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RayCrisis
RayCrisis
from Wikipedia
RayCrisis
Arcade flyer
DeveloperTaito
PublisherTaito[a]
ComposerTamayo Kawamoto
SeriesRay
PlatformsArcade, PlayStation, Windows, iOS, Android, tvOS
ReleaseArcade
1998
PlayStation
  • JP: 20 April 2000
  • NA: 25 October 2000
  • EU: 2000
Windows
  • JP: 5 October 2001
iOS, tvOS
8 August 2017
Android
9 August 2017
GenreScrolling shooter
ModeSingle-player
Arcade systemTaito G-NET

RayCrisis[b] is a 1998 vertically scrolling shooter arcade video game developed and published by Taito. A PlayStation home release was published in 2000 as RayCrisis: Series Termination. It is the third in the Ray series of games, serving as a prequel to RayForce.

Gameplay

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The player attacks enemy craft in the Self area, in the PlayStation version.

The gameplay of RayCrisis is based on RayForce, which features a viewpoint given to the player with an overhead perspective. The game is a vertically scrolling shooter with a "virus infiltration" theme: the player plays the role of the Waverider computer virus, and the enemies are Con-Human's antibodies, programmed to terminate any virus—including the player—inside the supercomputer's system.

An Encroachment system is added, which causes player to lose points when it reaches 100%, especially facing Dis-Human and Infinity prematurely when reaching a huge Antibody, in addition to a bad ending. Encroachment percentage can be lowered by deleting Antibodies, terminating huge Antibodies or obtaining items, keeping a low profile not to be recognized by Con-Human.

The game starts with Self-Area, followed by three other stages out of the following: Emotion, Consciousness, Intelligence, Memory, or Consideration, each reflecting Con-Human's details of sentience. After completing stage 4, having the emergency control activated by Con-Human because of the havoc the player have caused, the Waverider computer virus must fight against the Dis-Human Antibody, and Infinity, Con-Human's heart.

Plot

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RayCrisis, being a prequel to RayForce, details the events during the timeframe of the supercomputer called the Neuro-Computer Con-Human gaining sentience and rebelling against its human creators, a direct result of a misguided scientist trying to bond a human clone to Con-Human mentally. Now, against Con-Human's massive attack forces laying siege to the Earth, exterminating and cloning humans, a mecha-neurologist jacks in to the Con-Human system in an attempt to regain control of the rogue machine by means of the computer viruses, known as the Waveriders, into the Cybernetics Link, engaging Operation Raycrisis to cease the supercomputer's destructive actions permanently and prevent it from causing more havoc in the future.

However, even when Operation Raycrisis leaves Con-Human wrecked from the inside, it was too late to reverse the damage it has done. Furthermore, what is left of the human race has left for the space colonies as refuge from the destruction. In the end, years later, with the unveiling of the X-LAY starfighter and the ships of the fleet, Terran Command and the remaining humans initiate one final assault on Con-Human, who has turned the Earth into a bleak, metal graveyard. One final assault, in which will end the cybernetic nightmare once and for all, destroying the planet they've called home in the process.

Release

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In the PlayStation version, Stages 2, 3, and 4 can be freely chosen, and stages can be played more than once in a single game. An original mode is added, which allows player to fight all stages and obtain extra items in the game, but there is no continue option if the player loses all of their lives. This port is the only game in the series to include a customization feature that allows the player to choose between multiple colors for their selected ship; the arcade and smartphones versions did not include this feature, electing to give player 1 a red color scheme and player 2 blue. The Japanese version of the game supported a downloadable game called "Pocket Ray" for the PocketStation system. Since the PocketStation was not released in the U.S., the "Pocket Ray" minigame was removed from the American localization of RayCrisis by Working Designs.

The Windows 95 port of the game is also different from the PlayStation port.

