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Captain Commando

Box shot

June 11, 2003

Platform: Super Nintendo (SNES)
Developer:
 Capcom
Publisher:
Capcom
Reviewed by: Jimmy "JayDukes" Farrow

 

 

Gameplay: [9] Graphics: [8] Audio: [4] Replay: [5] Overall: [8.1]

Screen shot #1

Screen shot #2

Screen shot #3

Okay, before I kick-start this review, there is something I want to get off my chest about Captain Commando. If you only know him as the guy in Marvel vs. Capcom, you’re still wet behind the ears.

But I’ll give you the benefit of the doubt; not a lot of game players know much about the legend that is Captain Commando. Capcom, the developers of the Final Fight and the Street Fighter series, only put out one game for him, and for some reason, retired him for a few years before he re-emerged in the Marvel vs. Capcom games. I was a huge fan of the arcade stand-up back in the day (early 90s to be exact), and I almost freaked when he was included the roster for the fighting game.

This game hit before the age of creative storytelling, so the story goes like this: Captain Commando and his team must stop an alien invasion before they dominate the world. Been there, done that, right? Well, if you haven’t played this one yet, I advise you to go there and do it again.

Gameplay
Captain Commando plays just like Final Fight, only this game is way faster and more fun. The button set-up is based on the three-button arcade configuration; you have an attack button, a jump button, and a special button, which activates your selected character’s power attack.

There are four playable characters to choose from. You have Captain Commando (yeah, rookies--that guy); Mack the Knife, a funny-looking alien mummy who swings mean set of cutlery; Ginzu, an agile ninja who wields a katana; and Baby Head, the two-year old baby genius who operates a cyborg. Each character has their own special moves and attributes, but since strategy of character usage isn’t a major concern in the beat-em-up genre, they call get the job done equally as well.

Like I mentioned before, CC plays like Final Fight, so the concept of success is no different...walk forward and button-jag any enemies in sight. You can grab a bad guy just by walking up to them, break barrels to reveal health and weapons, and you can throw enemies into one another for added damage. At the end of each stage, there’s a huge boss who attacks with an easy-to-catch-on-to pattern of attack, so just like in any other game like this, the good ol’ stick-and-move cheese works like a charm.

My one and only real gripe about the gameplay is the fact that the game doesn’t get tough until you reach the bosses of each stage. If you’re just "good like that", you can make your way through each level and get to the boss without a scratch. And it really doesn’t matter what difficulty you have the game set on, but it will start to show as you progress into the MUCH later levels. But hey, the arcade version wasn’t much different as far as difficulty was concerned.

Graphics, Sound, and Animation
Captain Commando is one of the few games in this industry that made a pretty good arcade-to-console transition to a 16-bit system. We already knew that the SNES could pull off the job, but for a game that packed as much as this one did, this is almost uncanny, especially for graphics and animation. Overall, Captain Commando looks great. With the exception of a few rough areas, the game has a look that can rival a few 32-bit beat-em-ups. Now, since it’s a 16-bit game, it will be lacking in a few areas, and the most noticeable flaw is the color. Not to say that the game is nearly black-and-white, but there are many spots where the colors just aren’t "colorful" enough. What it lacked in color, though, Captain Commando made up for in animation. The slick animation is the probably the most accurate translation from the arcade. Surprisingly, there are no major quirks in the animation that stand out like in most other games in this genre, or in any other games for that matter. Each character walks, jumps, and attacks with fluid motions, and smoothness like this was something that was hard to come by back then.

While playing, you will be subjected to the classic enemy repetition. Palette-swapped enemies are a common aspect in the genre of side-scrolling beat-em-ups, so this is something that a player can and should expect in CC. We’ve all seen it; the Teenage Mutant Ninja Turtles series is probably the most famous for having a slew of palette-swaps...same body with different colors, abilities and hit points. No big deal.

Aside from the good graphics and animation, here lies the flop...the sound. Personally, I can deal with character repetition, but when there are only four or five different noises including the music (which sucks in its own way), and it is enough to make even the most patient person hit the mute button and play their own music.

Replay Value
Face it. This is a vintage game. Back then, there were few games, if any, which offered unlockable characters, levels, or other bonuses. Nothing is new here, so once you beat it, which isn’t a simple task in itself, that’s it. All you can really gain is the satisfaction of completion. Whoopty-doo.

In Conclusion...
Even with its few faults, Captain Commando is without a doubt the best unsung beat-em-up ever created. It is a very rare item, so don’t expect to just go pick it up out of a bargain bin. It will take some internet shopping and you might be able to pick it up cheap on Ebay. Doubtful you’ll find the arcade version anywhere in Creation, so if you want to give it whirl, I highly recommend it.

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CAPTAIN COMMANDO - PREOWNED
CAPTAIN COMMANDO - PREOWNED

 

Captain Commando SNESreview on netjak.

 

 

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