R-Type may be 34 years old but the beyond-enthusiastic reception for R-Type Final 2's Kickstarter proved Irem’s long-running series is much more than a nostalgic memory held close by a few greying fans, or vintage shmup still hazily respected from a great distance. R-Type can still generate hype and open up wallets; the thought of more was enough to see the game’s Kickstarter campaign raise double (and then some) its initial funding goal. The series is an evergreen classic and rightfully so, and one that has at times made a happy home for itself on Nintendo hardware, with the arguable highlight landing on an unexpected format: the humble Game Boy Color.
1999’s R-Type DX was an ambitious project from the start, cramming the two original Game Boy ports into one cartridge and not only colourising but also enhancing both (make sure you take a minute to enjoy the new and more arcade-accurate intro used in the colour version of R-Type II), and then combining these new portable takes on two arcade legends into one epic shmup package. DX never aimed to be anything less than the most definitive handheld experience you could possibly have with these titans of the genre; a small squarish black cartridge that left you wanting nothing else other than an infinite supply of AA batteries and a long sunny day.
You’d probably expect a project of this quality to come from a fiercely dedicated team of Game Boy enthusiasts at Irem determined to release this unrealistic passion project no matter the cost, but in reality a small group of supremely talented people working for UK developer Bits Studio (the same developer responsible for the original “impossible” R-Type ports created for the old monochrome Game Boy) were solely responsible for this portable wonder.
So what? you might ask. We all know what R-Type looks like in colour — it looks like every other version of R-Type ever made! — so why would a portable version be anything special?
Context is key here. Back in 1999 the Game Boy Color wasn’t just a colour Game Boy; it was the most powerful handheld Nintendo had ever released and the only handheld worth owning. It was far from the bleeding edge of console technology, but its vast library and brand power made it the must-own portable machine, despite a couple of valiant efforts from other companies. Truly arcade-accurate R-Type was something you’d find only in an arcade, not emulated on your PC, or downloaded onto your phone (if you even had one), or anywhere else outside of the uncommon PlayStation retro package, R-Types. That's what made this GBC package so astonishing.
The graphical upgrade in R-Type DX adds not only colour but also contrast and readability. Enemies and your own bullets are no longer different shapes moving in opposite directions but blues and oranges against blacks and greys. The iconic orange Dobkeratops and its tangle of wires waiting at the end of the first game’s first stage stand out against the deep black background and the claustrophobic stage walls. Colour breathes an uncomfortable sort of life into the bio-mechanical horror festering within R-Type’s dark heart, subtly emphasising the wrongness of shooting your way through alien graveyards and forbidden landscapes; the blood red organic structures of one stage feeling very different to the greens and blues of metal and technology found in another; lush green trees making the rusted metal you flew through earlier seem like forever ago — and this all playing out right in the palm of your hand, wherever you happen to be.
And this is where we find another of R-Type DX’s quiet triumphs: an acute awareness of its new portable home. The traditional tap-to-shoot / hold-to-power-up a Bydo-beating blast firing method is included if you want to use it, but there are also two different types of thumb-saving autofire to choose from, too — very much appreciated on a format where excessive tapping inevitably wobbles the screen. Per-game difficulty settings are available as well, allowing you to tailor every version of every game to your liking.
On top of that DX also silently tracks of your progress and keeps it safe on its battery-backed cartridge, enabling you to restart a colourised title from the last stage you reached or simply practise a tricky level in preparation for that perfect no-death run you’re sure you can do… one day. It’s an R-Type that knows you may have to put it down at any moment even if you don’t want to; an R-Type that gives you the ability to get back into the action as quickly as possible without any of the games ever losing their unforgiving edge or strict checkpoint-based restarts.
It’s also an R-Type that gives you a rare taste of the hardest challenge of all — creating something of your own. The “De Souza” editor, only available to those who’ve shown a thorough mastery of everything R-Type DX’s has to offer, allows you to feebly attempt to construct something of your own from the game’s selection of pre-existing graphical tiles before giving up and going back to any of the other modes. This is intended to be a welcome little bit of extra fun rather than Irem-themed Dezaemon (although we’d love to see that too), and a chance to see for yourself just how much of a headache it can be to design anything, never mind a recognisable recreation of two arcade classics, within such stringent hardware limitations.
In the 22 years since DX dropped our general expectations of retro re-releases have inflated to the point where “arcade perfect” is now considered the very least a port could be, and this is why arcade R-Type is now something of a quaint bonus in its own remake, R-Type Dimensions EX. These new higher standards make it easy to pick fault with this Game Boy offering (there are entire levels missing in this handheld port, after all) but — and this is the most important part — the feel of the games in this collection really can’t be faulted. DX is R-Type distilled rather than damaged, a fully-featured and incredibly playable demake that holds up beautifully, even when viewed in the harsh light of modern day (which is exactly what you’ll need to see the game if you’re trying to use an unmodded Game Boy Color in 2021).
