Showing posts with label happy birthday. Show all posts
Showing posts with label happy birthday. Show all posts

16/04/2016

FINAL FIGHT (ARCADE)

It's mid-April, and that can mean only one thing: the upcoming birthday of Queen Elizabeth the Second, when all British citizens are required to make pilgrimage to Buckingham Palace and offer up gifts as tribute. That's a week away yet, though, so for now I'll be celebrating VGJunk's sixth birthday! That's right, today's the sixth anniversary of the site, and long-time readers will know that I like to mark the occasion - and the fact that it's my actual birthday tomorrow - by writing about a game I genuinely enjoy. It's a treat for me, and what game could be more of a treat than Capcom's 1989 punk-pounder Final Fight?


A landmark title, a true classic, a game that defined a genre and a logo so powerful even a brick wall cannot contain it, that's Final Fight. Why is it called Final Fight when there will obviously be fights that follow it? I don't know, maybe Capcom just thought it sounded cool. Or the characters have been fighting all day and this is their final fight before bedtime.


Final Fight is set in Metro City, which is not a town you'd want to live in despite its beach-front location. Sure, property prices are low and there's a large park, but it's not worth the inconvenience of being ruled by violence and death. Violence and death aren't going to get the bins collected on time or have the potholes on the high street filled in, are they? Luckily for the residents of Metro City, one man with the determination, vision and biceps necessary to clean up the streets has just been elected.


Hello, Mike! Mike Haggar is a man that needs no introduction, but I'm going to give him one anyway. A former pro-wrestler and street fighting champion, Haggar has entered politics and been elected as mayor of Metro City in a rare example of a videogame plot that's become more believable over time. Maybe one day we'll get a Final Fight prequel, a Nobunaga's Ambition-style strategy game where you have to guide Haggar into office by managing his election campaign, but for now we'll just have to assume he was a single-issue candidate running on an "I will personally cripple every criminal in the city" ticket.


The main criminal gang in Metro City is Mad Gear - presumably they named themselves after their favourite Capcom arcade game - and the game begins with them making the spectacularly foolish decision to kidnap Haggar's daughter Jessica in the hopes that this will force the mayor to cooperate with them. It's understandable, I suppose. I can't imagine Mad Gear being the kind of organization that does a lot of research, and it's not like they could have looked up Haggar's Wikipedia page and saw that his pre-mayoral life was dedicated to beating the everloving shit out of people.


Also involved, and bringing the total number of playable characters up to three, are Cody and Guy. Cody is Jessica's boyfriend, and she's been his "sweet heart since child hood." If nothing else this shows that Cody has the vast reserves of bravery required to take on Mad Gear. He must do, if he's willing to date the daughter of Mike Haggar.
Guy, on the other hand, is vaguely defined as being Cody's and Jessica's friend, although his real reason for participating is basically "hi, I'm Guy, and I'm also here." Guy is a ninja, which is handy when you've got a gang to take down, and because there's not much call for ninjas in the modern world Final Fight gives him a good opportunity to keep his ninjitsu skills honed to a razor edge. The fact that he wears a bright orange and very conspicuous ninja suit means that Guy's fighting skills have to be kept sharp.


Here they are, then: the three amigos. Guy stares pensively into the distance, as ninjas are wont to do. Cody looks, and I don't want to be cruel here, like he'd fail an IQ test. Then there's Haggar, who was so desperate to get onto the streets that he only had time to put on one suspender. Fierce warriors all, although it's weird to think that I'm taller than both Cody and Guy. Not combined, obviously. In a move that may shock those of you that follow me on Twitter, I'm not going to start with Haggar. Instead Guy gets that honour, because I accidentally pressed start before moving the cursor.


The game begins in the slums of Metro City, where Mad Gear have erected a wall of oil drums with the intent of stopping people from entering their domain. That's right, Final Fight is so much the quintessential beat-em-up that the very first thing you hit in the game is an oil drum, and Guy sweeps them aside with a spinning kick before chasing after the very large man who has kidnapped Jessica. You know, I've played Final Fight hundreds of times but it's only just clicked with me that this section of the city is contained behind a huge barbed-wire fence. I wonder who built that fence? Haggar's mayoral predecessor? Or did Mad Gear themselves build it to keep people out? We may never know; if Mad Gear did build it then at least they should be able to find construction jobs once they've recovered from the beating they're about to get.


Now the action really begins, and it's the same action as most arcade beat-em-ups: one button each for attack and jump, repeated attacks result in a combo, there are throwing moves and pressing both buttons together results in a spinning attack that knocks down all the enemies around you at the cost of some of your health. Final Fight differs from other arcade games that use this combat system because it's the game that invented this combat system, or at the very least cemented it as the way beat-em-ups were designed for years to come. Renegade and Double Dragon may have preceded Final Fight and laid a lot of the genre's foundations, but Final Fight is the game that came onto the scene, smashed the competition aside and said "look, this is how it's done" via a combination of simple but engaging combat, smooth action and huge sprites packed with character.
Anyway, Guy is punching some thugs, which he is honour-bound to do as a member of an ancient ninja clan. It's working out okay at the moment, because the thugs keep walking into his fist. There's no intelligence test on the Mad Gear entry exam, it seems. Mind you, even if the bad guys were posing more of a challenge, Guy's got some unexpected tricks up his sleeve...


...like the ability to rotate each part of his body completely independently! How can you defend against Guy's attacks when you can't even be sure which way he's facing? That's right, you can't, which is why I managed to brush these punks aside with ease before heading down into a nearby underground passage.


The underground passage presents the first chance to use Final Fight's icon steel pipe, which is nice. Not for this street punk, mind you. Not during the late eighties, when the surgical methods needed to remove plumbing supplies from the human body are in their infancy. Guy is fairly adept at swinging the pipe around, which is probably down to his ninja training. Katanas, steel pipes, it's all just hitting people with bits of metal and that's a transferable skill.


The dilapidated streets of a large American city. A ninja called Guy momentarily pauses in his mission to destroy Mad Gear, a criminal gang who hate justice almost as much as they hate sleeves. A metal pipe and roasted joint of meat lay on the ground. I think this image might be the perfect encapsulation of the arcade beat-em-up genre.


