PC Engine / TurboGrafx-16 · Shoot 'em up / Side-scrolling shooter

R-Type

R-TYPE

Released in Japan in two parts: R-Type I on March 25, 1988 and R-Type II on June 3, 1988. Ported by Hudson Soft from Irem's 1987 arcade game. Split across two HuCards.

Japan: March 25, 1988 · Dev: Hudson Soft

Updated:

The arcade R-Type could drop into slow motion. The home version did not, so Hudson's programmers built one that did.

Liberta Tsukasa was a designer on Hudson Soft's home version of R-Type for the PC Engine console, and he tells this story on his YouTube channel. At certain moments the arcade machine fell behind and the whole game slowed down at once. When the team moved it to the PC Engine, that did not happen. He says the PC Engine's processing power won out. The programmers could not decide what to do. As a test they built two versions, one that slowed down on purpose and one that did not, and played them.

Tsukasa's own view is that a slowdown written into the program might have made some people think they were seeing the limit of the PC Engine. The decision, he says, seems to have been to leave it out. Hiromasa Iwasaki, a former Hudson developer, wrote that the main programmer, Izumi, said he could not stand making it slower.

Tsukasa says: "I sort of had mixed feelings. I had actually played the slowed version too. It really did slow down just like the arcade R-Type, and the game had turned out with that part carried over as well."

Shop Owner's Note — Taisei Shimizu, Enjoy Game Japan

Hudson could have cut this game down until it fitted on one card. It did not. It split the game in half and sold two HuCards.

There were complaints at the time: two purchases to play one game. Buyers bought both anyway.

I think that is because no stage was taken out. Stages could have been dropped to make it fit, and from outside the box nobody would have seen it. The person who bought it would have played it believing that was the whole game.

When something will not fit, cutting the contents is always the easy way. And only the people who did the cutting remember what was taken out.

About this game

On March 25, 1988, Hudson Soft put half of an arcade game on sale in Japan. R-Type, Irem's 1987 space shooter, came to the PC Engine as two HuCards, the console's small game cards: R-Type I with stages 1 to 4, then R-Type II with stages 5 to 8 on June 3. Liberta Tsukasa, a designer on the game, says it was a close call between one card and a two-part release, and the people making the game asked for two. Fitting it on one card, they judged, would have meant lowering the arcade quality a long way.

He describes his work on it as cutting design data, not drawing pictures. He opened the arcade graphics in a PC Engine graphics editor, reduced the colours and animation frames, and in some cases changed designs, as long as nobody could tell or it could be forgiven. A development tool then showed him in numbers how much he had saved. If a change had not saved as much as it looked, he put it back. One character could be cut in half, with the half copied and flipped to make the whole. He says: "Even after repeating this several times, there was no sign of it fitting on one HuCard."

Key Features

The Force: an orb that attaches to the front or rear of your ship, blocks most enemy shots, fires alongside you, and can be sent away and called back. Charge shot: hold the fire button to build up a stronger beam. Coloured crystals give the Force three different lasers. Eight stages, and losing a life sends you back to a checkpoint. On the Japanese cards, a password shown after R-Type I keeps your equipment when you start R-Type II.

The Story Behind

In 1987, on his third game at Hudson, Liberta Tsukasa and the rest of the team were handed money and sent to an arcade. "I forget whether it was about 5,000 yen or 10,000 yen each," he says. They changed all of it into 100-yen coins. The company's order was to play R-Type and try to clear it, because nobody knew for sure when the data and materials for the job would arrive. During The Kung Fu, his previous game, he had copied R-Type's giant battleship in his lunch breaks as pixel-art practice. He had no idea it would be his next job.

A few days later the designers were given an R-Type arcade machine at the office. He had expected materials to come from Irem. He thinks the programmers had already pulled the data off the machine's circuit board.

While shrinking the graphics he drew the player's ship, the R-9, for fun as the cute red mechanical rabbit from another arcade game, which he remembers as Rabio Lepus. He had misunderstood which designs the programmers would use, and the rabbit went to them with the rest of the data. Some time later the main programmer called him over, and the rabbit was on the man's monitor. "What is this?" Tsukasa redrew the R-9 at once. The programmer was a man of few words and did not really scold him. Those words alone, he says, knocked him flat.

The work ran from the morning through meals at the desk until he noticed it was time to leave, and with no end in sight he stayed until the last subway. He says: "It may well have been hard, but it wasn't really that much of a struggle." Then he admits he was making himself sound cool. One morning, at the station where he changed trains, his vision darkened and closed in, and cold sweat poured off him. He found an empty bench and sat with his eyes shut, then opened them slowly. He remembers thinking that if his sight had not come back, he could not go on working. It came back. He says that happened only once. He now describes himself as a game planner of thirty-six years.

Tricks & Tales

The boss of stage 6, the second stage on the R-Type II card, is not in the arcade game. Tsukasa says the graphics pulled from the arcade machine held quite a few designs the game never used, and stage 6 had no special boss-like enemy, so the team decided to bring one back. Splitting the game left a little room on the second card. Unused small enemies were in the arcade data too, but there was no room for them, and he says the team gave them up with a heavy heart. The boss had no name, so Hudson's side gave it one: Yajuu. A designer on another project, Mr. F, had a habit of turning "iyada!" ("no way!") into a drawn-out "yaju~", and the word became the boss's name. Tsukasa says that when he sees it, he thinks of Mr. F and not the boss.

Takahashi Meijin ("Master Takahashi") of Hudson wrote that Izumi found the arcade game's automatic demo uncool. Izumi had the staff member said to be the best at R-Type play it, and that play went in as the PC Engine demo. Iwasaki wrote that Izumi had wanted to port even the bugs that froze the game, but gave up because he thought players would not accept it.

