Super R-Type

Super R-Type

released on Jul 13, 1991

Super R-Type

released on Jul 13, 1991

In this SNES sequel to the arcade R-Type shooters, you are the R-9, Earth's most advanced form of defense against the evil BYDO Empire. There are seven stages you must go through, picking up power-up items to defeat the stage bosses which have returned from the arcade versions of R-Type and R-Type II. Your R-9 ship can also be united with FORCE, which are invincible units that surround your ship to protect you and can also power up and attack.


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The slowdown was very noticeable.

would be perfect if not for the slowdown, but its... tolerable

Beside the frequent slow-downs considering how much stuff in screen can spawn and that it's so ridiculously easy to die: very good shmup.

It may have a lot of slow down, but it is also a lot of fun.

Of course I wouldn't have beaten it already if it wasn't for save states, I'm terrible at shooters.

Great music, too. Overall, a good time.

While I liked it a little more this time, it's unfortunately still not quite there upon revisiting. Having played R-Type II first this time, this port comparatively feels massively compromised in ways that don't really benefit it. The bosses are worse, the slowdown frequently brings it to a crawl far worse than maybe any other SNES shmups, and even without the slowdown in mind the overall scrolling and pacing is just far more lethargic than the arcade original. I do appreciate the intended difficulty being a bit more sober this time, but it's brought to a similar level purely by technical issues, which is really not good at all. It seems like most of my friends prefer this version of II to the arcade version, but I can't say I agree.

There's also still no checkpoints, by the way. This fact unfortunately hasn't magically changed between my playthroughs. I feel like you can't bring up Super R-Type without bringing that up, it's just such a weird choice to make.

A novel, jazzy re-working of II, I definitely like it more than that game. Had an admittedly rough time w/ this but I can see most of its problems (aggravating speedup system, evil checkpoints, odd boss balancing) becoming less intrusive with practice, as any good shmup should.

Except that slowdown, I can stomach slowdown but there's zero rhyme or reason to it here, you'll tap a direction and the game does a DVD fast-forward into a brick wall.