PC BCRManual
PC BCRManual
Thank You . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Story . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Battlefield Exploration . . . . . . . . . . . . . . . . . . 6
Game Controls . . . . . . . . . . . . . . . . . . . . . . . . 8
In-Game Screens . . . . . . . . . . . . . . . . . . . . . 14
Pickups . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Multiplayer . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Tips . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Credits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
1
THANK YOU STORY
Hello there, fellow platformer fans and retro fanatics! The game you have The Imperial attack was an unexpected and mysterious strike
obtained is historical in the sense that never before has so much effort
in the heart of the Federal States of America. The Imperials, led
and love been put into the remake of an old classic. The fact that this game
was made—and that you have dug it up—is a testament to the greatness by the charismatic and fascistic commander Generalissimo Killt,
of the platform genre in general and Bionic Commando in particular! seized territory within the FSA, laying siege to tactical locations
This game concept is 20 years old, but it still holds its ground! I am positive
and industrial facilities.
that you will have many hours of fun playing this game whether you are
an old fan of the original who is about to be reminded of what makes
Bionic Commando such a cult classic, or someone who is set to explore Killt and his Imperial Army managed to acquire the blueprints
the world of Bionic Commando for the very first time! Now don’t waste for a secret military program known only as Project Albatross.
any more time reading this—get on and play the game!
Left behind by a long-dead military regime, the century-old plans
Simon Viklund described a weapon of immense power.
Creative Director, Grin
2 3
GETTING INTO THE GAME
ENEMY CONFRONTATION
While moving from area to area across the Overview Map, You Died!
you may cross paths with an Imperial convoy (represented When you lose all your health or fall off the screen, you die. If you have one or more extra
by a truck on the Overview Map). Their Anti Air cannons force lives, the game restarts at the last checkpoint. If you didn’t cross a checkpoint before you
you to land for a face-to-face confrontation. Here you can died, you restart at the insertion point of that area.
press the J key (B) to whip your arm in a circle, knocking back
enemies and bullets. Once you have destroyed the vehicle
carrying the Anti Air cannon, you can proceed back to the Map.
4 5
BATTLEFIELD EXPLORATION
CHALLENGE ROOMS
Checkpoints FSA camps come equipped with simulated Challenge Simulation
Every area contains a checkpoint door—it might be the door
Terminals, virtual training platforms that test your skills with
to a Communicator Room. Simply pass through it and, if you die in
the Bionic Arm. You are graded according to how quickly you
the area with lives remaining, you reappear at the checkpoint door.
complete them and a record is kept of which rooms you have
completed and your best times. Once you’ve reached a Challenge
Communicator Rooms Room, that room becomes available in the Main Menu to allow
COMMUNICATE WITH HQ you to return at any point to challenge your previous records.
Every area contains at least one Communicator Room. Use it to
contact HQ for updates on your mission and to gain access to the Health Meter
Boss Room in that area. To access the communicator terminal, The Health Meter shows how much damage you can take. The Health Meter decreases
simply stand in front of it and press the UP Arrow key (M or m). as you take damage from enemies, and you lose a life when it is empty.
TALKING TO ALLIES
Inside the FSA camps, you can talk to the FSA soldiers and personnel
to learn more of the world of Bionic Commando and to get tactical
advice for the challenges ahead. To talk to an ally, just stand in front
of him and press the UP Arrow key (M or m).
6 7
GAME
GAME C
CONTROLS
ONTROLS
Keyboard Controls
PLA
LAYER
YER 1
PLAYER PLAYER 2
Arrow keys Move/Control Hyper Bazooka rocket A/S/W/D keys Move/Control Hyper Bazooka rocket
» NOTE: All keyboard controls in this manual refer to controls for Player 1.
8 9
Xbox 360® Controller for Windows Basic Actions
] x WALK / RUN: LEFT/RIGHT Arrow keys (L/l)
These control your basic movements. When using
y z the Arrow keys or l, you will only be able to run.
