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Mars Matrix: Hyper Solid Shooting (Japan 000412)

Game Information
manufacturer Takumi (Capcom license)
year 2000
clone of mmatrix
other clones mmatrixa mmatrixd mmatrixj
genre N/A
downloads 1
Screenshots
mmatrixj title
mmatrixj title
mmatrixj title
mmatrixj title
mmatrixj title
Download Details
split set mmatrixj.zip 899.39k
parent set mmatrix.zip 18.22m
bios/device qsound_hle.zip 2.61k
standalone set mmatrixj.7z 13.76m
Game Details
Capcom CPS-II cart. published 25 years ago:

Mars Matrix - Hyper Solid Shooting (c) 2000 Capcom Company, Limited.

In the 25th century, Mars is home to millions of immigrants. This is because Earth was going to be overcrowded, and thus the colonization of a terraformed Mars was the only solution. The problem is, at some point, an unknown source of energy, located in the south pole, is discovered by the local government. All of a sudden, a declaration of independence arrives on Earth. What's going on? The Earth fleet goes to reveal it, with the new 'Mosquito fighters' acting as intruders...

- TECHNICAL -

Runs on the "CP System II" hardware.
Green Board [Japan]

Players: Up to 2.
Control: 8-way joystick per player.
Buttons: 1 per player.

- TRIVIA -

Developed by Takumi (see Staff section for more info), Mars Matrix was released in April 2000 by Capcom. It was known as the 32th video game released for the CPS-II hardware.

The original arcade version could actually be maxed out, score wise: this means that you could get 999999999990 points (that's twelve digits), if you played in a flawless way. Note: This feature has been removed in the Dreamcast version, since that port added two extra digits in the score.

Suleputer released a 2-CD limited-edition soundtrack album for this game (Mars Matrix, Giga Wing 2 Original Soundtrack - CPCA-1050, 1051) on January 11, 2001.

- TIPS AND TRICKS -

* Mars Matrix weapons :
1) Normal rapid-fire : light-damage shooting is carried out by tapping the button.
2) Load (or beam) : By pausing between attacks, and then shooting, the beam-weapon will fire. This attack is relatively powerful, can hit multiple targets, but has a much shorter range.
3) Barrier : the absorption of enemy shots is performed by holding the attack button down. The player can choose the duration of absorption, and if they leave it pressed until the maximum, an explosion will result which destroys all enemies and shots displayed on the screen. On the other hand, absorbing only partially acts as a reflection attack: enemy projectiles are thrown back at the enemy.

* Experience system : in Mars Matrix, there is a system which makes it possible to improve the protagonist vessel(s) by collecting gold cubes. The cubes, which come from the destruction or damage to every object in the game, add to an 'experience bar' at near the top of the screen when collected in a continuous combo. A greater amount of these gold cubes will be unleashed if the player uses reflection attacks. Once the experience bar is filled, the player's weapons will become more powerful, and then the meter zeroes out for the next experience level. A small bar located in top of the screen indicates the amount of remaining time until the combo runs out; if this happens the meter zeroes out for the current level. The meter will also reset if the player's ship is destroyed while a combo is active.

- STAFF -

Developed by Takumi.
Programmers: Takafumi Nishi, Kaju Ishii, Toshihiko Onodera, Naoto Sakurada
Object designers: Ken Taketoshi, Tatsuhiro Suzuki, Hiroki Akiyama, Yuki Ootou
Scroll designers: Kazumi Yogi, Tadahiro Mukaide, Akemi Ootaka
Music composer: Yasushi Kaminishi
Sound programmer: Masahiro Yuge
Concept mechanic designers: Choco, Shorp, Nadialove Kitty, Norihiro Takikawa
Planner: Ikuwo Satoh
Producer: Yukikazu ozaki
Executive producer: Tomoaki Fujimoto

Produced by Capcom.
Producer : Tatuya Minami
Support from R&Dept. #3 : Tomoshi Sadamoto

- PORTS -

* CONSOLES:
Sega Dreamcast [JP] (nov.9, 2000) [Model T-1238M]

- CONTRIBUTE -

Edit this entry: https://www.arcade-history.com/?&page=detail&id=1567&o=2
Driver Details
source capcom/cps2.cpp
status good
emulation good
savestate supported
Screen Details
display screen
type raster
orientation horizontal
width 384px
height 224px
refresh 59.64mhz
Input Details
player 1
type joy
buttons 1
directions 8
player 2
type joy
buttons 1
directions 8
Chipset Details
name Motorola MC68000
clock 15.26mhz
name Zilog Z80
clock 7.63mhz
name Speaker
clock N/A
name Speaker
clock N/A
name QSound (HLE)
clock 57.22mhz
ROM Details
name size crc
mmxj.03 512.00k 1d5de213
mmxj.04 512.00k d943a339
mmxj.05 512.00k 0c8b4abb
mmx.13m 4.00m 04748718
mmx.15m 4.00m 38074f44
mmx.17m 4.00m e4635e35
mmx.19m 4.00m 4400a3f2
mmx.14m 4.00m d52bf491
mmx.16m 4.00m 23f70780
mmx.18m 4.00m 2562c9d5
mmx.20m 4.00m 583a9687
mmx.01 128.00k c57e8171
mmx.11m 4.00m 4180b39f
mmx.12m 4.00m 95e22a59
mmatrixj.key 20.00b 3b50d889