R-Type Delta
is a shoot 'em up video game developed by Irem and released for the PlayStation console in 1998 and 1999. It is the fourth game in the R-Type series and the first to feature 3D graphics. The game received generally positive reviews from critics.
Gameplay
R-Type Delta is a shoot 'em up set in 2164. The game offers different fighters, with different Force and Wave Cannon combinations for the player to choose from. It also introduces the Dose System, which allows Forces to absorb energy through collisions with projectiles or enemies. Every Force has a Dose Gauge, and when the Dosage becomes 100%, the player can use the fighter's Delta Attack, a superweapon attack whose form depends on the fighter being used.- R-9A Delta: A slight refinement of the original R9. Uses the Standard Force and an improvement over the Spiral Motion Gun that was introduced in R-Type II and used again in Super R-type for SNES, being renamed the Diffusion Wave Cannon in R-Type Final. The R9A's Delta Attack is the Nuclear Catastrophe, which fills the screen with electrical fusion. Each Dose Attack reflects the differences in each ship.
- R-X Albatross: A violet-canopied fighter with prominent wings. The Albatross uses the Tentacle Force, which has two extendable tentacles on either side and is equipped with powerful beam weapons. The tentacles respond to the movement of the player, which allows the intensity or direction of beams to be controlled. In addition, the Force, when detached, will seek out enemies on screen as an automated gun turret. The Albatross is also fitted with the Burst Shock Wave Cannon, which is capable of detonating enemies from within Its Delta Attack is the Negative Corridor, which is a black hole that distorts the screen while vacuuming enemies present.
- R-13 Cerberus: A squat black-and-red fighter. The Cerberus uses the Anchor Force, which is linked to the ship by a malleable energy ribbon that can be used to attack enemies with the movement of the ship. The Force can collect its Dosage by grappling into enemies and absorb their energy until they are destroyed. The Cerberus is also fitted with the Lightning Wave Cannon, which emits a fast electrical discharge that homes in on enemies. The R-13's Delta Attack is the Hysteric Dawn, which opens up a dimensional rift.
- POW Armor: A Fighter unlocked by beating the game in Medium Mode or Hard Mode. It closely resembles the POW units that contain various power-ups. The POW Armor's Wave Cannon fires various energy bolts that, depending on the charge level, appear as Bydo characters seen in other installments of the series. Firing the cannon while it is supercharged results in a large, wedge formation of energy bolts comprising the whole range of the cannons' capabilities. The Force has spikes covering it, and looks to resemble the Standard Force. When disconnected from the ship, only a few directions are covered at the first power level, but as the force levels up, it will eventually fire a continuous stream of bullets in a clockwise 360 degree arc. The fighter's Delta Attack is a more powerful version of its Wave Cannon bursts, accompanied by ribbons of energy. The weapons are similar to the R-9 with slight changes as the red RAY is fired like a heart monitor, while the blue RAY fires the same way but with more beams.
Development
The idea for multiple playable ships was one of the team's most requested features, as they felt it would add replayability. Originally the player had two different ships to choose from, with a third being added later on to make it more "satisfying" and worthwhile. The goal of the playable ships idea was for each of them to be distinctively different from one another without disrupting the core R-Type gameplay, to make it feel like the player was playing an entirely new game with each ship. The R-9 from the original R-Type was chosen at the very start, followed by an updated version named the R-X. The R-13 ship was made to appeal towards more "hardcore", skilled players, with the "13" added to make it feel more sinister, due to the number's connection with superstition. The "blue" weapon for the R-X was revised several times as the team was unable to decide on what kind of lasers the ships' tentacle-laced Force could shoot. Stage designs were first created with the R-9 in mind, then later altered slightly to accommodate for the two new ships.
Kita came up with the name R-Type Delta based on the fact three different ships were playable, which reminded him of the Greek symbol delta. Early planning documents for the game referred to it as R-Type EVE, a titled named after the novel Parasite Eve and met with a mixture of confusion from the production team. Other members suggested titling it simply R-Type or R-Type IV, which they argued would make the game unrecognizable had it not had either of those names. Kita created a questionnaire sheet with several possible names and sent it to other Irem employees, with Delta receiving the most votes. He also said the symbol represented the number 4, which alluded to it being the fourth mainline R-Type game. Towards the end of development, programmer Takayasu Itou added in the series' traditional "Kid's Mode" and "Human Mode" difficulties, with Kid's being the easiest and Human the hardest. The difficulty itself was made much harder than previous R-Type games as the team wanted the player to memorize stage patterns and learn from their mistakes, which they claimed made the game much more worthwhile to play.
Reception
R-Type Delta received positive reviews from critics, who generally praised its addictive gameplay and detailed graphics. Electronic Gaming Monthly reviewer Che Chou described the game as "the best R-Type ever", while Peter Bartholow of GameSpot commented, "If there's one PlayStation shooter to own, R-Type Delta is that shooter." The game's graphics were highlighted for their diversity, colors, details, and complex polygon models, with GameSpot noting that each enemy offers unique explosions and attacks. The publication also praised the "top-notch" and dynamic soundtrack for giving the game "a catchy fusion of rock and techno that changes with the game's surroundings."Although the gameplay was praised for being both hard and rewarding, some reviewers found it unnecessarily difficult and frustrating. GameSpot highlighted the game's different ships, stating that each offers a strategic use of their weapons and abilities. Edge, however, noted the lack of innovation, concluding: "Deltas central gameplay remains a product of the '80s. Your performance upon entering a new level depends largely on trial and error, and the game is as much a test of memory as it is joypad dexterity. As such, it's refreshing and frustrating at the same time A fine shoot 'em up."
Tom Russo reviewed the PlayStation version of the game for Next Generation, rating it three stars out of five, and stated that "Overall, a fantastic looking effort, but proof that the gameplay limits of this genre will soon relegate all 2D shooters to classic collections."