UPDATE: Capcom has confirmed that Capcom Arcade Collection will be released in the west.
Placing Commando in the shoot-'em-up category is almost reason for debate. The ground based game mechanics and army assault theme naturally lent it something of a run 'n' gun lilt, yet when broken down into its raw components, we can see that game design legend Tokuro Fujiwara was keeping to a well established and, certainly in 1985, the single most popular style on the arcade floor - the shoot-'em-up.
Brazenly storming enemy territory with your solitary war machine warrior was an arduous and difficult task, but one which yielded an embarrassment of gaming riches for coin slot junkies who were becoming increasing jaded with space based vertical scrollers.
In some respects, Commando should be marked down on technicalities, since there were no upgrades for the main character's weaponry and the enemy variance was undeniably limited. But these elements weren't simply overlooked - they were traded off. While Super Joe (aka "The Commando") had naught but an everlasting supply of machine gun bullets and a few iron pineapples, the standard, vertical scrolling field and waves of enemy drones following predefined attack patterns were cleverly camouflaged in the layered warzone environment.