MT writes: "There aren't many hard and fast rules that apply to the entirety of game design, but there are some.
For instance: Don't punish your most spirited customers.
That "Bionic Commando" even nicks this rule is bewildering when you realize GRIN got the hardest part absolutely right. The original 1988 "Commando" made its name entirely through the main character's bionic arm, which allowed him to swing through the kind of 2D levels most characters jumped through at the time. It worked then, and it works remarkably well now in spite of a third dimension and a mostly hands-off approach that makes it easy to miscalculate a swing and plummet to your death."