Software:RayCrisis

From HandWiki
Short description: 1998 video game
RayCrisis
Arcade flyer
Developer(s)Taito
Publisher(s)Taito[lower-alpha 1]
Composer(s)Tamayo Kawamoto
SeriesRay
Platform(s)Arcade, 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
Genre(s)Scrolling shooter
Mode(s)Single-player
Arcade systemTaito G-NET

Lua error in Module:Lang/utilities at line 332: attempt to call field '_transl' (a nil value). 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

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

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

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

Reception
Aggregate score
AggregatorScore
Metacritic67/100[2]
Review scores
PublicationScore
AllGameStarStarStar[3]
Edge4/10[5]
EGM7/10[6][lower-alpha 2]
Eurogamer4/10[7]
Famitsu26/40[8]
Game Informer7.25/10[9]
GameFan71%[10]
IGN8.1/10[11]
Next GenerationStarStarStar[12]
OPM (US)StarStarStar[13]
TouchArcade(iOS) StarStarStar[14]

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

Notes

  1. Published in North America by Working Designs and in Europe by JVC Music Europe for PlayStation; and in Japan by CyberFront Corporation, Mediakite, and Sourcenext for Microsoft Windows.
  2. Three critics of Electronic Gaming Monthly gave the PlayStation version each a score of 8/10, 6/10, and 7/10.

References

  1. "The Double Shooting". Ziff Davis. https://www.ign.com/games/the-double-shooting. 
  2. 2.0 2.1 "RayCrisis (PS)". Fandom. https://www.metacritic.com/game/raycrisis/. 
  3. Weiss, Brett Alan. "RayCrisis: Series Termination - Review". All Media Network. http://www.allgame.com/game.php?id=26362&tab=review. 
  4. "PlayStation Reviews (R)". CNET. http://gamecenter.com/Psx/Reviews/List/r.html. 
  5. Edge staff (September 2000). "Ray Crisis [sic (PS)"]. Edge (Future Publishing) (88): 110. https://retrocdn.net/images/8/86/Edge_UK_088.pdf. Retrieved 10 November 2023. 
  6. Sewart, Greg; Kujawa, Kraig; MacDonald, Mark (November 2000). "RayCrisis [Series Termination"]. Electronic Gaming Monthly (Ziff Davis) (136): 255. https://retrocdn.net/images/c/c0/EGM_US_136.pdf. Retrieved 10 November 2023. 
  7. Self, Rich (26 September 2000). "Ray Crisis [sic (PSOne)"]. Gamer Network. https://www.eurogamer.net/content/r_raycrisis_psx. 
  8. 8.0 8.1 "レイクライシス [PS"] (in ja). Famitsu (Enterbrain). https://www.famitsu.com/cominy/?m=pc&a=page_h_title&title_id=8643&redirect=no. Retrieved 10 November 2023. 
  9. "RayCrisis: Series Termination (PS)". Game Informer (FuncoLand) (91). November 2000. 
  10. Ngo, George "Eggo" (July 2000). "RayCrisis [JP Import (PS)"]. GameFan (Shinno Media) 8 (7): 85. https://archive.org/details/Gamefan_Vol_8_Issue_07/page/n87/mode/2up. Retrieved 26 December 2021. 
  11. Smith, David (9 November 2000). "Ray Crisis [sic (PS)"]. Ziff Davis. https://www.ign.com/articles/2000/11/10/ray-crisis. 
  12. 12.0 12.1 Charla, Chris (December 2000). "Ray Crisis [sic (PS)"]. NextGen (Imagine Media) (72): 135. https://archive.org/details/NextGen72Dec2000/page/n135/mode/2up. Retrieved 26 December 2021. 
  13. Rybicki, Joe (November 2000). "RayCrisis [Series Termination"]. Official U.S. PlayStation Magazine (Ziff Davis) (38): 169. https://archive.org/details/official-u.-s.-playstation-magazine-issue-38-november-2000/page/168/mode/2up. Retrieved 11 November 2023. 
  14. Musgrave, Shaun (16 August 2017). "'RayCrisis' Review – We Have to Do Better at the Cyber". TouchArcade.com, LLC. https://toucharcade.com/2017/08/16/raycrisis-review/. 
  15. "Game Machine's Best Hit Games 25 - TVゲーム機ーソフトウェア (Video Game Software)" (in ja). Game Machine (Amusement Press, Inc.) (580): 21. 1 February 1999. 

Features

Edits and submissions to the site (including screenshots, box art, developer information, game summaries, and more) go through a verification process of fact-checking by volunteer "approvers".[2] This lengthy approval process after submission can range from minutes to days or months.[3] The most commonly used sources are the video game's website, packaging, and credit screens. There is a published standard for game information and copy-editing.[4] A ranking system allows users to earn points for contributing accurate information.[5]

Registered users can rate and review games. Users can create private or public "have" and "want" lists, which can generate a list of games available for trade with other registered users. The site contains an integrated forum. Each listed game can have its own sub-forum.

