Oh, yeah. She just looks thrilled at the prospect.
I thought I’d take a little break from platformers this week, so I decided to give Compile’s acclaimed 1990 shooter M.U.S.H.A. a shot. It’s been a while since I played a shooter, with the most recent one being another Compile classic, The Guardian Legend, back in February. It’s no coincidence, since I just can’t get enough Compile goodness. For me, they made the absolute best overhead shooters of the 8 and 16-bit age and I’ve always had a preference for overhead (vertical) shooters over side view (horizontal) ones. I think they just feel more “open” somehow; like I have more space available on the screen to maneuver, even if I actually may not.
(By “shooter,” of course, I mean the classic “fly around in a little spaceship and blast all the other spaceships” experience, not a first person shooter, but you probably already knew that.)
Anyway, Musha is part of the long-running Aleste series, hence its Japanese title, Musha Aleste. In the West, M.U.S.H.A. was presented as the contrived acronym for “Metallic Uniframe Super Hybrid Armor,” but it’s really just supposed to be the Japanese word for “warrior,” so I’m just referring to the game as Musha from here on out.
Plots aren’t the most important feature in an old school shooter by a long shot, and Musha’s is no exception. It’s the future and an evil supercomputer named “Dire 51” decides to go all Skynet and take over the galaxy. With a name like that, humanity really should have seen it coming. The last hope lies with the Musha team and all five of them set off to save the day. Hilariously, your four teammates get blown up immediately after the opening cut scene, leaving your character Terri (“valedictorian from Air & Space University”) to do all the actual fighting. I’m guessing she’s the only one who paid attention at giant robot pilot school. Hope all those keggers were worth it, guys.
There are seven levels of carnage on offer in Musha and each one is an archetypal Compile meatgrinder of high speed enemies punctuated by a mini-boss fight at around the halfway marker, except for the final level, which is a brutal gauntlet featuring a grand total of four bosses.
Luckily, you have some decent weaponry to take it all on with. Your primary shot travels straight forward and is pretty puny to start out. Thankfully, you can upgrade it to fire a spread of up to four projectiles at once if you can stay alive long enough. There are also three special weapons for you to pick up: Missiles that carpet bomb a wide swath of the screen in front of you, a laser that projects a constant stream of damage straight forward, and a rotating shield that can block enemy bullets and damage foes on contact. These special weapons can also be upgraded three times with additional pickups. Somewhat unusually for the genre, they also supplement your primary shot rather than replacing it. Special weapons also act as your armor, since you can survive one hit while equipped with one, but this will cause you to lose it, so you’d better scramble for a replacement fast!
Three special weapons doesn’t sound like a lot for a game of this kind but you also have a final means of attack: Options. These are tiny satellites that orbit your primary ship and fire in tandem with your main gun. You acquire options by shooting the “chip carriers” that you encounter in each level. These will then disgorge glowing chips that you’ll need to catch as they fall toward the bottom of the screen. Every three chips obtained will grant you an option. You can only have a maximum of two option satellites active at a time, but extra ones are stored away for later and will automatically deploy to replace any active ones destroyed by enemy fire. These options are very versatile weapons since they can be instructed to fire in six different patterns at any time. They can shoot ahead of you, behind you, in spread patterns, and more. You can even instruct them to break away from you and seek out enemies to attack but sending them out on their own and unprotected can result in them being destroyed at an increased rate. Choosing the right option formation for the right part of each level is key to success in Musha.
One final interesting control facet is a manual throttle. You can pause the game and press left or right to adjust your ship’s movement speed. This comes in handy in a variety of ways. You can slow down to maneuver accurately in tight quarters or speed up to better dodge enemy missiles. Since being either too slow or too fast is a perennial problem in shooter games, this unusual option really is one of those “Why doesn’t every game have this?” features.
So the gameplay is awesome and surprisingly deep but how about the rest of the package? The graphics are well drawn and there’s a lot of awesome parallax scrolling effects going on in the stages that confer a spectacular sense of depth and speed, but the real standout visual element is the wild stage and enemy design. Where else are you going to fight a giant space pagoda bristling with cannons or a flying battleship with a huge Japanese Noh theater mask face? As nice as this game looks, though, nothing can compare to Toshiaki Sakoda’s godlike soundtrack. The Sega Genesis catches a lot of flack for its older FM sound chip’s weakness relative to the Super Nintendo’s audio hardware and Musha definitely does have a lot of that twangy Genesis synth guitar that a lot of chiptune afficianados are so down on. Any weaknesses in the instrumentation are completely superseded, however, by the sheer epic radness of the thrash metal-inspired compositions. There are not a lot of Genesis soundtracks that I’d really want to pump up the volume on, but this is one of them. As of now, it’s my own personal favorite musical score for the system.
As far as downsides in Musha, there are a couple minor quirks, but no serious flaws. There’s a little slowdown when the screen gets extremely crowded, though it’s not that common or that severe. It would have also been nice to be able to change your option satellite configuration while the game is paused, similar to how you adjust your ship’s speed. Six potential configurations are a lot to cycle through during a hectic fight, especially if you’re trying to divide your attention between your ship at the bottom of the screen and the text at the top that shows your current option setting.
Now for the elephant in the room: Original Musha cartridges are expensive as hell. As a genre, only RPGs seem to rival shooters for hyper-inflated prices on the secondary market. If you’re not prepared to drop $200 or more, you’re probably out of luck. I played Musha on a $10 reproduction cartridge because 100% of the game for 5% of the price sounded like a great deal to me. I’m a player first and no serious collector by any means. As a general rule I’ll never pay more for an old game than I would for a new one. I figure that if I can’t get an original copy of the game for $60 or less, I’ll either find a cheaper way to play it on my console (like a repro or a flash cartridge) or just play something else instead. But that’s just me. If you want to shell out for a “real” Musha for your collection, more power to you. The point I’m driving at here is: If you love quality vertical shooters, you owe it to yourself to play Musha somehow. It may just be the best of its class on the Genesis, which is a system renowned for its abundance of great shooter titles.
Just do yourself a favor and take really good notes at Air & Space University.