Iwasaki also wrote that the R-Type card used a setting the PC Engine was not supposed to use, one that allowed 16 sprites (the moving pictures on screen) side by side and ran the video memory faster than it was rated. By his account NEC treated it as a one-off: it had not been known, the game was already out, this one was an exception, and it must not happen again.

Tsukasa still has a copy of the handwritten basic specification for the arcade R-Type that was given to the team for the port. He showed it on his channel only with a blur over it, saying that even now it is not something he can release on his own.

Collector's Guide

Rarity uncommon
Japan Release March 25, 1988

Region & Compatibility

Japan: R-Type I (March 25, 1988) and R-Type II (June 3, 1988), sold as separate HuCards. North America: the TurboGrafx-16 version (1989) puts the whole game on one HuCard, so there is no password to write down. The stage 6 boss Yajuu is in that version too.

Maintenance Tips

HuCard contacts are the most common maintenance point on the PC Engine and TurboGrafx-16. The card's edge connector oxidizes over decades of storage, causing failure-to-read and graphical glitches. Cleaning with 90%+ isopropyl alcohol on a cotton swab—gently wiping the gold contacts on the card itself—resolves most contact issues; stubborn oxidation responds to dedicated contact cleaners such as DeoxIT. Never blow into the card slot with your mouth, as moisture accelerates the very corrosion you are trying to remove. On systems equipped with the CD-ROM² or Super CD-ROM² add-on, the optical drive is subject to the same age-related laser and sled degradation seen in any CD system of that era; the laser assembly uses a KSS-220a-type unit on the Super CD-ROM² and replacement parts remain available.

What to Watch Out For

Before buying, these are the points worth knowing — from someone who handles original Japanese R-Type copies regularly.

Will this Japanese PC Engine game work on a North American TurboGrafx-16?

Not without a hardware adapter. The TurboGrafx-16's data bus lines are wired in reverse compared to the PC Engine, making the two regions physically incompatible at the cartridge (HuCard) slot level. A passive adapter such as the dbElectronics Turbo PC-Henshin bridges this gap for HuCard titles. For CD-ROM² software, the TurboGrafx-CD drive will run Japanese discs if they do not carry a software region check, but compatibility varies by title. In both cases, Japanese PC Engine software is designed for the Japanese market and carries no English text.

How should I store and clean a PC Engine HuCard?

Keep HuCards in their original plastic sleeves or a protective case, away from humidity and direct sunlight — the exposed gold contacts oxidize over time. To clean: apply 90%+ isopropyl alcohol to a cotton swab and gently wipe the gold edge contacts. Never blow on them — breath moisture accelerates corrosion. Handle by the plastic edges only, avoiding the contact strip. HuCards have no internal battery and no moving parts, making them among the most durable formats from the era.

Does this HuCard have an internal save battery?

HuCards do not support internal battery backup by design. If this title requires save data between sessions, it either uses a password system or requires an external backup peripheral (such as the Tennokoe Bank or Backup Booster) connected to the PC Engine's expansion bus. Check the game manual for the save method — many action and strategy HuCard titles are designed as single-session experiences and do not require saving at all.

Before You Buy

Things worth knowing before you buy R-Type

A short checklist for buying used PC Engine software wisely — useful with any seller, anywhere.

  1. Choose a seller who tests it before shipping

    A copy that has actually been powered on and checked is a known quantity. An untested one is a gamble you only settle after it arrives.

    Look for a seller who states it was function-tested and says what they confirmed. A serious seller can tell you exactly what was checked.

  2. Make sure it fits your console

    Japanese PC Engine HuCards and CDs are not compatible with the North American TurboGrafx-16 — the formats differ. Use a Japanese PC Engine system.

    Play it on a matching Japanese console or a region-free system, and confirm the listing states the region.

  3. HuCard or CD-ROM² — know which you're buying

    PC Engine games come on HuCard chips or on CD-ROM². CD titles also require the right CD system and a working System Card.

    Confirm the format in the listing, and for CDs check the disc surface and that saves are supported.

  4. Check that the contacts are clean

    Dirty edge contacts are the most common cause of startup and sound trouble in cartridges of this age.

    Choose a seller who cleans the contacts before shipping. A note that it was tested and cleaned means the basics were handled.

  5. Read the seller's reviews and return policy

    A 100% positive record across thousands of sales is close to a guarantee — packing, communication and problem-solving all work for everyone. A return policy protects you if something is off.

    Read the feedback and confirm a clear return window before you buy.

Unexpected Discoveries

Games you weren't looking for — but might be glad you found.

Rooms this game lives in

Wander deeper — explore the themed rooms where R-Type sits alongside its kin.

Share your memory

No account needed. Just your nickname and your words. Your memory goes straight to Taisei — the person who cleaned, tested, and packed these consoles in Toyohashi. He reads every one, in any language.

Choose a prompt to start writing:

Memories
Struggles & Strategies
Strength for Tomorrow

(Select a prompt above, or write freely below)

Any name you like. No registration needed.

Write in any language. Maximum 2,000 characters.

Just a nickname and your words — no account, no login. Taisei reads every memory before it appears here, so it may take a little while to show up. See our Privacy Policy.

Prefer to write to Taisei privately? Email him directly →

Memories from around the world

This is a young museum, and this page is still waiting for its first voices. The memories people send reach Taisei personally, and the ones that move him find a home here over time — always with the writer's blessing. Yours could be the very first for this game.

Share your memory ↑

Add us as a preferred source on Google →

Cite this page

Taisei Shimizu. "R-Type." Enjoy Game Japan Museum. Updated August 17, 2026. https://museum.enjoygamejapan.online/en/games/r-type-pce/