R-Type II

R-Type II

released on Dec 31, 1989

R-Type II

released on Dec 31, 1989

The game is the sequel to R-Type, which was first released as an arcade game in 1987 and profoundly influenced later shooting games with its charge shots, unique weaponry, and grotesque enemies. Hudson Soft ported the later 4 levels of the original R-Type to the PC Engine with the title R-Type II, but the Hudson release is unrelated to the game described in this article. The player controls a ship called the R-9C (or R-9 Custom), which is an improved version of its predecessor game's ship; the R-9. The ship's design was changed slightly, and the wave cannon was given homing capabilities. Two new types of weapons (the Search Laser and Shotgun Laser) were added, bringing the total number of weapon types up to five. A new anti-ground unit bomb was also added to the missile inventory. Though the number of levels was decreased from the prequel, the number of enemies, their durability, and the number of bullets they shoot were greatly increased. Enemy movements and terrain were also made trickier, bringing the game's difficulty up considerably. The same revival system is used as in the prequel, where the player is brought back to a checkpoint whenever their ship is destroyed. The controls are mostly unchanged from R-Type, where the 8-way joystick controls the ship's movement, and the shot button fires the ship's main beam. The other button is used to equip or unequip Force; the series' most unusual innovation. Pressing down the shot button causes the blue beam gauge to fill up, and releasing the button causes a wave beam to travel a certain distance depending on the length of time the button was pressed down. If the button is pressed down until the blue gauge is fully charged, a red gauge appears and fills up quickly. Filling up the red gauge causes it to flash blue and red, releasing the shot button at this point shoots an even more powerful beam. Unlike the normal beam that only travels in a straight line, the newly added Shotgun Laser beam explodes in multiple directions after traveling a short distance. This shot causes heavy damage if the player can target a single enemy with it. However, holding the button down after the gauge is flashing causes the beam to return to the normal transverse beam (the gauge alternates between flashing and returning to the normal state while the button is held down), so the player must release the button at the right timing in order to successfully target enemies. The other newly added beam, the Search Laser, is semi-homing, and can bend at angles up to 45°.


Also in series

R-Type III: The Third Lightning
R-Type III: The Third Lightning
R-Type Leo
R-Type Leo
Cosmic Cop
Cosmic Cop
Super R-Type
Super R-Type
R-Type
R-Type

Released on

Genres


More Info on IGDB


Reviews View More

Mostly more of the same from the original R-Type.

Really incredibly needlessly brutal. R-Type II is born out of that timeframe where arcade operators were getting greedy in regards to the average playtime on shmups, resulting in insane difficulty boosts on Same Same Same and Gradius III and such. I think this game manages to survive in spite of that, though, and while I'd never play it over III or Delta I personally find it a good deal more alluring than its precursor. There's lots of seeds planted here that would blossom beautifully in the next few installments.

I'm not particularly sure if Super R-Type, the kinda-sorta port over to SNES, is an improvement or not. I remember kind of hating it, but I'll have to take another look since I played it a year and a half ago.

Better production values and marginally better hitboxes than the first game, but the level design is less interesting, and is memorable only for its frustration rather than compelling design.

One death still spells certain doom. Other weapons are even more useless than the original. Powerups are still deliberately placed inopportunely to fuck you over. Routing requires even more extreme memorization and pixel precision.

so you made the hardest arcade game of its era, what now?

a sequel whos difficulty is referred to as 'morally reprehensible' :)

I think this game somehow violates the geneva conventions

Okay look, I can spin all sorts of shit into something being actually good, but I just can't do it here. R-Type II as far as it's original arcade incarnation is concerned is borderline unplayable. Absolutely reprehensible morally unsound difficulty that I would expect from loop 2 gameplay. Gradius III at least gave me some hospitality before it caved my skull in. R-Type II is exceptionally rude in comparison.

You can talk as much smack as you want about Super R-Type's slowdown and lack of checkpoints, but they remixed and added stages for the better in that port/not-port of this. I also couldn't help but think the stronger charged shot was harder to use here than in Super, so all around I'm just yearning for my childhood back instead of this hellhole I found myself in when I dared to play the second half of R-Types today. I regret everything, you owe me for this R-Type!

Give me my slowdown back, give me what I want! Give me the good music too! Give me what I want!

More R-Type. I found this one a smidge easier than the first game. Excellent art and art direction, and brings a few more ideas to the genre, like the waterfalls that push your ship down, or the final boss where you have to fire through gates that flip and block you off. Cool bosses in general, and has some really nice looking mecha enemies.