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}}|}
==The Fluff==
==The Game==
As said above, R-Type on CPC was a Speccy port.
*Comment from Arnoldemu: I looked at Animation is a bit sluggish, lacking the code to discover why Rsmooth moves and precision.*Scrolling is a bit cascaded.*Backgrounds are mono-Type was like thiscoloured (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.Double *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. I think it is possible that the same programmer worked on both the Spectrum and Amstrad version. Ok, 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), now 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 all.. it 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]]
== Game map ==
==Links==
[[Category:Games]][[Category:Games 1988]][[Category:Video contents]][[Category:Shoot them Up]][[Category:Extended RAM Software]][[Category:Arcade]][[Category:Arcade Port]]