RayStorm

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RayStorm
Raystorm title.png

Title screen

Developer: Taito
Producer: Yukio Abe
Music: Tamayo Kawamoto (Zuntata)
Release date: August 1996 (JP)
Previous game: RayForce
Next game: RayCrisis

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.

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 or yellow 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.


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.

Video References

Video index for RayStorm

References

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