It’s been a few months now since a game really forced me out of my comfort zone with its difficulty. That game was Metal Storm on the NES back in April. More specifically, its torturous expert mode. This time around, it’s groundbreaking horizontal space shooter R-Type. Savvy readers will spot the connection right away: Irem. Of course, not all of this once-prolific studio’s releases were hellish ordeals. Their Daiku no Gen-san (Hammerin’ Harry) series of cutsey action-platformers are all very approachable, for example. Still, classic Irem games, especially the shooters, have a well-earned reputation for their meticulous, memorization-heavy designs and willingness to make the player pay dearly (and literally, in the arcade) for the slightest mistake.
The original 1987 release of R-Type carved-out a niche for itself in arcades as the tougher, grittier successor to Konami’s genre-defining Gradius. As one of countless games over the years to draw inspiration from Swiss artist H.R. Giger’s designs for the Alien films, R-Type wasn’t afraid to expose players to some shocking grotesqueries by the standards of the time. It didn’t exactly shy away from the warped Freudian sexuality that so informed Giger’s work, either. The towering Xenomorph-like Dobkeratops boss from stage one in particular has become the series mascot and the phallic nature of his deadly lashing “tail” is unmistakable. Don’t even get me started on the stage two boss, which resembles nothing less than a colossal mound of conjoined vulvae being repeatedly penetrated by another large, snake-like alien monster. Goddamn.
Beyond just being hard as nails and vaguely transgressive, R-Type’s level, enemy, and power-up design all felt fresh and intriguing. Many of its firsts were copied so swiftly and so widely that they’re easy to take for granted in hindsight. You know that one level you see in so many shooters that consists entirely of an extended boss fight with a humongous multi-screen battleship bristling with gun ports? R-Type all the way, baby! Even a feature as seemingly vanilla as being able to hold down the fire button to charge up your primary shot and deal extra damage had to get its start somewhere. That somewhere is R-Type.
R-Type’s true pièce de résistance, however, is the Force. An inspired evolution of the simple trailing “option” satellites from Gradius, the Force is an indestructible orange orb that enhances your ship’s offensive and defensive capability in a variety of ways. Mastering its many applications is mandatory if you hold out any hope of weathering the looming bio-mechanical onslaught in one piece. When summoned, the Force can be attached to either the front or back of your ship, where it will provide enhanced firepower in that direction and serve as a shield that blocks enemy projectiles and damages foes on contact. You’re also free to launch the Force across the screen at any time at the press of a button, where it can hang out and fight independent of your main ship until you choose to recall it. Factor in the ability to equip the Force with three different special laser types (the name R-Type being a reference to these “ray types,” according to the developers) and you have one of the most versatile and fun weapons in gaming history, so much so that it blurs the line between conventional power-up and trusty sidekick. Picture a loyal puppy that just happens to be able to decimate a hostile space fleet for you on its way to fetch the paper.
What’s R-Type actually about? Well, the title screen says it best: “Blast off and strike the evil Bydo Empire!” That’s it, really. It’s just you and your R-9A Arrowhead fighter against an armada of alien creeps. Later games in the series added a bit more backstory about the Bydo being human-created bio-weapons that got out of control, but if you’re hoping for anything complex and thought-provoking that you’ve never encountered in a shooting game before, I’m sorry to be the one to disappoint you. Though R-Type has both style and substance in spades, its story is a non-starter.
With its heady blend of killer art direction and visionary game design, numerous home ports of R-Type were inevitable and, fortunately for fans, these conversions are almost all considered to be excellent by the standards of their respective systems. Even the ZX Spectrum, a platform that can boast just slightly more processing power than my belly button lint, is host to an decent version of R-Type. The most highly-regarded of them all is generally considered to be this 1988 PC Engine port by Hudson Soft, which is frequently hailed as the first must-have title for the console. It came so close to replicating the art and sound from the arcade cabinet that they couldn’t even fit it in all on one HuCard! Japanese gamers had to settle for buying the first four stages on one card (dubbed R-Type I) and the final four on a separate one (R-Type II, not to be confused with the game’s proper sequel) three months later. A password system allowed players to swap cards mid-playthrough without resetting their scores. North America caught a real break for once when advancements in data storage capacity allowed for the whole game to fit on a single card in time for its TurboGrafx-16 debut the following year.
It’s tough to overstate just how great this PC Engine iteration looks, sounds, and handles. There is a minor downgrade in graphical detail, some sprite flicker here and there, and the parallax background effects are absent, but many screens still border on being pixel-perfect tracings of their arcade counterparts. If the visuals are almost imperceptibly weaker, Masato Ishizaki’s menacing score is arguably improved by the move to the PCE sound chip. Although the audio quality is a bit less crisp and clean here, I really love the way the instrumentation has been tweaked to make tracks like the stage six theme much punchier overall. The controls in this version are also enhanced courtesy of the built-in turbo fire feature that comes standard on almost all PC Engine pads. Beats pounding your fingers numb, that’s for sure.
The only significant compromise evident is the reduced vertical aspect ratio. Rather than redesigning the stages to account for the move to standard definition televisions, the designers opted to add a bit of scroll to the top and bottom of the playfield. The obvious downside to this is that it can sometimes serve to hide enemies along the floors and ceilings that are all too willing to lob shots at you from off screen. It’s not a constant or insurmountable problem, but it is one more thing to keep on top of in a game that’s already packed with them.
PC Engine R-Type is undoubtedly a spectacular home port of an arcade legend. With a rearranged soundtrack, a handy auto-fire function, and even a new boss enemy unique to this version, it may well be superior to its source material. Should you play it? Let me put it this way: Do you enjoy hard games? I sure hope so, because R-Type isn’t just hard, it’s “kick you apart and ship your broken ass all the way back to the title screen in disgrace” hard. The R-9 is incredibly fragile and losing a life sends you back to a previous checkpoint with all power-ups removed. Strict stage memorization is necessary to get anywhere, since you always need to know exactly which portions of the screen are deathtraps and what position your Force should be deployed in at any given moment. It’s a slow-paced, rigid “survival shooter” that rewards caution and surgical precision over quick reflexes; the polar opposite of a chill “zip around and blast all the baddies” game like Blazing Lazers.
In addition, whereas the arcade release leaned heavily on its combination of addictive gameplay and hardcore challenge to entice players into compulsively purchasing continue after continue, “credit feeding” the game like this isn’t an option on the PC Engine. Here you’re given three credits with which to clear all eight stages. Run out of lives and you start over from scratch. Few gaming experiences are more viscerally agonizing than finally reaching one of the brutal later levels for the very first time, getting wiped out almost instantaneously, and devoting the next half hour to clawing your way back to the point you left off only to get blown up again like before, repeating the same cycle over and over. On the plus side, I suppose I am really good at those first six stages now.
Well-earned venting aside, R-Type is utterly brilliant and nowhere more so than here on the PC Engine. I’m certain I’ll revisit it someday, even if the rush I experienced from killing the final boss was based more in simple relief than triumph. Draining as it is, it’s also a certified classic, a cornerstone of its genre, and great fun when it’s not grimly grinding your very spirit beneath its flinty heel. Will I be moving on to the sequels? Yes. Yes, I will. Just…not right away. I need a breather.