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How did you initially come up with Estique?

On that note, Hyper Euphoria is currently available on Steam in Japanese. Are there any plans to translate it?
The Japanese text is highly idiosyncratic and filled with inside jokes. Due to the high cost of translation, I do not think an English version will be released.
Estique sends Mary and Kanon around the world, complete with vacation photos after each stage. How did you choose the cities they visit?
Japan, the U.S., and the U.K. are major places. I like Hong Kong, and Germany was chosen because there was a possibility of developing it for a German publisher.
Why do the Famicom and NES versions of the game have different cutscenes and, in essence, different storylines? For example, the ending to the Famicom version implies some romantic attraction between Mary and Kanon, but that does not come up in the NES version. Was that a joke about how NES games were sometimes censored compared to Famicom games?
Is the cat mascot, Maruino, meant to look like Randar from Compile games?
I asked Satoshi Fujishima, who created Randar, to "draw a 1UP character for a certain game," and what he came up with ended up unused, so we just repurposed it for our company.
I’ll also talk a little about Estique’s story, what basic material it is. Yes, I am one of those nerds who takes every narrative at least a little seriously, even if it’s the plot of an MST3K-featured movie or a single sentence in a video game, and Estique has at least a few sentences and some characters.
The pilots of the world-saving Estique mecha are Mary and Kanon, both designed with modern anime flourishes. Kanon wears maidlike attire and Mary prefers a sparing getup similar to Rika’s in Phantasy Star IV, with neither outfit seeming practical for extended time in a robot’s cockpit. Such realism is hardly the point, of course, so I initially wrote off the characters as pandering decor for Estique’s side-scrolling shooter spectacle. Hey, you gotta sell your game.
Yet they won me over. Estique’s creators, including director Takayuki Komabayashi and Compile veteran Dagattai Kodama, wanted their shooter to make impressions across the board, and there’s a little joke in its plot. The NES version has deliberately awkward English text and a simplified plot about alien invasions, while the Famicom version gets into slightly more detail with Mary and Kanon, particularly in an ending with some romantic tension between them. How Estique would have scandalized the Nintendo censors of 1991.

The plot variations are a cute extra, but I was more amused by the images that pop up between levels. Each stage takes place in a different city, and after defeating the resident giant mechanical boss, Mary and Kanon enjoy the local sights and fashions. While I have no doubt that this was motivated by some desire to dress the heroines as biergarten waitresses, it’s surprisingly innocuous overall, as though Mary and Kanon are sharing their vacation photos.

They sometimes even hang out with the enemy pilots of the giant mecha they face. Heck, everyone shows up at the end of the game for a party, apparently freed from whatever evil forces were possessing then. I trust I’m not spoiling anything. Estique isn’t that sort of game.

It’s a soundly charming detail, though I admit some disappointment that the New York level had Mary and Kanon cavorting at the beach. It’s perhaps a reference to GG Aleste 3’s endings, but I had hoped the game would trot out stereotypical Americanisms with the two pilots wearing football uniforms, serving up giant cheeseburgers, and voting against their best interests. New York City isn’t really known for its beaches, either.

Then again, Estique also shows New York City with spacious canyons and prairie sunsets in its background, so perhaps this is a world radically altered.
Anyway, I recommend Changeable Guardian Estique to anyone who enjoys shooters. I also recommend buying it legitimately. That should go without saying, but the developers were concerned enough to make this.

So I think it bears emphasizing.

In many respects, wall scrolls of that period were questionable purchases. The quality of the print on fabric was rarely as nice as an actual poster, and their appeal was mostly in how easily they could hang on a wall. I had a bunch of them for a while, but in time I realized that if I was going to display my nerd proclivities so readily, I should at least use framed posters.
Before that revelation dawned, however, I was perfectly willing to decorate with wall scrolls of my favorite anime or video games. I recall three of them most vividly, along with the reactions they received...or didn’t.






For example, it’s neat how the militarized backdrop of the hulking soldier Potemkin’s homeland has mecha units worthy of their own model kits…

…Or how the temple favored by American ninja (and future president) Chip Zanuff combines giant tengu masks with what seems to be a warped cybernetic Avalokitesvara statue.

Yet I want to discuss the aged knight Kliff Undersn’s recurring combat scene, known as the Grave in official Guilty Gear documentation. Its centerpiece is a giant dragon carcass, but note the smaller lizards frolicking among its decay. Perhaps scavengers or some lesser genus of dragon themselves, they observe the combat and sometimes pause to clean themselves like rabbits. They apparently harbor no ill sentiment toward Kliff and his offensively named Dragonslayer sword.

