Why Game? 1 - TextFiles.com
Why Game? 1 - TextFiles.com
Why Game? 1 - TextFiles.com
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Rayforce, Raystorm and Raycrisis<br />
Francesco-Alessio Ursini<br />
It’s one of those days.<br />
The sun shines but dark clouds are on the<br />
horizon, it’s hot outside and a cold breeze moves<br />
my hair, which keeps getting longer and longer.<br />
I am listening to the Raycrisis OST and<br />
thinking on life and trivial matters. Maybe<br />
they’re trivial because they’re matters of life.<br />
Maybe they’re trivial because I perceive them as<br />
such, because I make them trivial.<br />
1994.<br />
Taito released one of the best shooters<br />
ever. You may not agree with this statement,<br />
fine, but there’s a reason behind this conjecture<br />
of mine. Rayforce is one of the first titles to<br />
start the modern era of shooters. I have written<br />
in my own journal about a possible (and pretty<br />
questionable) arrangement of shooters, based<br />
on their phases of evolution. One of the basic<br />
ideas that I have proposed in that entry is this:<br />
by 1994, the waning of the classic arcade plat-<br />
former and its domination in the matter of score<br />
and points will be overtaken when the shooter<br />
picks up the mantle of the most score-driven<br />
genre.<br />
That’s life, once the alpha male isn’t that<br />
alpha anymore, someone else will take his role.<br />
Or maybe the hierarchy of constraints changes<br />
and suddenly one <strong>com</strong>petitor be<strong>com</strong>es the<br />
114 The <strong>Game</strong>r’s Quarter Issue #3<br />
optimal one. Regardless of the different shades<br />
of theoretical background I choose to use,<br />
one thing is certain: in 1994, there were three<br />
shooters published that marked the transition of<br />
the genre into a more score-driven attitude.<br />
These titles are Batsugun, Raiden DX and<br />
Rayforce. I won’t talk about the first two titles,<br />
even though they might deserve a lengthy and<br />
flamboyant treatise too. I just want to talk,<br />
more or less, about Rayforce, Raystorm and<br />
Raycrisis. My personal life, in some parts, will<br />
leak in. But, as you may already have guessed,<br />
there’s a reason for that.<br />
Rayforce is one of the few titles on the Tai-<br />
to F3 hardware that is not a remake/sequel/etc.<br />
At the very first glance, it’s not even a particu-<br />
larly impressive title. The attract demo is very<br />
simple; a pilot - a girl with green hair - chases a<br />
few ships across an asteroid belt. After the hunt<br />
is over, the title zooms in.<br />
Rayforce.<br />
Or Layer Section, or Gunlock, or Galactic<br />
Attack. These were the various names branded<br />
to the home versions, but I always played<br />
the arcade version Rayforce. Beside that, the<br />
sequels are called Raystorm and Raycrisis, so<br />
I’ll use this name. Now let’s go on - or better,<br />
let’s go back. It is October of 1994, and things<br />
are changing. I don’t really remember what was<br />
going in my life at that time, but it was probably<br />
some trivial matter of love. Those trivial matters