
Building on the legacy of R-Type Dimensions and R-Type Dimensions EX, Dimensions III has been completely re-envisioned with cutting-edge visuals and sounds, expanded gameplay modes, and a range of new features designed to deliver the most definitive modern edition of R-Type’s classic era.
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About


In the distant future, humanity faces its greatest threat: the Bydo Empire, a horrifying bio-mechanical life-form capable of corrupting and absorbing anything it touches. Although humans once created the Bydo as a weapon, the experiment spiraled out of control. Now the Bydo exist beyond normal space and continually attempt to invade human reality. After multiple wars and near-extinction events, the Bydo return once again—stronger, more adaptive, and far more aggressive. To counter this new invasion, the Earth Space Corps develops a cutting-edge fighter: the R-90 Ragnarok, a next-generation R-Type craft.
As the pilot of the R-90, you’re deployed into hostile zones that warp between normal space and the twisted Bydo dimension. Your mission: penetrate deep into enemy territory, dismantle the Bydo’s core networks, and ultimately destroy the heart of the empire before it engulfs humanity completely…
R-Type Dimensions III brings the intensity, precision, and creative enemy design of the arcade originals to a new generation. Every stage, boss, and projectile pattern has been rebuilt with high-end 3D graphics, enhanced animations, and richly detailed environments—while preserving the instantly recognizable atmosphere that defined R-Type’s identity.
Building on the legacy of R-Type Dimensions and R-Type Dimensions EX, Dimensions III has been completely re-envisioned with cutting-edge visuals and sounds, expanded gameplay modes, and a range of new features designed to deliver the most definitive modern edition of R-Type’s classic era.

A fully remastered experience with completely reconstructed assets - Both graphics and music switchable on the click of a button!
Local co-op, enhanced with new scoring and survival mechanics.

Customizable controls and quality-of-life features in the settings.
Infinite Mode to make things a bit easier, and just continue on death.
3D Camera settings (normal and crazy).
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, French, Italian, German, Spanish - Spain, Korean, Simplified Chinese, Traditional Chinese
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Extremely buggy & unpolished remake. Some core game mechanics are completely broken vis-à-vis the original Super Nintendo release. Claims of accuracy fall very short. I feel duped. Problems I ran into: Some enemy types shoot bullets that consistently pass right through the Force Unit, when they didn't in the original. I felt like I was going nuts seeing it happen. Then I dug out my original cartridge. Lo and behold, the Force Unit blocks those shots. This obvious error slipped through the developers the same way. As others have mentioned, the quick charge beam no longer pierces through enemies, rendering it mostly useless. Also, when switching between 2D and 3D, graphics become misaligned from their hitboxes. Making judgement of ship spacing in the 3D mode a gamble. The screen proportions are zoomed in to fit 16:9. I think it's too close, changing the gameplay too much. Slowdown present in the original, around which the difficulty was balanced, is now completely gone. It's not as big of an issue here since this isn't a bullet hell SHMUP, but it remains a sign that the developers weren't paying attention to accuracy, or the genre and its audience as a whole. The bizarre alteration of checkpoint locations, making certain groups of enemies impossible to destroy entirely when restarting versus the original locations. Might as well restart the stage. I also experienced black screen soft locks when performing stage restarts on a few occasions. Music would continue to play, but I would have to Alt+F4 to get out. Finally, I don't like the changes made to the intro. It feels like the artists on the team completely misconstrued the original artistic intent of the zoom-out and depiction of the R-90 coming out of "warp". It looks and sounds much less impactful. I'm surprised this was released in such a bad state, considering Dimensions EX was pretty competent. Maybe this is what we're stuck with forever. Publisher says patches are coming, but I don't think they were expecting to go into maintenance mode this fast, so I'm not holding my breath. I'll be back when the bugs listed in the negative reviews are ameliorated. Thank you for reading my missive. <3
I wanted to love this but unfortunately I need to join in with the negatives. As a long time fan of R-Type III, this feels rushed and quite buggy. For this price you would expect a lot more care and polish, and the original deserves a better legacy. I truly hope they can make it better through patches.
This game is not for R-Type fans. I can't believe the IREM licensed this. It is not faithful to the mechanics of the original game. It doesn't use the same sounds. It "breaks" whatever muscle memory you may have of the original. It doesn't seem to offer 4:3 aspect ratio. Worse yet, it's a bit buggy. The "force" doesn't always work as a shield, and there are cosmetic issues here and there. Wait for an update, if it ever comes, and then read the reviews and see if the publisher did their homework or not.