Those small dragons reappear in this stage in subsequent games, looking slightly sharper to fit the more polished look, and they even gather around fires and take to the air on stubby, aerodynamically insufficient wings. Look, Guilty Gear has a character whose wings are a quarreling angel and grim reaper. Chubby reptiles taking flight is a low-rung implausibility.
Yet it’s their initial appearance that intrigues me most. The first Guilty Gear packs a lot into an original hand-drawn PlayStation fighter, and it had a difficult production. While creator Daisuke Ishiwatari and Team Neo Blood initially made the game with rendered sprites as in Killer Instinct, they scrapped that prototype, redesigned many of the characters, and started over with sprite artwork. And they still found time to animate some capering reptiles for the dragon-corpse level.
It’s this sort of thing that wins me over, perhaps even more than Guilty Gear’s constant sense of overkill, the countless compelling details in the animation, the extensive backstories, or the subplots about Axl’s neglected girlfriend or Millia’s unfortunate fanboy.

The dragonlings are not in the nighttime version of the Grave seen in Guilty Gear XX Accent Core Plus R (actual title). Their campfires are out, suggesting that they’re diurnal or crepuscular in their activities. Or maybe they’re Kliff’s pets and he’s conscientious enough not to let them roam in the deep of the night. Given how vast Guilty Gear’s worldbuilding can be, maybe there’s an entire novel available only in Japan and devoted to Kliff’s life and times, including his complex relationship with various dragon species.
I have not seen these dragons in more recent Guilty Gear titles, but then Kliff isn’t in those games either. It could be that the critters lurk somewhere in a background and are just hard to spot in the rapid complexities of Guilty Gear Xrd -SIGN- and Guilty Gear: Strive and whatever other forms the series takes. It’s hard to keep track sometimes, but for me it’s always worth the trouble.

For starters, it was one of the first message boards where I regularly hung out. I joined around 2002, not long after the forums were established (though the Digital Press fanzine dates all the way back to 1991). The forums attracted a mix of older and younger fans, veterans who remembered the Atari days mingling with folks younger than the Sega Genesis. It was my introduction to the staples of a busy forum: the in-jokes and feuds and gimmicks and contests and meltdowns and drama and moderator squabbles and the occasional threats of real-life physical assault over differing opinions on Springer or Darius Twin.
I miss it in some ways. Today’s social media lets us connect with others quickly and conveniently, but that immediacy is its own cost. I liked the way the Retrogaming Roundtable was never too big. I could log in once or twice a day without the risk of missing out on anything, and I could take time to compose a post without fretting over wordcount limits. It was a place where, to borrow that myth of small-town Americana, everyone knew everyone. And sometimes hated them.
Beyond any personal connection, the Digital Press Retrogaming Roundtable had a lot of useful information. Industry veterans would occasionally pop in with stories, and technical questions invariably attracted people who knew what they were talking about. It was a place for diving into the obscure, whether it was uncovering Micronics’ covertly programmed titles or finding out if certain Sega CD and 32X games ever saw official releases. And those subjects aren’t as obscure these days, now that retro-game collecting has wider scope and higher prices.
Like most forums, Digital Press declined as the 2010s arrived and everyone migrated to Twitter, Facebook, and other venues. The forums chugged on, kept afloat under new management, but I only stopped by on occasion. Sometimes I wasn’t in the best of moods, as I was disdainful of game collecting and other nerd passions for what I now realize were silly reasons. At the time I honestly didn't care if I got banned, but now I'm glad I didn't.
It seems that the forums are backed up, though a searchable database might not emerge. I’ll miss those occasions where I went looking for some ancient scrap of video-game history and found it on an old Digital Press thread where I’d actually posted many years ago. There’s a lot of valuable information there, so I’m glad it’s preserved somehow.
I did little to help that, I’m afraid. For all of the unique material contained on those forums, the only posts I saved were a few that amused me. Perhaps I can wring some meaning from them.
A lot of Digital Press chatter started off with someone needing help in getting past a boss or a puzzle. Forum user “grape,” however, perhaps had other motivations.

Well, sure, but why are the boots so important?

Uh…

You don’t say.
Threads like this made me realize something: for just about every character in video games (and perhaps all fiction) there’s at least one obsessed fan. Sometimes those fans are just fascinated by a humble enemy’s design or a shopkeeper’s mannerisms. Sometimes they’re innocently sympathetic to a memorable character with a small role. And sometimes they’re just unabashed pervs.
I met plenty of cool people through the forums, and one of them was the artist known as Bratwurst. He’s made all sorts of great comics, illustrations, and technical wonders (and my site’s banner), and his forum antics always amused me. This one still makes me burst out laughing.

