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* DisappointingLastLevel: The "Bydofied protagonist" route of the last level of ''Final 2'' has the final boss fight being your Bydofied ship circling seemingly endlessly fighting remnants of the Space Force fleet. Coupled with CheckpointStarvation and cheap shots, it made for one frustrating experience. And the game ends abruptly after several turns as your Bydofied ship decided not to destroy the carrier ship. The "you turn into a Bydo" premise being a rehash of Stage F-B from the first ''Final'' [[ItsTheSameNowItSucks doesn't help either]].

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* DisappointingLastLevel: The "Bydofied protagonist" route of the last level of ''Final 2'' has the final boss fight being your Bydofied ship circling seemingly endlessly fighting remnants of the Space Force fleet. Coupled with CheckpointStarvation and cheap shots, it made for one frustrating experience. And the game ends abruptly after several turns as your Bydofied ship decided not to destroy the carrier ship. The "you turn into a Bydo" premise being a rehash of Stage F-B from the first ''Final'' [[ItsTheSameNowItSucks doesn't help either]].either]]; in ''Final 2'', there isn't even an important plot reason or outcome since the game's premise is that you're just doing simulations of past skirmishes with the Bydo.
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* DisappointingLastLevel: The "Bydofied protagonist" route of the last level of ''Final 2'' has the final boss fight being your Bydofied ship circling seemingly endlessly fighting remnants of the Space Force fleet. Coupled with CheckpointStarvation and cheap shots, it made for one frustrating experience. And the game ends abruptly after several turns as your Bydofied ship decided not to destroy the carrier ship.

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* DisappointingLastLevel: The "Bydofied protagonist" route of the last level of ''Final 2'' has the final boss fight being your Bydofied ship circling seemingly endlessly fighting remnants of the Space Force fleet. Coupled with CheckpointStarvation and cheap shots, it made for one frustrating experience. And the game ends abruptly after several turns as your Bydofied ship decided not to destroy the carrier ship. The "you turn into a Bydo" premise being a rehash of Stage F-B from the first ''Final'' [[ItsTheSameNowItSucks doesn't help either]].
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* ToughActToFollow: ''Delta'' is widely regarded as the pinnacle of the series due to excellent level design and innovations such as fully-adjustable speed control and the Dose attack, to the point where ''Final'' and ''Final 2'' are often unfavorably compared to it due to not really refining the series' formula or adding anything particularly innovative.

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* ToughActToFollow: ''Delta'' is widely regarded as the pinnacle of the series due to excellent level design and innovations such as fully-adjustable speed control (as opposed to collecting seldom-appearing speed-up items) and the [[LimitBreak Dose attack, attack]], to the point where ''Final'' and ''Final 2'' are often unfavorably compared to it due to not really refining the series' formula or adding anything particularly innovative.
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* NauseaFuel: Stage X7.0 in ''Final 2''. It's [[NostalgiaLevel a recreation of the very first stage from the first game]], but overrun with icky-looking and rapidly-growing fungi.
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** The Backstory found in the rules section of R-Type Tactics makes brief mention of a faction of humans who "moved to abandon their home and find shelter on another habitable world." But this is never brought up in the actual campaign. It takes until the sequel for this concept to be hinted at again with the player character suggesting humanity should leave the Solar System and escape to another star which the Bydo hopefully won't attack. It's an intriguing concept that was never really fleshed out and likely now forgotten.
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** ''R-Type Dimensions'' on Xbox 360, ([[PortOverdosed yet another]]) CompilationRerelease of the first two games, lacks the option to remap the controls. Given that many other shmups of its time have such a feature, this is inexcusable. Subsequent versions of this compilation do allow remapping controls, but you can only remap the face buttons and you can only choose between shot, rapid shot, Force control, and 2D/3D switch for each button.

