#r-type
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Yoshiyuki Takani
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R-TYPE
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Old-school shmups have a unique “story” progression that tends to be like
Level 1 boss: Starscream
Level 5 boss: Space Battleship Yamato
Level 6 boss: the Death Star
Level 7 boss: the Death Star’s core, which is a giant Xenomorph for some reason
Level 8 boss: Yaldabaoth: Creator of All Worlds
#retro games#arcade games#shoot ‘em ups#shooting games#bullet hell#gradius#r-type#darius#raiden#ikaruga#caladrius#life force#salamander#touhou
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R-Type - irem - Sinclair ZX Spectrum - 1988
source: ZX Spectrum Games
#R-Type#ZX Spectrum#irem#1988#80s#retro gaming#PC gaming#video game history#retro graphics#retrocore#retro tech#Sinclair#speccy
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Say hello to the tortured puppy dog. We all love a tortured puppy dog
#i scream#my stuff#r-type#r-type final#r-13a cerberus#this is part of a bigger project but here's the dog by himself
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My SubUrbanMech is ready for the Noble Knight Games Urbie Derby, taking place Saturday December 7th at 11am. This UM-R90 Suburbanmech was rendered by Fox-Fi based on a Japanese fan standee design of the Urbanmech. I painted it up like the R-90 Ragnarok from R-Type 3.









#Kasperl's Kraft Korner#Battletech#Urbanmech#SuburbanMech#UM-R90#R-Type#R-90#Ragnarok#R-Type III#STG#Noble Knight#Urbie Derby#Fitchburg#Wisconsin#12/07/2024#2024#Mechwarrior#Kasperl IRL
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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.
#SHMUPs#Shoot 'em ups#Space Invaders#Galaxian#Xevious#Gradius#R-Type#Thunder Force IV#Axelay#bullet hell#danmaku#DonPachi#DoDonPachi#Ikaruga#Mushihimesama#Legend of the Lost Colony#Retro#Gaming#Pixel Crisis
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A woodblock Galaga model would be pretty sick, though.
(All sprites/backgrounds belong to their original owners.)
(Note: Click for better image quality.)
#namco high#namcohigh#jane crocker#homestuck#galaga#bosconian#r-type#star soldier#cousin#katamari damacy#shiftylook#namco bandai#bandai namco#irem#kaneoko#fan-comic
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Spy white: 1953 Bentley R-Type Continental Fastback by Mulliner
The 1953 Bentley R-Type Continental Fastback, chassis BC10LB, is one of the most significant and exclusive post-war Bentley models. One of only 41 left-hand drive examples produced, this H.J. Mulliner-bodied grand tourer is highly sought after for its rarity, performance, and provenance. Originally ordered by Ian Fleming, the creator of James Bond, on behalf of his close associate Ivar Bryce,…
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bonus dobbies
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🎮 Darius Gaiden Extra Version (Arcade)
All Zones Complete Gameplay: https://youtu.be/XmBQsJs5mgU
#DariusGaiden #Arcade #Taito #Darius #SilverHawk #ShootEmUp #Shmup #Shooter #JogoDeNavinha #小倉久佳 #Rtype #アーケードゲーム #Gradius #ダライアス #HisayoshiOgura #外伝 #Viciogame #Gameplay #Walkthrough #Playthrough #Longplay #LetsPlay #Game #Videogames #Games
#Darius Gaiden#Arcade#Taito#Darius#Silver Hawk#Shoot Em Up#Shmup#Shooter#Jogo De Navinha#小倉久佳#R-Type#アーケードゲーム#Gradius#ダライアス#Hisayoshi Ogura#外伝#Viciogame#Gameplay#Walkthrough#Playthrough#Longplay#Let's Play#Game#Videogames#Games#Youtube
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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.
#r-type#r-type tactics#r-type tactics i-ii cosmos#granzella#irem#irem software engineering#strategy games#shmups#official art
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#r-type#r type#irem#shmup#snes#super r-type#1991#super nintendo#video game music#one thing that always stuck out to me with this track--even when I was a little kid playing this--is that the stage ends at about 1 m 40 s#as notorious as this game is for slowdown there's no way you'll hear the solo and all (idk if kid me ever thought of trying the sound test)#and as cool as the solo is...there's definitely a sense of foreboding as all the horns and all the bravado fall away before the boss appear#and one thing I'm realizing just now is how well it flows from there into the boss theme which has similar/same tempo#idk if it was ever intentional but it definitely had a huge impact and more than it would have if it had simply looped#so if you ever wonder ''what is it with jon and slap bass?'' the answer is that this is a like formative memory#stage 4's bgm is coded so it loops a short bit at the very end also forming a slap bass outro before the boss but kid me never got that far
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Ranking the ENTIRE R-Type Series! From Worst To Best! Shoot Em’ Up Serie...
👍👍👌😎
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the long awaited sequel, with a twist
#i scream#my stuff#r-type#dave and bambi#dnb expunged#also r-type delta but only because 'punged is dressed as subkeratom#halloween
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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.


Link to stl:
#Battletech#Urbanmech#SubUrbanmech#Mechwarrior#Kasperl's Kraft Korner#2024#Urbie Derby#STG#R-Type#R-Type III#Muzik#VGBGM#WIP#Fox-Fi#3D Modeling#Cults 3D
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