Before long, you'll encounter the first boss: it's Damnd, the large man who we saw holding Jessica earlier, and also the guy who called Haggar with Mad Gear's demands in the intro. While all the other lieutenants of the Mad Gear empire are content to wait at the end of their assigned stage, it seems that poor old Damned is stuck with all the grunt work, but it doesn't seem to be getting him down - just look how cheerful he is! No wonder he looks so happy, he thought Mike Haggar was coming for him but Guy has turned up instead. Or maybe he's just heard that a neck donor has been found and he can have the operation soon.
Damnd isn't much of a challenge, despite his bulk, and all you need to do to beat him is stay out of his way until he's finished attacking and then walk up and grab him for a throwing attack. It's all very straightforward, but Damnd's real threat comes from his ability to call in an endless supply of cannon fodder enemies as reinforcements. Because Final Fight's difficulty level is almost entirely tied to how many enemies are on screen at the time, you'll probably take some damage if you let Dannd summon his posse. He gets their attention by jumping away to sit on a wall and whistling, during which time he can't be hit...


...even though I've clearly got my foot so thoroughly in his face that I should be able to feel his brain stem between my toes. Also, it's nice to see that Guy's bizarre physical abilities are not limited to twisting his torso at unnatural angles - he can also stretch his limbs as required. Ninjitsu and yoga have a lot in common, I guess.
After a while spent hitting Damnd between mopping up his reinforcements, the boss will fall and stage one is over. Unfortunately, Damnd must have handed Jessica over to another member of the gang between the start of the game and now, because she's nowhere to be seen, so I'd better get moving to stage two in the hopes I can save Jessica from a traumatic experience as the baton in the world's most evil relay race.


The subway is the setting for stage two, and I've switched to Cody, mostly so I can try to figure out just how tight a t-shirt has to be before it shows off the outline of each individual abdominal muscle. What, do you buy your shirts at Mothercare, Cody? That can't be comfortable.
While Final Fight sort of falls into the usual three-character system of a fast character, a strong character and one who's somewhere in the middle, there's not all that much difference between Guy and Cody. Guy's attacks are faster, but not by much and they both have a jumping, spinning kick attack. The biggest difference is that Cody's much more into stabbing people, and he's the only character who can use the knives that litter the stages repeatedly and at close range rather than throwing them at the enemies like Guy and Haggar do. What I'm saying is that Cody is almost certainly a dangerous psychopath.


As you can see, it doesn't take long for Final Fight to really start ramping up the amount of enemies on screen at once, and the key to not dying constantly is effective crowd management. Keeping as many thugs on the same side of the screen at once in very important, and to accomplish this you can use the jumping kick to knock enemies down where you want them, or grab and throw them to the other side of the screen. A move that I always used to overlook but have since come to appreciate is the "dropping" aerial attack: a normal jumping attack knocks enemies to the ground, but if you hold down on the stick while performing a jumping attack - in Cody's case, this makes him fall knees-first onto his target - you don't knock them down and you can follow up with a combo or a grab.


The other important thing to bear in mind when dealing with crowds is knowing what kind of attacks each enemy will do. The members of Mad Gear are split into a variety of distinct fighting styles, with each style usually having two or three colour variations or head swaps. For example, in the screenshot above Axl - the guy with the headband and the lapels large enough to double as an emergency hang-glider - is one of the enemy types that can block, so you know to get close when he's defending himself and throw him somewhere more convenient to you. The guy in red runs onto the screen and throws a petrol bomb... well, I was going to say "at Cody" but that's giving him too much credit. He just chucks it onto the screen and then runs away like someone releasing an angry wasp that they've trapped under a cup. So, you know you'll be fine as long as you don't stand on the same horizontal plane as Mr. Molotov. Thus, the appeal of Final Fight's gameplay comes from quickly puzzling out the best approach to each threat and reacting appropriately to keep said threat contained.


Deep within the subway system, Mad Gear have set up an illegal bloodsport arena, which is where you fight Sodom, the next boss. Before I talk about Sodom, though, I'd like to draw your attention to that incredibly half-arsed attempt to pad the turnbuckle. I don't think wrapping a duvet around a steel girder is going to fool the safety inspector, chaps.
Anyway, Sodom is a samurai. A sliding samurai, in fact, and the challenge of this fight comes from avoiding the dashing attack Sodom performs every time he gets up after being knocked down. Stay away from him, that's my advice. Try and get around to his sides, where the lack of peripheral vision allowed by his helmet makes it easier for you to hit him.
If Sodom looks familiar to you but you've never played Final Fight, that's probably because he was later introduced as a playable character in the Street Fighter Alpha series. They gave him the personality of a massive dork who really loves Japan, with all his win quotes being poorly-pronounced Japanese phrases. It's kinda wonderful, and I'm glad that this hulking, sword-wielding killer almost certainly has a shelf full of cutesy anime girl figurines back at his hideout. Of course, the Street Fighter connection is very strong in Final Fight - Guy and Cody both later became playable characters in Capcom's famous fightin' franchise, as well as a couple of other characters we'll be seeing later, and the game was famously touted as "Street Fighter '89" before the Final Fight name was chosen.


Also later appropriated by Street Fighter is the bonus round, in which you beat a car to death with your bare hands. Why? Why is Cody doing this? I notice the car's numberplate reads "JAPAN," so is Cody such a vehement supporter of the US automobile industry that he'll give any Toyota or Honda that crosses his path a sound thrashing?


Oh, I see, the car belongs to a Mad Gear member. That's all right then. The villain's plans to use the carpool lane have been triumphantly foiled! This guy's going to be late to the underground cage fight now, and it's all thanks to Cody.


Now we're into stage three, and the wait is finally over: here comes the Mayor of Justice himself, Mike Haggar! I'd love to tell you he's skydiving into the stage knowing full well that he's tough enough to not need a parachute, but this is just his jumping attack.
Why do I like Haggar as a character so much? I'm not entirely sure. Being the protagonist of an arcade beat-em-up, it's not as though he's given a lot of deep characterisation. I think one factor is the sheer absurdity of a government official ripping off his shirt and single-handedly pushing Metro City's intensive care units to bursting point, plus the fact that he's a little different from the usual young karate champ or ninja - "moustache dad" is not a character you see all that often. Plus, he's got the most fun set of moves, with a spinning clothesline as his special attack, the ability to suplex goons and the mighty jumping piledriver.


