MARS MATRIX FAQ v1.2
For Arcade
By Finaxos@yahoo.com
3 October 2003

This release is meant to be another step towards an in-depth FAQ of Mars
Matrix - Hyper Solid Shooting (c) 04/2000 Capcom. I hope to receive
contributions of dedicated Mars Matrix players to upgrade and complete
this FAQ. Mail me at Finaxos@yahoo.com so we can combine our knowledge
and perfect the Art of Playing Mars Matrix. I will definitely include
your recommendations in the next version of this guide.

Copyright 2003 Friso 'Finaxos' Roest.

This document may not be reproduced under any circumstances except for
personal, private use. It may not be placed on any web site or otherwise
distributed publicly without advance written permission. Use of this
guide on any web site or as a part of any public display is strictly
prohibited, and a violation of copyright. Only www.GameFAQs.com and
www.GameSpot.com are allowed to host this document.

=========================================================================
 TABLE OF CONTENTS
=========================================================================

 1.  INTRODUCTION
 2.  BASICS
       - Normal shot vs. piercing cannon
       - Capture bullets
       - Reflecting
       - Grinder
       - Gravity hole bomb
       - Level-up
       - Player-up
       - Gold mines
 3.  SCORE
       - Time
       - Level
       - Shootdown
       - Total
       - Score optimization
 4.  SHIPS
       - Mosquito 01
       - Mosquito 02
       - Comparison
 5.  STORY
       - AD 2100
       - AD 2250
       - AD 2309
       - December 8, AD 2309, MARS
 6.  WALKTHROUGH
       - Stage 1
       - Stage 2
       - Stage 3
       - Stage 4
       - Stage 5
       - Stage 6
 7.  MISCELLANEOUS
       - Ending
       - Secrets
       - Technical data
       - Evil chemistry
       - Descended Masters
8.	DREAMCAST
       - Arcade mode
       - Elite mode
       - Score challenge mode
       - Extra's
 9.  REVISION HISTORY
10.  SPECIAL THANKS

=========================================================================
  1.  INTRODUCTION
=========================================================================
Mars Matrix is a raw over-the-edge shooter, which challenges the human
bounds of reaction. Mastering this dark and splendid game is a true
homage to the Altar of Speed. The Arcade does not have a secret shop like
in the Dreamcast version, and additional coins for a continued play won't
allow you to put a hiscore down. So there is just one way: start at Stage
1 and get there on one coin. As far as ending the game is concerned, i
don't know whether it is possible. Let me know if there is anyone who
came close, and let me know how you did it! Beware of this great game
though, because hidden within it, is an addictive and powerful current of
destruction.

=========================================================================
  2.  BASICS
=========================================================================
NORMAL SHOT VS. PIERCING CANNON

Typical of the sober and purely functional outer set up of the game, it
has assigned all weapons to just one button. So here you have it, the
chief among shooters, and all you need is one joystick and one fire
button. Tapping the A-button will enable normal shooting. Normal shot has
an unlimited range and for this reason is the main weapon to use in
attack. As you gain levels the shot will get more powerful and spreads
out a little.

Interrupted tapping (with minimal a one-second interval) will enable the
piercing cannon. It works sort of the other way around as in DonPachi.
The piercing cannon is a powerful short-range attack that equals about 10
single shots, depending on how close you are to the enemy. The closer you
are, the more damage it will do. Use it for big crafts to save time on
the kill. It is absolutely essential to know when to use which type of
weapon, especially when dealing with gold mines. More about that later.

CAPTURE BULLETS

Pushing the A-button and holding it for at least a quarter to half a
second, will bring out the 'Mosquito'. It is sort of a black hole that
surrounds your ship and sucks in bullets. It is very useful if you want
to pass through a wall of enemy fire, because you will be invulnerable
when it is activated. The GHB meter will slowly drain and the Mosquito
ends when the meter is finished, or when you release the A-button. An
essential aspect of this function is that you will be invulnerable for
exactly one second after you have released the A-button. So you can
release the Mosquito even if you are only half way through a curtain of
bullets, and do the rest on invulnerability, while the meter is
reloading. When the meter is reloading you will be vulnerable, without a
last means of saving yourself, for at least another 1 second or more
until the GHB meter is full again. The reaction time of the Mosquito is
not good enough for a split second rescue, because the Mosquito just
takes more than a split second to activate. It requires anticipation if
you want to rely on it. A good way to get a feel of the Mosquito and the
refill time is to try to pass a few stages without shooting. You do not
get points for sucking in bullets.