X Grenades
B Bionic Arm
A Fire Weapon
L/l Move
10 11
SCALING
Bionic Arm While anchored, you can reel yourself in by pressing the J key (B). If you are hanging
FIRING THE ARM vertically beneath a platform, you can zip up to a position just underneath the platform
Stand still and press the J key (B) to extend the Bionic Arm’s by pressing the J key (B). To climb up onto the platform, press up.
cable. If you don’t press any direction, the arm automatically
You cannot climb downward. If you want to go down underneath the platform you’re on,
extends in front of you at a 45° angle. The arm can also be
you must fall off the edge of the platform and use the Bionic Arm to catch yourself
extended in the same manner when you’re in mid-air
as you fall.
by pressing the J key (B).
PULLING / LIFTING
EXTEND UP / LEFT / RIGHT
While standing still, hold forward and press the J key (B).
You can grab certain objects such as barrels and pull them
If you extend the arm while running, you will come to a stop.
to you by extending the Bionic Arm toward the object
If you press the J key (B) while crouching, the arm extends
and pressing the J key (B). While holding on to an object,
straight out in front of you.
you can also use it to block projectiles.
CONNECTING
The Bionic Arm automatically connects to any “connectable”
surface that the grapple hook touches while either extending or
retracting. To disconnect, press away from the connection point.
Barrels can be thrown with the J key (B), or rolled along
SWINGING AND HOOKING IN MIDAIR the ground by holding down while pressing the J key (B).
While standing on the ground and connected diagonally forward,
hurl yourself into a swing by pressing forward.
» Swing and Release—Press and hold forward until you reach
the end of the swinging arc.
» Change Direction—When flying through the air, you can shoot
the arm out and connect behind you to change direction or
above you to come to a complete stop.
» Extend Forward in Midair—While in midair, extend the arm
straight out by holding down and pressing the J key (B).
12 13
IN-GAME SCREENS PICKUPS
14 15
WEAPONS ITEMS
As you make your way through the battlefields, you are rewarded with additional weapons
for your arsenal. There are a total of seven unique weapons, as well as seven hidden
Iron Boots
While swinging into an enemy always has an impact, it doesn’t deal any
upgrade devices that increase the effectiveness of your weapons.
damage until your feet are in these fine metal shoes. Once these babies
are laced and fitted, they smash through most enemy defenses.
STARTING OFF
You start the game with only the Revolver, the Standard Issue .45 “Daisy,” an ordinary
projectile weapon. It is a trusty fallback sidearm throughout the entire adventure.
CHANGING WEAPONS
As you obtain more weapons, you can change between them at any time by pressing
the I or O key (y or z). Changing weapons is sometimes crucial because many enemies Armor
are resistant to some weapons and weak against others. BULLET PROOF VEST, HELMET & SHIN GUARDS
Each upgrade represents one of three pieces of a complete set of body armor. With one
GRENADES piece equipped, the first projectile that hits you during a mission are deflected: with two
Once you’ve obtained the grenades, simply press the L key (X) to throw one. Remember, pieces, the first two projectiles are deflected, and with three pieces, three projectiles are
grenades can be thrown even if you have another weapon equipped. Throw while running deflected.
to throw farther, and throw while crouching to drop the grenade down through the platform
you’re standing on and onto the platform below.
Upgrading Weapons
You can improve the effectiveness of all the weapons by finding their Weapon Upgrades.
There are seven Weapon Upgrade Devices hidden throughout the game.
Communicator Chip
Your standard communicator is initially equipped with just the red
Communicator Chip, but it can be upgraded with three other chips:
the green chip, the blue chip and the yellow chip. Each chip enables
the communicator to interface with more computers in the enemy’s
communication rooms. This is necessary to advance through the areas
and complete your mission.
16 17
MULTIPLAYER
Up to four players can take each other on in a competitive arena battle for offline play.
Flares
The flares are used to light up dark places. They are automatically
activated when the surroundings go pitch black. The number of flares is Characters
unlimited, so don’t worry about suddenly running out in the dark. Each multiplayer character has his own unique pros and cons.
NATHAN SPENCER
The hero with the Bionic Arm and some snappy shades.
» Ammo: Average
Power Claw » Damage: Average
The Power Claw is an upgrade for your Bionic Arm. It allows you » Health: Average
to grapple some enemies and use them as shields. You can’t swing
while carrying enemies, but you can release them at any time. Grappled
enemies can only take a couple of shots before dying, at which point SUPER JOE
they’re automatically discarded. The hero of the FSA who was captured by the Imperials. Super Joe
becomes available in multiplayer mode once you’ve successfully
rescued him in campaign mode.
