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Game info



GenreShoot em Up
Developer / PublisherElite
Media1 x disk
Reviewed byndial
Commando is one of the most enjoyable (and difficult) vertically scrolling arcade shooters, originally released on the arcades in Japan by Capcom in 1985 as "Wolf of the Battlefield" (translated), and ported to the 16bit Amiga, Atari ST, PC (DOS) and almost on every <a href='' class=' tableData'>8bit home-micro computers </a> and video-game consoles by Elite Software by 1989.
CommandoCommando is a classic vertical scrolling shoot em up (with top down view) in which you control a commando (!) named Super Joe, killing anyone that gets in your way on the rebel territory. Your weapons are simple and effective: an M60 machine gun and your precious grenades. Grenades are limited though, while way too effective when a bunch of enemies are coming towards you, and can be found near enemy posts inside military boxes. But note, grenades can only be thrown forward, which is rather frustrating. Enemies appear from all parts of the screen and even from foxholes and behind sand bags shooting like frenzy (but no worries, no surprise here, they are visible during gameplay (even when hiding behind the sand bags). As you progress the (overall six) levels get tougher, featuring greater number of enemies on screen, including passing military vehicles ready to crash you! Oh and do not forget to rescue fellow commandos captured by the enemy too. Really addictive gameplay here, that keeps you coming back for more even nowadays, although its progressive difficulty!

Commando features really cute graphics for its age, without having to fill the screen with impressive details. The coin op conversion from Elite Software is nearly perfect on the 16bit home computers (its great on the 8bits too) featuring most of the original level details. The Amiga and ST versions offer smooth and fast sprite animation. Both 16bit versions are identical in terms of graphics without having the need to use the extra potential of the advanced Amigas graphics chipset back then.
The in-game sound is good too, having the original music and sound FX (gunfire, grenade explosions etc) but, I must admit that the 8bit introductory and gameplay tunes feel better than the 16bit ports! The Amiga and ST version play a small and repetitive tune whilst the Amstrad CPC, ZX Spectrum (128k) and C64 offer a full-length music during gameplay!
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Intro/Menu music:  In-game music sample:
Comparable platforms
Atari ST
Commodore Amiga OCS/ECS
Hardware information

Amiga 500/500+

Amiga 500/500+CPU: Motorola MC68000 7.16 MHz
MEMORY: 512KB of Chip RAM (OCS chipset - A500), 512 KB of Slow RAM or Trapdoor RAM can be added via the trapdoor expansion, up to 8 MB of Fast RAM or a Hard drive can be added via the side expansion slot. The ECS chipset (A500+) offered 1MB on board to 2MB (extended) of Chip RAM.
GRAPHICS: The OCS chipset (Amiga 500) features planar graphics (codename Denise custom chip), with up to 5 bit-planes (4 in hires), allowing 2, 4, 8, 16 and 32 color screens, from a 12bit RGB palette of 4096 colors. Resolutions varied from 320x256 (PAL, non-interlaced, up to 4096 colors) to 640x512 (interlace, up to 4 colors). Two special graphics modes where also included: Extra Half Bright with 64 colors and HAM with all 4096 colors on-screen. The ECS chipset models (Amiga 500+) offered same features but also extra high resolution screens up to 1280x512 pixels (4 colors at once).
SOUND: (Paula) 4 hardware-mixed channels of 8-bit sound at up to 28 kHz. The hardware channels had independent volumes (65 levels) and sampling rates, and mixed down to two fully left and fully right stereo outputs
The Amiga 500/500+ (default) color palette
12bit RGB 4096-colors palette
(32 to 4096 colors on screen)
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