REFLECTING

There is another aspect to the Mosquito that makes it very valuable as
well. If you release the Mosquito before the meter is empty, the bullets
inside the Gravity Barrier will spin off and form gold cubes wherever
they hit steel. The direction in which the bullets fly off is a resultant
of the centrifugal force of the rotation of the barrier and that caused
by the movement of your ship. You can actually see the bullets trace
along the barrier when you move your ship. To reflect bullets to your
right, you have to move to the left first, before you release the
Mosquito. The move to the left will make the bullets trail to the right
of the barrier, from which point they will shoot off once they are
released. This function feels very natural and responds well. Always try
to reflect bullets in a direction where they will encounter some
artillery or other objects, and to a place where the cubes can be
gathered without too much difficulty. Reflecting does not give any points
other than the damage done to the enemies that are hit by the reflected
bullets.

GRINDER

The grinder is a term for a weapon functionality that is related to the
Mosquito bullet capture. The gravity barrier will do damage to any
opponent it touches. In most cases it is not strong enough for an
immediate kill, but slowly grinds down your opponent. However, small
enemies can be taken down by it almost immediately, which can help a lot
in keeping an xp chain alive while you are in Mosquito-mode. Big enemies
can't be destroyed by it, but since you can't use normal shot or the
cannon in Mosquito-mode, you can use it to do some modest damage in the
meanwhile.

GRAVITY HOLE BOMB

Holding down the A-button for 3 seconds until the GHB meter is completely
drained will result in a gravitational explosion which will destroy
pretty much every visible enemy and all bullets, giving you some space to
breathe again. Experienced players will hardly use the GHB. Instead they
reflect just a fraction before the GHB kicks in. If you have captured
enough bullets this will do even more damage, and more importantly, yield
a lot of gold.

LEVEL-UP

Your ship can rise to greater levels of firepower, by gaining xp's. There
are two reasons to try hard to level-up, or at least get as much xp's as
possible:
1)	Level-up will make your normal shot more powerful.
2)	Higher levels will increase the points you get at the result screen.
(see the chapter about score)

Almost all kills will release one or more gold cubes. If you catch a cube
you get 1 experience point. However, if you catch the gold cubes one
after another with no more than a one-second interval, you get a bonus,
which will increase by one point for every cube caught within the time
interval. This is called chaining. The length of the time interval
depends on the value of the chain. Chaining the gold cubes will give you
+1 xp for the first cube, +2 for the next, +3, +4, +5, etc. If you keep
chaining the cubes at the beginning of Stage 1 for example, you will
level-up to 2 before arriving at the red pincer crafts. The total number
of xp's given rises exponentially as the chain proceeds. Take a look at
the numbers below, where i will give an approximation of the total number
of xp's corresponding to a few typical chains:

+100 chain =   5.000 xp's total
+200       =  20.000
+300       =  45.000
+400       =  80.000
+1000      = 500.000

There is a meter that shows the combo or chain rate of xp's on the top of
the screen. It is the green line below the icons that display the amount
of ships you have left. This meter fills according to the progression of
your chain. At +10 it fills only a little, and fades in about a second.
However, if you are able to get the next gold cube the meter fills
slightly more to +11. When it is empty, your chain ends and you will
start at +1 again at the next cube. In Stage 2 the meter is full at +200,
which will give you quite a few seconds to link on to the next chain. In
Stage 5 the meter is not even half full at +400, giving you only a two to
three second time interval. The big blocks of gold cubes are definitely
worth catching, because they make the meter shoot up momentarily to +80
or +100, giving you some time to look for the next cube, while
maintaining the chain bonus.

The points needed for each level are the following:
- Level 1 at        0 xp's
- Level 2 at    1.000
- Level 3 at   10.000
- Level 4 at  100.000
- Level 5 at  200.000
- Level 6 at  400.000
- Level 7 at  800.000
- Level 8 at 1600.000

PLAYER-UP

This paragraph can be kept very short. Giving bonus-5lives does not match
the hard no-nonsense character of this game. Mars Matrix is made to take
lives, not to give them. Just for the sake of tradition the game does
give a life - two in fact... for the entire game. One when you reach
100.000 xp and one after killing the mid-boss in Stage 4.

