The boutchannel presents: Captain Commando ㅡ Ninja House
Baby Head — Stage 3 (Ninja House) stands as an emblematic entry in the Commando Team’s arc through Metro City, a compact chapter where stealth and spectacle collide within lacquered courtyards and shadowed corridors. The stage unfolds like a short memoir of feudal echoes transplanted into a future besieged by Super Criminals, and each encounter reads as a calibrated test of Baby Head’s mechanical acumen and situational judgment. From courtyard skirmishes to an arena drenched in kabuki pageantry, the level is crafted to reward anticipation, spatial control, and well-timed engineering maneuvers.
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 Courtyard Skirmish — Mardia and Bomb Tosses
2:10 Earthen Yard — Continuing on the Terrain
2:20 Gate Assault — Kojiro, Sasuke, and Hanzo Appear
3:17 Interior Hall — Wall Panels and Platform Hazards
4:05 Arena Entrance — Six Musashi Abduction Sequence
4:16 Yamato Boss Showdown — Naginata, Summons, and Finish
5:45 Closing (5:45–6:11)
The opening courtyard introduces Mardia and basic thugs, whose bomb tosses and rushes teach the importance of spacing and approach discipline. Breakable boxes hide restorative fruit and a shuriken cache for moments when ranged zoning becomes necessary; learning to prioritize these pickups converts expendable skirmishes into scoring windows. As you proceed, the tempo shifts: small red ninjas leap unpredictably, blue shuriken-throwers pepper the screen, and green sword-wielders punish careless approaches.
Inside the house, platform transitions and concealed wall panels reshape how Silverfist’s moves should be applied. Baby Head’s Rolling Punch thrives in tight corridors, displacing clustered threats; the Elbow Smash punishes aerial recovery frames; the Knee Rocket serves as a precise area denial tool that forces samurai and ninjas to reposition.
The stage asks you to convert confined geometry into an advantage: use Jet Hover bursts to flank, bait a telegraphed leap, then close with a grab into a pile-driver for high-value scoring. The design privileges methodical execution over reckless aggression, rolling Punch clears clustered threats and creates space for a grab follow-up.
Yamato boss showdownㅡthe arena finale with Yamato transforms the segment into an epic tableau. Yamato’s naginata reaches, summonable allies, and heavy telegraphed swings create a pattern-driven duel where patience is rewarded. The encounter emphasizes bait-punish loops: evade the halberd’s arc, counter during recovery, and disrupt his summons with well-timed Knee Rockets. Collect the stage’s restorative resources and use environmental edges to limit Yamato’s approach vectors. Defeating him not only yields points but cements this stage’s legacy as a test of composure and engineering finesse.
This remarkable event focuses on the Ninja House stage’s identity — its choreography, mechanical demands, and thematic resonance within Metro City’s memoirs — rather than step-by-step tutorials. For enthusiasts searching for an episode that balances character flavor, measured combat, and iconic confrontation, truly delivers a concentrated arc where Baby Head’s intellect and Silverfist’s systems shine.
Thank you for joining us through Captain Commando — Ninja House. Each enemy archetype functions like a stanza in the stage’s memoir — a repeating motif that refines the player’s sense of rhythm and timing.
🎮 Full Playlist → • Captain Commando (Arcade Gameplay, "Captai...
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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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