In 1987, Capcom's Mega Man introduced non-linear level progression where the player is able to choose the order in which they complete levels. This was a stark contrast to both linear games like Super Mario Bros. and open-world games like Metroid. GamesRadar credits the "level select" feature of Mega Man as the basis for the non-linear mission structure found in most open-world, multi-mission, sidequest-heavy games.[47] Another Capcom platformer that year was Bionic Commando, a multidirectional-scrolling platform-action game which introduced a grappling hook mechanic that has since appeared in dozens of platform games, including Earthworm Jim and Tomb Raider.[48]