https://www.destructoid.com/discovering-the-mystery-behind-the-phalanx-cover-art-471030.phtml (original article here)
Although the origins of the legendary cover of Phalanx (a Super Nintendo matamarcianos -martianskiller, a genre which is called that way in Spanish, it is your typical shoot em' up in English- 1992) in the western markets are not unknown (the makers of the cover decided to find a way to draw attention to the game and that was the best happened to them), one of the creatives of the advertising agency that worked for Kemco in those years has now given a detailed explanation of the whole process.
In statements given to Destructoid , Matt Guss, one of the two responsible for that cover, has explained the creative process that followed.
"We knew that the game did not have much to offer, but we wanted an impressive cover"
"My advertising company had Kemco's account and our job was to create covers and advertising materials for more than 40 games, Kemco typically bought their games from Japanese external studios, some were good and some were not." Loose games needed more help to get attention in stores, "explains Guss.
"What you wanted was for people to pick up the box, be attracted to the story and buy the damn game ." The box also had to be used by Kemco to sell the games to stores, like Walmart. similar to each other : same gender, same graphics, nothing differentiated them from each other ".
Guss explains that the idea for the cover was from his partner, Keith, whom he describes as "a brilliant guy". " We knew that the game did not have much to offer, but we wanted an impressive cover ."
"Phalanx is a very mediocre game with an unexpected cover"
"Since there was nothing more we could do, we had to try to keep the potential consumer looking at the box and trying to understand what he was seeing, what we would call a moment now" but what the fuck " [" WTF moment "], says Guss .
"So Keith could make a cover with the predictable spacecraft shooting at anything like any other game or he could create a story that would make people think about it, and I guess the proof that it was a good idea is that the people are still thinking about it . "
For Guss, " Phalanx is a very mediocre game with an unexpected cover, I needed a big and weird idea to stand out from everything else ".
Phalanx was launched in 1991 originally in Sharp X68000, but the following year Kemco published an adaptation for Super Nintendo , which was the version that reached the western markets. It is a horizontally developed matamarcianos -martianskiller- that was programmed by ZOOM Inc.