GETTING KILLED

Getting killed is something that is made particularly easy in Mars
Matrix. Fortunately you can only get killed by bullets. You can't crash
into asteroids, buildings or enemy ships. This gives you more flexibility
in making chains and avoiding enemy fire. The hitbox of the fighters is
realtively small (see Chapter 4) allowing some radical bullet grazing.
Similar to neo-classics like ESPrade and Guwange everything lethal is
primarily colored pink or blue. If you run into it and get killed, you
want to be sure to take full advantage of the fact that your next ship
will be invulnerable for an ample 4 seconds. Your ship will be flashing
on and off during this time. This also goes for the beginning of a stage.

GOLD MINES

On every level there are one or more 'gold mines' - that's what i like to
call them. These gold mines are enemies that will give you a generous
amount of gold in a continuing stream when shot the right way. There is a
mine in Stage 5 for example, which turns every single bullet into gold,
time after time, filling the screen with hundreds and hundreds of gold
cubes. The first mine however is at the beginning of Stage 1. After the
rotating black metal craft with the pink bullets, a red lobster shaped
craft will appear. Shoot it with your piercing cannon and gather the
gold. If you shoot the next two fast enough, you will get a fourth. The
gold will smoothly take you up to level 3 with over 10000 xp's. Even
though the game has hardly started, life will have become a lot easier
already.

It is essential to know the right type of shot to fully utilize the gold
mines. In level three there is a great mine in the form of ventilators
(airco on Mars is a must). Normal shot works best to get the maximum out
of this gold mine.

=========================================================================
  3.  SCORE
=========================================================================
The result screen at the end of each Stage counts the total score for
that Stage. For each player there is a bar for time, level, shootdown and
total. This chapter will give insight in the way the scores for these
parts are calculated. I will use a dot signification between each ten
thousand points for score, to correspond with the colors of the score in
Mars Matrix, being yellow, orange and red. This division also corresponds
with the Japanese numbering system, which has a four-digit base, contrary
to the Western three digits.

Any Dreamcast players reading this FAQ should note that both points for
score and level seem to be given differently in the DC version, even if
you play it in the Arcade mode.

TIME

Formula:    number of seconds left after shooting the boss
            X number of experience points
            X 100

Example:    30 (if you beat the boss quickly)
            X 20000 (average chaining)
            X 100 = 6000.0000

LEVEL

Formula:    number of experience points
            X level
            X 1000

Example:    20000
            X 3 (level 3 starts at 10000 and ends at 100000)
            X 1000 = 6000.0000

SHOOTDOWN

Formula:    ??? score depends on which enemies you shot down. Usually
            about 20% of the amount for total score

TOTAL SCORE

Formula:    Here the above mentioned scores are summated on top of the
            basic score (the same total that was on the top of the
            screen. The basic score is calculated by multiplying the
            craft specific score by xp and number of kills. The following
            table gives the specific scores per craft.

Table of scores Stage 1                        basic score  kills  chain
------------------------------------------------------------------------
- Green H-shaped craft                                   10   +10    +10
- Red pincers                                            50
- Golden H-craft                                        150
- Black metal craft with loads of pink bullets          200
- Red lobster craft                                     100
- Huge vertical moving tank                             500
- Brown double canon tank                               100
- Green ball craft                                       10
- Mini vulcano-shaped turrets                            40
- Middle turret                                         200
- Wooden shed                                           200
- Metal hangar                                          200
- Silver rotating darts                                  40
- Big green sluggish crafts                              50
- Green sparrow-like crafts                             250

These basic scores are multiplied in the first place by the xp level,
similar to the Get Point System in DDP. In addition there seems to be a
multiplier involved for the number of previous kills and chain status.
The formula is something like this: score*XP + kills*(+10) + (chain+1)*XP

I am not overly interested in maths, but i believe understanding of the
score system will help to figure what to shoot to get a hiscore. I would
be happy to receive input from anyone on this matter. Even good
suggestions on the names of the crafts will help, to improve readability
of this FAQ. Mail me at Finaxos@yahoo.com.

