"As the crack shot Commando, your mission is to move forward into enemy territory. You must destroy the enemy and their base by passing through the Iron Walls."
The entire introduction.

Title: Commando
Publisher: Japan Capsule Computing (Capcom)
Distributor: Data East
Year: 1985
Platform(s): Arcade, Commodore 64, Amstrad CPC, Spectrum, Intellivision, Atari, Amiga, Nintendo Entertainment System, PC.

The Commodore 64 version was developed at Elite in a very tight schedule (2 months), by:
Developer: Chris Butler
Graphics: Rory Green and Chris Harvey
Sound: Rob Hubbard

The Amiga version was developed at Elite by:
Developer: Neil Latarche and Martin Ward
Graphics: Steve Beverley
Sound: Mark Cooksey

The Amstrad CPC version was developed at Elite by:
Developers: Simon Freeman, Keith Burkhill and Nigel Alderton
Graphics: "Jon"
Sound: Unknown

The Spectrum version was developed at Elite by:
Developers: Keith Burkhill, Nigel Alderton
Graphics: Rory Green and "Karen"
Sound: Unknown

The Intellivision version was developed at Realtime Associates by:
Developer: John Tomlinson
Graphics: Connie Goldman
Sound: David Warhol

Unfortunately, I have been unable to find information about the people working on the Arcade, Atari, Nintendo, and PC versions - if you know it, don't hesitate in messaging me.

Description: Commando is widely acclaimed for being the first true Shoot 'em Up as well as being very influential in the creation of several later games in the genre (Ikari Warriors, Rambo: First Blood Part II, and Green Beret to name a few). All of the versions of the game are very similar, with the same graphics (taking into account the various limitations of the platforms). You (Super Joe) start off by being dropped off by a Helicopter in a jungle, and you now have to fight your way out, killing the massive assault of enemy (actually, their uniforms looks destinctly German WWII era) soldiers singlehandedly.

At the end of each level, the screen stops, and you must fight several soldiers streaming from a gate or fortress. They are ordered out by a cowardly "Officer", who just runs off, and actually gives bonus points if you shoot him in the back. Along the way, you can attempt freeing hostages, who are transported across the screen by the enemy.

Levels (this is the arcade version - your mileage may vary):

Various Trivia:

  • The Intellivision programmer, John Tomlinson, was slacking off too much, and the deadline was slipping, so David Warhol actually "kidnapped" him, by picking him up at his home, keeping him at his own place 'till the game was finished.
  • The Commodore 64 version's theme, a "funky" version of the arcade, was created in less than 12 hours by Rob Hubbard, "[I] started working on it late at night, and worked on it through the night. I took one listen to the original arcade version and started working on the C64 version. [...] By the time everyone arrived at 8.00 in the morning, I had loaded the main tune on every C64 in the building! I got my cheque and was on a train home by 10.00"
  • The German version was released as Space Aliens, due to the laws about violence in computergames at the time.
  • The Commodore version was so easy that a cracking group (Lurid+Tricycle) added an un-trainer, to make the game harder.
  • The theme has been covered several times (though maybe most the Rob Hubbard version), latest by Danish commodore revival band Press Play on Tape.
  • Despite what one might think, the game is not licensed from the Arnold Schwarzenegger movie of the same name, but is probably named after it, to cash in on it.
  • There is no proper Commando II, but Russians Microtech Systems released Komando II for Spectrum in 1992. Elite also made Duet (which was called Commando '87 in some markets) for the Commodore.

Sources: The C64 version, Zzap! 64, Commodore Zone, www.GameFAQs.com, GameSpy, Project 64, Retrogames.com, IntellivisionLives.com