Continuing with the theme of shooters, from last review,
this time I thought I'd carry on with the scrolling shoot-em-ups and tackle
something a little more recognised in the gaming world. Let's see if you can
guess it before I finish this para-RTYPE-graph, no? You failed and I never said
I was going to play fairly either.
R-Type was released in arcades back in July 1987, and
eventually ported to almost every possible platform imaginable ranging from the
ZX Spectrum up to modern day remakes on the Xbox Live Arcade delivery platform,
R-Type was a different model of game compared to the 1985 release of Gradius
(another side scrolling shooty space shippy game, which will be reviewed
later).
Taking the rather simple idea of Spaceship on the left,
moving right, shoot everything that moves and some things that don't move, kill
boss, cheer and look embarrassed when the bigger people look over at you
playing the arcade, rinse and repeat method. R-Type added a few things that
most games up to that point hadn't really done, the most iconic of which were
the charge shot and the "force" pod. The charge shot being where you
held the fire button, charged up a large shot and released a big blast of
sprite-damage towards your enemies and often took out most of them, and some of
the bigger ones as well, in one go. While the Force pod was the indestructible
(not always impenetrable) shield/weapon add-on that could be affixed to the
front of the ship, the rear of the ship to shoot backwards, or launched off to
cause remote damage to enemies.
This alone led to many different ways of playing the game
and forcing people to play the game. Weapons themselves could be from bouncing
lasers, spiralling helix-style lasers, floor and ceiling sweeping flame
throwers and additional pods for protection and firepower that would hover
above and below the player's craft, to the missiles and bombs that would drop
automatically when firing. The dynamics meant that there's multiple ways to
attack the enemies and some of course would be better than others, depending
upon the level and the deviousness of the designers.
Yes you will die. Yes you will have to learn and pumping
in credits is NO cure as you're moved back to various start/checkpoints rather
than just going straight back in where you died. Oh and all your power ups are
GONE. Which is a real bitch as the first weapon power up gives you the Force
pod with no powers, regardless of the situation and subsequent pods deliver the
build up of firepower for the respective different weapon types.
And you're as slow as a snail on dope, again.
Game mechanics aside, the game itself is a tough one,
often unrelenting in its aggressive nature and brutally punishing when
under-powered or incorrectly powered for the level. Flame walls might be a
great attack for those enemies on the ceiling and floors, but it's not going to
do shit against the airborne enemies flying towards you. While the Helix laser
will brutally slaughter airborne enemies, strafing runs against the ceiling and
floor enemies will be a task. The bounce laser might be the middle-ground here
but it's woefully lacking in power compared to either of the other 2 main
weapons.
The other key issue with the mechanics as far as a game
play issue goes, is that while firing rapidly, you cannot charge your
blast-shot and while charging your blast-shot, you might have to release it
early in order to fire the rapid shots again. So another
faux-difficulty/dynamic of the game presented to you early on, with just the
right amount of insufficient time to get used to it fully before you bite the
big one and start over.
But we can't ignore that these things made cash and
money, and making your game easy wasn't the way to winning the coinage back
then. Or these days either. Though the idea does come to mind to make all
arcades free play and give people time limits within the arcades. £10 gives you
an hour... coloured wristbands for players just like in swimming pools that
allocate time limits... Might be an idea there...
Music wise, the game has its catchy moments, particular
for the boss battles (assuming you survive long enough) where you get to hear
the same few bars of composition repeated until you either kill the boss or it
kills you/disappears. Take too long on a boss and it'll either sod off or will
leave the arena, usually by going through you slowly. But it's catchy enough to
be memorable which is more than can be said for quite a LOT of arcade game
bosses and such, certainly putting on a slightly higher level than most arcades
which are often forgettable even after years of playing them.
Having said that, the game does look impressive for 1987
(same year as double dragon, operation wolf, actually a rather good year for
arcades), each level fitting a theme from space-industrial, natural caves, biomechanical
and such, all done extremely well given the graphical limitations of the time
and the enemies themed and crafted with such detail that it feels like playing
levels from various games. Which in a way isn't great as the levels have no
real cohesion aside from "These things are trying to kill you, go fuck
them up" with your potentially adequately powered spaceship. Or at least
your amazing skills of getting-the-fuck-out-of-the-way.
It's a fun game if you've the time and patience, but that
often comes with a steady learning curve at the cost of cash. Or a good
emulator.
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