Permit
The Permit is required to enter the air space you need to cross » Ammo: Above Average
to fly from Area06 to Area08. In other words, it is needed to travel » Damage: Average
to the location of Super Joe’s last known whereabouts. » Health: Below Average
GENERALISSIMO KILLT
The megalomaniac leader of the Imperial Army, bent on world domination.
He becomes available once you’ve encountered him
in campaign mode.
» Ammo: Average
» Damage: Below Average
» Health: Above Average
GROEDER
Spencer’s arch-nemesis. He becomes available once you complete
the entire campaign mode.
» Ammo: Below Average
» Damage: Above Average
» Health: Average
18 19
TIPS
» Defeated Imperials drop Score Tokens when your life gauge is full,
Multiplayer Modes but will sometimes drop Health Pickups when you are wounded.
DEATHMATCH Therefore, being wounded when you defeat an enemy can immediately
Choose every man for himself, or divide up into teams (2 against 2, 1 against 2, 1 against 3 decrease the maximum amount of points you can earn because that
or 1 against 1 against 2). Set the match to a kill limit, or a time limit. The first player to reach enemy would otherwise have dropped a Score Token. This means
that in order to get maximum score on an area, you need to defeat all
the kill limit, or the player with the most kills when the time runs out, wins.
enemies and gather all the Score Tokens they drop—without
being wounded—and do it as fast as possible!
LAST MAN STANDING
» The faster you finish an area, the more points you are
Players all have a limited number of lives, and the last player standing when all the rest have
rewarded.
fallen, or the player who has the most lives left when time runs out, wins!
» Generally, robots and machines are more resistant to
DON’T TOUCH THE FLOOR regular projectile weapons, but more vulnerable to beam
weapons. Human enemies are the other way around:
Weapons don’t cause damage in this mode, but getting hit does cause players to lose their
more resistant to beam weapons, but vulnerable to
grip on platforms. The only way to win is to use your weapons to force the other players projectile weapons. Explosive weapons are effective
to the bottom of the arena onto the hazards that await there. The last man standing wins! against most enemies—but generally harder to hit
Use strategic swinging maneuvers to cut your opponents’ paths off and send them with. Shields can only be blasted away with beam
to the floor. weapons. For the best results, shoot an enemy and
see what color it flashes when hit. Yellow indicates
that the weapon does little damage, while red
Multiplayer Pickups indicates that the weapon is effective. If the enemy
During a competitive multiplayer match, various weapon and health pickups are dropped in doesn’t flash at all, the weapon is completely
for the combatants. ineffective—switch to another weapon fast!
WEAPON PICKUP
All players begin with the standard Revolver and the
Grenades, but you can expand your arsenal with
Weapon Pickups. If you do collect a new weapon, you
can use this weapon until its ammo is depleted and
then return automatically to using the Revolver again.
SHIELD PICKUP
This temporary Shield Pickup repels everything
but beam weapons, although it naturally wears out
over time.
HEALTH PICKUP
Works exactly as it does in the campaign mode.
20 21
CREDITS
Producer Comic Panel Dialog Artist Localization, CAPCOM Japan Peter Berglund Gavin Bachner Customer Service
Ben Judd, CAPCOM Japan Toshiaki “Shinkiro” Mori, Yoshifumi Yamashita Daniel Sjöström Dean Tersigni Darin Johnston
CAPCOM Japan Brandon Gay Mats Nyman Florian Seidel, CAPCOM Japan Randy Reyes
Creative Director
Kaori Funakoshi August Bergh Jon Airhart, CAPCOM Japan
Simon Viklund Game Scenario Writer Legal
Florian Seidel Thomas Arcueid Andrew Alfonso, CAPCOM Japan
Douglas Furén Estela Lemus
Art Director Gianluigi Riccio Seabastian Magnusson Joseph “Bubblejack” Bruce
Jakob Tuchten 1988 Version Translator and Ludovic Charroux Yasmin Ajmal James Gaponese Licensing
Scenario Editor Enric Sarrado Emelie Edholm OSU DEALL Program and Germaine Gioia
Lead 3D Artist & Level Designer
Gearoid Reidy, CAPCOM Japan Henry Salminen Teaching Staff Junta Saito
Arvid Nilsson Project Quality Assurance Lead,
End Credits Bionic Commando Johan Ragnewall Ben Turner (Nice business cards!) Josh Austin
3D Artists GRIN
Theme Amelia Denegre
Peter Stråhle Viktor Viklund The Original Bionic Commando Special Thanks To
Marika Suzuki, CAPCOM Japan NES Team Keiji “Inafking” Inafune, Quality Assurance
Wendy Young Quality Assurance Manager, GRIN
Jörgen Wänerskär Vocal Talent Hotaru.B CAPCOM Japan (Big Boss) Takashi Kubozono
Jaqub Ajmal
Stellan Johansson “Chimaera” Terukun Jun Takeuchi,
Quality Assurance, GRIN Junchan CAPCOM Japan (Little Boss) ESRB RATING
“Orbot”
Animator Johanna Björk Gamereon This product has been rated by the
“Hank Heaven” ...And YOU!!!
