Captain Commando (Arcade Gameplay, "Baby Head", stg.2) ㅡ Museum
Автор: the boutchannel
Загружено: 2025-12-03
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The boutchannel presents: Captain Commando ㅡ Museum
Baby Head — Stage 2 (Museum) unfolds as an emblematic chapter in an epic arc of Metro City’s resistance. This stage foregrounds Baby Head’s engineering acumen: Silverfist’s compact fury, the Knee Rocket’s ranged authority, and nimble Jet Hover repositioning convert cramped museum spaces into tactical arenas where intellect and metal dictate the tempo. The Capcom Museum’s dinosaur hall and caveman exhibits become a gauntlet where science meets spectacle, and every corridor reads like a page in the memoirs of a city under siege.
0:00 Start
0:09 Teaser (0:09–0:36)
0:36 Channel Intro (0:36–1:01)
1:01 Stage Start — Baby Head’s Unique Move
1:12 First Exhibit — Knife and Shock Threats
1:35 Skeleton Hall — Carols, Brenda and Sonies
2:30 Caveman Diorama — Fire and Rush Bruisers
2:50 Marbin Rush — Fire Breath and Bottle Tricks
3:18 Boss Prep — Barrel Save and Positioning
3:28 Shtrom Jr. Boss — Harpoons, Rolls, and the Finish
4:23 Closing (4:23–4:49)
From the first corridor the stage tests spacing and resource management. Knife-wielders and stun-rod handlers force careful approach windows; twin shock attendants create layered threats that punish frontal rushes. Breakable displays hide restorative roast beef and situational tools; understanding which props to prioritize is essential. The museum’s shifting set pieces — glass cases, skeleton platforms, and sudden floor drops — are crafted to reward anticipation and penalize hasty aggression, making each successful advance feel iconic and earned.
Mid-stage encounters escalate with the caveman diorama where close-range bruisers and fire-breathing midget assailants rearrange standard spacing rules. Here Silverfist’s Rolling Punch and Elbow Smash convert threat clusters into opening frames for a grab-followup. Baby Head’s capacity to translate formal logic into battlefield engineering stands out: area denial from Knee Rocket, quick interruption with the Rolling Punch, and vertical control via Jet Hover form a playbook that emphasizes control over chaos.
Caveman exhibits demand patience. The fire-breathing midgets and head-butt rushers punish frontal blocking; sidestep to trigger their telegraphed moves and respond with a grab follow-up. A grabbed foe thrown into a burning patch or skeleton prop often yields multi-hit scoring without overextending your vitality. The stage’s legacy emerges not from raw spectacle alone, but from how these mechanics harmonize with the set pieces to create memorable microarcs.
Shtrom Jr. boss showdownㅡthe clash against Shtrom Jr. crowns the museum’s narrative. The harpoon salvo and rolling dropkicks compel a rhythm of bait, punish, and reposition. The arena rewards patience: a saved roast beef, a well-timed grab into a pile-driver, and the tactical use of environmental hazards yield both survival and high scoring as well. This stage acts as a lesson in converting confined spaces into an advantage, to overcome the boss who dominated this area.
The Museum avoids meta instructions and focuses on the stage’s identity: a blend of showpiece set design and mechanical demands tailored to Baby Head’s toolkit. For enthusiasts seeking a deep sense of the stage’s arc and its place in Metro City’s legacy, this episode offers concentrated drama, clever payloads, and iconic confrontations.
Thank you for joining us through Captain Commando — Museum. Baby Head’s robotic acumen propels the episode into an emblematic piece of the Commando Team’s campaign.
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Release: September 28, 1991
Developer / Publisher: Capcom
Designers: Akira Yasuda, Junichi Ohno
Artist: Akira Yasuda
Composer: Masaki Izutani
Rating: Teen (ESRB)
Game Modes: Single Player, Four Players
Genres: Action, Brawler, Beat'Em Up
Arcade, Super Nintendo Entertainment System, PlayStation
In Japan, Game Machine listed Captain Commando on their December 1, 1991 issue as being the most-popular arcade game for the previous two weeks. The Japanese publication Micom BASIC Magazine ranked the game nineteenth in popularity in its February 1992 issue.
Captain Commando received a 18.9/30 score in a readers' poll conducted by Super Famicom Magazine. The Super NES version garnered mixed reception from critics. In 2018, Complex included the game on their best Super Nintendo games of all-time list.
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