[b]R-Type Dimensions III[/b] presents a frustrating preservation effort that lets visual ambition compromise core mechanical integrity. While the game runs flawlessly on Nobara Linux and delivers a locked 120 FPS performance profile, the actual software code remains riddled with balance and tracking issues. Missing legacy audio cues, broken sound mixing, and misaligned 3D asset geometry actively work against the player. Dodging through tight corridors becomes an exercise in frustration because your ship’s hitbox feels unnecessarily bloated compared to the ambiguous environmental hazards. Mastering the level architecture requires heavy spatial memorization to parse enemy patterns, a task made significantly harder by the flawed collision tracking. Prior to deployment, players select from three distinct Force configurations: Standard, Shadow, or Cyclone. You can launch your primary tracking pod forward to act as an independent fire unit or anchor it to the front or back of your ship to serve as a directional shield. Accumulating energy through the primary fire button charges a high-velocity beam. Pushing this charge beyond maximum thresholds triggers an overclocked Hyper Drive state, enabling rapid-fire discharges for a fixed amount of time. The presentation model provides absolute preservation flexibility. The software engine supports instantaneous asset hotswapping, allowing players to transition between original 16-bit pixel models and newly modeled 3D environments with zero input latency. Audio configurations follow a similar split, delivering both original chiptune tracking and modernized live instrumental arrangements by production team IMAscore. The dedicated Jukebox utility hosts the entire audio portfolio of the package, and the level select menu lets you jump straight into unlocked stages to practice specific problem areas. [h2]The Good[/h2] [list] [*] [b]Performance Stability[/b]: Flat-line 8.3 ms frame pacing locks perfectly at 120 FPS under Nobara Linux with zero micro-stuttering. [*] [b]Accessibility Options[/b]: Infinite Mode completely eliminates checkpoint resets, serving as an ideal instructional tool for learning complex stage layouts. [*] [b]Unique Mechanics[/b]: The real-time graphics toggle swaps instantly between classic 16-bit sprites and modern 3D environments mid-stage. [*] [b]Visual Preservation[/b]: The classic 2D perspective strips away modern background asset clutter, tracking original collision boundaries with clarity. [*] [b]Force Pod Strategy[/b]: Detaching and anchoring the directional Force module offers exceptional tactical variety for shielding and firing lines. [*] [b]Level Layout Architecture[/b]: The seven-stage campaign features smart, shifting industrial geometry that challenges spatial memorization. [/list] [h2]The Bad[/h2] [list] [*] [b]Collision Inconsistencies[/b]: Misaligned 3D assets create bloated hitboxes and remove accurate visual tells, resulting in cheap player deaths. [*] [b]Audio Execution Bugs[/b]: Severe quality control issues introduce missing sound assets and uneven volume spikes across key weapons. [*] [b]Balance Scaling Flaws[/b]: Broken internal simulation logic lets basic hyper attacks melt classic boss health pools in under twenty seconds. [*] [b]Limited Configuration Options[/b]: The settings panel completely lacks resolution dropdown options and restricts button remapping strictly to face inputs. [/list] [h2]Summary[/h2] R-Type Dimensions III attempts to reconstruct a legendary 16-bit shooter, anchoring its presentation in a real-time 3D graphic toggle that unfortunately compromises hitbox accuracy. With excellent engine performance running alongside flat-line frame pacing, the Linux baseline is flawless, but the gameplay itself remains heavily compromised by severe audio-visual bugs. The foundation of a classic experience remains present, staying entirely buried under structural errors and audio-visual feedback failures. Once these logic issues are patched and the collision offsets are addressed, Dimensions III will stand as a respectful preservation effort. Until those critical updates arrive, the game remains exceptionally difficult to recommend. [b]Score: 5.5 / 10[/b] [b]Verdict: Below Average[/b] [i]Transparency Note: I was provided a review key by PR Hound.[/i]
