Difference between revisions of "RayStorm"

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|developer = Taito
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|developer = [[Taito]]
 
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|producer = Yukio Abe
 
|producer = Yukio Abe
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|releasedate = August 1996 ('''JP''')
 
|releasedate = August 1996 ('''JP''')
 
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|nextgame = [[RayCrisis]]
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|previousgame = [[Gekirindan]]
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|nextgame = [[G-Darius]]
 
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'''RayStorm''' is a vertically scrolling [[shooting game]] developed by [[Taito]] for the Taito FX-1B arcade hardware and released in Japanese arcades in August 1996. Following on from [[RayForce]], RayStorm marks the series' first entry into 3D.
 
'''RayStorm''' is a vertically scrolling [[shooting game]] developed by [[Taito]] for the Taito FX-1B arcade hardware and released in Japanese arcades in August 1996. Following on from [[RayForce]], RayStorm marks the series' first entry into 3D.
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{{VideoIndex}}
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__TOC__
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{{clear}}
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== Gameplay Overview ==
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RayStorm is a 2 button game with 8-way movement. The player controls a Star Federation fighter as it defends earth against the rebellious colony of Secilia.
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=== Controls ===
 +
----
 +
* '''A Button:''' Fire main shot. Hold for autofire.
 +
* '''B Button:''' Fire laser
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* '''A+B Button:''' Fire Special Attack
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 +
=== Weapons ===
 +
----
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'''Main Shot'''
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 +
A rapid shot that fires directly forward, and only hits enemies in the foreground layer. The weapon can be powered up by collecting red items during stages. Upon death, the power level of the main shot decreases by 1.
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 +
'''Lock-on Laser'''
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 +
The Lock-on Laser is the central mechanic of the Ray series. By making use of the targeting reticle located directly in front of the player craft, it is possible to lock-on to multiple enemies. Pressing the B button then shoots homing lasers at each of the acquired targets. Unike RayForce, the laser can be used to lock-on to targets in both the foreground and background layers. The number of lasers can be increased by collecting the appropriate powerups, and decreases by 1 when the player dies.
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When locking on to multiple enemies, an escalating score multiplier is applied to each enemy within the lock on, meaning that this mechanic is crucial to both scoring and survival.
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'''SP Attack'''
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A screen-clearing bomb that is fired by pressing A+B simultaneously when the SP Gauge is full.
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== Ships ==
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There are two playable ships in Raystorm, each with unique mechanics for the Lock-on Laser.
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<h3> <span style="display:none;"> R-Gray 1 </span></h3>
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{| class="wikitable" style="width: 75%; margin-bottom: 0px; margin-top: 0px;"
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|-
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! colspan=6 style="background-color:#a53152; color:#ffffff;" | <big>R-Gray 1</big>
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|-
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{{!}} colspan="6" rowspan="1" | [[File:Raystorm_rgray1.png|200px|frameless|left]]<br>
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• '''Shot Type:''' ''Wide''<br>A spread shot that covers a narrow conical area in front of the ship. Moderate damage at close range.<br>
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• '''Laser Type:''' ''Lock-on Laser''<br>Fires homing lasers at all acquired targets.<br>
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• '''Max Lock-ons:''' 8<br>
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|-
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{{!}}}
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<h3> <span style="display:none;"> R-Gray 2 </span></h3>
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{| class="wikitable" style="width: 75%; margin-bottom: 0px; margin-top: 0px;"
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|-
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! colspan=6 style="background-color:#4a4aad; color:#ffffff;" | <big>R-Gray 2</big>
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|-
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{{!}} colspan="6" rowspan="1" | [[File:Raystorm_rgray2.png|200px|frameless|left]]<br>
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• '''Shot Type:''' ''Laser''<br>Two laser beams that fire directly forward. Low Damage.<br>
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• '''Laser Type:''' ''Thunder Laser''<br>Fires a single bolt of lightning that snakes between each locked target in sequence. New lock-ons can still be acquired while the laser is out, and the laser will continue to jump to them (while still incrementing the multiplier as it goes).<br>
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• '''Max Lock-ons:''' 16<br>
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|-
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{{!}}}
  
 
== Scoring ==
 
== Scoring ==
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===Laser Multiplier===
 
===Laser Multiplier===
  
When the player locks on to multiple targets, a score multiplier is applied to each enemy. The multipliers for the player ships are:
+
When the player locks on to multiple targets, a score multiplier is applied to each enemy. The multipliers for the player ships are: <ref name="m2">Values taken from ingame gadgets in "Ray'Z Arcade Chronology"</ref>
  
 
'''R-Gray 1'''
 
'''R-Gray 1'''
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Therefore, the player should aim to always lock onto as many enemies at a time as possible, and the locks should be constructed such that the most valuable enemies (ie. highest base value) are the final targets to be acquired. The maximum score awarded for a single enemy is capped at 999,900.
 
