The trouble with
R-Type Command isn't its monotonously electric-aquamarine visual fetish, which makes the game feel like someone jammed a couple florescent lights in a dirty swimming pool. It's not the annoyingly long-loading 3-D battle animations you can easily disable (and should), or the time it takes for the computer AI to do its business (a mere dozen seconds or so if you increase the animation speed to "fast"). It's not the fact that you have to slog through roughly 30 missions before you can finally play the technologically distinctive alien Bydo campaign. No, the biggest problem with
R-Type Command is that it gets its guns-to-missiles balance fatally screwy, making the game much too easy to exploit and simply bang through.
I'm talking about one unit in particular, the bomber, which comes stocked with the incredibly destructive Balmung nuke. Lob one of these at the enemy from a safe distance and you'll lay waste to ships with hundreds of hit points in a turn or two, or outright vaporize squad stacks (they come in "fives") entirely. The bomber's only able to carry one Balmung at a time, but paired with a resupply unit that can follow and furnish supplementary nukes on the fly, the bomber so dramatically unbalances missions that you'll often be able to finish the highest-difficulty sorties without losing a single ship.
It's too bad, because so much else about the game works just fine. Most ships have a balanced range of attacks, from cannons that only fire in adjacent hexes to various long-range projectiles to support maneuvers in which a ship can pair up with a "force"a highly durable and effective ramming tool by itselfand access intriguing new abilities. Fighters in particular have a clever incremental charge attack that can literally raze a straight line of two or three nearby enemies, but that gets reset to zero if the fighter takes even non-damaging enemy fire. Someone at Irem should have added a similar counterbalance for bombers with a Balmung bent.
If there's a brighter side, it's the ad-hoc multiplayer, where another player can mitigate the AI's proclivity to wander into Balmung ambushes. You'll still need a patient friend, since there aren't turn-time limits, and a typically well-executed turn can take a good two or three minutes. The option to wager resources you can use to build better or supplementary ships adds a cool meta-mechanicthe winner gets whatever they secure in the mission plus the initial wager, cleaning up double. But if you're just looking for a solid solo-thinker, you've got a lot of better hand-held options at this point, and the balance issues in
R-Type Command make it tough to recommend.
What a great idea for an old-school series, sadly sidelined by an issue that should've been obvious and easy to fix in testing. Matt