Ludography
RayForce cover

1994 · Taito · Shooter

RayForce

Sega console exclusive

RayForce (released in western Arcades as "Gunlock") is a top-down shooter. There are seven levels to play, ranging from battles in the atmosphere of planets to battling over mountain ranges, each with their own standard huge bosses at the end of these levels. The player takes control of a starfighter called the RVA-818 X-LAY, out to destroy any opposing forces.

Released
1 February 1994
Platforms
AndroidArcadeSega SaturnWindowsiOS
Genres
Shooter
Developers
Taito
Publishers
GameBankCyberFrontMediaKiteRainbow ArtsTaito
Modes
Co-opLocal multiplayerSingle-player
Perspective
Bird view / Isometric
Themes
ActionScience fiction
Engine
Taito F3 System

About

RayForce is a vertically scrolling shooter by Taito for the Taito F3 arcade hardware and released in 1994. It was ported to the Sega Saturn in 1995, Microsoft Windows in 1997, then rereleased for iOS in 2012 and Android in 2017.

Due to trademark problems, when the home version was released in Japan it was renamed Layer Section. The Windows version was released outside Japan retaining this name, but when Acclaim published the Saturn version for the North American and European markets, it was renamed Galactic Attack. The game was also titled Gunlock in European arcades.

›Story

In the distant future, human governments, across the planet Earth, construct a massive supercomputer, named "Con-Human". The purpose of this computer is to govern the planet's environmental systems, verifying proper nutrients and care is provided to ensure the culture of humans and animal alike.

However, disaster strikes when, after a cloned human's mind is linked with the system, Con-Human becomes sentient and insane. It begins to induce calamities across the planet, constructing corrupt clones of existing organisms, destroying its human masters and exterminating the nature it was intended to protect, apparently intending to replace everything with what Con-Human considers improved versions of themselves.

After prolonged war, Con-Human has succeeded in exterminating 99.8% of humankind, with the remnants fleeing to space colonies. Meanwhile, Con-Human remakes the very interior of Earth. As a result, Earth, as humanity knew it, has utterly ceased to exist, transformed into a planet-sized mobile fortress that is in fact Con-Human's body. Con-Human intends to use the transformed Earth to seek out and destroy the colonies, erasing all remaining traces of old life from the universe and leaving only the new life that it personally created. Now, taking the full-scale offensive, mankind develops powerful ships, one of them the RVA-818 X-LAY starfighter, to fight the oppressive machine by destroying the now-infected Earth entirely.

Keywords

  • shoot 'em up
  • shmup
  • shared screen
  • vertical scrolling
  • stg

Media

The articlegameplay, story, development, reception

Gameplay

The player is provided with a ship called the RVA-818 X-LAY, which is outfitted with two weapons: a primary weapon that fires straight lasers and increases in power when the player accumulates power-ups, and a secondary lock-on laser launcher, which can also be increased in power, that can target up to eight enemies at once by moving the targeting reticle. This weapon is used to attack enemies that appear on a lower plane than that of your craft, which are inaccessible to the player's primary weapon.

Story

In the distant future, human governments, across the planet Earth, construct a massive supercomputer, named "Con-Human". The purpose of this computer is to govern the planet's environmental systems, verifying proper nutrients and care is provided to ensure the culture of humans and animal alike.

However, disaster strikes when, after a cloned human's mind is linked with the system, Con-Human becomes sentient and insane. It begins to induce calamities across the planet, constructing corrupt clones of existing organisms, destroying its human masters and exterminating the nature it was intended to protect, apparently intending to replace everything with what Con-Human considers improved versions of themselves.

Development

RayForce was directed by Tatsuo Nakamura, assisted by designer and planner Tomohisa Yamashita and graphic designer Hideyuki Katou. During the mid-1990s, Japanese developer Taito had split up their development teams into three groups, one of which was the Kumagaya Research Group in Saitama; the three were moved to this division of the company. Taito specifically stated that the Kumagaya team wouldn't be able to make any shoot'em up games, to the dismay of several employees within the division; they tried multiple times to get the green light for a new shooter, but Taito executives denied these requests for not being "feasible". Even with these requests being denied, Nakamura and the others were determined to make a shooter, and decided to make a set of design documents to present to Taito higher-ups for approval.

Looking for inspiration, Nakamura turned to Taito's earlier game Master of Weapon for its aerial top-down perspective, which he thought would work well with 3D visuals. He was also inspired by Namco's Xevious, which had a targeting reticule for firing bombs at ground-stationed targets; not wanting to simply repeat this, Nakamura decided on a lock-on laser that destroyed multiple enemies at once. Before presenting them to Taito, he showed the documents to the character designers and planners for additional feedback and to iron things out. After having it polished further from the project head of the Kumagaya group, he showed the game to company management, who liked the idea and allowed development to continue.

Reception

In Japan, Game Machine listed RayForce on their April 1, 1994 issue as being the third most popular arcade unit at the time.

The Saturn version of the game received mixed reviews, with critics typically caught between its high quality design and its antiquated gameplay and stylistics. Rad Automatic of Sega Saturn Magazine stated that the game is fun but severely outdated in terms of both graphics and gameplay, though he did praise the absence of slowdown and the authentic arcade feel of the tate mode. A reviewer for Maximum similarly commented that the game falls into the retro genre without offering the nostalgia value found in most such releases, and further criticized that the tate mode "isn't very practical in execution (and not particularly healthy for your television)." While he acknowledged the game is fun, he noted it was being released alongside a host of top-quality Saturn titles (including Virtua Fighter 2 and Sega Rally Championship), and concluded, "Come on - be honest now - is this really the sort of game you coughed up £300 to play with your high-tech next generation gaming system?

Legacy

Taito initially worked on a sequel named R-Gear, again using sprite-based graphics. At some point this concept was abandoned in favor of RayStorm, which instead sported polygon-based 3D graphics.

A prequel, RayCrisis, was released in 1998.

Releases by platformdates and regions as published

PlatformReleasedRegions
Arcade1 February 1994Japan · North America 30 September 1994 · Europe 30 September 1994
Sega Saturn14 September 1995Japan · Europe 31 December 1995 · North America 31 December 1995
Windows31 December 1997Japan · Europe 31 December 1997
iOS13 January 2012Worldwide
Android30 May 2017Japan · Worldwide 12 September 2017

Editions and related releases

Included in
Ray'z Arcade ChronologyLayer Section & Galactic Attack: S-TributeTaito Memories II JoukanTaito Legends 2

Games like this

Collections2 collections

Platform libraries

Years

Description adapted from its source, CC BY-SA 4.0.