Cite as
Capcom, Bionic Commando NES manual
Original
https://archive.org/details/BionicCommandoNESHiResScans
sha256
4ac82a86da6e89d036ec672994d5d40ebbaed20c67c608e33de6f6bb9039bb58
Archived
https://archive.org/download/BionicCommandoNESHiResScans/Bionic%20Commando%20-%20Manual%20(Searchable).pdf
Accessed
2026-11-06
Licence
© Capcom U.S.A., Inc.; scan by Gaming Alexandria hosted by the Internet Archive; for research citation only
Credit
Scan in the Internet Archive item BionicCommandoNESHiResScans (Gaming Alexandria).
Notes
NES-CM-USA manual, 28 pages; printed page n is PDF page n+1. Pin the Searchable PDF. Credits "Instruction Manual by Paul Biederman" (p. 21) and prints "(c) 1988 CAPCOM USA, INC. PRINTED IN JAPAN" on the back cover. The item's own date field reads 1988-12 (uploader's, not the manual's).

Cited on

Claims (7)

The North American manual says the game was created by Capcom, which it calls a premier arcade game designer, and the NES title screen reads © 1988 Capcom Co., Ltd. and © 1988 Capcom U.S.A., Inc., licensed by Nintendo of America.printed p. 2 (PDF p. 3), A Special Message From Captain Commando!printed p. 2 (PDF p. 3), A Special Message From Captain Commando!Manual
In North America the game was sold as one of Capcom U.S.A.'s Captain Commando "Challenge Series" games, and its manual was written by Paul Biederman.printed p. 2 (PDF p. 3), A Special Message From Captain Commando!printed p. 21 (PDF p. 22), Hints/Scoring/MemoManual
In the North American manual's story, set in 198X, a Nazi plan called Abatros that was never carried out has been found; the empire's Generalissimo Killt sets out to carry it out, the federation sends its hero Super Joe to stop him and loses contact, and the player, unnamed, is sent into the empire to rescue Super Joe.printed p. 4 (PDF p. 5), Bionic Commando Storyprinted p. 4 (PDF p. 5), Bionic Commando Storyprinted p. 4 (PDF p. 5), Bionic Commando Storyprinted p. 4 (PDF p. 5), Bionic Commando Storyprinted p. 4 (PDF p. 5), Bionic Commando Storyprinted p. 4 (PDF p. 5), Bionic Commando StoryManual
The player picks a route on a map of numbered areas, 0 to 19, starting from area 0, and a helicopter carries him from area to area; enemy vehicles move on the map as he does. On reaching an area without meeting one, the player can descend and play it, which switches to the battle scene, or fly on.printed pp. 7-9 (PDF pp. 8-10), Stage Mapprinted p. 8 (PDF p. 9), Stage Mapprinted p. 8 (PDF p. 9), Stage Mapprinted p. 8 (PDF p. 9), Stage Mapprinted p. 9 (PDF p. 10), Stage Mapprinted p. 9 (PDF p. 10), Stage MapManual
Before descending into an area the player picks one each of a weapon, a protector, a special weapon, and a communicator, and more are found and stocked during play.printed p. 12 (PDF p. 13), Weapon Selectionprinted p. 12 (PDF p. 13), Weapon Selectionprinted p. 12 (PDF p. 13), Weapon SelectionManual
The manual's guns run from the Normal Gun the player starts with to the Wide Gun, Rocket Gun, 3-Way Gun, Machine Gun, and Hyper Bazooka. Among its other items, Iron Boots let the player kick enemies, a Permit is needed to enter certain neutral areas, and communicators work with compatible ones.printed p. 6 (PDF p. 7), How to Playprinted p. 13 (PDF p. 14), Earned Weaponsprinted p. 15 (PDF p. 16), Bonus Charactersprinted p. 15 (PDF p. 16), Bonus Charactersprinted p. 16 (PDF p. 17), Bonus CharactersManual
The hero carries the Bionic Arm, a wire grappling device, which the North American manual puts on the B button. Nintendo Power noted that it can't be used to climb down, and Famicom Hisshoubon that on the side-view screens the player can't fire while hanging from the wire and swinging.printed p. 5 (PDF p. 6), How to PlayMagazine