Part III gets the Dimensions treatment too all These years later!
I dont usually go for collector editions but that one does look rather nice


The retail version of Super R-Type has two big flaws that work together to create a game killing flaw, imo. The instant start/stop speed up of the slow down jumps out right away, but it is the mixture of that plus the developers not normalizing the diagonals that truly wrecks the game. (IIRC, you move twice as fast diagonally as you do in a cardinal direction, I assume the game takes the movement speed twice for diagonals to determine speed.blazinglazers69 wrote: ↑Wed Dec 10, 2025 11:21 pm What they ought to do is give this treatment to Super R-Type and fix the slowdown. That game is a legit banger as good as any classic R-Type that was sadly ruined by limited hardware. It's easy to fix with an SA-1 hack or by simply overclocking today, but most people are never gonna do all that.
Oh wow, did not know that about the diagonals. I don't know, it didn't feel TOO game breaking to me. Doesn't the first Raiden game have faster diagonals too? Almost seems like a feature vs bug issue.To Far Away Times wrote: ↑Thu Dec 11, 2025 2:38 am The retail version of Super R-Type has two big flaws that work together to create a game killing flaw, imo. The instant start/stop speed up of the slow down jumps out right away, but it is the mixture of that plus the developers not normalizing the diagonals that truly wrecks the game. (IIRC, you move twice as fast diagonally as you do in a cardinal direction, I assume the game takes the movement speed twice for diagonals to determine speed.). The combination of those two things compound on each other, and it makes moving your ship feel truly awful and unpredictable in Super R-Type. It's the only game in the series that I don't have a positive view on. I should probably try the SA-1 hack at some point, because I can't believe they shipped Super R-Type as is.
Ooph that explains it. When I was learning R-Type II, I tried Dimensions EX and I remember the feel was just way off for a few minor things and just felt too wrong. It's cool as a novelty I guess to re-experience the game with the 3D graphics but I wouldn't pay more than $3-5 for it.To Far Away Times wrote: ↑Thu Dec 11, 2025 7:32 am Dimensions is a recreation without any of the source code. The folks who made it ripped the sprite artwork directly from an emulator I think and then tried to recreate the game as close as possible.
It sounds both painstaking, and unlikely to yield perfect results.
But it does let them do cool stuff like switch the graphics on the fly since it’s not beholden to any of R-Type’s old code.
+1 I see no value in this whole project. This is the videogame equivalent of Gun Van Sant's shot-by-shot remake of Psycho. Pointless.blazinglazers69 wrote: ↑Thu Dec 11, 2025 2:52 pmOoph that explains it. When I was learning R-Type II, I tried Dimensions EX and I remember the feel was just way off for a few minor things and just felt too wrong. It's cool as a novelty I guess to re-experience the game with the 3D graphics but I wouldn't pay more than $3-5 for it.To Far Away Times wrote: ↑Thu Dec 11, 2025 7:32 am Dimensions is a recreation without any of the source code. The folks who made it ripped the sprite artwork directly from an emulator I think and then tried to recreate the game as close as possible.
It sounds both painstaking, and unlikely to yield perfect results.
But it does let them do cool stuff like switch the graphics on the fly since it’s not beholden to any of R-Type’s old code.
Call me a pussy but the one thing that killed the game for me whenever I tried to get into it (and I tried many times) is the fact that you have to replay the entire stage when you die. What a stupid idea.To Far Away Times wrote: ↑Thu Dec 11, 2025 2:38 am R-Type Dimensions (the original) had a fatal flaw in that it was not a 1:1 recreation of the originals in terms of hitboxes, and that lead to some routes and strategies being non-viable. Kind of a big deal in an R-Type game. I'm sure if you're not familiar with the originals it's probably no big deal, but if you are, it's definitely annoying. Although at it's core, I liked what R-Type Dimensions was going for, it just needed to be more accurate. Maybe they'll get there with this one.