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** ''R-Type Dimensions'' on Xbox 360, ([[PortOverdosed yet another]]) CompilationRerelease of the first two games, lacks the option to remap the controls. A is to shoot, B is to shoot rapid-fire shots, and X is to fire your Force Pod. This is counterintuitive if you're playing on any controller with a tilted ABXY diamond or an ABXY setup that isn't diamond-shaped at all. Given that many other shmups of its time have such a feature, this is inexcusable. Subsequent versions of this compilation do allow remapping controls, but you can only remap the face buttons and you can only choose between shot, rapid shot, Force control, and 2D/3D switch for each button.
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* GeniusBonus: Many of the ship names in ''R-Type Final'' have significance, consisting of [[MeaningfulName meaningful names]] and ThemeNaming, as well as ExactlyWhatItSaysOnTheTin.
** R-9DH Grace Note: In music, a grace note is a kind of ornamental embellishment. The R-9DH is equipped with a Long Irradiation Beam, which produces a distinctive pure, clear tone when fired.
** R-9DP series: The pile-driver fighters seem to be named for geographical features in Japan. The R-9DP Hakusan has the same name as the town in which Irem is located. Its descendant, the R-9DP2 Asanogawa, appears to be named for the Asanogawa Ohashi bridge in Kanazawa. The last ship in the R-9DP series is the R-9DP3 Kenrokuen, which is likely named for the historic Kenrokuen Garden, also in Kanazawa.
** RX-10 Albatross: Albatrosses are large seabirds; the wandering albatross has the longest wingspan of any bird. Like its namesake, the RX-10 has relatively long horizontal wings. This ship was originally found as the R-X Albatross from R-Type Delta.
** OF-1 Daedalus: In Greek mythology, Daedalus was a great artificier. He is said to have invented images; this may be a reference to the fact that the OF-1 comes from the game Image Fight, in which the first five stages are set inside a holographic simulator.
** OFX-2 Valkyrie: The ''Anime/{{Macross}}'' series' main mecha were fighting machines known as VF-1 Valkyries. These fighters could change from fighter jets to robots, and into a form somewhere in between called GERWALK. The transforming nature of the OF-2 (and all OF series fighters) is somewhat similar to the ''Macross'' fighters of the same name.
** OFX-4 Songoku: Son Goku is the the Japanese reading of 孫悟空 (''sun wukong''), the name of the main character in the Chinese story ''Literature/JourneyToTheWest''.
** OF-5 Kaguya: Princess Kaguya is a character in the Japanese story ''Literature/TheTaleOfTheBambooCutter''. The OF-5's description in the game itself suggests that it was named for her because the shots of the Green Pod (which only the OF-5 can use) look like bamboo. It stresses, however, that this is merely speculation.
** TP-2M Frogman: [[ExactlyWhatItSaysOnTheTin A frogman is another name for a scuba diver.]] The TP-2M is designed for amphibious duty and is equipped with flippers and what appear to be air or oxygen tanks.
** TL series: The TransformingMecha fighters are all named for figures from Greek mythology. The first, and ancestor of the rest, is the TL-T Chiron. In Greek legend, Chiron was the tutor of Jason, Asclepius, Achilles and Heracles. The four descendants of the Chiron are the TL-1A Iason, TL-1B Asklepios, TL-2A Achilleus and TL-2B Herakles.
** TL-2A2 Neoptolemos: Named after Achilles and Princess Deidamea's warrior-son, Neoptolemus. In the game, the Neoptolemos is the evolution of the Achilleus, and given the fighter's advanced combat capabilities, only the best soldiers are trained to pilot it.
** TL-2B2 Hyllas: Hyllus was the son of Heracles. The TL-2B2 is the descendant of the TL-2B Herakles.
** RX-12 Cross the Rubicon: To 'cross the Rubicon' is a phrase meaning 'to commit oneself to a risky course of action'. It originates from Julius Caesar's crossing of the River Rubicon, which would spark a war. The RX-12 is the Bydo Coefficient Test Unit, the ship that was designed to break the limit of energy that could be obtained from Bydo organisms, thus paving the way for Bydo-based fighters.
** R-13 series: These are also named for Greek mythological figures. In Greek legend, Echidna is the mother of Cerberus, and Cerberus was the guardian of Hades. The R-13T Echidna is the prototype for the R-13A Cerberus, which is the ancestor of the R-13A2 Hades. The R-13A Cerberus originally appeared as the R-13 Cerberus in R-Type Delta. The R-13's ending in that game is perhaps the darkest of its three endings: It shows the R-13, trapped in the Bydo forest. The R Museum official write up states that it disappeared during the Bydo Seed Incident in 2164, the year when Delta takes place. The R-13B Charon is named after a ferryman who brings the dead to the underworld.
** TP-1 Scope Duck: The Scope Duck's name and faceplate is a homage to the ATM-09 Scopedog battle robot from the mecha anime series ''Anime/ArmoredTrooperVOTOMS''.
** B-1 Digitalius and descendants: These ships all resemble plants. Digitalis is the scientific name for the plant genus of foxgloves.
** BX-2 Platonic Love: Platonic love is a philosophical term for mutual love of a non-sexual nature. The BX-2 Platonic Love has a distinct heart theme, and it is suggested that it somehow utilises the power of love.
** R-9Ø Ragnarok: In Norse mythology, Ragnarok is the name of the battle that is predicted to take place at the end of the world. There is a Ragnarok variant, the R-9Ø2 Ragnarok II, which contains the so-called 'Final Wave Cannon'; a weapon capable of destroying any enemy (including bosses) in a single shot when fully charged. Perhaps also in keeping with the Norse theme, the ship's designation contains the character Ø, a letter of the Norwegian alphabet. This ship, along with the R-9S Strike Bomber and the R-9Ø2 Ragnarok II, is derived from the R-90 from ''R-Type III: The Third Lightning''.
** R-9F Andromalius: This ship was named for a demon described in ''Literature/ArsGoetia'', the first section of the 17th century grimoire ''The Lesser Key of Solomon''. Andromalius, the last of the 72 spirits described, is described there as manifesting as a man carrying a great snake, which would match with the R-9F's long beams on the top and bottom, and possibly also its yellow weapon, Tentacle Laser. In an alternative interpretation, the R-9F was the experimental test-bed fighter used to manually hold Force Devices that have yet to be stabilized on their own. In a way, the "great snake" is the true nature of a Force Core: an inhibited Bydo Embryo.
** BX-T Dantalion: This ship was also named for a demon described in ''Ars Goetia''. Dantalion is the 71st listed (i.e. a little higher up than Andromalius by some reckonings), and it is his name that is given to the first ship that used Bydo tissue for parts of the ship itself, rather than just the Force. To the humans besieged by the Bydo, this really would seem to be a kind of demon-ship.
** R-9Sk Principalities and R-9Sk2 Dominions: According to Pseudo-Dionysius, the Principalities and Dominions are two of the nine choirs into which the angels are ordered. This is probably in connection with the ships' charge shot, a beam of flame, which could suggest the flaming sword that is often regarded as an angelic weapon (e.g. the sword held by the angel who protects Eden).
** R-99 Last Dancer , R-100 Curtain Call , and R-101 Grand Finale: ''R-Type Final'' was initially meant to be the swan song of the R-Type series, and these three ships bear the name of the last things seen in a typical theater or ballet production: the last performers of the production, the curtain call where all of the performers appear to the audience one last time, and the grand finale that ties everything together and ends the show. The R-99, R-100, and the R-101 are the last ships earned in the game (unless you meet certain requirements, in which case the R-100 can be acquired early), and each has a role in the storyline with a distinct air of finality, that of the ''R-Type'' series of fighters finally ending. The R-99 is the last ship slated to be used in widespread production, the R-100 was to serve as a machine built so future generations can learn from it and its technology, and the R-101 is the final masterpiece that the ''R-Type'' development team made before disbanding. Being the final ships in the game, [[InfinityPlusOneSword they are capable of using every wave cannon, Force, Bit and Missile in the game in any combination.]]
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** First of all, B3-C2 Sexy Dynamite II. Let's get this straight: you've given me a ''really'' strong Sexy Force, no slouch of a Wave Cannon, and ''not noticed that the way the Force is constructed causes it to charge the Delta Weapon anything up to '''seventeen times faster''' than a Standard Force when separated?'' When you can hit the same boss with ''multiple'' Delta Weapons that most craft can only use once per stage, something is very badly wrong.
** Then there's the R-9[=Leo2=] [[DepartmentOfRedundancyDepartment Leo II]], which is stronger than the first R-9Leo because of an enhanced Leo Force DX, Psy Bits + and Wave Cannon, and its Red weapon, Claw Laser +, is capable of killing large enemies and bosses in ''seconds''.
** [[RuleOfThree THEN]] there's the POW Armor line-up (playable from ''Delta'' onwards). [[LethalJokeCharacter They're those power-up transports]] that you shoot down throughout the game but are formidable player craft on their own. Their Needle Forces are relatively powerful when attached and their Bydo Wave Cannons do strong damage, but detaching the Needle Force unleashes a flurry of bullets that can kill enemies as quickly as the [=Leo2=] and the Sexy Dynamite II. Unfortunately, the firing rate and angle rotation speed of the Needle Force are [[{{Nerf}} severely reduced]] in ''Final 2'', which [[TheyChangedItNowItSucks many fans are not happy about.]]
** The R-13B Charon in ''Final'' plays like Cerberus, but its Anchor Force DX sports one of the most broken Yellow weapons in the series: Terminator Gamma+ sweeps the 180 degree area in front of it with ''two'' nearly constant lasers, instead of one like the Anchor Force's (which is already no slouch). Waves of popcorn mooks get utterly decimated if there's no cover, while large enemies and even bosses on [[HarderThanHard R-Typer]] get fried in a few rounds from point-blank sweeps. Its Force has a drawback of going out of control if latched for too long, but it's no issue when you'd keep it on you as much as you can for the Yellow weapon.

