RayCrisis & nature/science defying elements in Shooters.

This is the main shmups forum. Chat about shmups in here - keep it on-topic please!
User avatar
nimitz
Posts: 875
Joined: Thu Jan 10, 2008 5:05 am
Location: Québec

Post by nimitz »

Your idea is plausible I guess, but still not a smart design for a spacecraft at all. Also, while we're on space flight, ships in space-based shmups also have engines constantly ignited even for maintaining constant velocity. Realistically they would only fire the main engines when moving up the screen (in a vert), and fire retrorockets in the forward direction when moving back down the screen.
But many ships in shmups are both airplanes and spaceships, so in that case it makes sense to design it with wings and such characteristics of a real airplane.

Also you could explain the need for constant thrust in space to compensate for the reverse momentum given by firing forward.

Finally, homing lasers are not totally impossible, they could in fact be guided, non-explosive missiles with very hot ionized particles around them to use as piercing weapons. ^_~
User avatar
ST Dragon
Banned User
Posts: 2240
Joined: Fri Apr 01, 2005 9:11 am
Location: Lost Deimos Station

Post by ST Dragon »

PC Engine Fan X! wrote:
Bill wrote:Raystorm's story & premise is entirely different from Rayforce's, so I don't think it could be considered a 3D remake. In Storm the governments of colonised planets mutiny against Earth, with the player leading a counterattack on Earth's behalf. Force tells of a last-ditch attack on Earth by exiled humans, after its complete takeover by the Con-Human AI fought in Crisis.

I'd like to know if there's any official word on Storm's place in the series, though... is it a self-contained story that just happens to re-use the R-Grey fighters (for brand recognition + gameplay continuity)? Or maybe it takes place before even Crisis, explaining the ship's presence in later events? Seems unlikely to occur after Force for certain reasons.

edit: Sorry PCEFX, misread your post. Yeah, I think of Raystorm as a spinoff rather than a remake or sequel in the Rayforce + Raycrisis story. It's a trilogy in gameplay only, as far as I know.
Thanks for clairification of the Ray series, Bill. I'd have to say that Taito sure knows how to throw a monkey wrench with it. So then a perhaps another prequel or sequel to Raystorm would the next logical step to continue on with the story if Raystorm is regarded as a spinoff game title. ^_~

PC Engine Fan X! ^_~


Taito never were clear about this game being a "Gaiden", an unrelated game, or whatever. At any case: Earth and Secilia are at war because the motherland abused the colony, and now the colony wants to enslave back their oppressors. During the war, Earth is damaged by a shower of meteorites thrown by Secilia's army, and this makes the Earth forces send a strike force to destroy Secilia. You basically start from Earth, go into orbit and fight the invading fleet, then warp into Secilia, penetrate into its core to fight Judas, the central core.

RayStorm’s story line is one of my favorite as there are various references to Rome and Carthage's wars (Punic Wars). You land on the Ethruria region of Secilia...now, "Ethruria" was the old name of Tuscany, which was part of the Roman provinces, during the said wars. Earth is invaded and bombarded by the Secilian army and was nearly defeated, similarly as when Hannibal invaded Italy in order to conquer Rome and nearly succeeded after numerous victories. Carthage is the name of the base of the colony’s home planet and gets totally destroyed at the end of the game, same as Carthage was at the end of the 3rd Punic Wars.

Also, the names of the Bosses used in RayStorm were those of the enemies of the Roman Empire.

Official:

St. 1: Pendragon
St. 2: Vercingetorix
St. 3: Zenobia
St. 4: Hannibal
St. 5: Genseric
St. 6: Alaric
St. 7: Spartacus, then Yggdrasil (a reference to the Norse belief system of the Gothic tribes, whose leaders included Genseric of the Vandals and Alaric of the Visigoths)
Saint Dragon - AMIGA - Jaleco 1989

"In the first battle against the Guardian's weapons, created with Vasteel Technology, humanity suffered a crushing defeat."
Thunder Force V
User avatar
kengou
Posts: 1359
Joined: Sun Apr 22, 2007 3:50 am
Location: East Coast, USA
Contact:

Post by kengou »

nimitz wrote:But many ships in shmups are both airplanes and spaceships, so in that case it makes sense to design it with wings and such characteristics of a real airplane.