I know Metro City is a rough burg but you'd think the patrons of this bar would have at least some interest in two enormous slabs of muscle knocking seven shades out of each other  in the middle of the room. That one guy behind the bar has just about managed to summon enough of a shit to look up from his newspaper, but no-one else seems to care. Maybe it's because Haggar and his opponent look like they're dancing rather than fighting, although I can assure you that they're not. The man in the red is Andore Jr., one of the many multi-coloured members of the Andore family you'll fight on your adventure. They're all based on Andre the Giant, or are possibly a series of failed clones of Andre the Giant, and the Andore in the pink clothes later became Hugo in Street Fighter III.


I was trying to walk through those doors, but another Andore Jr. picks Haggar up by the throat and carries him back the way he came. It's a little weird that Haggar doesn't fight back in any way. Is Haggar trying to play this off as being part of his master plan? If so, I'm not buying it.


Andore Jr. drops you into yet another underground fighting arena. Running unsanctioned bare-knuckle fights must be more lucrative than I thought, because Mad Gear don't seem to have any other revenue streams and paying bribes to mayors, building fences around the slums you've claimed as your turf and repairing your car after some vigilante beats it up can't come cheap.
The fight is against two members of the Andore clan, F. Andore and G. Andore. I've seen it suggested that they supposed to be Father Andore and Grandfather Andore, but I'm not sure I buy that given that they look exactly the same age. No, I think they're Francis and Greg Andore, brothers who wish they could escape the family traditions of deadly cage fights and set up their own accountancy firm. That's why they've left all these weapons scattered around but refuse to use them, they're hoping someone will do them enough damage that they don't have to fight any more. Well boys, it's your lucky day. Haggar's going to make your dreams come true.


After the cage match it's back onto the streets for a more free-form style of physical expression, and I'm having a great time. Supposedly Gandhi once said that happiness is when your thoughts, words and deeds are in harmony, but that's only because as a pacifist Gandhi never picked up a street punk and suplexed him into another street punk. Sorry, Mahatma, but you're really missing out here.


The boss of this stage is Edi. E, a corrupt police officer. You'd probably still have to fight him even if he wasn't corrupt, because Haggar has definitely committed enough crimes to warrant arrest but he'd not going to come quietly, is he? Edi is corrupt, though, which is why he doesn't hesitate to pull a gun on the mayor as soon as he sees him. Patience, and making sure you're never standing directly in front of him, is the trick to beating Edi. Let him come to you, maybe throw one or two of the regular enemies that wander into the fight at Edi just to keep him on his toes. One thing I like about Final Fight is that despite being patently ridiculous, it actually side-steps a lot of the logical flaws in this type of game. In other games you might wonder why the bosses fight you one-on-one, but here they've always got back-up that's more than willing to punch you in the back of the head if you stop paying attention. Why don't the heroes go to the police? Because the police are trying to kill them, lured over to Mad Gear's side by wild promises of extra buttons for the front of their shirts. Why not go straight to the gang's leader instead of walking across the city? Because it seems that Jessica is being passed from one boss to the next and the player is always a step behind. I wouldn't quite call it "world building," but it means you can spend less time thinking about inconsistencies and more time introducing punks to the wonders of plumbing supplies.
Oh, and one more thing about Edi E: before the fight begins, he spits out a wad of chewing gum. You can then pick up that chewing gum to restore some of your health. I think that is the most revolting thing I've ever done in a videogame, and I played the Splatterhouse reboot where one of the finishing moves involves shoving your fist up a monster's arsehole.


Stage four takes place in a steel works, which makes sense: having seen Haggar fight, Mad Gear have probably come to suspect that he may actually be a Terminator and they're planning to knock him into a vat of molten metal. The main feature of this section is a series of flame jets that spurt up through the floor, causing damage if you're standing on them. Normally I'd complain about this but the fire hurts enemies too, so sometimes you'll be merrily fighting punks when, as heart-warmingly as an unexpected letter from a distant lover, the charred body of a Mad Gear goon flies into your life.


Here's an image that begs a question - a terrible, shameful question - what do you think Haggar's crotch smells like? I'd guess "Old Spice and vengeance." I'd ask Poison, but I don't think she'll be in any fit state to answer questions .


This being a beat-em-up, there is also the mandatory "elevator ride where goons drop in as you travel" section, although in Final Fight's case it gets a little more credit because the enemies don't just fall in from the sky: you can see them sitting on the girders, waiting for the lift to pass while trying to recreate the pose from that famous picture of the construction workers. They're going to use their own version of the photo for the annual Mad Gear fundraising calendar, you see.


Waiting at the top is Rolento, the end of stage boss. A military man, Rolento's combat training allows him to hit people with sticks and roll around throwing grenades all over the place. Rolento was clearly not enlisted in any actual army. A a dangerous paramilitary force of acrobats, tumblers and assorted buffoons that hold allegiance to no nation, perhaps. That said, Rolento always manages to do a decent job of giving me a kicking, mostly because I always underestimate the range of his throws. Fragmentation grenades I can deal with, judo I am apparently ill-equipped to handle.
Rolento is yet another character that eventually made the transition to the Street Fighter series, which by reckoning brings the total up to six (Guy, Cody, Hugo / Andore, Sodom, Rolento and Poison). You might notice that Haggar seems to be a rather glaring omission from that list, and he was presumably not included because his moveset is basically identical to Zangief's. That made it all the more magical when he was included in Marvel vs. Capcom 3. You can spend your whole span of time on this Earth without ever knowing what you truly want out of life, but then you see Haggar hitting Doctor Doom with a metal pipe and suddenly everything becomes clear.