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** First of all, The B3-C2 Sexy Dynamite II. Let's get this straight: you've given me It has a ''really'' strong Sexy Force, no slouch of a Wave Cannon, and ''not noticed that the ''the way the Force is constructed causes it to charge the Delta Weapon anything up to '''seventeen times faster''' than a Standard Force when separated?'' separated!'' When you can hit the same boss with ''multiple'' Delta Weapons that most craft can only use once per stage, something is very badly wrong.
** Then there's the The R-9[=Leo2=] [[DepartmentOfRedundancyDepartment Leo II]], which is stronger than the first R-9Leo because of an enhanced Leo Force DX, Psy Bits + and Wave Cannon, and its Red weapon, Claw Laser +, is capable of killing large enemies and bosses in ''seconds''.
** [[RuleOfThree THEN]] there's There's the POW Armor line-up (playable from ''Delta'' onwards). [[LethalJokeCharacter They're those power-up transports]] that you shoot down throughout the game but are formidable player craft on their own. Their Needle Forces are relatively powerful when attached and their Bydo Wave Cannons do strong damage, but detaching the Needle Force unleashes a flurry of bullets that can kill enemies as quickly as the [=Leo2=] and the Sexy Dynamite II. Unfortunately, the firing rate and angle rotation speed of the Needle Force are [[{{Nerf}} severely reduced]] in ''Final 2'', which [[TheyChangedItNowItSucks many fans are not happy about.]]
** The R-13B Charon in ''Final'' plays like Cerberus, but its Anchor Force DX sports one of the most broken Yellow weapons in the series: Terminator Gamma+ sweeps the 180 degree area in front of it with ''two'' nearly constant lasers, instead of one like the Anchor Force's (which is already no slouch). Waves of popcorn mooks get utterly decimated if there's no cover, while large enemies and even bosses on [[HarderThanHard R-Typer]] get fried in a few rounds from point-blank sweeps. Its Force has a drawback of going out of control if latched for too long, but it's no issue when you'd keep it on you as much as you can for the Yellow weapon. If that wasn't enough, it also has the Bounce Lightning Wave Cannon, which has homing capabilities that allow it to hit enemies above, below, and behind the craft ''without'' any powerups at all, and since it can bounce off walls, it can even hit enemies around corners without exposing the craft to any danger. Huge chunks of the game can be cleared using the B Lightning cannon ''alone'', never mind the Anchor Force DX and its yellow weapon.



