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PC Engine Gaming: R-Type I

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Uploaded by on Jun 11, 2006

Hudson Soft

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Entertainment

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  • I so <3 the R-TYPE fanfare... DA DA DADADA, DA DA DAAAAAAAAAAAAAAAA! Very memorable.

  • Hello, person of the past. Hope your future was good.

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All Comments (11)

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  • 2'54 COOL sound gray beam LACE congo DREAD .!!

  • System RAM. The PlayStation also had sprite handling issues. It could render the sprites but the video processor was slow and more specialized in rendering polygons. That's why 2D games like Command & Conquer ran smoother on the Saturn than on the PlayStation. I own 22 JAMMA boards and 3 Neo Geo arcade machines. Learning about these things is a hobby.

  • @Snapscape Gradius II on the PC Engine had MAJOR flicker issues at times, you're not gonna tell me it's memory issues unless you're alluding to system RAM because it certainly ain't got anything to do with storage since it was on a CD. Even then it won't get around a system's max sprite limits. The PC Engine had nothing on arcade Gradius II's graphics system. Period. Later systems like the PS1 and on could get around this by mapping all the characters onto polygons.

  • Memory increases the amount of sprites that can be rendered. These aren't polygons.

  • @Snapscape Flicker was always due to drawing too many sprites per line, that had nothing to do with memory.

  • LOL! Master System sound was just as bad as the NES with cheap beeps and whistles. The arcade versions were always better with these consoles because they lacked the power for an authentic reproduction. 80's and 90's console ports usually suffered from horrible graphic flicker due to a lack of memory. The TG-16 was a great console on it's own.

  • A pretty good port, I'd say. Course, this one's soundtrack isn't as good as the Master System's version. It's FM sound makes the PC Engine's very puny in comparison. But, both versions sound better than the arcade.

  • Just downloaded diz on Wii...hope the other r-type games will be available in the future...

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