Absolutely agreed! I think there's something soothing about the nature of these games... just knowing the programmers packed so much love and thought into a single screen... 100 times over (or however many levels there are). You look forward to each new level because you know it gets that little bit harder and require more brain power to work out. Good stuff. Some of the most satisfying gameplay moments for me are spending 20-30 minutes just to beat one level on these type of games. After that, I'm good!
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#47: RENDERING RANGER: R2
If yesterday's game was too "tame" and civilized for your tastes, then perhaps today's game will pique your interest. Full of explosive mayhem that would make even Arnold proud, Rendering Ranger: R2 is an action-packed game that switches between Turrican-esque run and gun stages and a horizontal space shooter. In fact, it originated as purely a SHMUP, but sometime through development Manfred Trenz (Turrican creator) decided to add in run and gun stages due to the rising popularity of that genre. As a result, R2 spent nearly 3 (!) years in development before finally seeing the light of day in 1995. And rumor has it only a few thousand copies were ever produced. That's why the game goes for an arm and a leg. I've seen cartridge only copies go for well over $600, and a complete in box copy? You're talking at least one thousand dollars. It's freaking insane. Shame about the price tag. A water cooler holy grail type game among diehard Super Nintendo collectors, Rendering Ranger is, thankfully, pretty solid.
There are several different guns to employ, and each one can be powered up, whether you're playing one of the Contra or Gradius levels. You can absorb up to five hits in either mode, which is nice since most games of either genre see you dying after one hit. Also, when you lose a life your last used weapon downgrades only one level, rather than going back to square one. Therefore, there is some strategy in switching off to a level 1 gun right before you know you're likely going to die, in order to come back to use a level 3 gun (rather than die with the level 3 gun and have it drop down to level 2). You also have 3 bombs to use, and the bombs regenerate slowly, meaning you can use one early on and gain it back by mid level or so. Pretty cool system that I don't recall seeing used much in other games. Speaking of the bombs, they're not generic like in Contra III but rather each gun has its own unique bomb. Some, as you can imagine, are more effective than others in certain situations. Figuring out the best place to use a specific bomb is all part of the strategy. Good stuff. The game is an impressive display of the SNES' capabilities. There are better examples of either genre on the SNES, but R2 does a nice job of blending them in one package. To boot, there are even simple 8-character passwords given after each level, ensuring that you're likely to revisit R2 in order to play through a favorite level, or even re-tackle it years later trying to finally beat it. It doesn't become hard until stage 8. That's when the game becomes a bitch. But it's pretty damn fun while it lasts. More than just a flashy gimmick, Rendering Ranger is a solid mix of two different genres and is certainly worth experiencing (somehow) at least once.