
AREA 18 + Obtain Joe's Uzi
AREA 19 + I don't know what this is all about . . .
`=::END OF AREA CLEARANCE::=----------------------------------------'
- 12.0 -
,=::WHAT'S IT ALL ABOUT::=------------------------------------------.
you move your aerial transport around a system map and descend upon
areas one at a time. if your coordinates match those of an armored
personnel carrier (APC - it looks like a green whiskey tin) then you
will descend to meet and destroy the enemy troops. if you can kill
the specially enabled troops (those who are riding in a vehicle,
armed with a grappler, or carrying a bazooka) you will find eagle
wings that count towards a game credit (continue point). I suggest
running into these APCs ASAP and AOAP (as often as possible) and
scoring as many of those eagle-wings as you can. This way you will be
insured to not run out of continues. I am an expert at this game and
I still have a one-in-three chance of needing one continue to finish
the game.
but I can still finish with all items, full continues, and full
hitpoints and bulletmarks in under 45 minutes.
- 12.1 -
first, descend upon area 1 and bring the only things you have with
you - the regular gun and the alpha commpack (it's red). go right to
the buildlng and grapple up. kill everything in the way that moves.
communicate with MA-ONE. maybe tap a wire. swing on the tall
floodlight to the next island. skip the soldier on the first ledge.
continue to the right and then up. by the time you reach the door,
which is open if you talked to MA-ONE (even if all you did was open
the commlink and then quickly break it), you should have 8 little
bullets. collect these bullets whenever you can; they act as
experience points. you can see how many you need in the info. when
you got what you need, you get another max hit point which looks like
a green pill bubble on your action screen. when you get hit, you lose
a hit point. when you have no more hit points that level, you die and
the P in your info goes down by one. when you have no more P, your
game is over. if you have a continue point now, you can keep going at
the same place you left off on the overhead map with the same items
and max hit points.
anyways, skip the elevator unless you want to use the comm room two
floors down on the left. swing in, pull above the barrel, and destroy
the shield laser. now go left and up through the room and enter the
albatross door. if you want alot of bullet points early on, stick
around outside of this door and kill the soldiers that drop from
parachutes. this will get tedious after around your sixth accumulated
max hit point, but you should be safe - after each new max hit point
you recieve a total refill of hit points. in the albatross room,
destroy the people and the machine core. get your reward. move on.
[note : if there is any way of getting through this game without
picking up every single object along the way, i intend to find it
(though i haven't really tried yet) and i will release that
information as soon as i have it]
- 12.2 -
as far as the rest of the game is concerned, it's all very simple
except for four points in the game that require expert grappling
skills. you will know them when you get there. one is in what i call
'the nature zone' which is the one with spiders and monster plants in
it. avoid those monster plants -- they will chomp and kill you with
one strike. you can see the spots they pop out of before they pop out
so stay away. don't even let them get your foot. the spiders will
knock you off your grapple and bounce you around, sometimes right
into a chomping plant. inside of the mountain, there is a spiked
floor with a few little grapple points. i can't tell you exactly how
you get across this, you just gotta do it. in another zone are two
expanses of floodlights that you have to swing from in order to get
across two giant endless pits, as well as in that same area there is
a large high tower full of spiked rolling balls and springing floors.
it might take a few continues at first. also, there is a zone with
midgets in helicopters. you will have to avoid them while you swing
across a series of transformers strung across a high-tension wire. if
you fall, you will have to start the attempt over again. inside of a
refinery in another zone, there are alot of tanks against the wall
and underneath you is a springy floor with trenches of molten core
running through them. if you fall here, not only will you have to
start over -- you might die. and then finally in the last zone is a
long narrow corridor lined with spikes. you will have to glitch out
and smash your head inside of the ceiling while you swing with just a
little more than the smallest swings possible, over and over again,
until you get across.
- 12.3 -
the following commpacks work in the following areas :
red 1,4,5 . orange 10,11,12 . green 2,3 . blue 8,7,9 .
