MUSASHI GANRYUKI
 
System: ARCADE (MVS)
Format: 177Mb ROM CASSETTE
Hardware: MVS
Released: ??.??.1999
Label: VISCO
Developer: VISCO

It wasn't easy to release at the end of the '90s a title belonging to a genre completely forgotten by the public almost a decade ago, and for it to garner even minimum acceptance. Even less so if it repeated a more than exploited approach without providing any innovations, not only mechanically, but also technically or aesthetically.

Although, in point of fact, Visco has never stood out for innovating in any of its products, rather the opposite, especially as regards the ones destined for the Neo-Geo hardware. Musashi Ganryuki drinks directly from myths like Saigo no Nindou, Strider Hiryu or Mirai Ninja, that is to say it presents itself as a two-dimensional lateral-perspective action game involving short-range weapon-based combat and the ninja theme as scenographic excuse. A genre that had its spot in the limelight in the early part of the decade and that, with the advent of polygonal-based games, had practically disappeared both from the arcade and domestic scenes. In the style of the classic action games then, Musashi Ganryuki has a very linear development, with one on-screen player as the sole option and a main sprite of modest dimensions, which allows the visualization of a generous play-area, emphasizing, somewhat, the exploration factor. And the fact is that, despite the game's linearity, the stages are usually structured around two different routes and they hide some secret corners, besides accommodating numerous traps or elements to jump over, avoid or destroy.

What isn't so habitual in this kind of game is to stumble upon two distinct characters to choose from. Basically, they differentiate themselves on strength and speed, given that the number of possible actions for both is exactly the same: basic attack, ranged attack (which is performed by hitting and charging the attack button), jump, slide and chain-throw. The chain is ejected with the third button and, thanks to its claw-shaped ending, allows the climbing of poles and trees, reminding, perhaps with excessive obviousness, of Capcom's legendary Top Secret. A series of weapons that will vary depending on the chosen character and are always located in the same places will also be available, hidden in the interior of chests or watched over by beautiful maidens who will offer them to us after we set them free from their tight bindings.

This is Musashi Ganryuki. One of the few titles of the Neo-Geo hardware that did not get a home version, which demonstrates the scarce pretensions with which it was released. The game was, of course, massively ignored (if not reviled) for adopting more of a Mega Drive - 1991 look than a Neo-Geo – 1999 one. It served Visco for definitively abandoning the Neo-Geo system, which it had been populating since its 1992 Andro Dunos with impudent and irrelevant copies of prestigious games. Without pity. Without glory.
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Let's set it straight from the beginning: Musashi Ganryuki doesn't reach, not by a long shot, the quality that the great ones of the genre had offered ten years before this game made its
appearance. Not only that, technically it's one of the weakest titles of the entire Neo-Geo catalogue and possesses some of the most undesirable mechanical ticks I had the disgrace of suffering in a long time.

But even though I tried, I haven't managed to unglue myself from it for three weeks straight. The Visco people are wiser than they seem. They haven't tried very hard to create a spectacular, or perhaps even merely graphically catchy game. Neither, as it has already been said, did they split their heads open in order to introduce some minimally innovative element. In exchange, they have millimetrically measured the game's difficulty curve, the stages' duration and variety and, above all, the design of some final bosses which represent, by far, the game's biggest attraction. You quickly forget how maladjusted the sliding command's response is (which usually makes you jump instead, given that both actions are executed with the same button), how much the action's dynamism is broken each time you are hit, or how absolutely useless all the special weapons are. Musashi Ganryuki's development is surprisingly addictive and absorbing, almost as much as that of the old glories of the late '80s, although at first it appears to be a dully realized game incapable of even offering a decent level of control over the main character.

Some details do seem more fitting of the modern creations, like the introductory sequences and the dialogue scenes that take place before the important clashes (although the cartoonist's style is a bit questionable), as well as the use of flat or semi-flat shadings in the majority of the sprites and stages. It's a pity that the scarce variety of basic enemies (who, apart from some animals, are all the same ninja with different colors) contrasts so much with the repertory of final bosses, although both the maidens we set free and the villagers that run by aghast in some stages introduce a certain humour and diversity to the development. The backgrounds are weak, although very evocative. Perhaps they suffer from excessive darkness, forcing you to turn up the monitor's brightness in order to fully visualize them. Even more evocative turn out to be the melodies that accompany each of the stages and boss fights, as is usual in the titles that carry Visco's seal.

Rendering, ultimately, an objective judgement of Musashi Ganryuki has turned out to be complicated. It's true that, leaving its mechanics aside, it's an inappropriate game for the year in which it was released, not only because of a technical component quite below of its time's standards, but because of insufficiently worked-out and charisma-lacking aesthetics. But it isn't any less true that the mere fact of rescuing a genre so fallen into oblivion but at the same time so important and enriching is always a laudable labour that we here want to applaud. Ideally it would have served, as Metal Slug had already done in its time, to revive interest for the classic conception games based on two-dimensional formulas, but we are afraid that it not only remained a timid attempt within the domain of the MVS hardware, but it could well represent the last example of its genre on any arcade platform.
      

                                             Recap
 
 
   
All original artwork is the intellectual
property of Visco Corporartion.

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Concept, design and text by Recapitulador. Translated by Emmanuel Fernández Noguera.
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