At the result screen all sub-scores are added to the new total score. For
the example given above this would be:

Time          6000.0000
Level         6000.0000
Shootdown     3000.0000
Total       1.5000.0000
            ----------- +
New total   3.0000.0000

This score is a good aim for beginners. It cost me quite a few coins
before i had a steady score of more than 3.0000.0000 for Stage 1. But
then i didn't know the tactics i know now. So after reading walkthrough
chapter of this FAQ you might advance a lot quicker. Mars Matrix veterans
will have a score with 2 digits in red for Stage 1.

SCORE OPTIMIZATION

Okay, so who cares about how the score is build up? Well, if you want to
go for a hiscore you need to know your point of focus. Here's an example:
Milking the boss for xp's on level one (by taking it easy on him until
the laser scene) might lose you 15 seconds of time. 15 x 20000 x 100 =
3000.0000 points. But you can easily gain 60000 extra xp's, resulting in
an extra 60000 x 4 x 1000 = 2.4000.0000 for level score plus an
additional 600.0000 points for every second of time left for the time
score, just because you earned more xp's. Does this make sense? ...well,
just read it again. Take into account that every xp counts again for both
basic score and level and time scores in the result screen of all the
later Stages!

=========================================================================
  4.  SHIPS
=========================================================================
There are two types of ships you can choose in Mars Matrix: Mosquito 01
and Mosquito 02. For a while i was hoping to discover a secret third
ship, but i didn't find one and it probably doesn't exist. Below are the
specifications for Mosquito 01 and 02.

MOSQUITO 01

Color 1P:    red
Color 2P:    orange
Shot type:   wide (wide blaster)
Fire power:  *** (4 seconds to kill a pincer with single normal shot)
Max speed:   *** (1.9 seconds to traverse the screen horizontally, all
levels)
Mobility:    high
Width:       11,2 m
Length:      16,4 m
Height:      7,4 m
Weight:      27.924 kg
Engine:      R2 Maroni / 2628 Mk IV
Max Speed:   5.96/s

Below is a representation of a level 5 Mosquito 01 ship. The zeros mark
the area of the ship that can not be damaged by bullets. Only if a bullet
enters the hitbox as marked with the number 1, the ship is destroyed.
Note that the hitbox is just a small portion of the ship, and that the
wings and tail can graze through bullets without harm. The size of the
hitbox stays the same throughout the game. Even though your ship will get
bigger after level 5, the hitbox will still be the front part and the
cockpit of your ship, corresponding to the hitbox as depicted in the
figures below.

Figure 1: Hitbox Level 5 Mosquito 01
-------------------------------------------------------------------------
                                   0000
                                  000000
                                  000000
                                1111111111
     0                          1111111111                         0
     0                            111111                           0
    000                           111111                          000
    00000                       1111111111                      00000
    00000                       1111111111                      00000
  000000000                 000011111111110000                000000000
  000000000               0000001111111111000000              000000000
  000000000               0000001111111111000000              000000000
  000000000             00000000111111111100000000            000000000
00000000000             00000000111111111100000000            00000000000
00000000000             00000000111111111100000000            00000000000
0000000000000           00000000000000000000000000          0000000000000
00000000000000000000    00000000000000000000000000   00000000000000000000
0000000000000000000000000000000000000000000000000000000000000000000000000
0000000000000000000000000000000000000000000000000000000000000000000000000
0000000000000000000000000000000000000000000000000000000000000000000000000
00000000000000000000000    00000000000000000000    0000000000000000000000
0000000  00              000000000000000000000000             00  0000000
0000000                  000000000000000000000000                 0000000
0000000                  000000000000000000000000                 0000000
0000000                00000  00000000000000  00000               0000000
0000000                         0000000000                        0000000
00000                           0000000000                          00000
00000                           0000000000                          00000
000                               000000                              000
00                                000000                               00
                                  000000
                                  000000
                                  000000
-------------------------------------------------------------------------

MOSQUITO 02

Color 1P:    blue
Color 2P:    light blue
Shot type:   straight (laser shot)
Fire power:  ***** (2 seconds to kill a pincer with single normal shot)
Max speed:   ***** (1.6 seconds to traverse the screen horizontally, all
levels)
Mobility:    low
Width:       12,2 m
Length:      16,2 m
Height:      8,1 m
Weight:      21.405 kg
Engine:      R2 Maroni / 2628 Mk IV
Max Speed:   6.56/s