*** On the subject of ''Tactics'', the Gains unit in the Bydo campaign is hands down the most broken unit in the game. Its wave cannon shot not only does a large amount of damage AND covers a large range of space, it also takes only ONE turn to charge up. And you can have a large number of these units. The only downsides to this are that your charge resets if something touches your unit (though this can be remedied by simply having another Gains nearby), and that it only fires forward, which is only a problem in 2 or 3 missions.

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*** On the subject of ** In ''Tactics'', the Gains unit in the Bydo campaign is hands down the most broken unit in the game. Its wave cannon shot not only does a large amount of damage AND covers a large range of space, it also takes only ONE turn to charge up. And you can have a large number of these units. The only downsides to this are that your charge resets if something touches your unit (though this can be remedied by simply having another Gains nearby), and that it only fires forward, which is only a problem in 2 or 3 missions.
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*** Stage 7.2 is often regarded by many players as the worst level of the entire game, and for a good reason. While the first half of the stage isn't bad and the mini-bosses aren't that difficult if you know what you're doing, the second half is an absolute nightmare. Following the mini-boss, you're faced with a fleet of Bydo System Alpha ships, followed by another fleet of smaller ships and a gigantic iron ball at the top. Oh, and guess what: if you died at any point during the mini-boss OR the Bydo fleet, the checkpoint is ''before'' the Bydo fleet, with only a single power-up to help you, making it next to impossible to bypass the fleet unless your ship is fully powered-up or if your Dose gauge is full. And even if you somehow manage to get through that, the next segment has you trying to dodge lightning currents, thrusters from destroyed battleships and small blue orbs that target your position. And one of the segments requires you to bypass countless respawning blue orbs while avoiding the thrusters. Did you just got killed? You respawn back at the beginning of the thrusters section. [[SarcasmMode Have fun.]]
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* HilariousInHindsight: ''Final 2'' was originally announced as an April Fools joke. The same thing also happened with ''VideoGame/SolCresta'' before both games became reality.