Also you could explain the need for constant thrust in space to compensate for the reverse momentum given by firing forward.
Very good point
"I think Ikaruga is pretty tough. It is like a modern version of Galaga that some Japanese company made."
User avatar
sunburstbasser
Posts: 217
Joined: Mon Jul 28, 2008 2:54 am

Post by sunburstbasser »

I've found one game that did thrusters a bit different.

Darius Force-SNES

Move forward, and the thruster will get a little larger for a moment. Move backwards, and it'll shut off.

Fake things? Was it Strikers 1945 that sent your piston-powered aircraft to the moon? I don't think that would work well!
User avatar
ST Dragon
Banned User
Posts: 2240
Joined: Fri Apr 01, 2005 9:11 am
Location: Lost Deimos Station

Post by ST Dragon »

I faintly remember the 1945 planes being equiped with a pair of rocket boosters at some point, but I could be wrong.
Saint Dragon - AMIGA - Jaleco 1989

"In the first battle against the Guardian's weapons, created with Vasteel Technology, humanity suffered a crushing defeat."
Thunder Force V
User avatar
BIL
Posts: 20289
Joined: Thu May 10, 2007 12:39 pm
Location: COLONY

Post by BIL »

sunburstbasser wrote:I've found one game that did thrusters a bit different.

Darius Force-SNES

Move forward, and the thruster will get a little larger for a moment. Move backwards, and it'll shut off.
RefleX does this too, iirc.
User avatar
Ed Oscuro
Posts: 18654
Joined: Thu Dec 08, 2005 4:13 pm
Location: uoıʇɐɹnƃıɟuoɔ ɯǝʇsʎs

Re: RayCrisis & nature/science defying elements in Shoot

Post by Ed Oscuro »

ST Dragon wrote:In almost every single Shoot Em up we see various fictional and sci-fi elements and rarely bother to check on their scientific aspect or possible validity.
Infinite ammo and fuel, no inertia, and no need to vent heat from any weapons. GAMEOVA
User avatar
Ed Oscuro
Posts: 18654
Joined: Thu Dec 08, 2005 4:13 pm
Location: uoıʇɐɹnƃıɟuoɔ ɯǝʇsʎs

Post by Ed Oscuro »

kengou wrote:
worstplayer wrote:
sven666 wrote: umm no it doesnt, there is no use for rudders on a spacecraft.. the only "realistic" movement in a space shmup i can think of is steam hearts which has that 8-way thruster boost to move your ship around..
Sorry, I didn't explain it clearly. Here's what I mean
Image
In order for that to work, the ship would also need thrusters on the top/bottom of each wing, because there wouldn't be any flaps or ailerons to roll the craft (no air in space).
u forgot gyroscopes

n0ob

Of course the depiction in most shmupz is indeed that of a plane rolling in an atmosphere, and they seem to have some resistance to this invisible air.

If the great minds behind SpaceWar! and Moon Lander and the Star Trek game didn't have shmupz stolened by the Japanese, we wouldn't have this topic and everything would be guided by SCIENCE.

Instead we have shmups and Dungeons and Dragons.

Also, stupid topic, no offense; a few interesting points raised though.
User avatar
ST Dragon
Banned User
Posts: 2240
Joined: Fri Apr 01, 2005 9:11 am
Location: Lost Deimos Station

Re: RayCrisis & nature/science defying elements in Shoot

Post by ST Dragon »

Ed Oscuro wrote:
ST Dragon wrote:In almost every single Shoot Em up we see various fictional and sci-fi elements and rarely bother to check on their scientific aspect or possible validity.
Infinite ammo and fuel, no inertia, and no need to vent heat from any weapons. GAMEOVA
and fuel
If these space crafts are nuclear fusion powered, they wouldn't need refueling for a century.
Infinite ammo
Again, if there is a main fusion reactor at work and the primary weapons are energy based projectiles (Not vulcan bullets), the space ship would be able to constantly fire them without depleting, for the whole length of the campaign / missions.
no inertia
Project X tried that and failed miserably imo. I have yet to see a shooter that incorporated inertia in a realistic but gameplay friendly way.
and no need to vent heat from any weapons.
Please define?
Saint Dragon - AMIGA - Jaleco 1989

"In the first battle against the Guardian's weapons, created with Vasteel Technology, humanity suffered a crushing defeat."
Thunder Force V
User avatar
Shocky
Posts: 580
Joined: Thu Oct 27, 2005 1:15 pm
Location: Yume Tairiku Finland

Re: RayCrisis & nature/science defying elements in Shoot

Post by Shocky »

Hold on, what was that other thread that also tried to reality check shmups? Now that was the thread ever!
ST Dragon wrote: Project X tried that and failed miserably imo. I have yet to see a shooter that incorporated inertia in a realistic but gameplay friendly way.
I guess that's not gonna happen in 2d-shooters, luckily. Or have there been games with an Asteroids-type of control, but with autoscrolling and other shmup defining elements? An idea worth experimenting, at least.