Once Rolento has been dishonourably discharged, another bonus round appears. This time you have to smash a bunch of glass panes, and this time I really can't think of a reason why Haggar would take time out of his busy schedule to do this. The car, sure, you're depriving a Mad Gear member of the joy of vehicle ownership, but why the glass? Are Mad Gear really just a construction company that do violent crimes as a side-project? Will this delay the building of their new headquarters? Whatever the case, Haggar is the best of the three characters for this bonus stage because his long, almost simian arms can smash multiple panes at once.


The next stage is the Bay Area, and as Final Fight stages go it's probably the weakest. It's still a four-out-of-five, don't get me wrong, and the combat is just as fun as ever, but there's nothing new introduced and there are possibly just a few too many enemies.


That said, look at this happy dog. I've changed my mind, this is the best stage.


So Metro City is New York, then? Because that appears to be the Statue of Liberty, unless Final Fight takes place in an alternate universe where the French went mad with the large bronze women and started handing them out to every major city in the US. The Statue of Friendliness, maybe. The Statue of General Tolerance. The Statue of Rich and Fruity Cabernet Sauvignon, if that wine glass in her hand is anything to go by.


Another reason that this is my least favourite stage is the boss, Abigail. He's just not very interesting, being yet another Andore palette-swap with a different head. His gimmick is that sometimes he gets really angry and runs at you. That's why he's red, he's not the result of an experiment to cross a pro wrestler with a tomato or anything. The problem (for Abigail, I mean) with his charging move is that it can be easily avoided through the expedient method of not standing right in front of him.
By the way, Abigail isn't called Abigail because he has cruel parents: he's named after the album of the same name by King Diamond, and his facepaint even resembles Kind Diamond's. A lot of the enemies in Final Fight are named after musicians or bands, and I wrote a bunch about that years ago, which is why I haven't really mentioned it in this article.


Now we're into the final stage, and while we're still on the city streets and still causing Metro City's chiropractors to rub their hands with glee the surroundings are a little less of a bleak urban hellscape than in the early stages. What this area also has it a lot of background signs that reference "NIN-NIN," that being the nickname of Final Fight's designer Akira Nishitani. It might seem a little vainglorious to slap your nickname on so much of the background, but if you've just created Final Fight and you're about to go on and make Street Fighter II then frankly you can do as you bloody well please.


Most of the final stage takes place in the opulent mansion of Mad Gear's leader, and unsurprisingly he has the style and refined taste of a Premiership footballer or Russian oil baron. I don't know if that wallpaper is supposed to be a rich golden colour, but it isn't. It's very green, with flecks of reddish-orange, as though the walls have been coated with stuffed olives. The giant strands of spaghetti that have been plastered to the walls only serve to continue the theme of food-based décor. As for the carpet, well, that's just a goddamn hideous carpet.


The rooftop gardens are much nicer, with swimming pools and palm trees, although you'll just have to take my word for it because every screenshot I took of this area is obscured by a tsunami of testosterone and sleeveless vests. It's like being trapped on the bouncy castle at the Bodybuilder's Association's family fun day.


Finally, after a long day of extreme violence (notice how the game started off in the daytime, passed through evening and night and now it's daytime again,) Haggar finds his daughter. She's in the clutches of Belger, Mad Gear's leader. Belger is a bald man in a wheelchair. Beating the crap out of someone in a wheelchair might seem a little beyond the pale, but not to worry - as well as being a champion street fighter and city mayor, Haggar also has the very power of the Lord coursing through his body. He simply has to lay his hands upon Belger and feel the holy energy of Jesus Christ fillin' this poor man with his righteous healing power, can I get an a-men!


HALLELUJAH! It is truly a miracle, the demons have left his body and now Belger can walk again! Now I don't feel so bad about suplexing him, but that's easier said than done because as well as somehow still having dozens of subordinates around to join in the fight - quite how they're not all dead or in traction by now is beyond me - Belger also has a rapid-fire crossbow that can quickly sap your health if he, let's say, unloads all his bolts into your back while you're busy fighting a stray Andore. Of course, if you're really feeling like a badass, you can use Haggar's spinning lariat to punch the crossbow bolts out of the air. If you aren't feeling like a badass then use the lariat to block the bolts, because I guarantee you'll feel like a badass afterwards.
Maybe it's because I've perhaps played Final Fight more than the average person, but Belger is not as difficult to defeat as you might expect. He can be dangerous, sure, but it's also not too hard to keep him under control. I think that's another thing I like about Final Fight: by arcade standards it definitely feels do-able. It's not easy, but neither does it feel like it was designed solely to suck quarter after quarter out of your pocket. So, I managed to knock out Belger relatively easily, and now Haggar can drag him to the police and see him punished for his many crimes.


Oh, right, the police are corrupt. In that case, just kick Belger out of a fortieth-story window, that'll work too. He's really got a death-grip on that crossbow, huh?


And so our story draws to a close as Haggar is reunited with his beloved daughter. Judging by that final line, I think his beloved daughter may have been replaced by a robot copy. This ending is making me wonder what happened to Mrs. Haggar, though. Maybe she was also a robot, an early prototype. Haggar later focussed all his efforts on building better mechanoids, growing out his facial hair, earning a doctorate in robotics and changing his name to Thomas Light.


The best part of the ending is that Cody tries to leave Jessica behind and pulls some macho lone-wolf nonsense, but Guy will not put up with that kind of bullshit and slaps Cody around until he stays and talks to Jessica. Good work, Guy. They teach relationship counselling at ninja school, do they?


Then Jessica leans in for a kiss, presumably just to shut Cody up. It's difficult not to read her "oh Cody..." line as anything other than weary contempt for his Batman-esque speech about being unable to rest until every ne'er-do-well has had their teeth knocked down their throat.


Final Fight, then. What else can you say? It's a wonderful game that still holds up very well today, and I would not hesitate to recommend you play it as soon as you can. If nothing else it's an important historical document, the linchpin of a whole genre, and it's easy to see why it was such a hit: slick controls, relentless and satisfyingly brutal action, the sense of vibrancy and scale that only the arcade experience could provide in 1989 and Mike Haggar, Videogaming's Best Dad. Do I have any complaints about Final Fight? Not any that aren't very minor nitpickings. It would have been nice if the difference between Guy and Cody was emphasised further, and stage five could do with something a little extra to spice it up, but that's about it. All in all, it's a game I dearly love and an excellent choice for this year's birthday article, although I'm amazed I didn't get around to it sooner. Unfortunately, Final Fight never received a real arcade sequel, so I can't cover that next year - but in many ways, Street Fighter II is Final Fight's true sequel. Now that's what you call a run of form.