Figure 2: Hitbox Level 5 Mosquito 02
-------------------------------------------------------------------------
                                   0000
                                  000000
                      0           000000           0
                     00    000  1111111111  000    00
                     00     000011111111110000     00
     000             00      0001111111111000      00            000
  0000000            00       00111111111100       00           0000000
00000000000          00         1111111111         00         00000000000
 00000000000        000         1111111111         000       00000000000
  000000000000      000  0000   1111111111   0000  000     000000000000
   0000000000000    000  00000    111111    00000  000    000000000000
     0000000000000  000  000000   111111   000000  000  000000000000
      0000000000000000000000000011111111110000000000000000000000000
       00000000000000000000000001111111111000000000000000000000000
        000000000000000000000000111111111100000000000000000000000
          00000000000000000000000000000000000000000000000000000
           000000000000000000000000000000000000000000000000000
            0000000000000000000000000000000000000000000000000
              000000000000000000000000000000000000000000000
                    000  000000000000000000000000  000
                    000  000000000000000000000000  000
                     00  000000000000000000000000  00
                         000000000000000000000000
                         000000000000000000000000
                         00000  0000000000  00000
                         000     00000000     000
                                  000000
                                  000000
                                  000000
                                  000000
                                  000000
                                   0000
                                   0000
                                   0000
                                   0000
-------------------------------------------------------------------------

FIREPOWER

The Mosquito 01 starts the game with 40% less firepower than the mosquito
02 as a level 1 fighter. However, at experience level 8 the firepower of
Mosquito 01 is only 10% less than that of Mosquito 02. This is the case
when comparing the impact of the total beam of both normal shots. A
single fire strand of the shot from the Mosquito 01 inflicts less damage
than the aforementioned 10% when compared to a single laser beam of
Mosquito 02, because the total beam of Mosquito 01 is wider and
encompasses more separate fire units.

The increase of size of your normal shot when you upgrade from level 1 to
level 2 would suggest firepower is doubled. This is not the case. There
is only a 12% increase in firepower for Mosquito 01 at each level. For
the Mosquito 02 it is 9%. So with the advance in levels, Mosquito 01
slowly starts to catch up in firepower with Mosquito 02. The following
table shows the amount of damage for all levels and for both fighters.
The normal, level 1 shot of Mosquito 01 is used as a reference point,
with a value of 1.

Table of firepower
------------------------------------------------------------------------
Ship            Level    1     2     3     4     5     6     7     8
------------------------------------------------------------------------
Mosquito 01              1     1.1   1.3   1.4   1.6   1.8   2.0   2.2
Mosquito 02              1.4   1.5   1.7   1.8   2.0   2.2   2.3   2.6
------------------------------------------------------------------------

The power of the piercing cannon stays is the same for both fighters and
remains constant for all levels. The damage per second of the piercing
cannon is about 4 times that of a normal shot, if you compare a continual
repetition of both shot types.

COMPARISON

Mosquito was the name for the most powerful ship in the classic Arcade
game 19XX. I would say the name Mosquito makes more sense in Mars Matrix
because of the ability of the ships to suck in bullets. For Stage 1 and 2
i would say the mosquito 02 is the best ship. It is fast and has the
strongest firepower, enabling you to destroy everything in sight and to
keep chaining the xp's. However, those aiming to go beyond Stage 2 or 3
could consider taking Mosquito 01. It's mobility is much smoother than
Mosquito 02, which makes it easier to swirl elegantly through a screen
full of bullets. Bullet grazing is easier because the hitbox is easier to
monitor for Mosquito 01 because of its shape. The higher speed of
Mosquito 02 sometimes becomes a disadvantage when dodging bullets on the
square centimeter. The wider shot beam of Mosquito 01 is useful in the
later stages, because in these stages you rarely are able to move nicely
in line with the enemy to shoot it. One advice if you are playing with
Mosquito 02: the ship moves faster than the gaps in the bullet patterns
from bosses. In these cases i recommend tapping the joystick to get a
continuous, but slower horizontal movement. Personally, i stick with
Mosquito 02, because i prefer problems as a result of moving too fast,
over those that are result of not being able to move fast enough.

=========================================================================
  5.  STORY
=========================================================================
AD 2100

The overpopulation of the world has caused starvation problems in
developing countries due to massive food shortages. It is during this
time that many international disputes and civil wars break out all around
the world.

AD 2250

Immigration to the Arctic of Mars has begun to solve the global problems.
This led to improvements within interplanetary transportation technology.
Then while digging for resources on Mars, a special encrypted chip was
discovered. The chip was named 'Infinity'. After intensive research by
the Government they learned that Infinity contained information of a
highly advanced technology.

