Another game released alongside Super Mario Land this month was Bionic Commando. Unlike Super Mario Land, which launched on the ZGB handheld, Bionic Commando was released on the ZEPS home console. These two titles were the only official ZAGE releases for December, and both quickly captured players' attention.
In Bionic Commando, players step into the boots of Ladd Spencer, an elite commando assigned to rescue Super Joe, a captured comrade. The enemies? A menacing, Nazi-inspired empire plotting to resurrect their former leader, the infamous Master-D—a mustachioed dictator suspiciously resembling a figure from history through a secret project known as Albatross.
What set Bionic Commando apart was its unique gameplay. In a bold design move, the game completely removed the ability to jump. Instead, players relied on a bionic arm—a grappling hook—to:
Swing across chasmsScale ledges and platformsSnatch items from a distance
At first, many players found the controls awkward and unintuitive. But those who stuck with it and mastered the bionic arm mechanics discovered a fresh and deeply rewarding experience. The precise movement, clever level layouts, and inventive enemy encounters elevated the gameplay to something truly special.
The game also featured a navigable overworld map, allowing players to tackle missions in a semi-nonlinear order—a feature that gave a welcomed sense of freedom. Additionally, it included top-down shooting segments during area transitions, which added more gameplay variety.
Zaboru, always or sometimes respectful of great design, chose not to overhaul the original. Instead, he focused on refinement. He smoothed out the grappling mechanics, slightly tweaked enemy AI, and added a handful of new weapons to enhance player strategy. These additions modernized the game without disrupting its core identity.
At that moment, Endo—a high school gamer known for his elite skills—was deep into Bionic Commando in his room. He'd already clocked over three hours, engrossed in the rhythm of grappling, shooting, and maneuvering through challenging stages.
"Damn, I can't believe how good this is," he muttered, blasting enemies and swinging through the complex layouts with increasing finesse.
Endo absolutely loved the game, and his excitement doubled when he discovered a hidden Zabo-man Easter egg. The Z-card he found read, "Find me in the Z and I will challenge you." Intrigued, Endo followed the cryptic clue and learned that Zabo-man was hidden as an optional boss. To encounter him, players had to hang from a specific Z-shaped platform within a certain level. If done correctly, Zabo-man would suddenly appear, initiating a surprise boss battle. He wielded giant scissor hands, donned his iconic Z helmet with gleaming visors, and wore his signature black coat—making him a formidable and stylish opponent.
Zabo-man was also incredibly difficult. He could leap unpredictably and use his scissor hands to sever the player's bionic arm cable, temporarily disabling it for several seconds. This mechanic forced players to adapt on the fly, often scrambling to dodge while waiting for their arm to reactivate. Overall, the Zabo-man fight was intense, stylish, and brilliantly designed—and Endo absolutely loved it.
Eventually, Endo reached the climactic showdown: Master-D had been resurrected, and the battle began aboard enemy aircraft. After defeating the first plane, Super Joe was rescued and handed Endo a new weapon—a bazooka. Armed with it, he took on the final boss: a massive warplane that required perfect timing and tight grappling precision.
With narrowed eyes and nimble fingers, Endo pulled off a series of clean swings and well-timed shots. Then it happened: the final blow. The screen cut to an 8-bit cinematic where Master-D's head exploded in a dramatic pixelated fashion.
"WHAT! His head exploded!" Endo shouted, grinning in disbelief. "That's amazing. Totally didn't see that coming."
Across Japan, reactions were similar. Players were stunned by the unexpected and intense ending. For many, it cemented Bionic Commando Final Boss' head exploding as one of the most memorable moments of the year.
Back at ZAGE headquarters, Zaboru sat in his office, watching the ending of Bionic Commando play out on his ZEPS monitor. He chuckled to himself.
"I hope players aren't too traumatized by that head explosion," he said with a smirk. "But hey, it really gives the game its edge."
Zaboru chuckled, recalling how in his previous life, he had been genuinely shocked the first time he saw Master-D—whose appearance was uncannily similar to Hitler—meet such a dramatic end. The sheer audacity of the moment had left a lasting impression on him, one he now hoped would resonate just as strongly with this generation of players.
"In most countries, they censored it—changed Master-D's appearance and removed the head explosion altogether," Zaboru said with a grin. "Too tame. A good game needs a little spice, don't you think?"
Bionic Commando had succeeded—not by mimicking other games, but by daring to be different. And that, Zaboru knew, was the true mark of a classic.
To be continued...
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