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** The boss fight against Dobkeratops in the first game, which became the most iconic image in video game history.

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** The boss fight against Dobkeratops in the first game, which became one of the most iconic image images in video game history.


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** Stage 4 from the original, the Frontline Base. Cytrons create a ''maze'' of Bydo webbing which you have to navigate or blast your way through, and if you don't memorise where each and every one of them appears they have a nasty habit of dashing onto the screen at high speed from the top or bottom and crashing into you. It's generally considered to be the stage where [[DifficultySpike the series as a whole took the gloves off]].

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* ScrappyMechanic: ''R-Type Dimensions'' on Xbox 360, ([[PortOverdosed yet another]]) CompilationRerelease of the first two games, lacks the option to remap the controls. Given that many other shmups of its time have such a feature, this is inexcusable. Subsequent versions of this compilation do allow remapping controls, but you can only remap the face buttons and you can only choose between shot, rapid shot, Force control, and 2D/3D switch for each button.

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* ScrappyMechanic: ScrappyMechanic:
**
''R-Type Dimensions'' on Xbox 360, ([[PortOverdosed yet another]]) CompilationRerelease of the first two games, lacks the option to remap the controls. Given that many other shmups of its time have such a feature, this is inexcusable. Subsequent versions of this compilation do allow remapping controls, but you can only remap the face buttons and you can only choose between shot, rapid shot, Force control, and 2D/3D switch for each button.button.
** ''Final 2''[='=] Score Attack mode, a single-stage mode, only allows you to play stages you've completed, not ones you've merely reached but not completed. Furthermore it disallows continues; while it is called ''Score'' Attack, it also makes it not a great mode for practice.
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* ItsHardSoItSucks: The games being NintendoHard is expected for the series, but ''Final 2'' received this reaction from both newcomers and older fans of the series. Newcomers are alienated by the series' TrialAndErrorGameplay and various outdated game design issues, while veteran fans are appalled by the placement of checkpoints that are [[ContinuingIsPainful very hard to recover from dying]] alongside the scarcity of power-ups (which is much noticeable by the near-non-existent amount of Bit power-ups provided throughout the game), especially Stage 2 (while its boss on R-Typer difficulties being arguably the '''[[ThatOneBoss hardest]]''' boss throughout the series).

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* ItsHardSoItSucks: The games being NintendoHard is expected for the series, but ''Final 2'' received this reaction from both newcomers and older fans of the series. Newcomers are alienated by the series' TrialAndErrorGameplay and various outdated game design issues, while veteran fans are appalled by the placement of checkpoints that are [[ContinuingIsPainful very hard to recover from dying]] alongside the scarcity of power-ups (which is much noticeable by the near-non-existent amount of Bit power-ups provided throughout the game), especially Stage 2 (while its boss on R-Typer difficulties being arguably the '''[[ThatOneBoss hardest]]''' boss throughout the series). The lack of extra lives in a series infamous for being memorization-focused certainly doesn't help matters, making every mistake far more punishing in a 1CC attempt than it ought to be.

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%% Too early, has to be after 6 months
%% ** ''Final 2'''s recreation of levels from previous entries in the series has gathered mixed responses. Some appreciated the attempts to update the level designs (especially the recreation of the third game's [[ThatOneLevel fourth stage]] to be much more manageable) and the amount of detail to its levels (such as the recreation of the first game's BattleshipRaid randomly choosing one of ''three'' gorgeously detailed backdrops to make up for the original stage taking place in a black void), but others are disappointed by the remixed tracks being somewhat a downgrade to the original (with the stage and boss themes of the recreated first stage from ''Delta'' being a huge offender) and baffled by changes to the levels (such as the recreation of the fifth stage from ''Leo'' having a completely different look from the original's "inside-the-ruins" (which is also the [[ArtifactTitle stage name]] used for the recreation) aesthetic).
* ContestedSequel: ''Leo'' is either a refreshing change of pace from the standard Force Pod formula, or TheyChangedItNowItSucks.