I really love the R-Type series and often find myself coming back throughout the year to replay a selection of the side scrolling entries, so I was really excited to finally be able to actually own and play The Third Lightning. Unfortunately, I ended up refunding this mess after just one full run of classic difficulty infinite mode. There are a lot of bugs and inconsistencies that make it really unfaithful to the original and I walked away from my experience very disappointed. I played mostly on the new 3D graphics mode, so I can't really speak for how the game feels in the classic style, but there is still plenty wrong to point out. One of the things that irked me the most was the music and sound design. For some reason, the music tracks don't loop... they fade out and then restart at full volume, which is really jarring, and also really ruins the OST (I foolishly decided to get the Ultimate Edition bundle). Not to mention how the organ intro to the boss theme is just completely removed so the stage music awkwardly cuts away into it. The audio design also just felt really odd, with charged wave beam shots having little to no feedback on enemy or terrain hit, and most of the remastered sounds just don't fit at all. The sound for the detached cyclone force spinning is especially grating on the ears. The 3D graphics are overall fine. I really like the backgrounds, but a lot of the terrain and enemy placement is just not accurate. Stages 3 and 4 are standouts in this. The graphics in stage 3 add some curved detailing to some of the walls in the dark section but leave the collision unchanged, so it feels like you die to nothing when touching the air in the corners. This section also doesn't have the cool detail from the original where you get to see the Vvoy, the enemies with the yellow circle light, slowly surround you in the dark. The stage 4 fire maze is absolutely horrible!!! I swear the turrets in the walls feel like they are placed differently in 3D because they are impossible to hit without a force, unlike in original graphics where you can graze the walls to hit them with rapid fire (please tell me if I'm misremembering this). I think overall the hitbox for the Ragnarök feels much fatter, you really cannot graze anything, and most noticeably you can't sit in "the spot" when the stage 5 boss transforms into Gomander. There are also a lot of bugs I ran into (if you didn't consider any of the above bugs). To start, one thing that isn't really a bug but was still annoying is that while the title and options on the title screen are scrolling up, you can still interact with and select all the options without seeing them, and pressing a button will immediately select the highlighted option instead of causing the scrolling to snap to the top. Using the level 3 Cyclone force with the blue laser in stage 1, some lasers clip though the floor of the space station. When switching between 3D and 2D, sometimes the audio won't change properly even with the 'Dynamic' setting turned on. The stage 2 boss has way less health than it should in the normal difficulty, only taking 2 mega wave cannon shots to kill. The stage 3 boss hurts you if you touch it during its death animation, and also launches some attacks. Literally why, it definitely didn't do that in the original. The stage 4 mid-boss also has much less health (and I bet they didn't even make the turrets invulnerable on advanced difficulty). The part of