R-Type Delta

[2] Led by director Hiroya Kita, Delta was the team's first attempt at a 3D video game, which in early test versions proved problematic as many of their ideas were ineffective in 3D compared to the 2D gameplay that Irem had primarily focused on.

[2] The R-13 ship was made to appeal towards more "hardcore", skilled players, with the "13" added to make it feel more sinister, due to the number's connection with superstition.

[2] The "blue" weapon for the R-X was revised several times as the team was unable to decide on what kind of lasers the ships' tentacle-laced Force could shoot.

[3] Tom Russo of NextGen said that the game was, "Overall, a fantastic looking effort, but proof that the gameplay limits of this genre will soon relegate all 2D shooters to classic collections.

"[10] The game's graphics were highlighted for their diversity, colors, details, and complex polygon models,[11][6][7] with GameSpot noting that each enemy offers unique explosions and attacks.

[10] The publication also praised the "top-notch" and dynamic soundtrack for giving the game "a catchy fusion of rock and techno that changes with the Japanese import's surroundings.

[10] Edge, however, noted the lack of innovation in the same Japanese import, concluding: "Delta's central gameplay remains a product of the '80s.

Your performance upon entering a new level depends largely on trial and error, and the game is as much a test of memory as it is joypad dexterity.

In-game screenshot, showing the player exchanging shots with ground-stationed enemies in the first stage