Perhaps Kaine was naïve to assume that any old video games would remain on store shelves for long, but this was an era when such things were in lower demand. Thrift shops and flea market vendors might have bins full of old NES or Sega games for a few bucks each, with future high-ticket rarities like Wild Guns and M.U.S.H.A. just sitting there unwanted.
In recent years the Retrogaming Roundtable’s traffic was low enough that some members realized they could post incoherent rants without many people mocking or challenging them. Some of these diatribes were about video games, but other posts had a lot bubbling below the surface.

Nostalgia drove a lot of the discussion on Digital Press, yet it often showed how nostalgia leads to more interesting matters: historical studies, debunking an idealized past, humorous anecdotes, and even personal growth. Yet it’s easy to sink thoughtlessly into that pool, and the above nostalgia-poisoned ramble shows just what happens when you never shake the myth that everything was better simply because you were young and not required to think too much about anything. I believe the person who posted that thing was banned for it, and I hope he gets help.
If there’s any real lesson here, it’s that you might want to save interesting things you find on message boards. The Internet’s a fragile thing, after all, and there’s no guarantee that something you like will stick around. It’s not exactly fair, but hey. Them’s the breaks.

You’ll see glimmers of invention in a few boss battles, yet there is no elevating Whip Rush. It’s an unremarkable specimen of its day, harsh in the least compelling fashion. Surviving the levels depends entirely on powering up your weapons and keeping them: one hit demotes you to a pea-shooter and all but seals your fate. Perhaps an easier game would have gone down better, or perhaps that would have given it even less staying power.
Is that all there is to Whip Rush? Hmm...well, there’s something I like about the opening.

One cliché that I always enjoy at least a little is the mysterious disappearance of some exploratory vessel, whether it’s a high-seas clipper or, as Whip Rush introduces, a trio of deep-space ships dispatched to discover new worlds. The mission is deemed “missing and presumed lost” five years into their journey, and their last transmission sees them approaching the planet Voltegus.

But hang on a second. The game then tells us that “less than a week after the incident” an ominous alien force arrives to attack Earth. So those three ships were listed as MIA within a week of losing contact? That seems hasty. What if their communication relays shorted out? What if their lone tech-department wizard was on vacation? What if they just got lazy and didn’t feel like sending those control freaks back at Earth updates about every incremental piece of their voyage?
Anyway, this is as much storyline as Whip Rush gets. It doesn’t even show an anime pilot at the controls of its ship. Even so, it's a shooter that's worth trying for a few minutes, I guess. Maybe you'll even stick with until the second stage, when you get to that underwater part where everything slows down. That's where it gets dull.
Okay, fine. I’ll talk about Trouble Shooter. Whip Rush is notable for me only because of its connections to Vic Tokai’s next offering in the genre, known as Trouble Shooter in North America and Battle Mania in Japan. Whip Rush’s staff included Fujito Takada, a.k.a. Takayan the Barbarian, and in a Shmuplations-translated interview he mentions how he was the programmer for Whip Rush while the design was handled by someone else.
It’s not hard to see Trouble Shooter growing out of Whip Rush. They’re similar in their approaches, mixing horizontal and vertical scrolling, and the available weapons and sound effects all seem from a similar source.
Yet they’re exceedingly different where it counts. Whip Rush is unobtrusive and mediocre in appearances, while Trouble Shooter has personality at every turn, peppering widespread anime-heroine hyperdestruction with all sorts of tidbit references from whatever Takayan happened to like. It’s also a much easier game, more concerned with colorful details and large characters than it is with how long it might take the average player to reach the ending.

The Whip Rush ship appears in Trouble Shooter, toting power-ups for protagonists Madison and Crystal (or Mania and Maria) to collect. It’s entirely appropriate for a spacecraft that always looked a little too compact and cuddly for a blistering space shooter. I like to think that Madison and Crystal adopted it as a pet, much like Nanmo from Dirty Pair. I have to mention Dirty Pair at least once in my Trouble Shooter writeups, lest anime fans think me ignorant of the debt that just about everything with futuristic gun-slinging women and copious explosions owes to Kei and Yuri.

Battle Mania Daiginjoh, sequel to Trouble Shooter, goes with a sleeker ship for its power-up deliveries. Is it a guest star from another Vic Tokai game, or perhaps a reference to another shooter from a rival company, like Technosoft’s Thunder Force? Or is it just a glimpse of how the Whip Rush ship might have been upgraded for a sequel it never had?
No Vic Tokai game is getting a sequel these days. While Tokai Communications still exists, they’ve long since left the game industry, and their catalog seems off-limits for reissues and new creations. If that ever changes, Whip Rush would not be my first choice for a follow-up, but perhaps its ship could sneak into a third Trouble Shooter game.