Or maybe some lock-on system that could make it a bit easier, like one could lock onto enemies, spin around them firing, and changing lock to another enemy while constantly being affected by inertia and gravitation, and possibly multiple lock-ons at the same time. Something like Bionic Commando meets Asteroids meets Gyruss, but with auto-scrolling... hmm..

There has been good use of _temporary_ inertia or gravitation, like that one boss in ThunderForce VI or R-Type Final stage 5, where changing ship speed causes distortion in visibility and the boss attracts/repulses the player's ship with gravitational fields. Or the Gradius game Gopher no yabou Episode II, stage 3, where gravitation can push or suck the player to crash with the ground or enemies.

What about Gyruss then? The ship is flying towards a planet. That is a kind of autoscrolling.. anyway, most shmups take place near planets and other large objects which should have gravity. Is the mass of a one-manned fighter so insignificant, that the gravity doesn't affect so much? There was this ancient 3D space called Warhead that did this very well, but let's just assume that in shmups the ship's computers calculate automatically the compensation needed from thrusters to tackle the inertia, so the player can just relax and dodge lasers.. which do seem oddly slow!
Before Pope John Paul died he decreed that Aliens were also GOD's creatures and we should treat them with respect.

Image
User avatar
ST Dragon
Banned User
Posts: 2240
Joined: Fri Apr 01, 2005 9:11 am
Location: Lost Deimos Station

Post by ST Dragon »

Very interesting points.

I just remembered, Fly Harder on the AMIGA featured realistic inertia and gravity effects back in 1993. Very fun albeit hard game, well designed graphics and excellent music.

ImageImage

ImageImage
Saint Dragon - AMIGA - Jaleco 1989

"In the first battle against the Guardian's weapons, created with Vasteel Technology, humanity suffered a crushing defeat."
Thunder Force V
User avatar
Ed Oscuro
Posts: 18654
Joined: Thu Dec 08, 2005 4:13 pm
Location: uoıʇɐɹnƃıɟuoɔ ɯǝʇsʎs

Re: RayCrisis & nature/science defying elements in Shoot

Post by Ed Oscuro »

ST Dragon wrote:
and fuel
If these space crafts are nuclear fusion powered, they wouldn't need refueling for a century.
Not so fast. Most ion / electric reactors have a very low thrust:weight ratio, and lots of designs have been for long-term spaceflights, unwieldy hydrogen scoops and the like, so you're liable to be becalmed (in a sense) in the Gradius No Hydrogen Zone. Antimatter would be a better choice. Still, find the safe spot and infinite fuel lol
Again, if there is a main fusion reactor at work and the primary weapons are energy based projectiles (Not vulcan bullets), the space ship would be able to constantly fire them without depleting, for the whole length of the campaign / missions.
Yeah, energy weapons aren't classified as ammo dude.

Energy weapons are in trouble because you need to vent all that excess heat. Think about the spaceship from 2001, with the big backbone - in Arthur C. Clarke's original design, the thing had stubby sails all along the length of that for dispersing heat.

Even the Space Shuttle needs to vent the heat generated by the crewmembers.
no inertia
Project X tried that and failed miserably imo. I have yet to see a shooter that incorporated inertia in a realistic but gameplay friendly way.[/quote]
That's because it can't be done in the sense that we expect it. I think the only way it makes any gameplay sense is if your success at dodging obstacles is not a one-hit-kill issue and possibly if it's weighted against other ships - think a Codemasters rally racer. Maybe a Spy Hunter type game could do it.

But inertia is fundamentally the enemy of quick movement, so the two can't be reconciled. Although I sort of enjoyed Axelay.

