Difference between revisions of "Mars Matrix"

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== Gameplay Overview ==
 
== Gameplay Overview ==
''Mars Matrix'' takes advantage of '''four different gameplay mechanics''' that are all controlled with '''a single button''' (The Button). This element of design alone gives the game a very unique pace of action, and requires very methodical play in order to succeed.  
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''Mars Matrix'' takes advantage of '''four different gameplay mechanics''' that are all controlled with '''a single button''' (The Button). Note that in the Dreamcast port of the game, you can set dedicated buttons for the Rapid Shot and Piercing Cannon commands, but not on the Arcade version.
  
The game is a single-[[loop]] fight through six stages, each with a challenging [[Boss]] awaiting at the end.
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The game is played in a single [[loop]] through six stages, each with a challenging [[Boss]] awaiting at the end.  
  
 
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{| class="wikitable"
The Button ('''Rapid''')
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! Tap rapidly
 +
|
 
* Fires the ship's '''Rapid Shot''', which functions how you'd expect
 
* Fires the ship's '''Rapid Shot''', which functions how you'd expect
** Damage and volley sizes increase with each time that you Level Up your ship
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* Damage and volley sizes increase with each time that you Level Up your ship
The Button ('''Press''')
+
|-
 +
! Tap slowly
 +
|
 
* Fires the ship's '''Piercing Cannon''', dealing massive damage to anything caught in its path
 
* Fires the ship's '''Piercing Cannon''', dealing massive damage to anything caught in its path
** Range is short, only reaching to about just under half of the screen
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* Range is short, only reaching to about just under half of the screen
The Button ('''Hold''')
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|-
 +
! Hold down and release
 +
|
 
* Activates the ship's '''Mosquito Barrier''', which grabs enemy bullets while draining the GHB Meter
 
* Activates the ship's '''Mosquito Barrier''', which grabs enemy bullets while draining the GHB Meter
** While holding enemy bullets, the player can move their ship around to drift bullets around them
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* While holding enemy bullets, the player can move their ship around to drift bullets around them
** Release the button to fling the absorbed bullets in the direction they are facing, which turn into EXP Cubes upon striking enemies, and starts recharging the GHB Meter
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* Release the button to fling the absorbed bullets in the direction they are facing, which turn into EXP Cubes upon striking enemies, and starts recharging the GHB Meter
The Button ('''Hold until GHB Meter is empty''')
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|-
 +
! Hold until GHB Meter is empty
 +
|
 
* Fires off a '''Gravity Hole Bomb''', dealing massive damage to all enemies on screen and canceling all enemy bullets
 
* Fires off a '''Gravity Hole Bomb''', dealing massive damage to all enemies on screen and canceling all enemy bullets
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|-
 +
|}
 +
 +
=== Experience System ===
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''Mars Matrix'' utilizes an '''experience-based leveling system''' (EXP) that provides the player eight levels of strength, affecting the strength of the player's Rapid Shot. The player earns EXP through collecting '''gold cubes''', which are generated by destroying certain kinds of enemies and certain destructible objects, or through capturing bullets with the Mosquito Barrier and flinging them into enemies or certain background objects.
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When the player collects a gold cube, a small meter fills up <small>(the amount based on the size of cube)</small> and begins to progressively empty. While this meter is active, every cube the player collects will chain their values together -- in other words, '''each cube collected is worth more than the next'''. When the meter empties, the value of the cubes are reset to their base value.
 +
 +
The player's EXP is also directly tied to scoring, as the EXP applies a '''score multiplier''' to all point-gaining opportunities in the game. This makes early-game EXP collection extremely lucrative, as the player can play through the game with a powerful ship very early, which also causes all targets to become extremely high value (which enables a [[counter-stop]] in the arcade version of the game).
  
 
== References ==
 
== References ==

Revision as of 13:23, 29 January 2021

Mars Matrix: Hyper Solid Shooting

Logo MarsMatrix Outlines 2x.png
MarsMatrix Screenshot 001.png

Mars Matrix: Hyper Solid Shooting (マーズマトリックス) is a vertical shooting game developed by Takumi and published by Capcom on April 12, 2000 for the CPS-2 arcade platform. It was additionally ported to the Sega Dreamcast console in 2001. Mars Matrix and Giga Wing 2 were both released in the same year.

The defining aspects of Mars Matrix are its innovative one-button gameplay, extremely high bullet counts, experience system, excellent soundtrack/atmosphere, and savage difficulty, ramping up very noticeably from Stage 2 onward. It takes place in a future involving a colonized Mars revolting against Earth, where the player in their Mosquito (01 or 02) is sent off to fight against Mars's attack.


GO PLAY MARS MATRIX.

Gameplay Overview

Mars Matrix takes advantage of four different gameplay mechanics that are all controlled with a single button (The Button). Note that in the Dreamcast port of the game, you can set dedicated buttons for the Rapid Shot and Piercing Cannon commands, but not on the Arcade version.

The game is played in a single loop through six stages, each with a challenging Boss awaiting at the end.

Tap rapidly
  • Fires the ship's Rapid Shot, which functions how you'd expect
  • Damage and volley sizes increase with each time that you Level Up your ship
Tap slowly
  • Fires the ship's Piercing Cannon, dealing massive damage to anything caught in its path
  • Range is short, only reaching to about just under half of the screen
Hold down and release
  • Activates the ship's Mosquito Barrier, which grabs enemy bullets while draining the GHB Meter
  • While holding enemy bullets, the player can move their ship around to drift bullets around them
  • Release the button to fling the absorbed bullets in the direction they are facing, which turn into EXP Cubes upon striking enemies, and starts recharging the GHB Meter
Hold until GHB Meter is empty
  • Fires off a Gravity Hole Bomb, dealing massive damage to all enemies on screen and canceling all enemy bullets

Experience System

Mars Matrix utilizes an experience-based leveling system (EXP) that provides the player eight levels of strength, affecting the strength of the player's Rapid Shot. The player earns EXP through collecting gold cubes, which are generated by destroying certain kinds of enemies and certain destructible objects, or through capturing bullets with the Mosquito Barrier and flinging them into enemies or certain background objects.

When the player collects a gold cube, a small meter fills up (the amount based on the size of cube) and begins to progressively empty. While this meter is active, every cube the player collects will chain their values together -- in other words, each cube collected is worth more than the next. When the meter empties, the value of the cubes are reset to their base value.

The player's EXP is also directly tied to scoring, as the EXP applies a score multiplier to all point-gaining opportunities in the game. This makes early-game EXP collection extremely lucrative, as the player can play through the game with a powerful ship very early, which also causes all targets to become extremely high value (which enables a counter-stop in the arcade version of the game).

References

  1. Primary info provided by CHA-STG