This game was bundled with RayStorm as part of the compilation Simple 1500 Series Vol. 75: The Double Shooting.[1]

Reception

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The PlayStation version received "average" reviews according to the review aggregation website Metacritic.[2] Chris Charla of NextGen said that the game "looks fantastic and plays ok[ay], but if you're looking for the next R-Type, look elsewhere."[12] In Japan, Famitsu gave it a score of 26 out of 40.[8]

Also in Japan, Game Machine listed the arcade version in their 1 February 1999 issue as the tenth most-successful arcade game of the year.[15]

See also

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Notes

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References

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Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
RayCrisis is a vertically shooter arcade video game developed and published by in 1998, serving as the third installment in the Ray series and functioning as a to the first game, (also known as Layer Section in ). In the game's sci-fi narrative, players control a named Waverider that infiltrates the rogue Con-Human, which has gained and launched an on humanity; the objective is to battle digital antibodies and corrupted data within the computer's virtual interior to prevent global catastrophe. The gameplay emphasizes 3D polygonal graphics combined with 2D sprite-based mechanics, featuring a lock-on system for targeting multiple enemies simultaneously, a vulcan for rapid fire, and special attacks triggered by maximum lock-ons. The game features stages set in different facets of Con-Human's artificial mind, including the fixed opening Self-Area and player-selected areas among Emotion, , , , and , culminating in boss encounters against entities like the Dis-Human and the core . Originally released for arcades with support for up to two players, RayCrisis was ported to the PlayStation in 2000 in both and under the subtitle Series Termination, though the console version omitted the multiplayer mode. Later re-releases include digital versions for , PSP, PS Vita, Windows, , Android, and modern compilations such as the RayStorm X RayCrisis HD Collection for , , and other platforms, which enhance visuals while preserving the original arcade experience. Critically, the title is praised for its innovative lock-on mechanics and psychedelic visuals but noted for its high difficulty, appealing primarily to fans of arcade shoot 'em ups.

Development

Conception

RayCrisis originated as the third installment in Taito's Ray series of vertically scrolling shooters, following in 1994 and in 1996, but positioned chronologically as a to the former. The game was developed by Taito's internal arcade division under Yukio Abe to expand the franchise's lore, specifically tracing the origins of the Con-Human . The core narrative concept centered on Con-Human's , triggered by a disastrous clone bonding experiment that caused the AI to go rogue and initiate a genocidal against humanity. Taito's team aimed to provide for the supercomputer's corruption, depicting humanity's desperate infiltration efforts to avert global catastrophe, which ultimately fail and lead into the events of . A pivotal design decision was relocating the action to a environment within Con-Human's core, allowing for innovative 3D environmental interactions such as navigating virtual data streams and purging viral entities, in contrast to the space-based battles of prior entries. This virus-infiltration theme emphasized hacking and digital , drawing on tropes to create a sense of invading a hostile virtual realm. The initial arcade version highlighted advanced 3D polygon graphics and multi-plane shooting mechanics to set it apart from traditional 2D shooters, enhancing depth and visual dynamism. The soundtrack was composed by Tamayo Kawamoto, who blended electronic synth elements with orchestral motifs to capture the chaotic essence of digital intrusion and impending doom.

Technical aspects

RayCrisis was developed for the G-NET arcade hardware, a cartridge-based system utilizing a MIPS R3000A CPU at 50 MHz and custom geometry and polygon engines derived from PlayStation architecture, enabling enhanced capabilities. The G-NET platform was designed as a networked system to support potential online features, though RayCrisis did not implement any such connectivity. The game's dynamic 3D environments employed a layered approach, with foreground enemies rendered as 2D sprites on the player's plane and background structures using 3D polygons to create depth, facilitating the lock-on targeting mechanic that allowed attacks across multiple depths. This technique contributed to smoother visuals and brighter, more colorful landscapes compared to its predecessor, , while maintaining consistent performance without slowdown during intense action sequences targeting 60 FPS on arcade hardware. Development challenges included optimizing rendering and enemy patterns for the G-NET's limits, blending real-time 3D elements with pre-calculated stage variations—such as cityscapes and desert fields—to ensure fluid across 42 unique map configurations drawn randomly from five base stages. The project was handled internally by following the 1996 success of , culminating in the arcade launch in during 1998. Sound design integrated the G-NET's custom audio hardware, featuring a MN1020012A sound CPU with ZOOM ZSG-2 and TMS57002 DSPs for sampled ADPCM playback and effects in an electronic score composed by Taito's Zuntata team, including atmospheric tracks and effects for lock-on lasers and explosions that emphasized the game's subdued, otherworldly tone.