[ 1.0 note : i once played this game for hours and tried each
commpack in each area. some commpacks in some areas provide very
interesting and strange results. i suggest that if you want the full
gaming experience you go back through each level and try out each
commpack in each area. a later version of this file should have every
result of every commpack in every area for both normal and wiretap
communications. right now i don't have the time -- version 1.0 is
just meant to get you through with everything. ]
[ 2.0 note : maybe my head just doesn't work right. so far I have
gone through the area with various different commpack combinations
and so far all I get if it's the the comm pack expected by the area
is "GA.GA.GA..." but i distinctly remember that there are one or two
communications room where if you bring a certain transmitter you get
a real wierd message. might be worth checking into, might not. i'm
not going to clarify this by the end of version 2.0, maybe in another
version in the future. ]
- 12.4 -
unless you want to play in the semi-dark (which is the way i learned
how to play in this area until i found out how to use special items)
then you will need flares in area 4. they are available in the first
neutral-zone, straight north from the start point on the system map.
the communicators and other items are located in these zones.
if you shoot in a neutral zone, you will be attacked by the PEACE
CORPS.
you will receive a rocket launcher in area 5 that you need to enter
area 6.
you will receive a permit in area 6 that you need to enter area 14.
you will want to attack areas 8,9, and 7 in that order.
the secret paths, revealed late in the game, are 14-17, 15-18.
fly over these areas to enter a battle scene and find the helmet.
you will need the 3-way in area 7. if you enter area 6 or 7 without
the necessary weapons then press (A)+(B)+[START] to leave the area.
this (A)+(B)+[START] to escape will work in any area any time.
destroy area 10 and 11 to open up area 12 for destruction.
be sure you don't equip joe's suggested messy <45^> uzi when you go
into level 12 - bring the rocket launcher to defeat the final
guardians quickly.
[ 2.0 note : these are the basic necessities. you don't need most of
the other items in the game, unless i studied this right, you don't
even need the green or orange comm packs. i haven't tried this yet,
but there is a small chance that you also do not need to rescue super
joe.
[ 2.0 note : if you can avoid getting the various extraneous items in
the game, that should cut your time by alot. not rescuing super joe
might even change the outcome of the game, but i'm not sure... if i
remember right, you can't enter the door to area 12 without rescuring
him. i know you can't get into area 12 without beating areas 10 and
11, but i'm not sure if you really have to rescue super joe to beat
the game. ]
[ 1.0 note : LIke I said, in another version I will tell you how to
get through the fastest way possible, which means with the least
amount of equipment and the least hitpoints, etc. There are some
doors that won't open unless you go through the communicators so I
feel that you will need every commpack to get through the game, at
least. You for sure don't need joe's uzi. And you don't need the
helmet and some other things for that matter. ]
- 13.0 -
=::DIALOGUES::=----------------------------------------------------.
| You should be able to find the "bionic commando dialogues" file of|
| a recent version at the same place you found this file. |
| |
| As of 8-05-99, the newest version of "dialogues" is 1.0 |
| BIOCD10.TXT |
`-------------------------------------------------------------------'
- 14.0 -
_ _ . _ _ _
' ; ; ; ; ; ; ;_; ` ;
/'_ `_' ; `_' , `_' , /`_
. _____.-----.
.'`.------' ___.--'
_.' _ .---'
: __.--' | |
`--' | |
| | .---. _.--.
| | |`, -. | .-' ._. '.
_______| |_.'| `.` `-' -'.__:. |
_.--'___.--. .-'|| |.-. .--------' ,
`-_ ` -----' | `.`-' | `._ `--------'.'
`---______.' `--' `---------'
___________________________________________________________________
One
I Can't Remember Anything
Can't Tell If this Is True or Dream
Deep down Inside I Feel to Scream
This Terrible Silence Stops Me
Now That the War Is Through with Me
I'm Waking up I Can Not See
That There Is Not Much Left of Me
Nothing Is Real but Pain Now
Hold My Breath as I Wish for Death
Oh Please God,wake Me
Back in the Womb its Much Too Real
In Pumps Life That I must Feel
But Can't Look Forward to Reveal
Look to the Time When I'll Live
Fed Through the Tube That Sticks in Me
Just like a Wartime Novelty
Tied to Machines That Make Me Be
Cut this Life off from Me
Hold My Breath as I Wish for Death
Oh Please God,wake Me
Now the World Is Gone I'm Just One
Oh God,help Me Hold My Breath as I Wish for Death
Oh Please God Help Me
Darkness Imprisoning Me
All That I See
Absolute Horror
I Cannot Live
I Cannot Die
Trapped in Myself
Body My Holding Cell
Landmine Has Taken My Sight
Taken My Speech
Taken My Hearing
Taken My Arms
Taken My Legs
Taken My Soul
Left Me with Life in Hell
- Metallica "One"
____________________________________________________________________
___
(_oO) EYENOT
"""
(C) 1999 GABRIEL ARTHUR PETRIE