History

Logo used until March 2014

MobyGames was founded on March 1, 1999, by Jim Leonard and Brian Hirt, and joined by David Berk 18 months later, the three of which had been friends since high school.[6][7] Leonard had the idea of sharing information about computer games with a larger audience. The database began with information about games for IBM PC compatibles, relying on the founders' personal collections. Eventually, the site was opened up to allow general users to contribute information.[5] In a 2003 interview, Berk emphasized MobyGames' dedication to taking video games more seriously than broader society and to preserving games for their important cultural influence.[5]

In mid-2010, MobyGames was purchased by GameFly for an undisclosed amount.[8] This was announced to the community post factum , and the site's interface was given an unpopular redesign.[7] A few major contributors left, refusing to do volunteer work for a commercial website.{{Citation needed|date=June 2025} On December 18, 2013, MobyGames was acquired by Jeremiah Freyholtz, owner of Blue Flame Labs (a San Francisco-based game and web development company) and VGBoxArt (a site for fan-made video game box art).[9] Blue Flame Labs reverted MobyGames' interface to its pre-overhaul look and feel,[10] and for the next eight years, the site was run by Freyholtz and Independent Games Festival organizer Simon Carless.[7]

On November 24, 2021, Atari SA announced a potential deal with Blue Flame Labs to purchase MobyGames for $1.5 million.[11] The purchase was completed on 8 March 2022, with Freyholtz remaining as general manager.[12][13][14] Over the next year, the financial boost given by Atari led to a rework of the site being built from scratch with a new backend codebase, as well as updates improving the mobile and desktop user interface.[1] This was accomplished by investing in full-time development of the site instead of its previously part-time development.[15]

In 2024, MobyGames began offering a paid "Pro" membership option for the site to generate additional revenue.[16] Previously, the site had generated income exclusively through banner ads and (from March 2014 onward) a small number of patrons via the Patreon website.[17]

See also

  • IGDB – game database used by Twitch for its search and discovery functions

References

  1. 1.0 1.1 Sheehan, Gavin (2023-02-22). "Atari Relaunches The Fully Rebuilt & Optimized MobyGames Website". https://bleedingcool.com/games/atari-relaunches-the-fully-rebuilt-optimized-mobygames-website/. 
  2. Litchfield, Ted (2021-11-26). "Zombie company Atari to devour MobyGames". https://www.pcgamer.com/zombie-company-atari-to-devour-mobygames/. 
  3. "MobyGames FAQ: Emails Answered § When will my submission be approved?". Blue Flame Labs. 30 March 2014. http://www.mobygames.com/info/faq7#g1. 
  4. "The MobyGames Standards and Practices". Blue Flame Labs. 6 January 2016. http://www.mobygames.com/info/standards. 
  5. 5.0 5.1 5.2 Miller, Stanley A. (2003-04-22). "People's choice awards honor favorite Web sites". Milwaukee Journal Sentinel. 
  6. "20 Years of MobyGames" (in en). 2019-02-28. https://trixter.oldskool.org/2019/02/28/20-years-of-mobygames/. 
  7. 7.0 7.1 7.2 Plunkett, Luke (2022-03-10). "Atari Buys MobyGames For $1.5 Million". https://kotaku.com/mobygames-retro-credits-database-imdb-atari-freyholtz-b-1848638521. 
  8. "Report: MobyGames Acquired By GameFly Media". Gamasutra. 2011-02-07. https://www.gamedeveloper.com/game-platforms/report-mobygames-acquired-by-gamefly-media. 
  9. Corriea, Alexa Ray (December 31, 2013). "MobyGames purchased from GameFly, improvements planned". http://www.polygon.com/2013/12/31/5261414/mobygames-purchased-from-gamefly-improvements-planned. 
  10. Wawro, Alex (31 December 2013). "Game dev database MobyGames getting some TLC under new owner". Gamasutra. https://www.gamedeveloper.com/business/game-dev-database-mobygames-getting-some-tlc-under-new-owner. 
  11. "Atari invests in Anstream, may buy MobyGames". November 24, 2021. https://www.gamesindustry.biz/articles/2021-11-24-atari-invests-in-anstream-may-buy-mobygames. 
  12. Rousseau, Jeffrey (2022-03-09). "Atari purchases Moby Games". https://www.gamesindustry.biz/atari-purchases-moby-games. 
  13. "Atari Completes MobyGames Acquisition, Details Plans for the Site's Continued Support". March 8, 2022. https://www.atari.com/atari-completes-mobygames-acquisition-details-plans-for-the-sites-continued-support/. 
  14. "Atari has acquired game database MobyGames for $1.5 million" (in en-GB). 2022-03-09. https://www.videogameschronicle.com/news/atari-has-acquired-game-database-mobygames-for-1-5-million/. 
  15. Stanton, Rich (2022-03-10). "Atari buys videogame database MobyGames for $1.5 million". https://www.pcgamer.com/atari-buys-videogame-database-mobygames-for-dollar15-million/. 
  16. Harris, John (2024-03-09). "MobyGames Offering “Pro” Membership". https://setsideb.com/mobygames-offering-pro-membership/. 
  17. "MobyGames on Patreon". http://www.patreon.com/mobygames. 
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