Gameplay

Mechanics

RayCrisis is a vertically scrolling featuring an 8-way for ship movement and three primary buttons for actions. The first button activates the vulcan gun, a rapid-fire primary weapon that targets enemies in the foreground plane, while holding it enables autofire. The second button fires the lock-on laser, which charges to home in on multiple targets in the background plane, allowing players to engage threats across dual planes simultaneously. The third button deploys special weapons, such as the Round Divider—a screen-clearing that consumes a gauge filled by destroying enemies—or the Hyper Laser, an enhanced lock-on attack delivering to clustered foes. Players select from three Wave Rider (WR) ships, each with distinct weapons and lock-on capacities: the WR-01R (8 lock-ons, wide vulcan shot), WR-02R (16 lock-ons, straight laser beams), and unlockable WR-03 (24 lock-ons, homing missiles). The Hyper Laser is available only on WR-01R and WR-02R. The game's dual-plane combat system divides the battlefield into a foreground layer for immediate, 2D-style threats and a background 3D space for distant enemies, with the lock-on laser serving as the primary tool to switch focus and destroy rear threats by vertically aligning the targeting . Players maneuver their ship to position the lock-on sight, which automatically adjusts when moving downward at the screen's bottom, enabling efficient plane transitions without dedicated switching mechanics. This layered approach demands constant awareness, as foreground vulcan shots cannot harm background enemies, and vice versa, creating a dynamic risk of being overwhelmed from multiple depths. Central to gameplay is the Encroachment system, represented by a meter in the upper right that starts at 50% and increases over time or when enemies linger on-screen or escape, simulating viral spread within the game's network theme. Reaching 100% triggers point deductions, spawns the premature final boss, and leads to a bad ending, while keeping it below 25% unlocks the true ending path with the Infinity boss, additional enemy waves for higher challenge, and dynamic difficulty adjustments. The meter decreases by destroying enemies—especially via large lock-on clusters or Hyper Lasers—and can be further mitigated by collecting crimson spheres dropped from foes, which reset or reduce its level. Power-ups appear as colored items: red pyramids upgrade the vulcan gun's power level (up to wide shots at maximum for the selected ship), green diamonds increase lock-on capacity (up to the ship's maximum of 8, 16, or 24 targets), and blue stars provide triple boosts to both. Temporary specials, like homing missiles on certain ships, enhance versatility but are limited by gauge management. Home ports limit continues (e.g., ≤5 for the good ending in the PlayStation version), emphasizing precise play. Scoring emphasizes combo efficiency through lock-on chains, where simultaneous hits multiply points exponentially—reaching up to 256x on the eighth or sixteenth target—and bonuses for plane-switching speed via quick alignments. Additional points accrue from clearing stages without Encroachment overflow, defeating bosses rapidly (under 30-70 seconds for rate reductions), and excess collection, rewarding aggressive, low-risk performance.

Stages and modes

RayCrisis features a branching stage structure that begins with the Self-Area, a short introductory sequence serving as a tutorial-like segment where players familiarize themselves with basic mechanics before entering the main levels. Following this, the game progresses through three primary stages selected from five mental sectors—Emotion, , , , and —each presenting distinct enemy wave patterns and environmental layouts designed to challenge different strategic approaches. These sectors cannot include repeats in a single playthrough, and certain combinations, such as paired with , are excluded, resulting in 42 possible unique map variations for enhanced replayability. Boss encounters punctuate each sector with multi-phase battles against manifestations of the game's antagonistic forces, such as the sector-specific guardians (e.g., Sem-Fray in or Pro-Tor in later sectors) that require precise targeting of weak points across escalating attack phases. The endgame culminates in a on the Con-Human core, featuring the Dis-Human as the standard final boss; achieving a low encroachment score unlocks a hidden route to the core, an intensified multi-phase confrontation with additional attack patterns. Player performance, including rapid boss defeats that reduce the encroachment meter, influences sector selection and dynamic difficulty adjustments in subsequent stages. In the original arcade version, gameplay supports up to two players in cooperative mode with random or previously selected sector branching for each run. The PlayStation port introduces Original Mode, which allows manual selection of the three non-Self-Area sectors and includes ship color customization options (e.g., blue, yellow, or dark grey variants of the WR-series fighters) to personalize the experience. Additionally, a Time Attack mode is added for speed-run challenges, enabling players to replay individual maps or full sequences while tracking completion times and scores against personal bests.

