Oh, Capcom. I'm fairly sure it's the only major publisher left on the planet that believes excessively high difficulty levels is absolutely the right way to make games. I love them for it. But bunging a jump into Bionic Commando - a classic game which was modelled around the concept that vertical movement was only possible by grappling - might be seen as an act of hardcore betrayal; what's next, a Mega Man who can shoot up? I simply won't stand for it!
Still, a few minutes with Bionic Commando Rearmed 2 calmed me down enough to reconsider the angry letter I wrote to Capcom HQ with my own blood and vomit. If only I could rewind the clock! But alas, I'm not exactly Time Man (you know, one of the new Robot Masters included in the PSP remake of Mega Man 1... oh, never mind.)
Take the first 'real' boss of Bionic Commando Rearmed 2 - in customary Capcom fashion, the end of level enemies you fight before this are labelled as mini-bosses and have a 94 per cent chance of returning later as regular baddies - which has you dodging the fiery exhausts of a massive aircraft and then bopping it on the head to make it spit out a golf cart containing Fidel Castro. I mean, sure, it's not actually Fidel Castro; it's antagonist General Sabio, who (in what I'm sure is a freak coincidence) looks exactly like Fidel Castro.
Still, what I'm trying to say is this: you try blowing that up without jumping. It's sodding hard, which is exactly the point. I conceded after the first couple of times, leaping up to grapple the all-important exhaust thrusters, consciously honing up my muscle memory so I could go back later to take it out solely with the bionic arm.
In essence, your leaping ability has been implemented to segue into the more advanced tactics of the game. It works too, enabling players who don't quite fancy performing a chain of pixel-perfect swing jumps to get over that teeny-weeny small pile of crates necessary for progression. At the same time, however, jumping is not a necessity, and Bionic Commando's hardcore contingent can complete every level in the game without pressing A (or X, if that's how you roll) for shiny in-game commendations and also (probably) an Achievement or Trophy.
Try it without jumping, though, and even simple platforming becomes an intricate adventure playground. Returning hero Spencer (slightly older and wiser than before - a fact indubitably evidenced by his new ginger moustache) still comes complete with his resplendent bionic arm, which operates exactly in the same fashion as before - firing solely at 45-degree angles and allowing him to latch onto almost any surface in the game. Momentum is gained by swinging mid-air, and the necessary chains of jumping and hooking turns otherwise generic objects, such as lights, crates and pipes, into necessary pathways for progression.