Anders Westin Kristofer Dahl Haihoo.K Entertainment Software Rating Board.
“The Craft”
Lead Gameplay Programmer Mikael Eyewood Ichirou For information about the ESRB rating,
Additional Design Artur Foxander CAPCOM ENTERTAINMENT, INC. or to comment about the appropriate-
Håkan Rasmussen Twilight
Peter Johansson Mattias Sundell CREDITS ness of the rating, please contact the
Oki Chan
Gameplay Programmers Martin Bergquist Marketing
Data Manager Windy ESRB at www.esrb.org.
Bertil Hörberg, Karl B Werf Nique Fajors
Additional Art Ludvig Vikström Gondamin
Effect Creators Philip Klevestav Hatchan Product Marketing
Anders Flodihn, Magnus Anteroinen, Quality Assurance, CAPCOM Japan Emily Anadu
Additional Animation Masayasu Mukai Thanks To
Andrew Hamilton Frank Filice
Anders Bodbacka Shigemi Komatsu Michael Pattison, CAPCOM Europe
Hacking Puzzle Programmer John Diamonon
Kenneth Johansson Yasuhiro Matsuo Ben LeRougetel, CAPCOM Europe
Björn Kristoffersson Colin Ferris
Akihiro Matsumura Frank Filice, CAPCOM US
Additional Sound Design
Sound Designers Tomoyoshi Matsumoto Chris Kramer, CAPCOM US Creative Services
Anders Christiansson
Henrik Anréus, Jonatan Crafoord Takanori Fujisawa Christian Svensson, CAPCOM US Francis Mao CAPCOM ENTERTAINMENT, INC.,
Additional Level Design Takayuki Akagawa Junpei Isejima, CAPCOM Japan Christine Converse 800 Concar Drive, Suite 300,
Music Matthias Schmidt Yasuko Yasuda, CAPCOM Japan Kevin Converse San Mateo CA 94402-2649.
Takahiro Tokuda
Simon Viklund Oskar Törnros Noriko Watanabe, CAPCOM Japan Stacie Yamaki
Takeshi Nishimoto ©CAPCOM CO., LTD. 2008 ALL RIGHTS
Engine Programmers Guillaume Mroz Liana Larson, CAPCOM Japan Lindsay Young
Closed Beta Testers RESERVED. BIONIC COMMANDO,
Tobias Persson Daniel Platt Masayuki Fukumoto, CAPCOM Japan
Niklas Lindgren Public Relations CAPCOM and the CAPCOM logo are
Niklas Frykholm Ilija Petrusic Mayuko Kusume, CAPCOM Japan
Sofia Ollesdotter Chris Kramer registered trademarks of CAPCOM
David Potages Kohei Kubota, CAPCOM Japan Timothy Ng CO., LTD. Uses Bink Video. Copyright
Claes Nyman Yoko Furukawa, CAPCOM Japan
Jonas Hultén Jason Allen ©1997-2008 by RAD Game Tools, Inc.
Jonathan Adut Emi Boku, CAPCOM Japan
Viktor Linderr The rating icon is a trademark of the
Henning Sjöberg Hironobu Takeshita, CAPCOM Japan Community
Jason Storhed Entertainment Software Association.
Jeffrey Kang Seth Killian
Jacob Tynnersson All other trademarks are owned
Scott Kessler Christopher Tou
Cem Sundquist by their respective owners.
Peter Jansson
22 23
NOTES NOTES
24 25