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%% Too early, has to be after 6 months
%%
** ''Final 2'''s recreation of levels from previous entries in the series has gathered mixed responses. Some appreciated the attempts to update the level designs (especially the recreation of the third game's [[ThatOneLevel fourth stage]] to be much more manageable) and the amount of detail to its levels (such as the recreation of the first game's BattleshipRaid randomly choosing one of ''three'' gorgeously detailed backdrops to make up for the original stage taking place in a black void), but others are disappointed by the remixed tracks being somewhat a downgrade to the original (with the stage and boss themes of the recreated first stage from ''Delta'' being a huge offender) and baffled by changes to the levels (such as the recreation of the fifth stage from ''Leo'' having a completely different look from the original's "inside-the-ruins" (which is also the [[ArtifactTitle stage name]] used for the recreation) aesthetic).
* ContestedSequel: ContestedSequel:
**
''Leo'' is either a refreshing change of pace from the standard Force Pod formula, or TheyChangedItNowItSucks.TheyChangedItNowItSucks.
** Fans are divided on whether ''Final 2'' fixes the problems of the first ''Final'', or if it's a completely unnecessary case of SeriesFauxnale that didn't really do much to restore the series' honor.

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* ThatOneAchievement: Two in particular from ''R-Type Dimensions EX'', both of which have a global completion rate on UsefulNotes/{{Steam}} of only 0.7%[[note]]there are a couple of other co-op achievements with similarly low completion, but that can be attributed to the unpopularity of co-op rather than the actually difficulty of the achievements themselves[[/note]]:
** "Beam Me Up": Beat the first stage of either ''R-Type 1'' or ''2'' in Classic mode using ''only'' fully charged shots, without dying.
** "Dare Devil": Beat stages 1 & 2 of ''R-Type 1'' in Classic mode using ''only'' rapid fire with no power-ups.

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* ThatOneAchievement: Two in particular from ''R-Type Dimensions EX'', both of which have a global completion rate on UsefulNotes/{{Steam}} of only 0.7%[[note]]there are a couple of other co-op achievements with similarly low completion, but that can be attributed to the unpopularity of co-op rather than the actually difficulty of the achievements themselves[[/note]]:
**
themselves[[/note]]. "Beam Me Up": Beat Up" challenges you to beat the first stage of either ''R-Type 1'' or ''2'' in Classic mode using ''only'' fully charged shots, without dying.
**
dying, and its counterpart "Dare Devil": Beat Devil", which conversely requires you to beat stages 1 & 2 of ''R-Type 1'' in Classic mode using ''only'' rapid fire with no power-ups.
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* ThatOneAchievement: Two in particular from ''R-Type Dimensions EX'', both of which have a global completion rate on UsefulNotes/{{Steam}} of only 0.7%[[note]]there are a couple of other co-op achievements with similarly low completion, but that can be attributed to the unpopularity of co-op rather than the actually difficulty of the achievements themselves[[/note]]:
** "Beam Me Up": Beat the first stage of either ''R-Type 1'' or ''2'' in Classic mode using ''only'' fully charged shots, without dying.
** "Dare Devil": Beat stages 1 & 2 of ''R-Type 1'' in Classic mode using ''only'' rapid fire with no power-ups.
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* ShockingMoments: Meta-example: The teaser of ''Final 2'' during AprilFoolsDay of 2019 has caught even many longtime fans by surprise, and taken to the ravine when Granzella actually made it real that it was in active development at that time.

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** For the first game: Stage 3, featuring one of the earliest examples of a BattleshipRaid in shmups.

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** For The boss fight against Dobkeratops in the first game, which became the most iconic image in video game history.
** Also
the first game: Stage 3, featuring one of the earliest examples of a BattleshipRaid in shmups.
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* AuthorsSavingThrow: One of the [[NostalgiaLevel throwback levels]] in ''Final 2'' is the Fire Cask Factory from ''III'', which is hated by many players because of the TrialAndError gameplay necessitated to avoid the liquid metal flows. On lower difficulty levels, this stage now shows red trails to warn the player of the path the molten metal will flow before they spawn, and the spouts for them can be destroyed as well.

