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mmatrixd: MAME ROM Information.


History:

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


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 -


Capcom Play System II hardware (CPS II)

Game ID : CP-S II No. 32


Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz)

Sound Chips : Q-Sound (@ 4 Mhz)


Screen orientation : Horizontal

Video resolution : 384 x 224 pixels

Screen refresh : 59.63 Hz

Palette colors : 4096


Players : 2

Control : 8-way joystick

Buttons : 1


- TRIVIA -


Released in April 2000.


Developed by Takumi (see Staff section for more info).


The original arcade version could actually be maxed out, score wise : this means that you could get 999,999,999,990 points, if you played in a flawless way. Note : This feature has been removed in the port, since they 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 11/01/2001.


- 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 -


* 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


* Capcom :

Producer : Tatuya Minami

Support from R&Dept. #3 : Tomoshi Sadamoto


- PORTS -


* Consoles :

Sega Dreamcast (2001)


- SOURCES -


Game's rom.




MAME Info:

0.65 [Razoola, willpower, Mito]

0.37b15 [?]


Artwork available


Bugs:

- [possible] Sound effects are only emitted from the left channel. LastNinja2 (ID 02209)


WIP:

- 0.146: Barry Harris fixed mapping for clone (USA 000412 Phoenix Edition) (bootleg) to allow in-game region switch to work and renamed to a US set due to rom labels. Changed description of clone '(Japan 000412 Phoenix Edition) (bootleg)' to 'Mars Matrix: Hyper Solid Shooting (USA 000412 Phoenix Edition) (bootleg)'.

- 0.129u4: Added clone Mars Matrix: Hyper Solid Shooting (Japan 000412 Phoenix Edition) (bootleg).

- 0.65: Added Mars Matrix: Hyper Solid Shooting (US 000412) (Capcom 2000) and clone (Japan 000412).

- 28th January 2003: Razoola - Released XORs 104 and 105 for Mars Matrix: Hyper Solid Shooting (USA 000412) and (Japan 000412) donated by willpower and Mito.

- 0.59: Added Mars Matrix: Hyper Solid Shooting (US 000412) (Testdriver).

- 0.37b15: Added Mars Matrix: Hyper Solid Shooting (Japan 000412) (Testdriver).


LEVELS: 6


Other Emulators:

* FB Alpha

* Kawaks

* Nebula

* Raine


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Star Force

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Alpha Mission II / ASO II

Astro Warrior (Mega-Tech)

Mission 660

Rafflesia

S.R.D. Mission

Truxton

Truxton II

Blast Off

Blazing Lazers

The Next Space

Omega Fighter

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Pollux

Strike Gunner S.T.G

Vimana

Explosive Breaker

Final Star Force

Galmedes

Gunlock

GunNail

Nebulas Ray

Super-X

Gekirindan

Viper Phase 1

Fever SOS

Mars Matrix: Hyper Solid Shooting


Romset: 42624 kb / 14 files / 17.3 zip




MAME XML Output:

       <game name="mmatrixd" sourcefile="cps2.c" cloneof="mmatrix" romof="mmatrix">
              <description>Mars Matrix: Hyper Solid Shooting (USA 000412 Phoenix Edition) (bootleg)</description>
              <year>2000</year>
              <manufacturer>bootleg</manufacturer>
              <rom name="mmxud.03" size="524288" crc="36711e60" sha1="a192e786798f69320761017437ee4d2d47dc80c5" region="maincpu" offset="0"/>
              <rom name="mmxud.04" size="524288" crc="4687226f" sha1="b831582f578eb1e40bce1d1cbf231e4c27f510cd" region="maincpu" offset="80000"/>
              <rom name="mmxud.05" size="524288" crc="52124398" sha1="0a18b9d2a7e3335ddf7ff9ac5c5f8298951f8c67" region="maincpu" offset="100000"/>
              <rom name="mmx.13m" merge="mmx.13m" size="4194304" crc="04748718" sha1="d2e84d9dcc779c08469d815ccd709f30705954b8" region="gfx" offset="0"/>
              <rom name="mmx.15m" merge="mmx.15m" size="4194304" crc="38074f44" sha1="2002c4862c156b314bc4f3372b713c48e0667ec3" region="gfx" offset="2"/>
              <rom name="mmx.17m" merge="mmx.17m" size="4194304" crc="e4635e35" sha1="48ef7a82df83b981ddd6138c241ca129ab770e8e" region="gfx" offset="4"/>
              <rom name="mmx.19m" merge="mmx.19m" size="4194304" crc="4400a3f2" sha1="d0aa805ccbb153896e5983da1c398d1df4f40371" region="gfx" offset="6"/>
              <rom name="mmx.14m" merge="mmx.14m" size="4194304" crc="d52bf491" sha1="2398895cfdcf86fc485472e33df2cc446539e977" region="gfx" offset="1000000"/>
              <rom name="mmx.16m" merge="mmx.16m" size="4194304" crc="23f70780" sha1="691ee8964815b0ce54704e7feb59ca79b634f26d" region="gfx" offset="1000002"/>
              <rom name="mmx.18m" merge="mmx.18m" size="4194304" crc="2562c9d5" sha1="e7defc3d33db632c4035ae069f2f2332c58afaf5" region="gfx" offset="1000004"/>
              <rom name="mmx.20m" merge="mmx.20m" size="4194304" crc="583a9687" sha1="1d0b08b1e88509245db3c2090f0201938fd750b4" region="gfx" offset="1000006"/>
              <rom name="mmx.01" merge="mmx.01" size="131072" crc="c57e8171" sha1="dedb92af1910d38727f816e6f507d25148f31b74" region="audiocpu" offset="0"/>
              <rom name="mmx.11m" merge="mmx.11m" size="4194304" crc="4180b39f" sha1="cabb1c358eae1bb6cfed07f5b92e4acd38650667" region="qsound" offset="0"/>
              <rom name="mmx.12m" merge="mmx.12m" size="4194304" crc="95e22a59" sha1="b3431d170c0a1a0d826ad0af21300b9180e3f114" region="qsound" offset="400000"/>
              <chip type="cpu" tag="maincpu" name="68000" clock="16000000"/>
              <chip type="cpu" tag="audiocpu" name="Z80" clock="8000000"/>
              <chip type="audio" tag="lspeaker" name="Speaker"/>
              <chip type="audio" tag="rspeaker" name="Speaker"/>
              <chip type="audio" tag="qsound" name="Q-Sound" clock="4000000"/>
              <display tag="screen" type="raster" rotate="0" width="384" height="224" refresh="59.629403" pixclock="8000000" htotal="518" hbend="64" hbstart="448" vtotal="259" vbend="16" vbstart="240" />
              <sound channels="2"/>
              <input players="2" buttons="1" coins="2" service="yes">
                     <control type="joy" ways="8"/>
              </input>
              <driver status="good" emulation="good" color="good" sound="good" graphic="good" savestate="supported" palettesize="3072"/>
       </game>
 
 


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