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Super R*Type [Model SHVC-SR]

Nintendo Super Famicom cart. published 33 years ago by Nintendo Co., Ltd.

Listed in MAME

Super R*Type [Model SHVC-SR] screenshot

Super R*Type © 1991 Nintendo.

R*Type, Irem's popular franchise, is back. This time, the game is prefixed 'Super', and Irem proposes here an original (and exclusive) episode in the R*Type series - well, in the end, Super R*Type can be roughly described as remixed version of the first two arcade games (namely R*Type and R*Type 2). The R9 Ragnavok space fighter is back in service and 'The Force' pod ready to melt down Bydo empire's invading armada. This pod has always been at the core of R*Type's gameplay - it is indestructible and can be attached to the front of the ship and boost its fire-power, or attached to its back and give some tail cover. It can also be set completely free or wildly thrown at the enemy. Power ups hidden inside legged ships can upgrade its abilities or add secondary weapons (such as missiles) to the ship. The R9 can also charge-up a special blast of energy by holding the fire button for a few seconds. This powerful attack can easily fly through enemy formations and turn them into dust. And if the player happens to hold the button for a little longer, a devastative spread shot will be fired and will wipe out most of the enemies on screen. Super R*Type consists of seven intense stages, some of them directly borrowed from the original arcade game R*Type 2.

Goodies for Super R*Type [Model SHVC-SR]
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TECHNICAL

Model SHVC-SR

TRIVIA

Super R*Type was released on July 13, 1991 in Japan for 8500 Yen.

Reviews:
[FR] September 1991 - Consoles + N.1: 68/100
[FR] October 1991 - Joypad N.1: 87/100

TIPS AND TRICKS

Stage Select:
On the title screen, press Start once to display the level difficulty screen (right before starting the game). There, press and hold the Right Shoulder button and press Up nine times. If done right, you will hear the power-up chime. Start the game and pause at any time by pressing Start. During the pause, hold Right Shoulder, A and then press Select. A counter should appear in the lower-left corner of the screen (picture on the top-right). Press Up and Down to select a stage. This cheat comes with an interesting twist. Super R-Type features seven stages - however, seventeen stages can be selected with this cheat! Well, stages listed as 11 to 17 are one difficulty level up. So if you start the game as "Easy", levels 11 to 17 will be "Normal" difficulty. But, most interestingly, if you start the game as "hard", 11 to 17 will give you access to a hidden PRO difficulty level! Curiously, this mode also unlocks a hidden end-screen (picture on the bottom/right) not seen in the original game, as long as you can beat Super R-Type in this (insane) difficulty level. Interestingly, the only way to access the true ending of the game is to play the Hard and the PRO modes - but the Stage Select cheat doesn't allow you to do it... this is what this hidden screen says - "You must clear all stages!"

Weapon Select:
This cheat is a little tricky to activate. On the title screen, press Start once to display the level difficulty screen (right before starting the game). There press Down, Right Shoulder, Right, Down, Right, Right, Down, Right, Down and Down. If done right, you will hear the power-up chime. Start the game and pause at any time by pressing Start. During the pause, press Right Shoulder, Right, Down, Y, Down, Right, Down, Left, Right, Down, Right and Right. But you're not done yet! You need to press one of these buttons to select the Weapon Type: A for red, X for blue, B for yellow, Y for green and Right Shoulder for grey. Then press A for homing missiles or X for ground missiles.

True Ending:
Super R-Type features a true ending - it is however really difficulty to see. You have to complete the game on Hard and then on PRO difficulty! You also can't use the Stage Select cheat and ultimately have to beat the whole game, technically twice, on these difficulty modes! This is virtually impossible to do because of the game's insane difficulty level... I am not ashamed to say that emulation and save-states seem to be the only way to achieve this treat. It is a real shame because this real ending features a rather good (and apparently exclusive) animated end-sequence (pictures on the right) and the game's staff-roll.

STAFF

Game Design: Fuzzie
Character Design: Nabe, Nioudachi
Background Design: Okayo, Kazakami Shung
Game Program: Ryouichirou, Finalu
Sound Program: Moto, Keisuke
Editing: Ran
Music Composer: Charlie Y.K, Hiya, Hiroshi

SOURCES

See Goodies section.
Game's ROM.
Game's description by Laurent Kermel; http://www.videogameden.com