Rendering Ranger R2 Rewind | PS5 Review
Rendering Ranger R2 is one of those titles that highlights the importance of game preservation. Originally developed by Rainbow Arts in 1995 as a Japanese-only game on the Super Famicom, it was a rare find for anyone outside the region. These days, original copies can fetch up to four figures on the collectors’ market, making it even more elusive. But thanks to Limited Run Games and Ziggurat, Rendering Ranger R2 Rewind has made its way to modern platforms, alongside a limited physical SNES release for collectors. This re-release not only preserves a piece of gaming history but also opens up a unique title to a global audience, offering more players the chance to experience its retro goodness. While it’s an enjoyable experience in its own right, I found the trivia and the story behind its development more fascinating than the game itself.
Twilight Years
The in-game narrative of Rendering Ranger R2 Rewind is pretty straightforward, right in line with classic ’90s action games. In the distant future, Earth has been devastated by an alien invasion that wiped out most of humanity. The few survivors have fled the planet, and you—playing as the titular Rendering Ranger—are part of an elite combat unit tasked with protecting what’s left of Earth’s resources and infrastructure. You take on the alien threat both on foot and in a starship, alternating between Contra-style run-and-gun action and side-scrolling Gradius-style shoot-’em-up segments.
One of the most impressive things about Rendering Ranger R2 Rewind is how it blends two very different gameplay styles. Back in the mid-’90s, it was rare to see a game that combined two dramatically contrasting genres. Most games of that era stuck to one, so the fact that this title pulls off both—and does it well—is pretty remarkable. Part of that might be because it was developed during the final years of the Super NES, when designers had really figured out how to push the hardware. Like Yoshi’s Island or Mega Man X3, it’s a game that squeezes every bit of power out of the system. It makes you wonder why more developers didn’t take similar creative risks.
Targa
Rendering Ranger R2 Rewind doesn’t pull its punches. Like many action games from the ‘90s, it’s tough—sometimes brutally so. Enemy patterns are relentless, your health and continues are limited, and memorization is key if you want to survive more than a few screens. Whether dodging bullets on foot or piloting your ship, the game demands quick reflexes and a lot of patience. Interestingly, I found the shoot ‘em up starship levels easier than the on-foot run-and-gun stages. Either way it’s a level of challenge that feels era-appropriate. Depending on your tolerance of old-school difficulty spikes, it can feel satisfyingly intense or frustratingly unforgiving.
This re-release technically gives you two games in one. You get Rendering Ranger R2 in all its 1995 glory, but it also includes Targa, the original version of the game. Midway through development, the decision was made from lead designer Manfred Trenz to switch to the pre-rendered 3D technique popularized by Donkey Kong Country. Honestly, it’s the exact same game, with the same levels— the only difference is your character. In Targa, the protagonist uses traditional sprite animation, whereas in Rendering Ranger, he’s rendered in the 3D style. Looking at both versions, I can’t really spot much of a difference in the character movements and animations between Rendering Ranger and Targa, but it’s a neat addition for those interested in the history of the game.
Mode Seven
For a late-era 1995 release, Rendering Ranger R2 looks fantastic. It takes full advantage of the SNES hardware, showing off what the console could do at its peak. The use of Mode 7 sprite scaling gives the game a sense of depth and fluidity that wasn’t common back in the day. The music also carries that distinctive SNES sound, with catchy tunes that pop thanks to the unique capabilities of the console’s sound chip. One standout visual feature is the parallax scrolling, which is especially impressive in the shoot-‘em-up flying stages. The backgrounds feel alive, with multiple layers of movement that add to the sense of speed and immersion.
The character sprites are sharp and well-animated, matching the smoothness of the pre-rendered 3D look that was popular at the time. Despite being a 16-bit game, the presentation holds up remarkably well. The re-release also includes modern visual options like screen filters, scanlines, and widescreen presentation, giving players some flexibility in how they want to experience the game—whether it’s with a crisp modern look or a more nostalgic, CRT-style feel.
Rendering Ranger R2 Rewind Final Thoughts
Rendering Ranger R2 Rewind is an impressive showcase of late-era Super NES craftsmanship, blending genres and pushing the hardware in ways few games dared. But for me, the real hook isn’t just the gameplay—it’s the story behind it. From its origins as Targa to its transformation inspired by Donkey Kong Country, the game’s development history is genuinely more fascinating than the game itself. That context elevates the experience, making this re-release not just a way to play a rare title, but to appreciate the creative risks and decisions that shaped it.
To hear me talk more about Rendering Ranger R2 Rewind, be sure to listen to the April 17th, 2025 episode of The Gaming Outsider Podcast around the 1:13:35 time stamp.
This review is based on a PS5 copy of Rendering Ranger R2 Rewind provided by Double Jump Communications for coverage purposes. It is also available on Nintendo Switch and PC.
Rendering Ranger R2 Rewind
$9.99Pros
- Unique Blend of Run-and-Gun and Shoot-‘Em-Up Gameplay
- Impressive Visuals and Music for a Late-Era SNES Title
- Includes Both Rendering Ranger and the Original Targa Version
- Rewind and Save State Features Make the Difficulty More Manageable
Cons
- Brutal Difficulty May Frustrate Casual Players
- Minimal Story and Character Development
- Differences Between Rendering Ranger and Targa are Mostly Superficial