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R-Type

4,143 bytes added, 18:16, 30 March 2020
Remake
R-Type is a classical and cult Shoot'em up ported from {| align="right" valign="top"|{{Infobox Game|Image = [[Image:Rtype.png|center|300px|Titlescreen of the famous IREM's arcade game with the same name, released in 1987]]|Company = [[Electric Dreams]]|Developer = [[Keith A. Goodyer]], [[Coder]], [[Coder]]|Publisher = [[Publisher Company]]|Musician = [[Richard Stevenson]]|Release = [[Category:Games 1988|1988]]|Platform = [[Amiga]], [[Amstrad CPC|CPC]], [[Atari ST]], [[Commodore 64|C64]], [[Game Boy]], [[MSX]], [[SEGA Master System]], [[TurboGrafx-16]], [[ZX Spectrum]]|Genre = Action|GameModes = {{Single player}}|Controls = {{Keyboard}} {{Joystick}}|Media = {{Disk}} {{Tape}}|Language = {{EN}} |Info = Remake 2012}}|}
It was ported on almost every computer of the era.
And despite R-Type is a classic and cult Shoot'em up ported from the famous IREM's arcade game with the same name, released in 1987.  It was ported on almost every computer of the era and was released on Amstrad CPC in 1988. Despite being good, it remains an awfull case of [[Speccy Port]].  '''''You make one little mistake in your life and the internet will never let you live it down.... Electric Dreams / Activision gave me 21 days to do the port. I wish i had the time to do a nice mode 0 port with new graphics, but alas it was never to be.''''' ''Keith A Goodyer at [http://www.cpcwiki.eu/forum/index.php?topic=699.msg5756#msg5756 CPCwiki forum], 02/25/2010 '' '''''The completed Spectrum version - including the source code - was handed over on September 16th 1988 (Activision didn't quite get it that day but that's another story). This was the first day of the PCW show at Earls Court in London and Activision had press releases stating that the release date for this, and for the original Amstrad CPC version, would be November 1988. Keith received the source code the following week and started work immediately on the conversion (after a phone call or two) which means that, allowing for the 21 days it took to complete the conversion, the original CPC version was finished mid October.''''' ''Bob Pape at [http://www.cpcwiki.eu/forum/index.php?topic=699.msg31597#msg31597 CPCWiki forum], 03/10/2011
==The Fluff==
==The Game==
A Considered nowadays as a classical lateral/horizontal shooter., R-Type introduced two revolutionary concepts in gameplay :
The game was notorious for being very hard, as you have to know precisely the patterns of enemy waves and movements.
Also *Extra module named "Force" that can be docked on front or behind the Weapon system was good and new at the timeplayer ship.*Loaded shot named "Beam".When you are loading the Beam , its power grows but you can not shot (except additionnal missiles)
Graphics and design were typically inspired by GIGER's Alien designs.
Some Bosses were actually made of Vagina, sphincters and strange tubular appendices, even clitoris...
Also The mastery of theses features is required if you want to master the 3rd game itself.   With gorgeous "Gigerish" graphics , unforgeable soundtrack , perfect gameplay and innovative level started design , R-Type became a legend of the great tradition video game.There are a lot of the big-big-big boss : A ship so big that it is the level in itselfclones and sequels , and a lot of shooters were (and still are) inspired by this game.
==The Port==
As said above, R-Type on CPC was a Speccy port.
Yet because the spectrum version was perhaps one of the best in the 8 bit area (and many say the best speccy game ever), the Amstrad version remained playable, fun, yet so disapointing... maybe disappointing and by far inferior to the Spectrum's one.original:
It *Animation is well known a bit sluggish, lacking the Amstrad Rsmooth moves and precision.*Scrolling is a bit cascaded.*Backgrounds are mono-Type coloured (a classical Speccy port feature) despite the Mode 1 screen displaying 5 colours*As usual, a Raster is perhaps included, to no effect*Sprites manage to feature a bit more colours, yet are afflicted by pseudo colour attributes : 8x8 pixels tiles were 1 bit coded, but sprites could feature different inks*Sprites are not masked either, as unmasked sprites were a trick to avoid Colour Clashes on ZX spectrum*Thankfully, it still features no colour clashes.*A code analysis by [[Arnoldemu]] showed that double buffer is not used, and screen is located from &0040. &5800 even has attribute data just like on a real spectrum. &7800 has a copy of the worst attribute data (maybe double buffered so colours can be changed and then updated quickly). Screen is only updated where necessary. it is possible that the same programmer worked on both the Spectrum and Amstrad version ever, yet with the process being: start with the Spectrum version, remove some colours because the cpc can only display 4 colours in mode 1 (without using raster tricks), use 90% Spectrum code and convert graphics at runtime into CPC form colouring them as you do this . The result is R-type. This explains why the colours are bad and why the game remains goodis so slow.
