![Super R*Type [Model SHVC-SR] Super R*Type [Model SHVC-SR] screenshot](images/game/47419_2.png)
Super R*Type © 1991 Nintendo.
Super R-Type serves as the console's introduction to Irem's seminal side-scrolling shooter franchise. Rather than a direct arcade conversion, this title acts as a "remix" of the R-Type II arcade experience, utilizing its assets to create a unique seven-stage campaign. Players pilot the R-9 Ragnarok, utilizing the iconic Force pod—a modular, indestructible device that can be attached to the ship's front or back for offensive or defensive utility, or detached to act independently. The game retains the signature charge-shot mechanic, allowing players to unleash devastating energy blasts to clear the screen of Bydo forces.
![Goodies for Super R*Type [Model SHVC-SR]](images/covermini160/47419_1.jpg)
GAME ID: SHVC-SR
Technical Specifications: The game is an 8-megabit cartridge. It lacks a high-score save feature.
Super R*Type was released on July 13, 1991 in Japan at a retail price of 8,500 JPY.
Arcade vs. Console: While marketed as a full sequel, Super R-Type is technically a reimagining of R-Type II. It draws heavily from the arcade source code but was specifically tuned for the Super Famicom’s architecture, resulting in stages and pacing that differ from the arcade original.
Technical Performance: The game is infamous among retro enthusiasts for its significant slowdown and sprite flickering. This was a common result of attempting to push high-speed, multi-sprite arcade action onto early 16-bit hardware, which struggled to keep up with the intense screen-filling projectiles that characterize the R-Type series.
The Force Mechanic: This title cemented the strategic depth of the Force pod for the 16-bit generation. Experienced players often view the pod not just as a weapon upgrade, but as a critical positioning tool required to navigate the game's famously difficult, trap-laden stage designs.
Irem's Legacy: Super R-Type was a crucial "early window" title for the Super Famicom. It showcased the console's ability to handle advanced layering and large, detailed boss sprites, even if the frame rate suffered under the pressure of the action.
Reviews:
[FR] September 1991 - Consoles + N.1: 68/100
[FR] October 1991 - Joypad N.1: 87/100