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* AuthorsSavingThrow: One of the [[NostalgiaLevel throwback levels]] in ''Final 2'' is the Fire Cask Factory from ''III'', which is [[ThatOneLevel hated by many players players]] because of the TrialAndError gameplay TrialAndErrorGameplay necessitated to avoid the liquid metal flows. On lower difficulty levels, this stage now shows red trails to warn the player of the path the molten metal will flow before they spawn, and the spouts for them can be destroyed as well.
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* AuthorsSavingThrow: One of the [[NostalgiaLevel throwback levels]] in ''Final 2'' is the Fire Cask Factory from ''III'', which is hated by many players because of the TrialAndError gameplay necessitated to avoid the liquid metal flows. On lower difficulty levels, this stage now shows red trails to warn the player of the path the molten metal will flow before they spawn, and the spouts for them can be destroyed as well.
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* DisappointingLastLevel: The "Bydofied protagonist" route of the last level of ''Final 2'' has the final boss fight being your Bydofied ship circling seemingly endlessly fighting remnants of the Space Force fleet. Coupled with CheckpointStarvation and cheap shots, it made for one frustrating experience. And the game ends abruptly after several turns as your Bydofied ship decided not to destroy the carrier ship.
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** ''Super R-Type'' was no slouch ,either. For example, [[https://www.youtube.com/watch?v=DKwQQ50CjC4&feature=related "National Anthem of Bydo Empire"]].

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** ''Super R-Type'' was no slouch ,either. For example, [[https://www.youtube.com/watch?v=DKwQQ50CjC4&feature=related "National Anthem of Bydo Empire"]]. Also [[https://www.youtube.com/watch?v=fPpECBA2QKE "Dream of a Labyrinth"]] and [[https://www.youtube.com/watch?v=AD9n7JvbU6s R Dance]].
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Fails to explain the charm.


* NarmCharm: ''R-Type Final 2'' is... not a good-sounding title for some when it was first announced. The ability to [[CosmeticAward change the title]] after completing the game (continues allowed) may have been a response to those who aren't fond of the ''R-Type Final 2'' title.

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* NarmCharm: {{Narm}}: ''R-Type Final 2'' is... not a good-sounding title for some when it was first announced. The ability to [[CosmeticAward change the title]] after completing the game (continues allowed) may have been a response to those who aren't fond of the ''R-Type Final 2'' title.
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Added DiffLines:

** Even better, the [[https://youtu.be/C_MCOF3yGA4 Amiga port's main theme]] by Chris Huelsbeck
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* GoddamnedBoss: On lower difficulties, ''Final 2''[='=]s Stage 2 boss ''merely'' becomes an annoying waste of time, due to the weak point being on the right sides of the drones most of the time and thus necessitating the use of a rear-attached Force device to destroy. Beam weapons that can penetrate through objects can help alleviate things, but without one, you're gonna be watching cargo boxes move around for a while.

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* GoddamnedBoss: On lower difficulties, ''Final 2''[='=]s Stage 2 boss ''merely'' becomes an annoying waste of time, due to the weak point being on the right sides of the drones most of the time and thus necessitating the use of a rear-attached Force device to destroy. Beam weapons that can penetrate through objects can help alleviate things, but without one, you're gonna be watching cargo boxes move around for a while.while, assuming you don't just [[TimeLimitBoss time out the boss entirely]].
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** ''II'' has Corvette and Rios for its third and fourth stages respectively. The former has very fast projectiles coming from everywhere, from the turret circle guarding the cores that aren't currently flying around blasting you, to the shrapnel from the bombs it fires. The latter has you go around a long obstacle course very quickly while it blasts you with drill missiles that make the narrow tunnels more narrower and lots of lasers out of the core you're supposed to hit. Oh, and if you're in the second loop and have a maxed out Force, [[DynamicDifficulty you're screwed.]] For those who don't feel tortured enough, Rios makes a reapperance in ''Final 2'' as part of the [[NostalgiaLevel Homage Stages]] DLC, ready to make you blast through continues by the dozen again. Even [[EasierThanEasy Practice]] difficulty doesn't really help.