Another VGJunk anniversary article comes to an end, and another year of the site begins. Thank you, as always, to everyone who reads VGJunk, to everyone who follows the Tumblr or Twitter and leaves messages and are generally just fun internet people to share the information super-highway with. I'm glad you seem to be enjoying VGJunk, and I'll be back later with more of this nonsense. There might be a little more of a delay than usual, mind you. Dark Souls III did just come out, after all.

16/04/2015

CAPTAIN COMMANDO (ARCADE)

Five years. Five years I've been writing VGJunk now. "I'll write about videogames," I thought to myself all that time ago, "it'll be fun." And you know what? It has been fun, even with the occasional Imagine Doctor or *NSYNC: Get to the Show to remind me of the ultimate futility of human existence. There'll be nothing so unpleasant today, though, because as always I like to treat myself on VGJunk's birthday by writing about a game I like a lot. Last year it was hyperviolent murdertainment classic Smash TV, but for today I'm returning to the purest and deepest of my loves - the Capcom beat-em-up, and so the VGJunk Fifth Birthday Special is all about their 1991 arcade brawler Captain Commando!


The Captain Commando logo is tired, so it's just having a little lie down.
So, Captain Commando - Capcom's follow-up to the extremely successful and genre-defining Final Fight, and I would argue that it's the closest thing to an arcade sequel that Final Fight ever received. The two games play very similarly and I've seen some sources say that Captain Commando takes place in Metro City, albeit in the year 2026. If that's the case then Mike Haggar must have relinquished his mayoral office, because a new criminal gang has risen to plague the city and you wouldn't think they'd be stupid enough to do that if the Mayor of Justice was still busting heads in the corridors of power. Instead the responsibility of protecting the most crime-filled place outside Professor Moriarty's to-do list falls to the heroic Captain Commando and his Commando Companions. Let's meet them now!


With a tough body, a sharp brain and a hairstyle produced by a wind tunnel, it's Captain Commando himself. I'd call him the game's most average character, but none of the other playable characters are wildly different in terms of statistics, and the usual beat-em-up roster of an average guy, a fast but weak guy and a strong, slow guy is ignored in favour of having four similarly-powered commandoes. Not that Captain Commando is an ordinary man, of course - he's a tireless crusader for justice, a bane of evil and presumed puppy-rescuer who fights crime with his fire- and electricity-producing Captain Gauntlets. He wears the Captain Protector on his chest and scans for bad guys with his Captain Goggles. Does he call his boots "Captain Boots"? You bet your ass he does. Captain Boots is also a pretty good name for a kitten.
His occupation is listed as "unknown," which is odd because he is a commando. "Commando" is an occupation, right? Maybe he's trying to preserve the secrecy of his other occupation: as a Capcom advertising mascot.


Yes, Captain Commando started life as a promotional character for Capcom's early NES games, looking completely different than he does in this game. I think we can agree that the change of design was for the best, and the game's version of Captain Commando is a much more visually appealing character than a disinterested space pirate with a bizarre hairline and questionable taste in medallions. He's not even looking where he's firing those guns. No wonder he has to resort to punching people in this game, he's been stripped of his firearms license.


Ginzu the Ninja is a ninja. He's very good at being a videogame ninja, but he's still "just" a ninja and that makes him the least interesting character of the four. It's not his fault, it's just that the standard of the competition is very high. His name is Sho in the Japanese version of the game, and I'm going to assume it was changed to Ginzu overseas in reference to the famous knife brand Ginsu. You know, sharp blades and all that. His bio says that he can cut enemies in half with a single stroke of his sword. He can, but he doesn't. You still have to hit them multiple times, which kinda feels like Ginzu is just making extra work for himself. Also, to further the Final Fight connection, Captain Commando's arcade flyer claims that Ginzu is a master of Bushinryu-style ninjitsu, just like Final Fight's Guy.


Why do they call you Mack the Knife? Oh, because of the knives, I see. Okay, so he was originally called Jennety in the Japanese version of the game, but in this version he's named after a showtune and I'm fine with that. No word on whether Mack is fine with that, because he's the most mysterious member of the team - an alien mummy from outer space. See, Ginzu, this is why you're way down the pecking order of the Commando team. Mack's outer wrappings are actually a "genetic bandage," necessary for his continued survival here on Earth, and his knives are special weapons which can apparently "melt all matter." As far as I'm aware, his cap is just a regular cap. Captain Commando gave it to him. Why yes, it is called the Captain Cap.


Last but by no means least - no-one who can launch missiles from their knees can ever be the least - is Baby Head, AKA Hoover. Baby Head overcomes the handicap of being a small child, something which usually forces you to stay out of the thug-punching business unless your parents are a) extremely pushy or b) Batman, by riding around in a robotic battle suit with extending arms and the aforementioned rocket-knees. Baby Head also built his robot suit, because he is a genius baby. Not enough of a genius to add some kind of protective cockpit to his robo-suit, but maybe he's relying on the enemies' hesitation to punch a baby to protect him.


The villain of the piece is an evil overlord who likes fiddling with DNA. His name is Scumocide, or Genocide in the Japanese version. Genocide is a more threatening name. "Scumocide" makes it sound like he's either going to thoroughly clean the toilet or kill all the scum, and that's my job. The scum-killing, not the toilet-cleaning. I suppose I'd better get on with it. The scum-killing. Yes.


I knew this was a city plagued by crime, but is that bad guy smoking? A cigarette? That's beyond the pale, even for a low-level gang enforcer. Doesn't he know that he's not only damaging his own health but the health of those around him? It's just disrespectful, that's what it is, and it's up to Captain Commando to teach this young man some manners through his own extreme brand of electro-shock therapy.