Cool shit pastel graphics without definition (okay, in the first two images) and ripped-off Slap Fight lapel on those Fly Harder screens, btw. The ship design is cool, but it ain't no Major Stryker.
User avatar
Gespenst
Posts: 778
Joined: Sun May 03, 2009 10:32 am
Location: The Wandering Sea

Re:

Post by Gespenst »

ST Dragon wrote:
PC Engine Fan X! wrote:
Bill wrote:Raystorm's story & premise is entirely different from Rayforce's, so I don't think it could be considered a 3D remake. In Storm the governments of colonised planets mutiny against Earth, with the player leading a counterattack on Earth's behalf. Force tells of a last-ditch attack on Earth by exiled humans, after its complete takeover by the Con-Human AI fought in Crisis.

I'd like to know if there's any official word on Storm's place in the series, though... is it a self-contained story that just happens to re-use the R-Grey fighters (for brand recognition + gameplay continuity)? Or maybe it takes place before even Crisis, explaining the ship's presence in later events? Seems unlikely to occur after Force for certain reasons.

edit: Sorry PCEFX, misread your post. Yeah, I think of Raystorm as a spinoff rather than a remake or sequel in the Rayforce + Raycrisis story. It's a trilogy in gameplay only, as far as I know.
Thanks for clairification of the Ray series, Bill. I'd have to say that Taito sure knows how to throw a monkey wrench with it. So then a perhaps another prequel or sequel to Raystorm would the next logical step to continue on with the story if Raystorm is regarded as a spinoff game title. ^_~
PC Engine Fan X! ^_~


Taito never were clear about this game being a "Gaiden", an unrelated game, or whatever. At any case: Earth and Secilia are at war because the motherland abused the colony, and now the colony wants to enslave back their oppressors. During the war, Earth is damaged by a shower of meteorites thrown by Secilia's army, and this makes the Earth forces send a strike force to destroy Secilia. You basically start from Earth, go into orbit and fight the invading fleet, then warp into Secilia, penetrate into its core to fight Judas, the central core.

RayStorm’s story line is one of my favorite as there are various references to Rome and Carthage's wars (Punic Wars). You land on the Ethruria region of Secilia...now, "Ethruria" was the old name of Tuscany, which was part of the Roman provinces, during the said wars. Earth is invaded and bombarded by the Secilian army and was nearly defeated, similarly as when Hannibal invaded Italy in order to conquer Rome and nearly succeeded after numerous victories. Carthage is the name of the base of the colony’s home planet and gets totally destroyed at the end of the game, same as Carthage was at the end of the 3rd Punic Wars.

Also, the names of the Bosses used in RayStorm were those of the enemies of the Roman Empire.

Official:

St. 1: Pendragon
St. 2: Vercingetorix
St. 3: Zenobia
St. 4: Hannibal
St. 5: Genseric
St. 6: Alaric
St. 7: Spartacus, then Yggdrasil (a reference to the Norse belief system of the Gothic tribes, whose leaders included Genseric of the Vandals and Alaric of the Visigoths)
So the events that take place in Raystorm, are they considered a three-dimensional spin-off on the 2-D events that take place in RayForce?

If the events in RayCrisis take place before RayForce, do the events in Raystorm follow after what is shown in RayForce? If that is so, then Ray Storm would be considered the "final" chapter in the Ray series.

Or is it that RayForce is a wholly story unto itself (with RayStorm being just another 3-D interpetation of what takes place in RayForce)? Taito sure knows how to mess with shmuppers' heads in screwing the chronological timeline of the Ray series. ^_~

I was stunned to see the ending of RayCrisis that lead to the start of RayForce...I was hoping to see some sort of grand finale conclusion to the entire Ray series as a befitting end but Taito decided to spin things around.
Isn't Earth blown out in the end of RF?
Wait, Raystorm is in AD 2219 or whatever, Rayforce is about MC (Millenium Calendar?) 0123 , 3 September (Operation Meteor in the ending?), and Rayforce is in MC (Millenium Calendar?) 0185, 24 December (hence the ending says), so it's possible Raystorm takes place before Raycrisis
If these space crafts are nuclear fusion powered, they wouldn't need refueling for a century.
Agreed. That's the closest possibility
umm no it doesnt, there is no use for rudders on a spacecraft.. the only "realistic" movement in a space shmup i can think of is steam hearts which has that 8-way thruster boost to move your ship around..
...Retro Thursters? (think XII Stag's player ships)
edit: Border Down's craft (Antares?) have that, too.
It would be interesting to see if a fourth Ray game could be made...or has Taito always envisioned it's Ray shmup series as a trilogy from the beginning of conception?
R-Gear? :P
BTW, guess what I got
Image
and these
Image
Image
(could somebody translate these?)
looks like it trying to mention what Con Human doing toward the Earth
Image
Image
User avatar
Klatrymadon
Posts: 2253
Joined: Sun Aug 21, 2005 2:39 pm
Location: Liverpool
Contact:

Re: RayCrisis & nature/science defying elements in Shooters.

