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R-Type III: The Third Lightning cover

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1993 · SNES · Super Famicom

R-Type III: The Third Lightning

SNESSuper FamicomShooter
First released
10 Dec 1993 (Japan)
Platforms
SNES, Super Famicom
Genre
Shooter
Developer
Tamtex
Publisher
Irem, Jaleco

Release dates

RegionDatePublisher
Japan10 Dec 1993Irem
Europe and Australia1994Irem
North AmericaOct 1994Jaleco

Facts from Wikipedia (CC BY-SA). Spot a mistake or a gap? Fix it yourself or tell us.

What it was

R-Type ships carry a pod called the Force, and R-Type III was the first game to let you choose which one to take. The original, now the Round Force, is joined by the Shadow Force and the Cyclone Force, each with its own weapons and upgrades.

The weapons go back to the series' red, blue and yellow system, and the charge shot returns to a standard Wave Cannon: hold fire, and a full charge sends a huge beam through every enemy and wall in its path.

The new toy is the Hyper Wave Cannon. Switch to Hyper mode, charge up, and the ship fires its Wave Cannon in rapid bursts that explode on contact, with any Bits you carry spinning around you on fire. Then it overheats, and for a few seconds you have no Wave Cannon at all.

Where it sits in history

Tamtex developed it. Irem released it on the Super Famicom in Japan on 10 December 1993; Jaleco published it in North America in October 1994, and Irem in Europe the same year.

Electronic Gaming Monthly's five reviewers each gave it 8 out of 10 and named it the best shooter of 1994. In 1997 the magazine ranked it the 23rd best console game of all time, saying it had all but removed the slowdown of earlier R-Types while raising the difficulty and improving the graphics and sound. IGN put it 65th among SNES games.

A Game Boy Advance port by Raylight Studios was poorly reviewed. The SNES game reached the Wii Virtual Console and was pulled in 2012 and 2013. In 2018 Retro-Bit put it on a new SNES multicart with other R-Type games, and on 18 May 2026 a high-definition remake, R-Type Dimensions III, came out.

How it plays today

This is the R-Type to start with on the SNES. It has almost none of the slowdown of the earlier R-Types, the stages are huge and the bosses are worth the trip.

Choosing a Force gives each run a plan, and the Hyper Wave Cannon is a gamble every time: an unbeatable burst, then seconds of nothing. It is hard, and it is meant to be, but it is rarely unfair.

Compared with

  • Super R-Type: The earlier SNES R-Type, with heavy slowdown.
  • Gradius III: Konami's SNES rival, with a build-your-own weapon set.
  • Parodius: The same genre, played for laughs.

Why it matters

Csikszentmihalyi described flow as the absorption that comes when challenge matches skill, the goal is clear and the feedback is instant. R-Type III builds a tiny version of that into one button. The Hyper Wave Cannon rewards you for timing it well and punishes you for being greedy, and within a stage you stop thinking about it and just know when.

That moment, when a rule turns into instinct, is what people mean when they say they lost track of time playing. It is a good place to be.

Read: The zone: why good games make time disappear →

  1. Csikszentmihalyi, M. (1990). Flow: The Psychology of Optimal Experience.

What you're levelling up

You have been training these without noticing. Here is how to do it on purpose, and where it pays off away from the couch. All the skills games teach →

Planning ahead

In the game. You pick the Round, Shadow or Cyclone Force before you start, and that choice shapes every stage after it. Each run needs a plan.

Do it on purpose. Play the same stage with each Force and write one line on where each one shines. Pick your Force by the stage you're stuck on.

Off the couch. Choosing your gear before the trip, your subjects before the semester. Five minutes of thinking first saves weeks of regret.

Judging risk

In the game. The Hyper Wave Cannon fires an unbeatable burst, then overheats and leaves you with no Wave Cannon for a few seconds. Every use is a gamble.

Do it on purpose. Only fire Hyper when you know what's coming next. If you get caught overheated, note where, and don't do it there again.

Off the couch. Going all in has a cooldown. Spend your energy, or your savings, where it matters and keep something back for after.

Memory and routing

In the game. Huge stages and bosses that are hard but rarely unfair. Survival is knowing what comes round the next corner.

Do it on purpose. After a death, say out loud what's coming in the next ten seconds of that stage before you replay it.

Off the couch. Remembering what someone told you last time, their sister's name or the exam they were stressing about, is a small thing that lands huge.

Verdict · 9/10

The best R-Type on the SNES and one of its best shooters, with a choice of Force that gives every run a plan. Start here.

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