Super R-Type Final Boss and Ending - Playcation Vacation Day #10 on Game Gods
PLAYCATION VACATION!!!
Join us as we beat 31 games in 31 days and record the final bosses and endings in all their glory for you to see! This year, it's a mix of SNES and N64 games. A healthy mix of Nintendo to help beat Covid-19!
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#SuperRType
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#GameGodsTV
#PlaycationVacation
#Irem
#Nintendo
#SuperNintendo
#SNES
#WarnerBros
Super R-Type is a shooter game for the SNES, developed and published by Irem in 1991. It is a partial port of R-Type II, borrowing stages and enemies, but introducing several of its own. The game has been re-released on the Wii Virtual Console in Japan, North America, and PAL regions in 2008.
Super R-Type borrows four stages from R-Type II and adds three new ones. The game is known for its high difficulty (even compared to other games in the series), particularly because of its lack of checkpoints, since dying means restarting the level from scratch. Also, this game suffers from slowdown, which was also a problem in many early games for this system. But unlike the others Super R-Type slows down to virtual standstill when there are many things on the screen] However, this proved useful for players when there were many obstacles on screen because it was easier to avoid them.
Weapon types
Red: The Counter-air Laser, a powerful red and blue double transverse wave. This also fires its first-level equivalents, a red and a blue arrow-shaped laser shot, from the Bits, should the player have any.
Blue: The Rebound Laser, three long, thin, cyan lasers, one straight, two at 45° angles from the Force, that reflect off walls.
Yellow: The Counter-ground Laser, two long fireball chains released vertically from the Force that slink along the ceiling and floor.
Green: The Spread Laser, which fires a spread arc of eight orange fireballs.
Gray: The Shotgun Bomb, which launches a shell that explodes powerfully a short ways from the R-9.
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