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** ''II'' has Corvette and Rios for its third and fourth stages respectively. The former has very fast projectiles coming from everywhere, from the turret circle guarding the cores that aren't currently flying around blasting you, to the shrapnel from the bombs it fires. The latter has you go around a long obstacle course very quickly while it blasts you with drill missiles that make the narrow tunnels more narrower and lots of lasers out of the core you're supposed to hit. Oh, and if you're in the second loop and have a maxed out Force, [[DynamicDifficulty you're screwed.]] For those who don't feel tortured enough, Rios makes a reapperance in ''Final 2'' as part of the [[NostalgiaLevel Homage Stages]] DLC, ready to make you blast through continues by the dozen again.again, AND [[FromBadToWorse the stage now has moving walls]]. Even [[EasierThanEasy Practice]] difficulty doesn't really help.
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* BreatherLevel: In ''Final 2'', Stage 6.2 is the easiest of the 6th-tier stages. There is no terrain to limit your movement, many of the enemies have easily-dodgable attacks, and you get a crapton of POW Armors to deliver items to you, allowing you to easily re-max out your firepower should you die here. Towards the end of the stage, there are enemies that fire [[MacrossMissileMassacre large quantities]] of [[PainfullySlowProjectile hilariously slow missiles]] that you can easily farm Dose meter off of (except on the [[HarderThanHard R-Typer]] difficulties, where the Dose meter gains so little charge per touch that it might as well not exist).
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* ScrappyMechanic: ''R-Type Dimensions'' on Xbox 360, ([[PortOverdosed yet another]]) CompilationRerelease of the first two games, lacks the option to remap the controls. Given that many other shmups of its time have such a feature, this is inexcusable.

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* ScrappyMechanic: ''R-Type Dimensions'' on Xbox 360, ([[PortOverdosed yet another]]) CompilationRerelease of the first two games, lacks the option to remap the controls. Given that many other shmups of its time have such a feature, this is inexcusable. Subsequent versions of this compilation do allow remapping controls, but you can only remap the face buttons and you can only choose between shot, rapid shot, Force control, and 2D/3D switch for each button.
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* BreatherLevel: In ''Final 2'', Stage 6.2 is the easiest of the 6th-tier stages. There is no terrain to limit your movement, many of the enemies have easily-dodgable attacks, and you get a crapton of POW Armors to deliver items to you, allowing you to easily re-max out your firepower should you die here. Towards the end of the stage, there are enemies that fire [[MacrossMissileMassacre large quantities]] of [[PainfullySlowProjectile hilariously slow missiles]] that you can easily farm Dose meter off of.

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* BreatherLevel: In ''Final 2'', Stage 6.2 is the easiest of the 6th-tier stages. There is no terrain to limit your movement, many of the enemies have easily-dodgable attacks, and you get a crapton of POW Armors to deliver items to you, allowing you to easily re-max out your firepower should you die here. Towards the end of the stage, there are enemies that fire [[MacrossMissileMassacre large quantities]] of [[PainfullySlowProjectile hilariously slow missiles]] that you can easily farm Dose meter off of.of (except on the [[HarderThanHard R-Typer]] difficulties, where the Dose meter gains so little charge per touch that it might as well not exist).
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None


** ''II'' has Corvette and Rios for its third and fourth stages respectively. The former has very fast projectiles coming from everywhere, from the turret circle guarding the cores that aren't currently flying around blasting you, to the shrapnel from the bombs it fires. The latter has you go around a long obstacle course very quickly while it blasts you with drill missiles that make the narrow tunnels more narrower and lots of lasers out of the core you're supposed to hit. Oh, and if you're in the second loop and have a maxed out Force, [[DynamicDifficulty you're screwed.]] For those who don't feel tortured enough, Rios makes a reapperance in ''Final 2'' as part of the [[NostalgiaLevel Homage Stages]] DLC, ready to make you blast through continues by the dozen again.

to:

** ''II'' has Corvette and Rios for its third and fourth stages respectively. The former has very fast projectiles coming from everywhere, from the turret circle guarding the cores that aren't currently flying around blasting you, to the shrapnel from the bombs it fires. The latter has you go around a long obstacle course very quickly while it blasts you with drill missiles that make the narrow tunnels more narrower and lots of lasers out of the core you're supposed to hit. Oh, and if you're in the second loop and have a maxed out Force, [[DynamicDifficulty you're screwed.]] For those who don't feel tortured enough, Rios makes a reapperance in ''Final 2'' as part of the [[NostalgiaLevel Homage Stages]] DLC, ready to make you blast through continues by the dozen again. Even [[EasierThanEasy Practice]] difficulty doesn't really help.

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