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Скачать или смотреть Captain Commando (Arcade Gameplay, "Ginzu the Ninja", stg.5) ㅡ Seaport

  • the boutchannel
  • 2025-11-27
  • 25
Captain Commando (Arcade Gameplay, "Ginzu the Ninja", stg.5) ㅡ Seaport
Captain Commando SeaportSeaport stageGinzu the NinjaDr Tea Watersurf chasepink surf boardBarbie boardsurf ninjastunnel pursuitboat showdown40 second timer60 ninja bonusfloating pickupsguitar pickupassault rifle pickupsbanana pickupteddy bear pickupwooden billboardsjump over billboardsshurikenSmoke BombIaizukiFlying KatanaTime Bonushigh score runarcade beat em upCapcom arcadeMetro City 2026Commando Teamboss fight
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Скачать Captain Commando (Arcade Gameplay, "Ginzu the Ninja", stg.5) ㅡ Seaport бесплатно в качестве 4к (2к / 1080p)

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Описание к видео Captain Commando (Arcade Gameplay, "Ginzu the Ninja", stg.5) ㅡ Seaport

The boutchannel presents: Captain Commando ㅡ Seaport

Seaport stage opens as an emblematic chapter in Metro City’s unfolding memoir, a sudden shift from circus spectacle to salt-sprayed pursuit. Ginzu the Ninja is cast as a lone streak of acumen on a pink surf board, cutting through a flotilla of jetting ninjas and mounted firearms that turn the waterway into a moving arena. The stage reads like an epic chase scene transposed to arcade logic, where each boarded instrument and floating relic is a punctuation mark in the campaign’s ongoing legacy.

0:00 Start
0:09 Teaser (0:09–0:36)
0:36 Channel Intro (0:36–1:01)
1:01 Stage Start — Ginzu’s Unique Move
1:12 Dockline Entrance — Crates, Billboards, Initial Threats
1:31 Surf Chase — Barbie Board, Floats and Passing Enemies
1:58 Tunnel Pursuit — Compression, Bombs, and Rising Tension
2:08 Boat Showdown — Dr. T.W, Time Window, Final Burst
2:40 Closing (2:40–3:06)

This arc begins on the docks where crates, billboards and surf boards create a fractured playing field that frames the chase as both narrative and spectacle. Early threats—surf ninjas, wooden billboards, and stray firearms—establish the stage’s rhythm: motion above all, and timing as a narrative device. Scoring moments—the 60-ninja bonus, time-limited boat destruction, and floating pickups—serve as narrative levers that reward audacity and reinforce the urgency of the chase.

Floating items such as the guitar, assault rifle, banana bowl and teddy bear work as ephemeral relics of a city in chaos, adding color while reinforcing the theme of disrupted daily life. The tunnel sequence intensifies the arc, compressing space and urgency as the scientist attempts escape; the clock becomes a narrative mechanic that raises stakes without diluting spectacle.

The reward structure (time bonus and high point yield) reinforces the story’s stakes while offering a clear, emblematic denouement to the stage. The billboards, floating relics, and the tunnel’s claustrophobic geometry all contribute to a sense that Metro City’s civic spaces have been violated. These visual cues turn the setting into more than a backdrop—they transform it into an active participant in the narrative arc, amplifying the sense of urgency and loss. The pink board is not mere novelty but a vehicle for dramatic pursuit and a vivid memoir moment.

Dr. T.W boss showdownㅡhere, Dr. T.W’s escape attempt serves as the stage’s emblematic set piece: a scientist fleeing by motorboat, protected by summoned ninjas and explosive hazards. The 40-second destruct window converts urgency into narrative tension; the timer is a formal device that turns the chase into a focused memoir beat. When the doctor lobs bombs and retreats, the sequence reads like a mini-thriller that foregrounds the Commando Team’s resolve rather than turning the moment into a tutorial. Defeating Dr. T.W becomes more than a score; it is a connective episode in the campaign arc that advances the struggle against Scumocide’s engineered menace.

The Seaport’s brief runtime compacts the emotional arc: short, intense, and narratively consequential. The result is a compact arc that rewards replay for both mechanical mastery and appreciation of the stage’s narrative design. We honor Metro City’s lore and Capcom’s design legacy for crafting stages that remain iconic across generations.

Thank you for joining us through Captain Commando — Seaport. It’s an iconic little chapter in Metro City’s memoir that nails spectacle and pace in under three minutes.

🎮 Full Playlist →    • Captain Commando (Arcade Gameplay, "Captai...  
🎁 Bonus Video →    • Captain Commando (Arcade Gameplay, "Mack t...  
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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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