AD 2309

The United Army utilized the technology of Infinity to help station the
'MOSQUITO' Local Battle Small Fighter in Mars to settle the dispute for
the independence of the planet.

December 8, AD 2309, MARS

Fifty years has passed since the immigration project to Mars began. The
Planet used to be a barren wasteland, but now it is home to millions of
families and workers.

Apart from the above there is some additional text flashing over the
screen. The letters are difficult to read and the text scrolls up so
quickly that my first assumption was that it probably is a lot of
nonsense that isn't even meant to be read. There is no pause button on an
Arcade Cabinet anyway.

To save you the trouble of deciphering the text, here it is:

AD23050s25
B.Rinn et al. announced the first identification of organic compounds in
meteorite. The authors further suggest that these compounds in
conjunction with a number of other mineralogical features observed in
this rock, may be evidence of ancient civilized society. It is important
to note while this evidence is strong, it by no means establishes the
fact of extraterrestrial life.

...hmmm, muh-aybe there is extraterrestrial life. I was hoping to
decipher a statement that was not stating the obvious.  Below is a little
bit more babble-text from the intro-screens that in my opinion doesn't do
justice to this awesome shooter. It could be some kind of feint though.
In a future version of this FAQ i intend to give some interesting
background info in the chapter about the chemistry of this game. Anyway,
here's the text i mentioned:

Mars is the God of War. The planet probably got this name due to its red
color. Mars is sometimes referred to as the Red Planet. (An interesting
side note: the Roman god Mars was a God of Agriculture before becoming
associated with the Greek Ares. Those in favor of colonizing and terra
forming Mars may prefer this symbolism) The name of the month March
derives from Mars.

=========================================================================
  6.  WALKTHROUGH
=========================================================================
STAGE 1

Title: Securing the Phobos satellite

Mission: Immediately after the abrupt declaration of their independence,
the Federal Government dispatched the United Army "General Presidential
Defense Force" that had been stationed on the moon. In Order to gain
control over the airspace of Manitially planned to secure the Phobos
Satellite.

Strategy: This Stage starts with 24 non-shooting green H-shaped crafts.
Make long horizontal strokes back and forth across the screen and chain
the gold cubes. The Air Defense Command Center seems to wake up after you
shot the first 24 enemies, and the order has goes out to shoot back. Keep
up the same strategy and you will level-up just before the next type of
crafts appear; the red pincers. Use your piercing cannon on them. Doing a
short Mosquito and reflecting the bullets of the H-crafts can help to
enhance the chain and link it through to the pincers. The enemy patterns
change according to how well you are doing, particularly how quick you
destroy the enemies. Don't be too fanatic with the pincers, or you will
get 3 gold H-crafts that turn out to be awfully offensive. Wait for the
rotating black metal craft with the pink bullets at the top of the
screen, while Phobos starts to enfold itself in the background. Pierce
the first and move to the middle to pierce the next one. Wait for the
third, while moving slightly to the left side of the screen. Activate the
Mosquito and absorb as much of the pink bullets as you can from the third
black metal craft. At this point you will see a number of asteroids
coming into the screen from the right. Move to the left to allign the
bullets to the right side of you barrier and reflect the bullets of the
mosquito on the biggest asteroid, before the GHB kicks in. The reflected
bullets will turn into gold cubes, which will add nicely to your chain.
Be quick to welcome the lobster crafts that will arrive in the middle
from the top. Pierce the first three lobster-crafts fast enough and you
will get a fourth. After the second you can reflect whatever bullets the
third might produce to the incoming asteroid at the right. Don't let this
interfere with killing the lobsters quick and smooth. The cubes of the
third or fourth will smoothly take you up to level 3. By the way, if you
killed the first two black metal crafts too slow, the third one won't
appear. In this case you still can continue the chain if you move to the
formation of green H-crafts that will precede the arrival of the
lobsters. After you eliminated the lobsters, don't move to the huge tank
right away, but kill some smaller riff-raff first. If you finished with
the big block of gold from the last lobster, you will still have a few
seconds to continue this chain. So shoot some more gold because 250 xp's
for every cube is worth it. Don't bother to shoot the brown double cannon
tanks, because they give no gold. Whenever you have a full meter and have
any enemy bullets in reach, convert them into gold by absorbing and
reflecting them. The huge tank is a willing victim to reflect on and
shoots a steady amount of bullets. Keep this up and you will have around
30.000 xp shortly after the lobsters. It is possible to continue the
chain until the turret, which idealy takes your xp level up to 80.000.
The turret will give you +10 and will thus give you slightly more time to
find the next link to your chain. That would be the silver darts, and
there is a smooth way to continue your chain. Dive in between the darts
and take them down with the grinder in a flash, while you gather the
gold. The grinder is ideal for this group, as they are destroyed easily
and diving into it without Mosquito is risky. Don't use the grinder too
long because you need a full meter again shortly after this, when the
green sparrows arrive. First a formation of 15 big green sluggish ships
arrive, apparently unaware there is a war going on as they cruise through
the screen without shooting a bullet. Maybe just a shuttle service
between Phobos and Mars or some tourists. Anyway, wrong time and wrong
place for the friendly ships. The next enemies in the form of green
sparrow ships make up for the sluggish ones with a serious load of
bullets. While you leave the airspace of Phobos, go to the extreme right
center of the screen. Stay there until the sparrows appear and shoot at
you. Wait until the bullets get near and activate the Mosquito. Move to
the extreme left center of the screen absorbing almost all the bullets
and release the Mosquito. The screen will be infested with gold cubes,
adding more than 30.000 xp's if you are lucky! Be careful not to hold the
button too long, or the Gravity Hole Bomb will come out, giving you only
a few cubes.