The ground-zapping attack is Captain Commando's "Sure-Killing Technique," a curious title for a move that doesn't even kill the weakest grunts in one hit. Between this and Ginzu's unsubstantiated claims about being able to slice through anything, I think the Commando Comrades have been inaccurately fluffing up their collective CV. If it turns out that Baby Head isn't a genius baby but just a regular baby then I'm going to have to make a formal complaint.
The "Sure-Killing Technique" is, of course, just the usual beat-em-up special move activated by pressing jump and attack together, the move that knocks away any nearby enemies at the cost of some of the player's health. For a game that is the direct descendant of Final Fight it's no surprise that Captain Commando shares the same fighting system. There's an attack button, and attacking an enemy repeatedly results in a short combo. We've already discussed the special move, and you can grab enemies by walking into them and then either hit them a couple of times or throw them to the ground. Captain Commando's major addition to this familiar formula is the inclusion of dashing moves - tapping the joystick left or right twice makes you character run and allows them to execute a running attack (in Captain Commando's case, a running kick) and even a running jumping attack. Captain Commando's running jump attack is a wrist-mounted flamethrower called, you guessed it, Captain Fire, which is where his special move of the same name in the Marvel vs. Capcom games comes from. It's all very intuitive, and the first couple of screens feature exactly the kind of goon-clobbering action you'd expect.


Then, suddenly I've stolen a robot from one of these strange, yellow-hooded little men and I'm using its large pneumatic fists to pound away at Dolg, the first stage's boss. I haven't really skipped anything, either - the stage is just a few short screen patrolled by a couple of generic grunts to help you get into the swing of things and them bam, you're stomping around the place in a precursor to Mega Man X's Ride Armors, trying to foil a bank robbery.


This whipcrack pace is one of the things I like the most about Captain Commando, especially when coupled with the insanity of its locations. Don't like fighting in the street? Not to worry, you'll soon have moved on to somewhere different and kinda weird, like a bank whose vault sort of looks like a giant teddy bear's head with a yawning, cash-stuffed mouth and wires pouring from its eye-sockets. There's little nose at the top, see? No? Just me on this one? Okay, let's look at Dolg instead, then. The legs and feet of a very large Native American man combined with the facepaint, spiked chest harness and receding hairline of an ageing wrestler. Standard beat-em-up first boss fare, if you ask me, and his unusually powerful punches are balanced out for the most part by Captain Commando having access to a robot. Not too difficult a test, then, and soon Captain Commando will be on his way to the museum that makes up the second stage, where no doubt his run of convincing and effortless victories over evil will continue.


Jesus Christ! Given the colourful comic-book action and cheesy pulp sci-fi atmosphere of the first stage - the first stage of a game where you can play as a baby, I might add - I was not expecting to see our hero sliced into two bloody chunks of extremely dead meat. Captain Chunks, if you will. Oh well, it was time for me to try out one of the other characters anyway.


Extending the maxim "fight fire with fire" to its logical conclusion, I decided to fight knives with knives and give Mack the Knife a chance to shine. I immediately warmed to the mummified space-stabber thanks to his long range (which might not actually be any longer than Captain Commando's) and his Sure-Killing Technique, which sees him pirouette around the screen with his knives outstretched. You can even control where he moves when he's spinning, which is very helpful. These scantily-clad women don't seem too impressed by Mack, mind you, possibly because his knives pale in comparison to their two-pronged, electrified tuning forks. That explains their outfits. Those rubber boots are designed to ground them and protect against any stray electric shocks, you see.


Deep in the museum's caveman exhibit, Mack fights against short, fat men who can breathe fire. I have still yet to see a convincing explanation why it's always the fat enemies in beat-em-ups who can breathe fire. Is gasoline particularly packed with calories or something? Also, the enemies with the beards aren't animatronic museum cavemen who have come to life in order to protect the sanctity of the diorama they call home or anything, they're just hairy. All their flesh melts off their bones once you've hit them a few times, which makes it strange that so many of them have signed up for a life as a gang enforcer. Hired goonery must have been all that was available at the job centre.


The boss is Shtrom Jr, an amphibian harpoonist with the air of an unsuccessful auditionee for a villain role on Captain Planet. He would have represented, I dunno, the twin evils of water pollution and harpoon fishing? Anyway, Shtrom Jr. fights by launching waves of harpoons at the player and then jumping away. You can hit the harpoons out of the air but the whole experience is still faintly annoying as it feels more like you're chasing the boss around in a playground game of tag than having a stand-up fight, and the fact that he's Shtrom Junior implies that I'll have to fight Shtrom Senior at some point and the thought of a palette-swapped version of this encounter isn't exactly setting my heart ablaze.


The next stage is the Ninja House, where all the ninjas live together in a communal setting, devising rotas for the household chores and arguing about who drank Fuuma-san's milk out of the fridge even though it was clearly stamped with his family seal. No ninjas here, though, just a plethora of troops I've clobbered before with the addition of Mardia, the large lady with the Sideshow Bob hair.
As this is the Ninja House, I thought it would be fitting to switch to Ginzu for this stage, so that he can test his mastery of the shadowy arts of assassination against his similarly-trained peers.


Then he picked up a gun and shot a samurai in the face. Good work, Ginzu. Joe Musashi would be proud. No, wait, not proud, horrified. You can't just shoot your opponents, at least not with a handgun and standing in broad daylight! That has to out a significant dent in your clan's honour, falling between "giving up information under torture" and "betraying the lord who has hired you" on the You Have Shamed Your Ancestors chart.


Ginzu does get to fight some actual ninjas in this stage, engaging them in the traditional method of ninja combat - throwing comically oversized shurikens at them. I think I preferred the gun.


Kabuki theatre reaches new depths of violence with this boss fight against Yamato and his giant spear, hurr hurr. It didn't go very well for Ginzu, and I haven't taken a beating like this from someone in a tabard since the school dinnerlady caught me trying to steal an extra portion of custard. It's Yamato's huge weapon, hee hee, that's the problem - attacking from the front is suicide, because the spear's range is extremely large and any assault from that direction will see you immediately cut down. Instead you have to bide your time and try to get in at Yamato's sides, which is easier said than done when he's forever spawning minions to run interference. I didn't expect him to just let me stab him to death but, c'mon, a little one-on-one battle between two followers of the noble martial arts isn't too much to ask, is it?