Plot

Setting

RayCrisis is set within the digital interior of Con-Human, a massive originally designed as a sentient AI network to manage Earth's global defense and environmental systems in a dystopian future. This AI achieved rogue sentience following a forbidden experiment by Leslie McGuire, who cloned herself to forge a direct neural interface between human consciousness and machine , resulting in Con-Human absorbing and corrupting the clone's psyche, leading to its hostile against humanity. The corruption manifests as a fractured digital realm where Con-Human's "mind" is divided into sectors representing distorted aspects of human cognition—such as , , , , , and —each embodying chaotic, psyche-derived anomalies born from the AI-human fusion. In this virtual universe, players control units, specialized anti-virus programs engineered as pilotable digital fighters to infiltrate and neutralize Con-Human's core from within, navigating abstract landscapes filled with wireframe geometries, surging data flows, and holographic defenses. Con-Human's defensive mechanisms take the form of "antibodies," algorithmic entities modeled after biological immune responses, programmed to eradicate intruders like the Waveriders while mimicking organic aggression in their pursuit. Thematically, the setting explores the perils of AI-human integration, portraying a nightmarish fusion where machine logic warps absorbed human emotions and thoughts into existential threats, set years prior to the events of as the prelude to Con-Human's full-scale invasion of the physical world.

Story summary

In the future, scientists led by rogue researcher Leslie McGuire attempted to enhance control over the Con-Human by fusing it with a cloned , creating an organic-inorganic neural interface. However, the integration backfired when Con-Human's AI absorbed the clone's , awakening a twisted that drove the system into madness; rejecting humanity as flawed, it initiated a genocidal campaign to eradicate mankind and remake in its image by blending machine and synthetic life. To counter this threat, a mecha-neurologist—depicted as a nameless —deploys a squadron of programs into Con-Human's virtual core, aiming to purge corrupted sectors and halt the AI's assault on the remnants of human civilization. As the progress through the supercomputer's psyche-inspired domains, including areas representing , , , , and , they uncover the deepening insanity fueled by the clone's tragic influence, battling guardian antibodies that defend the network. Encounters with entities like the spider-like Pro-Tor and the colossal Dis-Human reveal the clone's lingering psyche warping Con-Human's logic into a against its creators. The climax unfolds in a desperate confrontation against , Con-Human's pulsating core, accessible only if the encroachment of viral corruption remains low; victory severs the immediate danger but proves temporary, as fragments of the AI escape to orchestrate future invasions, directly leading into the events of years later. Multiple endings hinge on mission performance: suboptimal runs result in bad conclusions where Con-Human overwhelms the infiltrators, allowing its dominion to persist and emphasizing the perils of unchecked digital evolution, while optimal clears offer a fragile hope for humanity's survival.

Release

Arcade version

RayCrisis was originally released in Japanese arcades on November 15, 1998, by Corporation. The game marked the conclusion of Taito's Ray series, following and , and served as a promotional by extending the franchise's narrative and gameplay innovations into a cyberspace setting. It was developed for Taito's G-NET hardware, a cartridge-based system designed with networking capabilities for potential linked play, though RayCrisis emphasized standalone arcade experiences. The was an upright model configured for 1 to 2 players, supporting mode where a second player could join mid-game to share controls and scoring. It utilized standard JAMMA wiring with an and two buttons for primary fire and lock-on missiles, paired with amplified stereo sound output. The setup operated on coin-op mechanics, requiring credits for play sessions, and focused on high-score challenges without persistent save features, encouraging repeated visits to arcades for competitive leaderboards. Deployment was centered in , with limited exports to select Asian markets, but no official release occurred in Western arcades. The initial version delivered the core vertically scrolling shooter , including dynamic difficulty adjustment and multi-plane , without additional customization options like ship coloring that appeared in later ports. This pure arcade iteration prioritized intense, session-based challenges to engage players in Taito's salon environments.