It is of note that the speccy version was itself ported (graphically) from the Atari ST version.
Animation was a bit sluggish, lacked the smooth moves and precision.==The good Aspects==
Scrolling As said the Spectrum version was a bit saccadedgood.
Backgrounds were mono-coloured (a classical Speccy port feature) despite The main reason was because it was so close and faithfull to the Mode 1 screen displaying 5 coloursArcade original version...(maybe six...sometimes ?)
As usual, a Raster is included, just for nothing !* In graphics : the fine square pixels (Mode 1) allow fine details.* In Gameplay : most enemies patterns are closely respected.
Sprites managed to feature As a bit more coloursresult, yet were afflicted by pseudo colour attributes : 8x8 pixels tiles were 1 bit codedeven the humble Amstrad version was very close to the Arcade, buta sprite could feature different inksat least in gameplay (even sometimes more than the c64 version).
Sprites were not masked Also the Amstrad version did include good (though sparse) sound effects too. It is also of note that the game is quite big, as it includes the full 8, challenging levels.
ThanksfullyLast but not least, it still features no colour clashesthe intro screen is in Mode0 and quite nice.
== Screenshots ==
==The good Aspects==<gallery>Image:Rtype.png|Intro screenImage:rtype_lvl1.png|Level 1Image:Rtype1.png|Level 8</gallery>
As said the Spectrum version was good.==The Cure==
The main reason Being attribute based animated, R-Type was because it was so close and faithfull of course a bit short on 464/664 config (=64K RAM) to the Arcade get properly recoded in 2bpp graphic data.Yet a 128K RAM version can actually benefit from such true Amstrad CPC graphics and display 4 colours per 8x8 character (mode1) or 16 colours per 4x8 characters (the originalmode0, wider pixels).
* In graphics : However, the fine square pixels (Mode 1) allows fine details.* In Gameplay : most enemies patterns were closely respectedsingle coder who did the port in 3 weeks simply couldn't do that because he had no graphician to re-do the graphics and no 128K version was actually planned.
As a result, even the humble Amstrad version was very close to the Arcade, at least in gameplay.
Also the Amstrad version did include good sound effects too... yet they were too few (and no real music).'''How it is :'''
It is also notable that the game was quite voluminous, as it included the full 8 levels... and very challenging too[[File:RType original level 2 Cpc.gif|800px]]
Last but not least, the intro screen was in Mode0 and quite niceOriginal Level 2.
==Samples==
[[File'''How it could be:Rtype.png]]Intro screen[[File:Rtype1.png]]Good exemple of pure fail :*mono colour backgrounds*unmasked sprites.*colour attributes.'''
Yet the original design were faithfully ported and still awesome[[File:Level2 plus.bmp|800px]]
Level 2 mock-up, redesigned by MacDeath.  '''What will be:''' [[File:Rtype128k_stage2.png|800px]] Stage 2 map from the 128k version by Easter Egg.  [[File:Carnivac games-r type-mode0.png]]  Mode 0 mock-up, courtesy of Carnivac Games.  {{#ev:youtube|C_GDjT1tivo|360}} Stage 1 video preview (original vs 128k), by Xyphoe. ==The CureGame map == <gallery caption="R-Type game map">image:rtype map.jpg</gallery> ==Longplay videos== source : Youtube. {{#ev:youtube|t2Vo8dbBJig|300}}{{#ev:youtube|G3UWCzzk2To|300}}{{#ev:youtube|CmnBO8j7IQY|300}}{{#ev:youtube|uxMz7EEDzjQ|300}}{{#ev:youtube|Db2MPcuFwn4|300}}{{#ev:youtube|oGbL5Da9NE8|300}}{{#ev:youtube|arINXwvGdzQ|300}}{{#ev:youtube|biTJY89DT0s|300}}
[[File:Level2 plus.bmp|888px]]
==Links==
[http://www.sitedesteph.freesurf.fr/rtype/index.php A good *{{CPCPower|1848}}*{{CPCPower|7174}} (128k version)*{{EnWiki}}*Official R-Type page at Irem web site in French]no more exist
[[Category:Games]]
[[Category:Games 1988]]
[[Category:Video contents]]
[[Category:Shoot them Up]]
[[Category:Extended RAM Software]]
[[Category:Arcade]]
[[Category:Arcade Port]]
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