Girlhood Is Deadly In Cave’s Classic Shooter Deathsmiles

In one ending of Deathsmiles, 11-year-old Casper faces off with Jitterbug—a greedy British stock broker who has opened the gates of hell in an attempt to escape from the purgatorial Gilverado. After besting both Jitterbug and the hulking Tytannosatan he summons from a portal, Casper can then choose to stay in the world she’s come to call home or go back to her original life in Germany.
Choosing the former allows Casper to enjoy her victory and attend a lavish ball. If players choose the latter, however, they arrive in a dingy basement. Casper is surrounded by a shocked group of men, with rope on the floor nearby. The player learns Casper was kidnapped, but has now arrived back in Germany with the powers she earned in Gilverado. Furious, she eyes her captors with malice as she clutches an over-sized pair of scissors.
“The fate of Casper and her captors,” the game then tells us, “is best left to the imagination.”
Casper is one of four playable characters in Cave’s 2007 arcade shooter, which was released in America on the Xbox 360 15 years ago this summer. As either her or one of the remaining trio—Windia, Follett, and Rosa—players navigate through six stages (plus a boss area) of humanoid pig chefs, headless ballroom dancers, and other macabre creations.
In stark contrast to this grim subject matter and imagery, however, the principal cast of Deathsmiles is… cute. Very cute. Their doe-eyed, cherubic complexions hold strong through encounters with ghoulish demonic baddies. So, too, do their frilly and lacy color-coordinated outfits. As improbable as the spandex in a Super Sentai team, the delicate doilies and ornate stitches of their dresses seem impervious to wear or tear.
This is the illusory beauty of Deathsmiles, a game as precious as it is challenging. Though one of Cave’s more accessible shooters, the game still demands a quick trigger finger and strong grasp of movement mechanics. But to draw players in, illustrator Junya Inoue offered players control not of a powerful robot or far-future space jet, but of these decidedly moe character designs.
Of course, this wasn’t a new choice. The decision to center a cute young girl in a bullet hell game dates back to 1991, with Success’s whimsical System 16 arcade shooter Cotton: Fantastic Night Dreams. Players piloted the titular young witch—atop her broom, naturally—through seven bright, treacherous levels splashed with dazzling primaries. Cotton herself was the main attraction, though, with a precocious design informed by the Lolita boom in ‘80s otaku culture.
Her illustrator, Hideki Tamura, contributed to the popularity of that art style. Tamura worked on Cream Lemon, a seminal adult Original Video Animation (aka OVA, anime released directly to video, frequently due to their explicit content) which focused on the small, demure character designs that became hallmarks to the style. Tamura is best known for his key animation work on Project A-Ko, Birth, and Leda: The Fantastic Adventure of Yohko—three of the most important OVAs of the ‘80s, all renowned for their endearing female leads.
In the 17 years between Cotton and Deathsmiles, titles like Triggerheart Excelica, Gunbird, and Zun’s cult smash Touhou series—among several others—further iterated on the idea of centering a cute girl in a preposterous line of fire. The decision produces striking, memorable imagery of an impervious young girl standing down odds that even the gruffest of soldiers may balk at. It’s akin to Lynn Minmay’s performance amid the stylish and explosive Itano missile fire at Do You Remember Love’s climax, only if Minmay was armed to the teeth with impossible weaponry.
Where Deathsmiles is unique, however, is in its aforementioned ghosts and goblins. The gruesome nature of the creature design and Gothic storytelling elements set it apart from the aforementioned games. This was a deliberate choice on part of Cave, who sought to differentiate the title from its contemporaries.