This would be interesting to see. I liked both games on the Saturn, the only problem I have is that the level design can be a dick sometimes - ships spawn at points where they just ram you. Unless you know exactly what you are doing, the game is extremely frustrating (and no, this isn't a general rule for shmups, it's just a sign of bad level design).
And the series has the stupidest naming system ever. There's Ray Force, Ray Storm, Layer Section 1-2, Gunlock, Galactic Attack? Very confusing.
If you didn't know...If you have LayerSection/GalacticAttack (stoopid name) on Saturn only play in tate mode. Taito messed the horizontal "tate" mode up. All special effects like first boss background and many others are broken. I still don't understand why?
They didn't mess it up. The game makes extremely heavy use of line scrolling, ie. changing the scroll value of a background after the line is drawn (at the horizontal sync interrupt). Since the screen of the game is rotated, this means it is moving background columns at every pixel. Just imagine the perspective ground of Street Fighter 2 rotated 90 degrees to get the idea.
Now if you do not rotate the screen, then line scroll cannot be used for this, and you can only do column scrolling at every 8 pixels in the Saturn hardware. So the normal backgrounds are incapable of doing this effect when rotated, and therefore they are missing from the game. Also, some other ones are 90 degrees rotated (like when the 2nd or 3rd boss shows up, the one that drops in and out of wireframe mode, it has a small animation where the wireframe "flows" into the screen - it is rotated because it still uses line scroll).
Thing is that they could have changed the backgrounds to use the VDP2 rotating background to achieve the same per-pixel column scroll, but I can only assume that this would've required a devastating amount of code change, as potentially the entire math of those backgrounds would've needed a switch. The scanline stuff can be done with simple arithmetic and some lookup tables (or even a sine), while doing the same on the rotating background requires actual calculation of the degrees of tilting. Radiant Silvergun does this effect very beautifully, when you reach the Turtle boss on the last stage, the background "sinks" into two metallic indents that do per-pixel column scroll (it's two planes of the mode 7 "infinite floor", scrolling at a perfect top-bottom direction).