the stage 5 boss where it transforms into the turret ring moves way WAY too fast. The final boss only uses the attack where is summons the homing orbs after regrowing its head, and the music during the ending cutscene started too late and got cut off by the advanced difficulty loop starting. A little nitpick I have is how the infinite mode in this game seems to lack the instant full power up button like the original Dimensions has (unless I just never pressed the correct button). It still retains the stage select though, which is much more important. Super great feature to practice for 1CC and no-miss runs. I really, really wanted to enjoy the game and play the co-op with my dad since he's the one who got me into arcade and retro games in the first place, but I just can't look past most of the issues currently present in this release. To be honest, the price is also kind of obscene for what you're getting, especially when Dimensions has 2 games instead of this just having 1. Sorry if this review sounds like just a bunch of complaining, I just think that this series has been very mistreated recently and this release ended up being a such a depressing let down for me. I'll definitely repurchase the game and change my review if they at least fix the standout issues like the music and other inconsistencies with hitboxes and difficulty but until then I'll just play the original SNES version.
更新不还原和BUG的地方。通关视频可以看https://www.bilibili.com/video/BV1QhLh6jEAJ/ 好消息,游戏确实是重做的,原版大部分玩法都不能使用了。坏消息,开发组不懂原作设计的精妙,完全瞎整,弄的大部分地方玩的都很难受。哪怕开发组看看原版的玩家总结攻略呢。各种BUG、光污染和判定问题就不说了下一个四国战机重聚何必是四国战机,我们R-TYPE也有自己的重聚了。 不推荐任何人去购买,能少骗一个是一个,可是想想这已经是R-TYPE 3的第二次移植了,前一次是GBA,怎么两次都是这样,3代是得罪了IREM的高层吗,何辜啊。 总体 1.MEGA波动炮威力范围全砍,且不能消除子弹。非常烂。 2.HYPER波动炮基本维持原来的情况,不过一开始释放能量爆发攻击力非常高,且会在飞机前后周围形成一个超高威力判定,可以秒很多东西/BOSS,本视频大量使用这个BUG。BIT旋转消除子弹能力削弱,很多子弹无法消除。BIT环绕半径贴图诡异,经常出现瞎绕圈,绕小圈。 3.旋风FC黄激光威力大砍,攻击力几乎没有了。也不能消除子弹,前面都还好,最终BOSS异常难打 4.阴影FC整体连射能力增强,攻击力基本不变,算是大增强,所以视频采用了这个FC 5.BIT能抵消很多原版无法抵消的子弹,但是FC却反过来无法抵消很多子弹。结合HYPER消子弹的问题,导致一些地方非常难过 6.部分送P机的规律随机。甚至部分版面在不同人电脑/不同时间开游戏时候会有差异,比如第四关铁水和最后一关的地形推进力度,我早上开游戏和晚上开铁水和闸门规律居然不一样 7.飞机判定比原版更大,欺诈判定严重,子弹能过飞机无法过,出现空气判定BUG,甚至出现贴图和判定脱离的情况 8.通关后再进游戏无法操作十字键,只能强退。 9.光污染严重,爆炸在所有图层上无限遮挡。 10.打在敌人身上没有击打分,有些有但是持续击打几下就没有了 11.有些时候会出现突然切换场景/背景的情况,怀疑是制作组做了两段版面没有完美连起来 12.BGM循环没做好,且BOSS战和ENDING BGM一个少开头一个少结尾(直接结束) 13.翻译错误,比如BIT翻译成PIT 第一关 1.管道地带推进器喷火演出变为有判定。 2.道中绿色机器人的子弹无法消除,队形规律改变。 3.BOSS血量极低,HYPER释放能量就能秒杀,导弹攻击乱丢规律完全不一样,速度极快 第二关 1.中段中BOSS前通道里杂兵子弹无法抵消 2.道中虫子冲刺速度加快,肉球耐久变高速度加快 3.BOSS耐久极低,但无法用HYPER打到,精子规律改变 第三关 1.敌人耐久普遍变高 2.后半敌人大包围地带敌人耐久变高速度变快,且出现后会丢失贴图变成黑色 3.最后一个蓝色送P机的规律改变,很难吃到 4.道中炮台布局,通道宽度等细节都和原版不同 5.BOSS战规律改变,无法使用原版秒杀法,且打死BOSS没无敌,得硬躲BOSS攻击和体术,BOSS散架了依然有判定。 第四关 1.开幕道具改变,不送水晶送2个导弹。 2.铁水无法消灭运输机,也无法带走FC。 3.中段旋转部分炮台判定变大 4.铁水阵版面偏快,无法用原版玩法,运输机送道具顺序改变。 5.铁水阵炮台子弹固定发射,但是无法被抵消。 6.中BOSS军火主宰前2个形态的子弹可以被BIT防住,耐久奇低,被打死后依然有判定 7.后退段运输机规律变化,闸门判定和贴图错位。 8.下降地带存在空气判定BUG,但是可以躲避 9.BOSS幻兽666出场有BUG可以秒杀 第五关 1.地形中变出的杂兵耐久增加,速度加快 2.反弹方块的规律和原版完全相反,红色杂兵几乎无法击破。 3.中间一段4X2炮台到后半触手前的道中地形做错 4.触手规律变化,速度极快容易直接逼死玩家 5.BOSS战几乎全部不一样,矿老板的导弹变为跑到自机身后偷屁股,多多无法卡住FC,妹妹怪和1中BOSS是一样的,最终细胞耐久很低。 第六关 1.道中虫子机制完全不一样。原版是横向纵向轮流搜索坐标,结果改成可以往同一个方向搜索多次,还改成实时搜索坐标,非常容易直接逼死玩家 2.虫子出场的时候就会飞出去一大截,移动速度极快耐久也极高,移动还有随机 3.道中长虫经常随机不出现,或者在诡异的位置凭空出现,或者空气判定 4.几处版面完全设计错误,地形不消失/出现在不正确的位置 5.减速带/加速带/推进陷阱不同电脑力度不一样 6.地形判定存在随机情况,有时候贴墙不死,有时候直接毙命,包括虫子接触地形也会随机不死 7.中BOSS异次元入口4个引脚耐久极高 8.BOSS战前杂兵从后面出来 9.BOSS战第一形态开始后无法卡进右下角右上角安定。虫子规律和道中一样与原版不同,耐久极高, 且BOSS开口无动画,秒出虫子秒出判定。 10.BOSS第二形态手臂规律和原版不同,经常一坨一起飞来,好在耐久比较低 11.最终形态安定失效,但是可以直接打死 12.BOSS跟踪球留到结束,在ENDING开始前无法操作自机的时候还会撞死玩家。之后倒退方向键会无法操作,必须大退游戏。
R-Type 3 was definitely by least played of the whole series. I see this has a lot of negative reviews and I can't comment on how accurate it is to the original, I was able to complete the game on classic and learn it none the less. Devs have patched some issues I had already and seem committed to making it better. Overall I had fun and game is very playable currently.