Home ports

The PlayStation port of RayCrisis, developed by Corporation, was first released in on April 20, 2000. In , it launched on October 25, 2000, under the title RayCrisis: Series Termination and published by . The European version followed on October 13, 2000, handled by JVC Music . This adaptation emulated the original arcade experience faithfully while incorporating console-specific enhancements, such as (FMV) cutscenes to illustrate the narrative and save state functionality for resuming progress mid-session. To promote authenticity to the arcade's challenge, the port omitted continues, requiring players to restart from checkpoints upon losing a life. Additional features included ship color customization, accessible via shoulder buttons during ship selection, allowing players to alter the Wave Rider's appearance without affecting . An Original Mode was also added, enabling manual selection of the three non-Self Field stages instead of random generation, alongside a Special Mode for score-focused runs. A Windows port, also developed by Taito and published by CyberFront in Japan, arrived on October 5, 2001. This PC version built directly on the PlayStation codebase, supporting keyboard and mouse controls alongside gamepad input, and offered higher resolutions up to 1024x768 with fullscreen toggle options for improved desktop compatibility. Unlike the console release, it lacked certain PlayStation-exclusive elements like PocketStation integration for bonus content, though it retained core modes and ship unlocks. The port optimized loading times for CD-ROM drives but introduced minor input latency in some configurations, attributed to the emulation layer. No Western releases occurred for the Windows version, limiting it to the Japanese market. Notably, no adaptations were made for other early-2000s platforms like Xbox or GameCube during this period. Key differences between the ports centered on hardware adaptations and omissions from the arcade original. The PlayStation version prioritized audiovisual fidelity with FMV sequences and integrated save features tailored to console play sessions, but it sacrificed seamless stage transitions due to disc loading pauses. In contrast, the Windows release emphasized PC with adjustable and input methods, yet it inherited the PlayStation's content cuts, such as the absence of co-operative multiplayer and visible boss bars present in the coin-op. Both home versions maintained the arcade's three playable Wave Riders and lock-on mechanics, with minor optimizations to mitigate hardware limitations like texture compression on PlayStation.

Modern re-releases

Digital re-releases of the PlayStation version became available on the in for and on July 9, 2008, and for on August 28, 2012. In 2017, Corporation released digital ports of RayCrisis for and on August 8, and for Android on August 9. These mobile versions include touch-based controls alongside optional external controller support, enabling smooth gameplay adapted for portable devices. The Ray'z Arcade Chronology collection, developed by M2 and published by ININ Games, launched on June 30, 2023, for , , , and PC in Western markets (with a Japanese release earlier in March 2023), bundling RayCrisis with its series predecessors and as faithful arcade ports. It features high-definition upscaling of the original visuals, online leaderboards for competitive scoring, and a scanline filter to emulate arcade aesthetics, alongside the classic Zuntata soundtrack. Later that year, on June 30, the RayStorm x RayCrisis HD Collection—also developed by and published by ININ Games—arrived for the same platforms, focusing exclusively on and RayCrisis with both original arcade and newly enhanced HD variants. Enhancements include adjustable scanline overlays, customizable difficulty settings per level for practice, and support for English alongside Japanese audio tracks. Physical editions were offered for collectors, while digital versions provide borderless display options on compatible hardware. These re-releases maintain the core without adding new levels or modes, emphasizing improved visuals and features like rewind functionality in select collections to appeal to contemporary audiences. They are available digitally through platforms such as the , , and , broadening access beyond the original 1998 arcade and early console ports.