Therefore, the player should aim to always lock onto as many enemies at a time as possible, and the locks should be constructed such that the most valuable enemies (ie. highest base value) are the final targets to be acquired. The maximum score awarded for a single enemy is capped at 999,900.
  
== Video References ==
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== References ==
 
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<small>
[[RayStorm/Video Index|Video index for RayStorm]]
 
  
 
[[Category:Taito]]
 
[[Category:Taito]]
 
[[Category:Vertical orientation]]
 
[[Category:Vertical orientation]]
 
[[Category:Ray series]]
 
[[Category:Ray series]]

Latest revision as of 16:53, 2 May 2024

RayStorm
Raystorm title.png

Title screen

Developer: Taito
Producer: Yukio Abe
Music: Tamayo Kawamoto (Zuntata)
Release date: August 1996 (JP)
Previous game: Gekirindan
Next game: G-Darius

RayStorm is a vertically scrolling shooting game developed by Taito for the Taito FX-1B arcade hardware and released in Japanese arcades in August 1996. Following on from RayForce, RayStorm marks the series' first entry into 3D.

For replay videos, visit the Video Index.

Gameplay Overview

RayStorm is a 2 button game with 8-way movement. The player controls a Star Federation fighter as it defends earth against the rebellious colony of Secilia.

Controls


  • A Button: Fire main shot. Hold for autofire.
  • B Button: Fire laser
  • A+B Button: Fire Special Attack

Weapons


Main Shot

A rapid shot that fires directly forward, and only hits enemies in the foreground layer. The weapon can be powered up by collecting red items during stages. Upon death, the power level of the main shot decreases by 1.

Lock-on Laser

The Lock-on Laser is the central mechanic of the Ray series. By making use of the targeting reticle located directly in front of the player craft, it is possible to lock-on to multiple enemies. Pressing the B button then shoots homing lasers at each of the acquired targets. Unike RayForce, the laser can be used to lock-on to targets in both the foreground and background layers. The number of lasers can be increased by collecting the appropriate powerups, and decreases by 1 when the player dies.

When locking on to multiple enemies, an escalating score multiplier is applied to each enemy within the lock on, meaning that this mechanic is crucial to both scoring and survival.

SP Attack

A screen-clearing bomb that is fired by pressing A+B simultaneously when the SP Gauge is full.

Ships

There are two playable ships in Raystorm, each with unique mechanics for the Lock-on Laser.

R-Gray 1

R-Gray 1
Raystorm rgray1.png

Shot Type: Wide
A spread shot that covers a narrow conical area in front of the ship. Moderate damage at close range.
Laser Type: Lock-on Laser
Fires homing lasers at all acquired targets.
Max Lock-ons: 8

R-Gray 2

R-Gray 2
Raystorm rgray2.png

Shot Type: Laser
Two laser beams that fire directly forward. Low Damage.
Laser Type: Thunder Laser
Fires a single bolt of lightning that snakes between each locked target in sequence. New lock-ons can still be acquired while the laser is out, and the laser will continue to jump to them (while still incrementing the multiplier as it goes).
Max Lock-ons: 16

Scoring

Laser Multiplier

When the player locks on to multiple targets, a score multiplier is applied to each enemy. The multipliers for the player ships are: [1]

R-Gray 1

Laser Multiplier
1st x1
2nd x2
3rd x4
4th x8
5th x16
6th x32
7th x64
8th x128

R-Gray 2

Laser Multiplier
1st x1
2nd x2
3rd x4
4th x8
5th x12
6th x16
7th x24
8th x32
9th x48
10th x64
11th x80
12th x96
13th x128
14th x160
15th x192
16th x256

Therefore, the player should aim to always lock onto as many enemies at a time as possible, and the locks should be constructed such that the most valuable enemies (ie. highest base value) are the final targets to be acquired. The maximum score awarded for a single enemy is capped at 999,900.

References

  1. Values taken from ingame gadgets in "Ray'Z Arcade Chronology"