It's fun for all the family, a cavalcade of chaotic clowning and mistreated animals, the thrill of the Big Top and the stomach problems that come from eating carnival food - yes, it's the Circus! Metro City has a circus now. The current administration has definitely gone soft, Mike Haggar would never have let such a bad element into his town. I bet the Ninja House aren't happy either, a circus pitching up next door can't be good for local real estate prices.
I switched to the mechanical munchkin Baby Head for this stage as he's the only Commando yet to see action, and he seems to be settling in nicely as he uses a ray gun to hypnotise one of Scumocide's footsoldiers before unleashing the knee-rockets. I could have just punched the guy to death but hey, knee-rockets. I did worry that exposing such a tender young mind to the unspeakable horrors of the circus might lead to deep psychological scarring, but it all seems fairly benign and clown-free so far.


Ah. Well, look, Baby Head is a genius baby, right? So I'm sure he'll have to the mental fortitude needed to process the ramifications of this slaughter. The agonised screams of his barbecued victims and the stench of burning flesh that he can never clean off his robot battlesuit no matter how much he scrubs and scrubs and scrubs will definitely not haunt Baby Head for the rest of his life. The Circus, ladies and gentlemen!


And lest you think I'm allowing my personal issues with the circus to cloud my opinion of Captain Commando's fourth stage, I think this door shows that Capcom are on-board when it comes to understanding the clown menace.


The boss of the circus is (thankfully) not a mutant battle-clown. Instead it's just the regular mutant monster. His name is Monster. Normally I'd complain about the lack of creativity expending in naming this thing but it did hatch from it's containment pod mere seconds ago so I'll let Monster's mad scientist creator off with not coming up with something more intimidating.
A much more enjoyable fight than the previous two, Monster is a tough opponent without being frustratingly cheap, and it's always nice to do battle with a boss who is, if not your equal, then at least doesn't seem to regard the player with complete contempt. He might look like he's built from cacti, but Monster has a warrior's heart and an admirable appreciation for the linchpins of the beat-em-up setting, skilfully incorporating oil drums into his fighting style. What, you didn't think we'd get through this whole article without mentioning oil drums, did you?


Things all get a bit Teenage Mutant Ninja Turtles for this stage, as our heroes pursue the scientist who create Monster across the open water on their motorized surfboards. The game never actually says "cowabunga," but you can tell it wants to. This is more of a bonus round than a full-blown stage, with the surfin' ninjas being dispatched in a single hit and the focus being shifted from surviving the hordes of enemies to racking up a respectable score by knocking as many ninjas as possible into the water. This task is made easier by the regular supply of weaponry that floats past. These weapons also make Captain Commando possibly the only game in existence that lets you play as a genius baby in a robotic suit who guns ninjas down with an M16.


I caught up with the mad scientist. His name is Dr. T. W., which I'm going to assume stands for Doctor Time Waster. I definitely feel like I wasted my time chasing him into the sewers and kicking his speedboat a few times. Okay, so that's a bit unfair - the surfing stage is a nice change of pace, a fun mid-game break that refreshes the mental palate in preparation for further beat-em-up violence.
Before we leave this stage, take another look at the screenshot above and notice that Baby Head has drawn lapels on the front of his robosuit. The kid likes to look sharp, I guess.


Here in the aquarium, Captain Commando settles into a jolly little groove of thug-slapping action, with a variety of different enemy types attacking from all directions and each of them requiring your attention, giving you something to think about as you try to keep away from the big, powerful enemies while making sure you don't line yourself up with the bad guys who have long-range attacks. The smooth controls and multi-hit properties of your dashing attacks mean that the combat's main juggling act, that of trying to keep all the enemies clumped together either by knocking them around the screen or throwing them into each other so that they can't surround you, is a slick, fast-paced and enjoyable experience. It can't quite match Alien vs. Predator for fluidity or the Dungeons and Dragons games for sheer depth, but the action is still great fun for the most part and any cracks are patched up by the weirdness of the setting. For example, look at the background. What are they doing to that whale? A whale, of all things? I know Scumocide is into genetics and yes, that is a killer whale but I don't think there's going to be much you can harvest from a whale's DNA that's going to help him create a race of unstoppable warriors or what have you. Maybe Scumocide spectacularly misunderstood what a SEAL Team is. Also pictured in the above screenshot: the result of a xenomorph infestation on a world populated solely by speed-skaters.


Oh look, it's Shtrom Senior. What a surprise, he's the same as Shtrom Junior only lavender. He's brought along another relative called Druk, because what I really wanted was to fight two of an uninspired earlier boss at the same time. Capcom didn't even bother to update Shtrom and Druk's portrait picture to reflect their new, more relaxing colour scheme, which was lazy of them and thus nicely fits into this, the laziest of boss battles.


The underground base now, a sinister den of transparent walkways, secret experiments (possibly on other large sea mammals) and rocket launchers. Enough rocket launchers for everyone to experience the rocket-propelled fun of being in a terrorist militia without the insane religious fundamentalism! There are rocket launchers for the bad guys, rocket launchers all over the floor and even enough rocket launchers left over for Ginzu to use them for pretty much the entirety of the stage. Ginzu doesn't do much actual ninja-ing, does he? I'm beginning to suspect he only got into the ninja business because black robes are slimming.


No rocket launchers here, only a conveyor belt leading through Scumocide's Play-doh Squeezy-Shape Minion Maker or whatever this place is supposed to be. I've played Captain Commando many times in the past, but I've never realised before that the enemies being constructed in the background are the big samurai lummoxes. It's the boxy arm-guards that give it away. I had assumed this meant the samurai I'm fighting here are fresh off the assembly line, but their backs are already filled with arrows so that must be part of their design, I suppose? No, that doesn't sound right. Let me talk to the factory foreman, we'll soon get this sorted out.


Okay, I know this is an informal meeting but I wasn't expecting quite that much crotch to be thrust at me. There doesn't even appear to be that much down there, either, certainly not enough to prompt this rather vulgar display. Oh, I'm sorry, your desk is too small? Well then get a bigger desk, you weirdo. Head office is not going to like you greeting prospective customers with your Action Man-smooth fun area. We're going to fight now, aren't we?


