- Emulator used: BizHawk 2.9.1 (melonDS)
- DSi Mode: False
- Use Real BIOS: False
- Firmware Start-Up: Auto Boot
- Takes damage to save time
Introduction
Commando: Steel Disaster is a pretty blatant Metal Slug clone developed by Mana Computer Software and published by XS Games for the Nintendo DS in 2008. What it lacks in originality though, it makes up for in solid run-and-gun gameplay.
There exist two versions of this game: The original retail release by XS Games, and the DSiWare release by Cinemax from 2011/2012. Compared to the latter, this version is far more interesting in my opinion. Levels have more sections, the soundtrack has more variety, and although they aren't featured in this run, you can also collect colour-coded floppy disks to gain access to two secret levels.
Mechanics and Quirks
- Melee Cancel
- By pressing Down or Jump on the same frame as the Attack input while Storm is on the ground, he gets cancelled out of his melee attack animation. A similar cancel can also be done if Storm touches the ground while he's doing this animation in the air.
- Grenade Cancel
- Much like Melee Cancelling, Storm can cancel out of the animation where he throws a grenade by pressing Down after the Grenade input, granting him more time than expected to fire at enemies.
Run Comments
- Mission 1
- 1-1 is an autoscroller. The only way you can make it any faster is by positioning Storm at the far right of the screen when the section ends, since that cuts down on the time he has to spend going off-screen without any input from the player.
At the start of 1-2, I throw two grenades at a destructible barricade for a Rocket weapon drop. It is easily the best weapon this early into the game, so I'll want to carry it all the way through for boss battles and the odd tough enemy.
At certain points where the screen stops scrolling, you have fulfill one of two conditions in order to move on: Either kill every enemy that spawns in, or only kill certain enemies (the tank that spawns in from the right the first time this happens).
After the tank, I destroy a box to replace my normal grenades with Clusters, which explode into small pieces that inflict more damage, so are considerably stronger than the former when used right.
The Machine Gun can be fired diagonally upwards, but Storm has to be from a standstill to do so. This is only really useful against weak enemies in certain cases, like the wave in 1-3 full of jetpack grunts.
For bosses, I generally go just ham with my most powerful weapons and grenades, so their health usually melts within mere seconds. I also get hit on purpose just before the first boss dies for the funny.
- Mission 2
- This mission is very stingy when it comes to gathering optimal ammo for the boss. Aside from a Rocket drop near the end of 2-1, that's pretty much it, so I had to conserve what little ammo I was given while also using it for enemies that would be out of reach with other favourable weapons.
The Shockwave is the worst weapon in the game in my opinion. It's decent for grounded grunts and tanks, but it's absolutely useless against anything airbourne, so I usually aim to replace it with better weapons whenever I can.
The Cocktail is also kinda bad, as it's mainly useful for weak grunts, and is generally too slow for enemies with more health.
The Canister may have poor range and can't reach airbourne enemies that are further up, but it's pretty on par with the Rocket power-wise. It's also home to one of my favourite speed strats since it moves in an arc: Fire off three of them at a big shielded tank approaching from the left while jumping, and you save yourself a lot of resources that would otherwise be wasted destroying the shield as well (though sadly, this doesn't work as fast when they approach from the right).
- Mission 3
- Towards the end of 3-3, one of the boxes that I destroy contains a Hertzian, which is basically like an electric explosive. Whatever it hits, wherever it be the ground or an enemy, the explosion will stay for a few seconds, continuing to inflict damage up to 46 HP. This is the best grenade to save up for bosses as well as the odd slow moving enemy.
- Mission 4
- Mission 4 is also kinda stingy with resources, though thankfully, it's only during the start of the level where you're only given a Machine Gun to fend off two minigun dudes, one of which comes in carrying a shield with him. It also happens to be the shortest mission in the game, with only three sections if you include the boss.
Probably one of my personal favourite tricks to do in 4-1: By jumping from a certain spot, I'm able to stand on the pipes above and roll across them.
This boss is perhaps the longest in the game (sans the final boss) because of its gimmick: You're riding on a jetski and you have to lure it out of the water by hitting it with fifteen mines, after which you can just one-cycle it by going wild as it stays above water for a few seconds. The fact that you can't hit it the first two times it swims past the screen doesn't really help either.
- Mission 5
- Electric is easily the most overpowered weapon in the game with 15 damage per round and its fast fire rate, so not only does it cut through enemies' health like a knife through butter, but it's also natural that it'd be saved for the final stage.
The final boss's second phase is kind of an autoscroller, so I had a bit of fun with my movement to hopefully keep it entertaining.
Suggested Screenshot
Frame 67237
CoolHandMike: Claiming for judging.
CoolHandMike: Had to grab this one since it makes me think of Metal Slug. Very nice well optimized run and gun action in here. Author makes effective use of the various weapons and movement abilities. Well Done!
Accepting to Standard.
Congratulations!
fsvgm777: Processing.