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R-Type Final - Exclusive Interview Feature
Chris Leyton
03/11/2003

We chat exclusively to the director of the last ever R-Type videogame...
Older gamers fondly remember playing the original R-Type on the monster arcade machine. It was fast, frantic and the ultimate shooting challenge, with wave of alien craft coming at you in the most unpredictable waveforms and the end of level bosses were just outrageous. With masses of adds on and loads of bonuses this space shooter, at the time, was the definitive blaster. Moving on to a plethroa of home computers and consoles its popularity soared again on the Amiga. There were many clones but the RType brand made is that extra bit special!
R-Type is one of the few really âclassicâ video games and the legacy goes back a full 16 years since the original arcade shoot-'em-up hit the streets.
The good and bad news is that this IREM game will make its final appearance with the aptly named RType Final early in 2004 on the PS2.
Although R-Type Final has been released in Japan, the review marks have been very high and this has been duplicated by European publications that have also reviewed it.
A one level demo and movie that has been available for a while shows the game in its full glory and itâs still slick, fast and possibly the coolest side shooting scroller around. For those unfortunate enough not to have played -Type, starting off, you pick a ship then head for a customization menu. Different weapons and a few cosmetic touches to mess with and then you head into the great unknown and the action begins!
We managed to get a short exclusive interview with Kazuma Kujo, the Japanese Producer & Director. (We tried hard to âtranslateâ his terminology but it still remains slightly stilted.)
TVG: What will be the changes being made for the European PAL release?
The changes done to PAL version are only the flame rate and the added languages, English, German, and French. Other than that, everything stays the same as in the other territories.
TVG: Is this really the last R-Type release we shall see?
To whom it may concern, this is the last and conclusion of the R-TYPE for the 17years of R-TYPE history. This is the very last of original R-TYPE for family-use and arcade use.
TVG: Would I be correct in saying that two of the main focuses are a stronger visual look for the game as well as being more focused on 3D?
Yes, that is correct. We focused on the visual look and the 3D, thus, R-TYPE is a fast scrolling shooter.
TVG: How big is the game?
16 stages, playable aircrafts are over 100, many of these true to the originals and numerous power-ups to help you battle against enemy forces.
TVG: Are there any new surprises in terms of the way the game plays?
The stages will change every time you play. To let the player have the variety of the aircrafts, number of weapons, kinds of weapons, R-TYPE will NOT let the player be tired.
TVG: Has the team worked on the AI and does it gauge and watch the player and react accordingly?
To play the AI battle, the playerâs own aircraft and the location of the other aircrafts will be decided by the movement of the players. In addition, the user can set HOW to play the AI battle. (The AI will not always move the way you want, though.)
TVG: Can you mention a couple of the exciting elements on offer?
The stage organization and the addition of the aircrafts, aircrafts design/ ability, we are really pleased with. When you play the game, you WILL know how hard IREM tried to work on R-TYPE FINAL.
TVG: How many ships are on offer at the start and what customisation options are there?
About 100 ships will be available. When you start the game, you will be able to use 3 ships, BUT during the game play, the number of ships will increase. Every single ship can change the missiles or options. Also, the colours of the ships can be changed.
TVG: The end of level boss is always the climax to the stage so can you briefly give us an insight into one of them?
To create the last R-TYPE, IREM cannot ignore the very first R-TYPE. So, still honouring the first R-TYPE, we created the bosses with very updated developing skills. Off coarse, the bosses have impact, game sense, everything the player wants to be implemented into the game.
TVG: What do you feel has been the strength of the R-Type series and do you feel that 2D is dead?
R-TYPEâs strength is that the stage organization is so unique.
2D is NOT an old style. Choosing from 2D and 3D is the right way of doing things. R-TYPE FINAL chose the way, which fits better the R-TYPE FINAL style.