There's the famous quote from This is Spinal Tap that goes "There's a fine line between stupid and clever," and perhaps no shmup has embodied that more that R-Type III's Stage 4 lava maze. Equal parts brilliant and mind numbingly dumb, a bunch of new people are going to get to experience it in all it's glory.
The retail version of Super R-Type has two big flaws that work together to create a game killing flaw, imo. The instant start/stop speed up of the slow down jumps out right away, but it is the mixture of that plus the developers not normalizing the diagonals that truly wrecks the game. (IIRC, you move twice as fast diagonally as you do in a cardinal direction, I assume the game takes the movement speed twice for diagonals to determine speed.blazinglazers69 wrote: ↑Wed Dec 10, 2025 11:21 pm What they ought to do is give this treatment to Super R-Type and fix the slowdown. That game is a legit banger as good as any classic R-Type that was sadly ruined by limited hardware. It's easy to fix with an SA-1 hack or by simply overclocking today, but most people are never gonna do all that.). The combination of those two things compound on each other, and it makes moving your ship feel truly awful and unpredictable in Super R-Type. It's the only game in the series that I don't have a positive view on. I should probably try the SA-1 hack at some point, because I can't believe they shipped Super R-Type as is.
That's 100% a valid criticism for Super, but for me, I've simply never tried learning to recover in any of the R-Type games. I save state practice until I'm ready for a full run, so where I die is moot. It's all or nothing. For that reason, recovery doesn't bother me to much in R-Type games because I just don't even bother.ChurchOfSolipsism wrote: ↑Fri Dec 12, 2025 11:52 pm Call me a pussy but the one thing that killed the game for me whenever I tried to get into it (and I tried many times) is the fact that you have to replay the entire stage when you die. What a stupid idea.
It actually does since you technically only have to memorize 1 checkpoint per stage. Good luck doing it on stage 6 though. That shit felt impossible to me without slowdown.To Far Away Times wrote: ↑Sat Dec 13, 2025 2:26 am I actually kind of like restarting from the beginning of the stage in Super R-Type since it should *in theory* make it easier to balance recoveries.
My theory is they wanted to make sure nobody beat the game too quickly, particulary since it was a game that was available right from the start (at least in Germany, I don't know about Japan). Yeah not exactly a revolutionary idea, I know.
That reminds me of how Konmai supposedly made the overseas versions of games harder to prevent people from renting them and finishing them during the rental and not buying the games. It's possible that this happened here, but game rental is not legal in Japan for the most part. The only exceptions that I can think of are the Neo Geo AES and the Sega Mega Jet, and of course you could only rent the Mega Jet on JAL flights.ChurchOfSolipsism wrote: ↑Sat Dec 13, 2025 1:37 pmMy theory is they wanted to make sure nobody beat the game too quickly, particulary since it was a game that was available right from the start (at least in Germany, I don't know about Japan). Yeah not exactly a revolutionary idea, I know.
It sounds dumb enough to be plausible. Although its purely speculation, I could imagine some higher up from Irem hierarchy stomping in to make stupid decision like this, and that certainly qualifies as the kind of head-slapper some manager or director could impose on the team.ChurchOfSolipsism wrote: ↑Sat Dec 13, 2025 1:37 pmMy theory is they wanted to make sure nobody beat the game too quickly, particulary since it was a game that was available right from the start (at least in Germany, I don't know about Japan). Yeah not exactly a revolutionary idea, I know.
It shipped July '91, 8 months after launch in Japan, same time as stuff like UN Squadron & Final Fantasy IV. But the North American SNES launch was 1 month after that, and Super R-Type shipped a month later. So that may have been where their thinking was at.ChurchOfSolipsism wrote: ↑Sat Dec 13, 2025 1:37 pm My theory is they wanted to make sure nobody beat the game too quickly, particulary since it was a game that was available right from the start (at least in Germany, I don't know about Japan). Yeah not exactly a revolutionary idea, I know.