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Mars Matrix Review - Sega Dreamcast

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  • Mars Matrix Review - Sega Dreamcast

    Capcom reach the pinnacle of hardcore Dreamcast shooting action with the release of this Takumi-designed blasting masterclass. Although other Dreamcast shooters exist, and although it certainly can't be said that those other shooters don't present a challenge, the sheer number of bullets that are thrown in the player's direction during this game make this a challenge for only the most dedicated of shoot 'em up fans.
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    Whatever story exists is told in a well executed intro sequence, which for most gamers will be half watched then skipped past to get to the game proper. The menu screen lists the extensive number of options available to the gamer - there are more ways to play this game then there are most other Dreamcast shooters (Arcade Mode, Arrange Mode A and B with entirely different enemies and attack patterns, and three separate Score Attack Modes). Opting to start the game in whatever mode will present the player with a choice of two craft with which to assault whoever it is they're fighting against - one with high-powered forward lasers, one with slightly lesser powered spread lasers. Upon selection, a (skippable) demo section explains the use of the weapon types in the game. Your craft is equipped with a standard laser, fired by continual taps of the firebutton - nothing new here. The 'piercing cannon', a very powerful short-range attack, is fired with less frequent taps of the firebutton, which will allow the cannon to charge. Finally, your ship has a bullet-catching shield which doubles up as a handy smart bomb; holding down the firebutton causes the shield to become effective and the counter at the bottom of the screen to drop. Let go of the button before the shield counter reaches zero and all the bullets you've caught will fly off and back towards the enemies. Let the counter get right to the bottom, and the Gravity Hole Bomb will be launched - a powerful strike which will destroy most bad guys, but will leave you unable to use your shield again until the counter is fully charged - a period of only five or six seconds which seems like years in the middle of a firefight.
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    Upon completion of this demo, the game starts. It starts gently enough, with a few enemy craft circling the screen, the occasional one or two having a sly shot at your ship, and for most of the first level, this pace continues. There are lots of enemies, but not a great deal of firepower on display - although a couple of the first level enemies will use a bullet spray technique, there's certainly nothing like the screen-filling chaos of the Gigawing games. Until level two, that is. The first boss gives a hint of the firepower to come, but is still relatively easy to beat without the loss of a ship. Come the second level, the firepower intensifies until the whole screen is full of deadly blue blobs, all going in different directions and all going at different speeds. Fans of the genre will be more than familiar with this kind of action, but those new to modern vertical shooters will quickly be overwhelmed by the action onscreen and will lose life after life after life in a vain attempt to shoot down the source of the bullets rather than concentrate on avoiding them.
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    The subtleties of the weapons systems in the game are shown at their fullest in these moments of extreme bullet dodging mayhem - the other Dreamcast Takumi titles (Gigawing and Gigawing 2) were at their weakest at these moments, when novice players would repeatedly activate their shield then use a smart bomb and repeat the process until they ran out of bombs and lost a life. In this game, the shield and bomb are combined, meaning that a fair bit of dodging is forced upon the player to avoid multiple deaths. Even if the shield is only used for a fraction of a second, there is still a recharge period to consider before it's used again; this adds a depth to this game which is absent from the Gigawing series, and while some players will give up on the game due to the initial difficulty in learning attack patterns and how to dodge bullets, a little perseverance will result in an immensely satisfying game, providing the difficulty is set to an appropriate level for the gamer. This said, there are still frustrating, nigh-on-impossible moments which betray the game's money-grabbing arcade heritage - even taking into consideration the insanely generous collision detect routines, much of this game is virtually impossible to fly through unscathed, and the inexperienced gamer should expect to lose a lot of lives before seeing the end screen.
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    Destroyed enemies leave behind tokens which fall down the screen, and it's up to the player to collect as many of these as he can, as they are the only way to power up your craft. Under the main score counter is a gauge which measures experience points, RPG style, which is incremented every time one of these tokens is collected. Once preset targets have been passed, the player's craft is powered up by one level. Every time a player collects a token, a further gauge begins a countdown - if another token is picked up before the countdown reaches zero, then the values of the two tokens are combined, and the countdown begins again. The player, therefore, is rewarded by taking risks in order to collect as many tokens as possible before the timer runs down and the value of the tokens reverts to one.
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    The graphics are as you would expect from a game like this; well drawn, fast and with barely a hint of the slowdown which ruined Gigawing 2, the game chugs along at a fair old rate, even with a screen full of enemy bullets and golden tokens raining down all over the place. There are neat little effects here and there - the shrapnel flying backward from bosses when attacked with the piercing cannon looks great, for example. The sound effects are functional and vaguely irritating, arcade style, but the soundtrack is excellent for a game of this type - a nice mix of chilled out beats and faster tracks when necessary, but in a pleasant electronica style rather than the horrible rock or cheesy pop style which so often pervades games of this type.
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    As is normal for the genre, this game is not a particularly long one. There are six stages, each of which should take no more than a few minutes to complete. Replay value comes in the form of a shop, where point totals can be converted into a variety of gameplay-boosting features, from extra lives and credits to a quicker shield meter. It's likely that gamers will be tired of Mars Matrix before they unlock all the pictures in the gallery, but it's still a nice touch. This is certainly the best all-out classic style shooter available on Dreamcast (although it's pipped to the 'best overall shooter' title by Treasure's superior Bangai-O), and while it's certainly not a game for casual players or Sunday-gamers, it will appeal immensely to established fans of the genre, or those wishing to start out in the daunting world of the 2D shooter.

    Score: 7/10

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    A review by Stephen Pringle
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