Forsaking the fruitless pursuit of superficial similarity, Bits Studio captured something far more precious: R-Type’s spirit.
Comments 26
Great write-up of a brilliant cartridge. This inspired me to re-buy it.
Good stuff! Let’s get some R-Type III love soon!
NINJA APPROVED
@Slowdive Same here. While I never grew to actually enjoy the shump genre as a whole, R-type still has a special place in my heart.
The original black and white R-Type for gameboy was one of my first games for the system. I must have been 5 or 6 but I can remember asking to get it at Target. Pretty sure we had R-Type on Commodore64 and I had played it there or maybe even looked up to it at an arcade. Either way I knew what it was. Shmups didn't become my go to genre until Dreamcast but the seeds had been planted.
It was definitely impressive for the comparatively humble Game Boy Color. I would also throw some love towards the Deja Vu I & II combo cartridge, both for being solid adaptations of the MacVenture classics (even if syringes were still censored into "capsules"; practice safe drug use, kids) and also bringing Deja Vu II to Nintendo players for the first time.
Damn, this article bring back nostalgia for the game boy colour. Sunny summers in Spain with Pokemon and Super Mario Land. Perfecting your team and raising a dragonite. The amount of work that took.
Although I never owned the classic that this article talks about.
Fun fact: Manfred Trenz (creator of Giana Sisters and Turrican) did the official C64 port of R-Type after his R-Type clone, Katakis, was released
Funny I never really played shoot-em-ups on the Game Boy, I guess it just always seemed like it wouldn't work that well. Gotta remember how it was buying games back then as well, we didn't have websites with articles like this, everything you got was either out of word of mouth or something you saw in a gaming magazine. Once in a while I would discover something interesting at my local Funcoland that they had playing in a demo console, but it was tough to have a good concept of everything that was out there back then.
My first experience with R-type was on Amstrad cpc 6128 and I was amazed at it. Unfortunately it was very hard on later stages and I could never finished it. It had great visuals for its era and it was too much mature because it had graphics like the Aliens movies.
This is the only R Type game I ever bought and it was excellent. I'm not normally into shmups but Nintendo Power had a big feature on this game (complete with detailed, full level maps) and I just had to have it.
Love this, had a copy since not long after it was released. Truly one of the GBC's hidden gems. A little surprised it never hit 3DS VC.
R-Type fans should check out the Neo Geo game "Pulstar" and the arcade game "X Multiply", both of which are awesome R-Type clones. They've luckily been re-released on the Nintendo Switch! There aren't enough R-Type games, so you really need to get the clones.
@Sabrewing
Deja Vu I & II on the Game Boy Color is excellent. It's the only console port of the sequel. I agree, that and R-Type DX are must-haves for the GBC.
@StuartGipp average cart prices loose are about 160, you seriously just spent that much on a gbc game?
@doctorhino It's £15 at CEX?
Still have my CiB copy of this from back in the day (I think it was a birthday present from my godmother in either 1999 or 2000 or something). I loved this game so much, I already loved Super R-Type on my SNES and this was the closest thing to it I could get for my GBC.
@StuartGipp people are ebay are dumb than, my bad
I bought R-Type DX at a convention a few years ago and is one of the few GBC games I own. Spent some time with it, but didn’t go far enough to really recognize what makes it great. I’ll definitely take another look.
I especially agree with the bottom paragraph about how “Arcade Perfect” doesn’t have to be the direction for a console port and a fun experience.
This game was my childhood! I'll have to track it down and replay it. I've been bummed to see that none of the recent ones have been great.
I was actually just playing my cart the other night! It’s pretty tough. It took me a good few tries to get past level 1. Shmups with environmental collision are tough for me.
But once I got past level 1, I think I got to 3 or 4. What a fun game!
But yeah as I was playing it I was reminded how well they were able to shrink down R-Type and port it over to Gameboy and have it run so well. Really holds up still too, save for some moments of understandable slow-down.
@ChromaticDracula I must compliment you on this journey of éliteness you are undertaking.
This was an incredibly impressive port. I would say that R-Type was actually one of the arcade games that received the most astonishing ports in general - what was managed on the Master System and PC Engine was quite breathtaking.
R-Type DX was the first time I played any games in the series, and it was fantastic back then. I replayed this DX version recently, and it still holds up as a fun little port. A little slower than the arcade versions, but the mash-up of two games together still makes for a great longplay.
Never had a GBC, but clocked the orig R-Type on the GB.
Off to read the linked article on that now! Thanks for (re)posting this!
Spectrum port was amazing in the day. Better than this, I thought.
@SpringDivorce
I loved loved loved the Spectrum version.
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