First of all, this isn’t a remake, because you’re getting the exact same game from 30 years ago with the same mechanics and gameplay intact. The only real changes are the new music, updated graphics, and a new gameplay mode that gives you infinite lives with instant respawns. The catch is that you won’t earn achievements or get your name on the leaderboard while using it. The music is quite good, and there’s even a music player in the main menu where you can listen to both the classic and newly arranged versions of the soundtrack. During gameplay, you can choose which version you want in the settings, or enable the dynamic option that changes the music together with the graphics. One of the game’s biggest appeals is the ability to seamlessly switch between classic and enhanced visuals. The transition isn’t instant like flipping a switch, but gradual in a way that never distracts from the gameplay. It’s great for quickly reminding yourself how certain enemies or stages originally looked, especially when comparing some of the more detailed redesigns. New players will probably stick with the enhanced graphics most of the time, though they may still experiment with options like the retro filter, which mixes pixel visuals with graphics that can sometimes look a little too clean and make bullets harder to spot. The genre itself is fairly accessible because of its simple controls, and that remains true here. Besides movement, you have a standard fire button that can be held down for a continuous stream of bullets instead of mashing it repeatedly. There’s also a charged shot that requires holding the button for a second or two, with an even stronger attack if you keep holding it longer. On top of that, the game’s signature mechanic revolves around attaching and detaching Force devices. These devices are orb shaped units that can be attached to either the front or rear of your craft. They act as both additional firepower and a shield, since they’re indestructible and capable of blocking any damage. Because detaching them launches them away from your ship, they can also be used like a wrecking ball, dealing continuous damage when thrown directly into larger enemies. There are three different Force device types, each with its own attack pattern, though you can only equip one before starting a mission. Their attacks can be further modified by collecting colored power ups during gameplay. You only need to collect one of each color, since grabbing the same one again won’t increase its power. If your current attack setup doesn’t feel useful, you can simply switch by picking up a power up of another color. If you don’t want to experiment blindly, the tutorial lets you preview every attack pattern in the game. Alongside the colored power ups, you can also collect “S” icons that increase your speed, “M” icons that add homing missiles to your main fire, and a small drone that circles your craft and blocks projectiles, even though it doesn’t attack enemies itself. For newcomers, the difficulty can feel absolutely brutal because the game operates on a one hit death system. There are no shields or health bars, and even the slightest touch from an enemy, projectile, or part of the environment kills you instantly. While there are checkpoints, they’re placed far apart, meaning you’ll often need to replay several difficult sections before reaching the next one. This completely changes the usual shoot ’em up experience, making it more about memorizing stages and learning when the game is about to surprise you. And it loves doing exactly that, whether through sudden attacks emerging from what seemed like harmless scenery or stages that suddenly narrow and force precise movement. Your choice of Force device also plays a huge role, since one type might make a stage feel manageable while another can turn it into a nightmare. This release is clearly aimed at longtime fans who know the original game inside and out and can notice even the smallest differences. Judging by recent negative comments, there are plenty of changes scattered throughout the game that didn't sit well with the veterans. For newcomers, though, most of these differences are practically invisible because the core gameplay still holds up extremely well. Whether you’re a newcomer or a longtime fan, one thing both sides will probably agree on is the steep price for what is ultimately a fairly niche game by today’s standards. You’re honestly better off picking up the older collection that includes both the first and second games in the franchise, especially since it costs about half as much.
My qualms are: When you get a game over and tells you "cointinue?", it should say "continue!", also I've played it on Spanish it says "continue: si or no". Now seriously, I went through the entire game, on advanced... extreme difficulty aside, the only real issue I've found is that when an (Xbox) controller is unplugged and plugged back, you can control the pause menu but not the ship. Unplugging and plugin again does solve it, though. It's just something minor. Other than that? The game's stunning, both graphics and the music. Brutal, but gorgeous.
あまり丁寧に書くつもりはないです。 SFC版でよく遊んでて、それとこれとはかなり仕様が違っていてそれはそれで楽しんでいます。 完全移植を望んでいた方にはオススメできません。 弱体化されたものもあれば強化…?された敵もいます。 さておき、一番許せないのは突然死です。何もないところで突然死にます。 はっきり何のせいなのか答えられませんが、明らかにグラフィック的には何もないところに判定が急に発生した様に見えます。心臓に悪いので直してほしいです。ここで言うべきじゃないかもですが、一番残念な部分です。
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