There aren't many things that piss me off more than idiotic game design.
Seeing a game with real potential utterly ruined because some crack-addled
or disgruntled designer either forgot to do something elementary or
(even more inexplicable) PURPOSELY ADDED some tiny thing that negates
everything else the cart had going for it. It's especially frustrating to
see a game you really liked in the arcade (R-Type 2 was almost as good as
the original) get mangled when the company who made it finally decides to be
magnanimous enough to begrudge you a home version that doesn't want to be
fed quarters all the time. So while I'll admit that Super R-Type is about
as good an arcade port of R-Type 2 as any fan could want (technically
speaking, anyway), various little things left out of this version keep me
from really enjoying it all that much, despite my best efforts to learn to
love it (hey, it worked for UN Squadron).
As I may have mentioned earlier, the name of the game is deceiving: for all
practical purposes, we're dealing with R-Type 2 with some slight changes
here. IREM did a bang-up job (for the most part, but I'll come to that
eventually) on the translation, especially when one looks at it alongside
Gradius 3 (both games were part of the first run of SNES carts). The
graphics are as beautiful as they were in the arcade (I love the way all
the R-Type games look...there's something plumb awesome about the unique
combination of decrepit machinery and slithery organic things that has
become an R-Type trademark through the years), and there's not as much
slowdown as a certain Konami shooter released around the same time, even though that accursed
Bydo empire is out in force as usual and the graphics possess a level of
detail not often seen on mere 16-bit shooters. Everything looks great (have
I beaten that into your head enough times yet?), as the erstwhile R-9 flies
through such exotic locations as a Bydo-infested starbase, deep space, and
a dark cave with jets of water shooting everywhere and fish with flames
shooting out of their rear ends (in all honesty, there are a lot more
exotic ones than that, but those are the only three levels I can actually
get to. I apologize.). The enemies are, on the average, quite a bit larger
than the average enemy in most other shooters of the era, and most tend to
explode very satisfyingly when you shoot them (I don't like it when enemies
just disappear when blasted...I want to see their entrails on the cockpit
glass, dammit!). With the exception of the uninspired boss of the obviously
tacked-on first level, the bosses are quintessential R-Type: gigantic,
incredible-looking (there's even a familiar face at the end of the
"second" stage), tough, and usually in possession of more than one method
of attack (unlike those wiener bosses in Gradius and the like who just
do the same thing over and over).
I've never been too fond of the music in R-Type games, and this one is no
exception. The sounds are fine (honestly, how could anyone screw up the
sounds in a shooter? You'd have to have a hole in your head or something...),
but the music is usually pretty tinny and doesn't do a thing for me. It
isn't grating or anything like that, just kind of blah compared to Gradius
or Axelay. The boss music is an exception to this rule though: it's nicely
ominous and sets the mood perfectly. On the whole though, it's probably
best to just mute the game and put on something of your own (I know...I
say that all the time, but it DOES work when playing good games with bad
music).
So what's the problem, you ask? At first glance, nothing major. The
"cinematic" intro is pathetically lame, with a tiny R-9 being launched
from an equally tiny hangar (it might, just might have taken those sadistic
designers ten minutes to tack this on), but that's really a minor point.
The control is as good as it's always been, and the cannon can be charged
up to the R-Type staple, the Super Shot, or charged up even further
to release a blistering Scatter Shot (note: this takes AGES to store up,
and you'll probably die in the process if you're anything like me). When
the game starts, RT2 vets will find themselves in a level that wasn't in
the arcade game! Don't get excited though...it's just an uninspired
"space" level with a lot of tiny, ineffectual enemies and a boss that isn't
even as big as some of the standard baddies in the "real" levels, and dies
in a heartbeat to boot. While I applaud the concept of adding a little
something extra to home conversions of arcade games, this level feels
uninspired and tacked-on; IREM certainly could've done better, as evidenced
by the rest of the game. Even that pales in comparison to the big problem
here though...
Ever since the first game hit the arcades, the R-Type series has been
renowned for its high difficulty level. Each game has started out tough and
gotten downright nasty as the levels wore on, but the challenge always toed
the frustration line masterfully, and devotees were always ready to give it
"one more try" no matter how hairy things became. On the other hand, Super
R-Type (not RT2, mind you) waltzes over that impossibility line and never
looks back, due solely to its UTTER LACK OF RESTART POINTS!!! Yes kids,
EVERY BLEEDIN' TIME you die, it's back to the beginning of the level for
you. The levels are long too, so the slightest mistake can destroy up to
ten minutes of masterful play. I'm telling you, SRT has driven me to the
brink of insanity many a time as I drove the third boss to within an inch
of death, slipped half a centimeter, and had to work my way through the
entire (nasty) third stage again. To the game's credit, there are
unlimited continues, so the determined can continue to try and try again
until finally undergoing total synaptic shutdown (or just throwing the
game against the wall 'til it can't bother them anymore, whichever
comes first). Moreover, the fact that you've got to play through the
entire stage to get to a boss no matter what ensures that you'll never
be short on power-ups if and when you do get there. Even so, R-Type
emphasizes memorization and replay (some bosses absolutely cannot be
beaten on the first try), a trait that's completely at odds with the lack
of mid-stage restart points, and you'll be doing a LOT of useless
repetition (and probably break down crying more than once) as a result.
Honestly, how much trouble would it have been for the designers to leave
the arcade game's restart points in? I can't imagine the code to do it
was terribly large, and the fact that they aren't there completely ruins
the game for me. Stupidity springs eternal, it seems...
If not for the unfortunate business with the restart points, Super R-Type
would be a true SNES classic. There's never been a home version of R-Type
that looks as good as this one (the TG16 one was nice, but not this nice),
and the game is great to play as well....until you die, that is. Between
the difficulty and the unforgiving (to put it mildly) restart system,
I can't possibly recommend SRT to anyone that isn't an insanely devoted
R-Type fan already, and even those probably won't like it all that much.
Funcoland's only asking five bucks for it at the moment though, so you
might want to give it a shot anyway, if only to see how good your reflexes
(and temper) really are.