
Super R-Type for the Super Nintendo was super. Keyword here is “was.” Of course, back then, every game had “Super” in the title. While I know there was an arcade port of R-Type, I don’t recall whether Super R-Type is actually a port, or a new game. Well, no matter, that’s not the focus of this review anyway.
Created in an age where sci-fi shooters ruled the arcades, the R-Type series was one of the great innovators of its time. Its versatile pod attachment and methodical gameplay put players to the ultimate test. This Super NES game is no slouch, either. Each level’s filled with a myriad of enemies, environmental hazards, and huge bosses to make your life miserable. Trust me, you will be miserable, because if you die at a boss battle, you must replay the entire stage all over again. There are no mid-level checkpoints in this game. While this adds to the challenge, it also adds unnecessary repetition. Don’t forget that you die in one hit. Another oddity is that the charge beam can’t be held down forever. Oh, you can charge indefinitely, but its level 2 power (the most useful one) will only last a few seconds before it dissipates and reverts back to level 1 charge. You must know the stage and time your charge, or you might be caught in heavy fire with a weaker blast. Well, at least you do have rapid fire, weapon power ups, and the Force Pod to help you out. The Force Pod was quite an ingenious invention, too. It is an invincible pod that can be mounted in the front or rear as a shield, or launched out to destroy and act as an extra helper (with extremely limited control). You will want to master this device if you want to survive.
While graphics aren’t everything, it does matter when it affects the gameplay. Case in point, slow-down. It is the bane of SNES action games, and Super R-Type is no exception. When large sprites and/or heavy fire engulfs the screen, be prepare for some annoying slow-downs. Otherwise, the visuals hold up very well for an early SNES game. The music also very aged gracefully, though I didn’t hear the traditional R-Type theme during the first stage.
Come to think of it, I don’t recall this game ever being “super” even back in the old days. The slow-down and the removal of mid-level checkpoints turned a hard game into a repetitive mission impossible. Had it been a little better designed, it would still be a damn solid game today. Sadly, that’s not the case. If you want to play R-Type on the Super SNES, go play R-Type 3 instead. If you still can’t stand the R-Type difficulty, try the recently released Nanostray 2 (which I scored quite well) on the DS, instead.
Graphics: 58%
Pros: Large bosses, vivid colors, and lots of sprites.
Cons: Slow-down kills gameplay. The score would have been higher had it not affected the gameplay in any way.
Gameplay: 57%
Pros: A difficult game, and good core mechanics.
Cons: Again, slow-down, and the lack of checkpoints makes this game more annoying than hard.
Sound: 72%
Pros: Still pretty darn good sounding music.
Cons: The limits of the SNES means some sounds are drowned out and lost when there’s too much going on.
Controls: 81%
Pros: Everything works well enough. The rapid fire option is a great feature.
Cons: Getting the force pod to reattach in a different position — although I guess this isn’t entirely a control issue. However, the charge shot’s limit is annoying. Oh and don’t grab too many speed power-ups, or else the slightest tap can send you crashing to your doom.
Story: 100%
Pros: Completely irrelevant to the gameplay.
Cons: Who cares.
Recommendation: This game is still worth a look for long time R-Type fans I guess. Masochists are always welcomed. Regular everyday folks stay far, far away.
Overall: 53%