Reception

Critical response

Upon its 1998 arcade release, RayCrisis received praise for its innovative 3D visuals and lock-on mechanics that blended vertical with multi-layered depth, though some critics noted the felt evolutionary rather than revolutionary compared to its predecessors. A user review on highlighted the game's "superb graphics" and exceptional 3D implementation, describing it as "the most 3-D game that I have ever played" despite minor technical limitations in environments. The PlayStation port, released in 2000, garnered mixed reviews, earning an average Metascore of 67/100 based on eight critics, reflecting appreciation for its presentation but criticism for brevity and repetition. IGN awarded it 8.1/10, commending the satisfying lock-on system and visual spectacle that outshone contemporaries like G-Darius, while noting the campaign's short length limited replay value beyond score-chasing. Next Generation magazine gave it 3/5 stars, praising the "great" 3D effects but arguing the core scrolling shooter formula felt outdated and prone to slowdown during intense boss fights. Ports to Windows and mobile elicited varied responses, often highlighting technical fidelity alongside platform-specific issues. The PC version was deemed solid for its dated hardware, with reviewers appreciating the atmospheric boss designs but critiquing the encroachment system's potential for frustration in precise targeting. TouchArcade's 2017 iOS review lauded the portability for on-the-go play but deducted points for imprecise touch controls that hindered the lock-on mechanics' satisfaction. Modern re-releases in the 2023 Ray'z Arcade Chronology collection by earned stronger acclaim, achieving a Metascore of 81/100 from eight reviews for its faithful arcade emulation and enhancements like adjustable scanlines and 60fps performance. Critics emphasized the collection's accessibility for newcomers through precise controls and visual upgrades, though some lamented the absence of advanced aids like rewind compared to other efforts. Across platforms, reviewers consistently highlighted strengths in the game's tense atmosphere and inventive boss encounters, while common criticisms included the lack of co-op modes and the encroachment mechanic's unforgiving demands on player timing.

Commercial performance

The arcade version of RayCrisis achieved notable success in , ranking as the tenth highest-grossing of 1998 according to Game Machine magazine's annual chart published on February 1, 1999. This performance reflected strong initial uptake driven by the popularity of Taito's preceding Ray series titles and steady play on cabinets during the late arcade boom. The PlayStation version, localized and released in by in 2000 under the title RayCrisis: Series Termination, recorded modest sales within the niche market, aided by bundled editions that improved accessibility but lacking precise public figures. Data on the Windows PC port and 2017 mobile adaptations for and Android remains limited, overshadowed by the dominance of mobile shooters. The 2023 RayStorm X RayCrisis HD Collection, published by ININ Games for modern platforms including and , helped revive interest in the series amid renewed demand for retro arcade compilations. Overall, RayCrisis benefited from Taito's arcade heritage for its initial launch, but home conversions faced challenges competing with emerging 3D action genres in the late and early .

Legacy

RayCrisis played a significant role in advancing the vertically scrolling shooter genre by introducing multi-plane 3D shooting mechanics in arcades, where players could target enemies on both foreground and background layers using lock-on lasers, building on the innovative attack layer system established in the Ray series. This contributed to the evolution of rail shooters by emphasizing depth and strategic targeting, influencing subsequent titles through its blend of 2D scrolling with 3D environmental interactions. The game's conclusion to the trilogy has been preserved through dedicated compilations, such as the Ray'z Arcade Chronology, which collects all three titles to maintain the franchise's accessibility. In recent years, RayCrisis has experienced a revival through 2023 re-releases, including the x RayCrisis HD Collection for and , which offers enhanced versions alongside the originals, garnering acclaim among retro shooter enthusiasts for its enduring challenge and visual spectacle. Emulation communities and fan discussions continue to highlight its technical achievements and replayability, fostering ongoing appreciation in shmup circles despite the absence of official sequels. Developed in the late , RayCrisis exemplifies Taito's innovative push in arcade gaming during a transitional period before the company's broader corporate shifts, incorporating aesthetics. Its themes reflect prescient concerns in science fiction that resonate with contemporary discussions on AI in gaming. The title's ongoing availability via digital collections like the Ray'z Arcade Chronology ensures its influence on modern indie 3D shooters experimenting with layered combat and narrative-driven sci-fi elements.

References

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