Post by Klatrymadon »

Glad somebody else had noticed that theme, Bill! Metal Black's sphere happens to be featured in one of my all-time favourite stages. I'd really like to know who it is at Taito that has this excellent obsession.
User avatar
BIL
Posts: 20289
Joined: Thu May 10, 2007 12:39 pm
Location: COLONY

Re: RayCrisis & nature/science defying elements in Shooters.

Post by BIL »

Ha, I just saw recently that G-Darius has a ruined Bernal Sphere too (in the "Gravity Zero" zone). Really haunting sight, aren't they?
User avatar
Klatrymadon
Posts: 2253
Joined: Sun Aug 21, 2005 2:39 pm
Location: Liverpool
Contact:

Re: RayCrisis & nature/science defying elements in Shooters.

Post by Klatrymadon »

Oh aye, and I imagine a functional one could be a powerfully alienating, depressing and carnivalesque place to live, as badass as they are in concept.
User avatar
Iaspis
Posts: 150
Joined: Wed Oct 04, 2006 8:48 pm
Location: Greece

Re: RayCrisis & nature/science defying elements in Shooters.

Post by Iaspis »

No air in outer space equals no sound. Every space themed game fails at that. Then again, who would enjoy a silent shmup?
User avatar
Thunder Force
Posts: 1773
Joined: Wed Jan 26, 2005 11:21 am
Location: research and development facility for Vasteel Technology.

Re: RayCrisis & nature/science defying elements in Shooters.

Post by Thunder Force »

Iaspis wrote:No air in outer space equals no sound. Every space themed game fails at that.
Dead Space (PS3/360/PC) recently did some neat things with this.
"Thunder Force VI does not suck, shut your fucking mouth." ~ Shane Bettenhausen
User avatar
nZero
Posts: 2608
Joined: Wed Jan 26, 2005 1:20 am
Location: DC Area
Contact:

Re: RayCrisis & nature/science defying elements in Shooters.

Post by nZero »

Bill wrote:Ha, I just saw recently that G-Darius has a ruined Bernal Sphere too (in the "Gravity Zero" zone). Really haunting sight, aren't they?
Bernal Sphere, or O'Neill Cylinder? Seems like most shoot'em up games with a space colony borrowed heavily from Mobile Suit Gundam and used the latter.
Image
User avatar
BIL
Posts: 20289
Joined: Thu May 10, 2007 12:39 pm
Location: COLONY

Re: RayCrisis & nature/science defying elements in Shooters.

Post by BIL »

Hmm, looks like you're right. Taito's renditions seem to be based on O'Neill's "Island" vision of a space colony. The progression from Bernal's original design to O'Neill's is interesting, I had no idea the concept dated back to the 1920s.

The aforementioned Zone Zeta from G-Darius, my favourite shooter rendition. Incredible atmosphere in that stage (thanks in no small part to OGR).
User avatar
Shatterhand
Posts: 4101
Joined: Wed Jan 26, 2005 3:01 am
Location: Rio de Janeiro - Brazil
Contact:

Re: RayCrisis & nature/science defying elements in Shooters.

Post by Shatterhand »

There's one game that, IMO, uses inertia to enhance its gameplay: Exerion.

The game has some heavy inertia, but it was clearly designed to be that way.
Image
User avatar
ST Dragon
Banned User
Posts: 2240
Joined: Fri Apr 01, 2005 9:11 am
Location: Lost Deimos Station

Re: RayCrisis & nature/science defying elements in Shooters.

Post by ST Dragon »

This floating habitat is pretty nature defying as it is, so it could be used in a marine / aquatic level of a shooter quite nicely.
Doesn't the 1st stage in G-Darius feature something similar by the way?...

Image

http://vincent.callebaut.org/page1-img-lilypad2.html
Saint Dragon - AMIGA - Jaleco 1989

"In the first battle against the Guardian's weapons, created with Vasteel Technology, humanity suffered a crushing defeat."
Thunder Force V
Post Reply