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Orc Commander

Pseudonymous RFGeneration community member and shoot-'em-up fan who appeared as a first-time guest on the Shoot the Core-cast podcast for an in-depth discussion of Taito's arcade classic RayForce (Episode 097).

Oct 11, 2026

84:45
That's
84:47
a good way of saying it.
84:48
Yeah.
84:51
okay so raystorm is essentially a two button game the a button or button one fires your primary forward shot and can be held down for auto fire so yeah the auto fire here it is built in um i don't think external auto fire does make a difference in this game which is nice if you're playing on cab The B button fires your lock-on weapon, or your second button, and then pressing both buttons together will fire your special attack.
85:23
The console versions of this game subsequently allowed for changing this and its options so that you can basically reassign your additional buttons so that the attack is now its own dedicated button so players can avoid inadvertently using this attack.
85:39
During the ship's selection screen, you can choose between manual and auto.
85:44
Manual is the default control scheme, so this allows you to use separate main shot and lock-on attacks.

1 HR 2 MINS LATER

148:09
Right.
AddictedHOST
105:19
Space Invaders, right? And then you had Darius, and Darius, they had these two behemoths of a franchise, and Raze is sort of the Forgotten Trilogy.
105:32
I think part of it though for this is that also I probably should have mentioned this earlier with the mention of Kumagaya Research Group because Kumagaya did a bunch of other titles and actually had done other shmups like Ali's Comet and the original Kiki Kaikai and after those games I'm not sure as to how successful they were but it seemed like they did decently based on what I could find.
106:02
But then after those games, basically, they went on to do a lot more cutesy action platforms like Flicko Kids.
106:11
I think they did New Zealand Story.
106:13
They did like Doko Doko Dawn, like a gnome game where you have like and stuff like that.
106:23
But basically, from what I understand, later on, I guess management would come in and dictate who could work on such, and there seems to be this sort of trend, which is talked about in the Shmuplation's Takenatsu Simba interview, where basically they were giving like shooting games like either like lower spec boards or just not really playing stuff out much at all because what he talks about in that master of weapon interview which um some of the ray force team worked on was uh he was given the schedule for master of weapon where on the master plan uh i guess the prototype was called um Yukio and the first player character had a motorbike which was modeled after a certain famous manga and that manga got a movie adaptation at around the same time and then at that final meeting the business guys ordered them to change it to a plane and that's what they did which For those who don't know, the prototype is pretty clearly inspired by Akira, which was one of the big anime movie hits of the 80s.
107:40
And basically, from those last-minute design changes, Takanatsu Simba was thinking, these last-minute revisions can't keep happening, we've got to fundamentally change the way we're making games.

1 HR 7 MINS LATER

174:30
probably get

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