Changes
R-Type
,Remake
{| align="right" valign="top"|{{Infobox Game|Image = [[Image:Rtype cover.jpgpng|thumbcenter|200px300px|R-Type Titlescreen of the game cover]]|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}}|}
'''''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.'''''
'''''Electric Dreams Keith A Goodyer at [http:/ Activision gave me 21 days to do the port/www. I wish i had the time to do a nice mode 0 port with new graphics, but alas it was never to becpcwiki.'''eu/forum/index.php?topic=699.msg5756#msg5756 CPCwiki forum], 02/25/2010 ''
''Keith A Goodyer '''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 CPCwiki forumEarls 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, 02/25/2010 the original CPC version was finished mid October.'''''
==The Fluff==
==The Game==
As said above, R-Type on CPC was a Speccy port.
*Animation is a bit sluggish, lacking the smooth moves and precision.*Scrolling was is a bit saccadedcascaded.*Backgrounds are mono-coloured (a classical Speccy port feature) despite the Mode 1 screen displaying 5 colours*As usual, a Raster is 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 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, 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 is so slow.
==The good Aspects==
As said the Spectrum version was good.
The main reason was because it was so close and faithfull to the Arcade version (the original)version.
* In graphics : the fine square pixels (Mode 1) allows allow fine details.* In Gameplay : most enemies patterns were are closely respected.
As a result, even the humble Amstrad version was very close to the Arcade, at least in gameplay (even sometimes more than the c64 version).
Also the Amstrad version did include good (though sparse) sound effects too... yet they were too few (and no real music)It is also of note that the game is quite big, as it includes the full 8, challenging levels.
== Screenshots ==
<gallery>
Image:Rtype.png|Intro screen
Image:rtype_lvl1.png|Level 1Image:Rtype1.png|IngameLevel 8
</gallery>
Being attribute based animated, R-Type was of course a bit short on 464/664 config (=64K RAM) to get properly recoded in 2bpp graphic data.Yet the original design were faithfully ported a 128K RAM version can actually benefit from such true Amstrad CPC graphics and still awesomedisplay 4 colours per 8x8 character (mode1) or 16 colours per 4x8 characters (mode0, wider pixels).
[[File:RType original level 2 Cpc.gif|800px]]
Original Version, level Level 2.
'''How it could be:'''
[[File:Level2 plus.bmp|800px]]
[[File:Carnivac games-r type-mode0Rtype128k_stage2.png|800px]]
== Game map ==
==Links==
[[Category:Games]][[Category:Games 1988]][[Category:Video contents]][[Category:Shoot them Up]][[Category:Extended RAM Software]][[Category:Arcade]][[Category:Arcade Port]]