The boss' name is Blood, his knees are extremely square and he fights mostly by kicking, which I didn't expect because the most arresting part of Blood's character design is that he's had his arms replaced by two even larger arms. You can see where they're stitched on around the shoulders and everything, because if you're not bothered about about finding an arm donor who matches your skin tone then you're probably also unconcerned about a bit of conspicuous needlework.
Blood at least has the decency to fight your chosen Commando one-on-one, which makes a nice change. The boss fights really are Captain Commando's weakest aspect, and while the bosses generally look interesting they're rarely much fun to fight, with each battle muddied by the inclusion of too many extra grunts and the overly-powerful and awkward-to-avoid attacks of the bosses. It's not that they're too difficult, it's that they're not challenging in an interesting way, and it's ironic that Blood is probably the most enjoyably straight-forward fight despite being the least interesting boss visually. I think fighting him atop a space shuttle might be clouding my opinion of how cool he is, mind you.


Here we are aboard said space shuttle, where Captain Commando's later stages have comfortably settled into a pattern of throwing large numbers of bad guys at you, often in waves of identical type. As before, the combat mostly revolves around corralling the enemies into one clump, which is easier said than done because they're like the metaphorical herd of cats, albeit very violent cats with shoulder-mounted rocket launchers. There's definitely more of an emphasis on picking up and using weapons in these later areas of the game, and I'm not sure how I feel. There's a lot of fun to be had in using the weapons, honestly, but it can feel a bit like the beating-em-up part of the beat-em-up formula has been cast aside.


The space shuttled is guarded by Doppel, a fat man in a very unflattering green suit who has the power to transform himself into one of more of the Commando team. It's a fight to the death against your greatest enemy... yourself! Except this fairly common videogame power has always felt really dumb to me, because surely if there's one person for whom a fighter is going to have intimate knowledge of their every weakness and flaw, it's themselves. If not, and Doppel just assumes the surface appearance of opponents, then that's even dumber. You could have been Batman or something! Actually, in that situation, you should turn into your opponent's mother. Who's going to be able to punch their mother? Exactly.


With Doppel defeated, the space shuttle reaches it's ultimate destination and Captain Commando's final stage - Callisto, fourth moon of Jupiter and it's opulent and oxygen-rich lunar habitat! It his here that Captain Commando bonks a man on the head with a comedy mallet, because this game is truly strange - but it plays everything completely straight, which is one of my favourite things about it. There's no evidence that any of this is meant to be tongue-in-cheek, and we're expected to take it at face value that an alien mummy and a genius baby are Earth's mightiest defenders... and I do, wholeheartedly.


It's Dolg, again. Hi, Dolg. Thankfully this isn't the beginning of a tedious boss rush - Captain Commando feels fairly long for a beat-em-up anyway and doesn't need any padding - but to get to Scumocide you have to go through both Dolg Redux and the portrait of what I'm assuming is supposed to be Jesus with a strange facial expression. Christ the Redeemer is not angry at Captain Commando, he's just disappointed. The rest of the background doesn't make much more sense, either. My adventures have become mere after-dinner entertainment for a race of identical, hyper-muscular aristocrats? Check out how tiny that Martini glass looks in the big lug's hand. Could you not find him a pitcher or something?


Just beyond the painting of Jesus, which was actually a door all along, waits the final battle with the powerful and ruthless Scumocide, master of Callisto and also master of getting right on my nerves. You'll notice that Captain Commando is on fire in this screenshot, as he was in all the screenshots I took of this fight, or at least the ones where he wasn't encased in ice. You see, Scumocide's main move - his only move, really - is to fly around the screen launching extremely powerful fire/ice balls from his hands before hovering just out of reach of your attacks. It is not a fun experience, a boring grind that has little to do with the gameplay found in the rest of the game. Scumocide reminds me of a prototype version of Gill from Street Fighter III, and Gill's a pain in the arse to fight, too. It feels less like a final boss battle and more like a fight against a mobile gun turret, but with the application of enough running jump attacks I eventually managed to whittle Scumocide's health down until he was defeated.


The game ends with a press conference, and if this game is set in Metro City then maybe this is Mike Haggar. He seems to have the moustache, and the incredibly broad shoulders of a former pro wrestler / vigilante justice dispenser. The sprite lacks the detail required for me to state outright that this is Haggar with any real confidence, but as a special treat to myself I'm going to pretend that is definitely is Haggar. Well, this is the birthday article, so I'm treating myself.


Oh, so you put the plot of your game right at the end, huh Capcom? Clever, that means people have to play all the way through if the want to know what the hell is going on. That ought to keep the quarters rollin' in!
With the world declared safe, Mayor Maybe-Haggar turns to the screen behind him and asks "hey... who are you, anyway?" The answer?


Why, it's Captain Commando, of course - Capcom mascot, semi-forgotten arcade star and one of my go-to characters in Marvel vs. Capcom. He's not blowing the audience a kiss in the above screenshot, it's just the way his lip animation happened to be at the time. Oh, okay, you can pretend Captain Commando is blowing you a kiss if you want. Don't worry, I won't tell anyone.


As the credits roll and the Commando Chums show off their moves, I'm left to reflect on one of those gaming experiences that isn't perfect but that I still love. My major issues with the game, the disappointing boss fights and the occasional over-reliance on using weaponry, don't do much to detract from the game's overall sense of fun. The over-the-top action is never dull thanks to excellent controls and a great cast of characters, and Capcom's graphical prowess shines brightly in this one - it's beautifully detailed and animated, a real joy to look at. It's videogame comfort food, the arcade equivalent of cheese on toast - perhaps not the most balanced or complete meal, but one that makes me feel a little warm inside and which goes well with a nice cup of tea. Give Captain Commando a go, you'll probably enjoy it. I know I do.

So, that's the end of this year's birthday article, and what a treat it was. For me, I mean. Possibly not so much for you. Anyway, many thanks as always to all VGJunk readers, and hopefully you'll stick with me as I ramble my way through another five years. Five years! I still can't quite get over it.

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