Blog:Deep Blue Something
It's the 30th anniversary of the quintessential TurboGrafx-16 game. No, not PC Engine. I said "TurboGrafx-16," because this is a clear example of NEC having no idea what they were doing in the US. Who knows what games they turned down to bring this over.
Deep Blue is the tale of a "Fish Attack Sub" taking on evil aliens and the aquatic life that have been mutated in their wake. It's like Darius, but less fun.
As soon as you turn the game on, you're immediately struck by the ostentatious presentation. Large, detailed graphics are accompanied by music worthy of any undersea epic. The screenshots on the back of the box look great, which is certainly the main reason Deep Blue crossed the Pacific.
Unfortunately, all that 16-bit, next generation flair is undermined by the game design, which consists almost entirely of shooting at wave after wave of enemy fish moving in repetitive patterns. They don't shoot; they just ram into you. If you're not careful, it's easy to get overwhelmed.
On the plus side, you have a power gauge and can take multiple hits. You also heal automatically over time. If you can get the hang of things, this is a playable game, but it's understandable why most people don't like it. There's worse (D-Force), but there's also so much better.
Deep Blue was released in Japan by Pack-In-Video on March 31, 1989, and came out in the States in 1990. The development history is murky since there are no credits. However, animator Itsuki Imazaki posted sketches and a design proposal on Twitter in 2017.    According to the replies here, he was working at Hi-Score Media Work (Zombie Hunter) at the time. Yasuo Torai did the Japanese package illustration for Deep Blue, the manual cover illustration and logo design for Zombie Hunter, and illustrations for Hi-Score magazine. You can read more about Hi-Score in the Zombie Hunter post.