![Hands On: Mind-Blowing NES Shmup Chouyoku Senki Estique Just Keeps Getting Better 1](https://cdn.statically.io/img/images.timeextension.com/a602b86c0fd07/hands-on-mind-blowing-nes-shmup-chouyoku-senki-estique-just-keeps-getting-better-1.900x.jpg)
Following on from our previous report on Chouyoku Senki Estique for the Famicom / NES. Takayuki Komabayashi has been regularly updating and sending us ROMs of the 2D hori-shmup as it progresses. Seeing the game improve and undergo refining and polish has been a real pleasure – especially since it reminds us of the days of reading magazines, and seeing previews claiming 40% and then 60% complete, and so on, in the build up to a review.
Komabayashi tells us: "The game is about 60% through development. We still need to implement Stage 5 and 6, plus visual scenes, and also compose the rest of the most. Currently only Stages 1 and 3 have their finalised music. Also we plan to add a Hard Mode. The sound will be improved and more huge bosses added. Please wait for next ROM."
The exciting thing about the latest update is the addition of bespoke music tracks. The first and third stages have a real jazzy tune to them, which feels fresh and, surprisingly very fitting to the stage themes. The night theme of the opening stage, coupled with the music, calls to mind old-timey noir detective films - you can almost imagine one of those city lights is inside a smoky whisky bar with a live jazz band. The third stage's warm blue skies benefits from an upbeat tune too - and just look at the use of colours. We've discussed the NES' limited palette, and Komabayashi and his team have worked well within the limitations.
But don't take out word for it, check out this video captured directly from real hardware. Notice the natural dithering that takes place between pixels:
"The first and third stage music is composed by Shinichi Sakamoto," explains Komabayashi, adding that, "He's famous for composing music for the Wonder Boy series. Most of the music will be by Shinichi Sakamoto."
It's clear from the ensemble cast of staff that this is a real passion project for Komabayashi, bringing together people from various classic series including Wonder Boy, Aleste, Spriggan Mark 2, and Golvellius. To have these veterans combining their talents to create a game a based on your personal vision is a dream we can barely imagine - we're only ever so slightly extremely jealous.
Finally, we ask about whether it will be physical or digital, Famicom or NES, pricing, date, and what sort of box and manual it will have.
![Hands On: Mind-Blowing NES Shmup Chouyoku Senki Estique Just Keeps Getting Better 2](https://cdn.statically.io/img/images.timeextension.com/2eb1e7b96daf0/hands-on-mind-blowing-nes-shmup-chouyoku-senki-estique-just-keeps-getting-better-2.300x.jpg)
"Cartridges will be produced by Broke Studio this winter," reveals Komabayashi. "The date and price is not yet set, so please wait for the announcement. It comes with box and manual. Both Famicom and NES versions will be released."
We wish him luck. The game has come quite a long way from when we first played it. There's a definite challenge now, and we died a couple of times, but it's not unfair. There's still no flicker - some enemies flicker, but only as they materialise, for effect. The fourth stage has a cool tunnel system with sloping floors - touching them does not destroy you, which we appreciate, though it's clear the collision is still being tweaked. While the orange background for this stage is gorgeous, it makes some projectiles difficult to see. Given that enemy projectiles come in various colours (including blue), we suspect this will be amended before release. Seeing that Statue of Liberty at the stage end, though - *chef's kiss*.
For us, part of the excitement for this project is not just the game itself (though we feel confident it'll live up to expectations), but also seeing how it evolves and grows. There are plenty of devlogs online for modern indie games, but those tend to be for modern operating systems. Estique offers a window into Famicom development, which hasn't taken place professionally for around 30 years now. And as Komabayashi takes on board feedback, we've seen the difficulty balance improve, bugs get fixed, and the overall feel become more polished.
We're nearing the end now, but expect an update when we finally have our hands on this. In the meantime, enjoy the video on YouTube and let us know what you think in the comments. The team will keep an eye on all feedback.
Comments 12
Again, if someone told me this was an early PC Engine or Genesis game, I would totally believe it. Very impressive for the humble NES.
They had me at "transforming mech shmup". 😂
This looks awesome, I can't wait to play it.
Looks great. I’ll be playing this one on fpga.
This is my jam, I'll buy the rom as soon as they provide it.
Definitely buying the physical release, love the Nes/Famicom.
What kind of modern voodoo is this? It looks amazing I just know I will suck at it like I have with near enough all shmups ever. I still want to play it though.
@Zenszulu In the earlier article Komabayashi talks about multi-layering the sprites to work around the 3 colours + 1 transparency, inherent in all FC/NES sprites. It's an expensive technique because the more sprites you use this on, the less you have for individual bullets and enemies. I think the NES allows 64 sprites? Plus of course too many on any given horizontal row causes flickering (more than 8); he covered that too.
It reminds me of the ZX Spectrum, and some developers describing how, with very careful effort, they could create graphics without any colour clash, but you had really control how elements interacted.
Also sorcery. Actual sorcery was employed in making this.
@Sketcz It really does surprise me how they go out doing these things they essentially have 40 years of coding knowledge to now use to come up with new techniques that no one back then could have conceived. As someone who follows C64 homebrew stuff I have been seeing so many things thought technically impossible. It also helps a new generation are coming in and coding for older systems with new approaches. It also doesn't hurt that these games normally don't have a deadline and can have every aspect have as much time as possible to try and get right.
@Zenszulu Indeed! Emulation also helps, as do flash carts. Before, they had to burn EEPROM chips to test. Or possibly use an in-circuit emulator, but that tied you to the computer.
I guess I do have an old NES around somewhere... but not a famicom...
I hope this gets a modern port or you can buy the rom!
I hope they sell the ROM as well. I'm a little wary of buying cartridges nowadays unless I really trust the manufacturer to make them correctly.
Assuming they do, I'm looking forward to playing this once it's released.
I love the choice of Moonlight Sonata for boss music, even if it's just a placeholder. I get curious why games never use classical pieces like Kubrick did in 2001 since they're in the public domain.
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