#R-TYPE
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arcadebroke · 9 months ago
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yodawgiheardyoulikemecha · 14 days ago
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Yoshiyuki Takani
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pixelfireplace · 10 months ago
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R-Type - irem - Sinclair ZX Spectrum - 1988
source: ZX Spectrum Games
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jpolgar1 · 3 months ago
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Scene from ANALOG ON proof of concept trailer
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godslush · 7 months ago
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I'm very bored and need motion, and posting old art on Bluesky only gets me so far.
While shuffling through even older art, I decided I'd redraw a 20-year-old nonsense design that has always kinda lived rent-free in my head despite losing its original purpose to changes in the narrative it was tied to.
While it was originally an alt-form for a half-Bydo character from an old R-Type story, that character's frame of reference shifted to incorporating the 'Xelf' from R-Type FINAL when that came out, leaving this design to pass from use, but not from memory.
Largely attempted to keep as many of the weird, incongruous details intact; only modifying their application to make the design 'work' a little better. Some simpler parts have had detail added to bring them up to match the rest
I still have no idea what I could use it for, but I just kinda like how it looks so I wanted to redraw it. Probably safe, honestly, to not get too attached to it. Wouldn't want to be disappointed if it doesn't go anywhere a second time.
Here's the original image:
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h3lgertime · 25 days ago
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the long awaited sequel, with a twist
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boredtechnologist · 4 months ago
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Ah, the glorious history of SHMUPs (shoot 'em ups)! Buckle up as we take a nostalgic trip through the evolution of this exhilarating genre.
Early Beginnings
The SHMUP genre's roots can be traced back to the late 1970s and early 1980s. The concept was simple yet addictive: control a spaceship or character and shoot waves of enemies while dodging their attacks.
Space Invaders (1978) by Taito was a groundbreaking title that laid the foundation. Its straightforward gameplay—defending the Earth from descending alien invaders—captivated players and became a cultural phenomenon. The success of "Space Invaders" sparked a wave of similar games and established the basic mechanics of SHMUPs.
Galaxian (1979) by Namco took the formula further by introducing more dynamic enemy patterns and colorful graphics. This was followed by Galaga (1981), which added new features like enemy formations and the ability to rescue captured fighters, enhancing both strategy and excitement.
The Golden Age
The early 1980s saw a surge of creativity and innovation in SHMUPs. Games became more complex, with varied enemy behaviors, power-ups, and improved graphics.
Xevious (1982) by Namco introduced a scrolling background and multi-layered gameplay, with enemies attacking from both the air and ground. This was a significant step towards the more complex SHMUPs of later years.
Gradius (1985) by Konami was another landmark title. It introduced the "power-up bar" system, where players could collect power-ups and choose their upgrades strategically. The game's intricate level design and memorable boss battles set a new standard for the genre.
R-Type (1987) by Irem pushed the envelope with its detailed graphics, unique power-up system, and iconic "force" orb that added a layer of tactical depth. Its challenging gameplay and creative enemy designs made it a classic.
The 16-bit Era
The late 1980s and early 1990s were a golden era for SHMUPs, with the arrival of 16-bit consoles like the Sega Genesis and Super Nintendo Entertainment System (SNES). These platforms allowed for more sophisticated graphics and sound, leading to some of the most beloved titles in the genre.
Thunder Force IV (1992) by Technosoft was a standout, featuring stunning visuals, a dynamic soundtrack, and fast-paced gameplay. Its multiple weapon systems and large, sprawling levels were a treat for SHMUP fans.
Axelay (1992) by Konami showcased the SNES's graphical capabilities with its Mode 7 effects, offering both vertical and horizontal scrolling levels. The game's innovative weapon system and detailed graphics made it a standout.
The Bullet Hell Revolution
The mid-90s brought a subgenre of SHMUPs known as "bullet hell" or "danmaku," characterized by overwhelming enemy fire patterns that required precise dodging and memorization.
DonPachi (1995) and DoDonPachi (1997) by Cave were pioneers of this style. They emphasized intricate bullet patterns, high difficulty, and scoring systems that rewarded skillful play. These games pushed players to their limits and became cult classics.
Modern SHMUPs: Nostalgia and Innovation
While SHMUPs have become more niche in the mainstream gaming market, they continue to thrive in arcades and among dedicated fans. Modern titles often blend retro aesthetics with contemporary design sensibilities.
Ikaruga (2001) by Treasure is a prime example. Its unique polarity-switching mechanic, where players can absorb bullets of the same color as their ship, added a strategic layer to the traditional SHMUP gameplay. The game's striking visuals and challenging gameplay earned it widespread acclaim.
Mushihimesama (2004) and other titles by Cave continue to push the boundaries of the bullet hell genre, with increasingly complex patterns and high production values.
The Indie Revival: A New Generation
In recent years, the indie game scene has embraced SHMUPs, bringing fresh ideas and styles to the genre. Games like Jamestown: Legend of the Lost Colony (2011) combine classic SHMUP mechanics with modern graphics and storytelling.
The accessibility of modern development tools has allowed small teams and solo developers to create innovative SHMUPs, ensuring that the genre remains vibrant and diverse.
A Timeless Genre
The history of SHMUPs is a testament to the genre's enduring appeal. From the simple yet addictive gameplay of "Space Invaders" to the intricate bullet patterns of "DoDonPachi," SHMUPs have continually evolved, challenging and delighting players for decades. The genre's focus on skill, reflexes, and high scores ensures it will always have a place in the hearts of gamers, both old and new.
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atariforce · 2 years ago
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Retro Arcade by Army of Trolls
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viciogame · 2 months ago
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🎮 Metal Black (Arcade)
Complete Gameplay: https://youtu.be/A_cFdYkE__Y
#MetalBlack #Arcade #Taito #Shmup #ShootEmUp #Shooter #メタルブラック #fliperama #Darius #gradius #rtype #アーケードゲーム #Viciogame #Gameplay #Walkthrough #Playthrough #Longplay #LetsPlay #Game #Videogames #Games
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kasperl-ruprecht · 6 days ago
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So we're holding an Urbie Derby over at Nobel Knight in Fitchburg on Saturday December 7th and seeings how I came across a nice 3D translation of the UM-R90 SubUrbanmech from a Japanese standee design by Fox-Fi made me decide to not only run the SubUrbanmech but paint it up as the R-90 Ragnarok from R-Type III. Will post later when I finish painting and how I do at the Derby.
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Link to stl:
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r-type-on-the-master-system · 5 months ago
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dead end but he's an r-type enemy because i said so
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arcadebroke · 8 months ago
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nester-the-lark · 5 months ago
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Official character artwork from R-Type Tactics I-II Cosmos. Art belongs to Granzella and Irem Software Engineering.
I don't think I've talked about it here on my Tumblr before, but I am a fan of the R-Type series, and I've been looking forward to the remake of R-Type Tactics I & II (due out sometime this year, but knowing Granzella, I wouldn't be surprised if it was delayed... again). I had been wondering if the remakes would still use the anime art style for the characters like the originals did, and this newly released artwork shows that they will.
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charlezarrd · 7 months ago
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Games that have a little gallery where you can read lore notes on every enemy, my beloved <3
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beerdobaradoblog · 1 year ago
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Ranking the ENTIRE R-Type Series! From Worst To Best! Shoot Em’ Up Serie...
👍👍👌😎
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godslush · 9 months ago
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Some monstery globs, either drawn at work, or mostly at work
Includes a return to my oldest fandom friend, who I revisit every once in a while when I feel a bit lost
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