Boss: This is the last defense at Phobos standing between you and Mars.
In general the boss will flash once after it has arrived, to show the
moment from which it will take damage. Shooting it before the flash is a
waste of bullets and your spaz endurance. The boss of Stage 1 can either
be killed fast, or milked for xp's to get a maximum score. If you go for
gold you will be confronted with four attack modes. First use your
piercing cannon 4 times while you wait for the red bullets. Absorb the
bullets and reflect them just above the bridge. This way you will catch
them in one move up, giving +100. Secondly, little blue bullets will
spread like a disease. Move to the side of the screen and dodge while you
work the wings with your pierce shot. The third attack comes in the form
of big groups of bullets. Dodge two groups and absorb the other two.
Reflect above the bridge again to get a +200 chain. Ideally you will have
more than 100.000 xp's now, and gained a life. Stay above the bridge
while you wait for the fourth attack mode. This attack consists of wedge-
shaped bullet patterns. Just stay on the upper side of the bridge where
the bullets won't reach you. As soon as your meter is full again, move
directly on top of its guns, to absorb as much bullets as possible.
Reflect one last time to bring the final blow and collect more than +300
in gold. Whith 18 seconds left on the timer, the boss falls down. You can
see the shadow of Mars waiting for you in the background.

The boss can also be killed quickly. If you want things to be over in 15
seconds - with 30 seconds left on the timer - this is the way to do it:
Start with 3 piercing shots in the middle of the boss and activate the
Mosquito when the bombs come directly towards you. Explode the GHB on the
bridge of the ship. If you did a good job so far, the boss will skip the
part where he shoots the square formations of bombs. He will continue
with the wedge shape patterns of bombs. You will have a full GHB again by
now, which you can use for the final blow.

STAGE 2

Title: Descending to Mars

Mission: The Phobos satellite has been secured. We are preparing to
execute mission code 009 and are ready to enter the Mars' atmosphere. The
entrance point is at 3557. Each unit should move to the attack point by
12:00 hour. The next target is Marineris Front Base.

Strategy: This Stage starts with another gold mine, as you enter the
airspace of Mars through the clouds. This time the lobsters are blue and
there are a bit more of them. All the better for the xp-rate! If you
divide the screen in three vertical columns from left to right as 1 2 and
3, it will be easier to memorize the sequence in which the lobster-crafts
will appear. They will do so in the following sequence: 1, 3, 1, 3, 2, 1,
3. If you have the sequence memorized you can welcome them with the
piercing cannon before they start throwing out too many bombs. In order
to keep gathering gold cubes, you can give some of them some slack and
kill them later. After the last one, pierce the engine building on the
right two times. You might want to activate your Mosquito while you
gather the huge blocks of gold from this building, and empty your gauge
with a GHB to catch the gold blocks of the building and to clean the
screen. Shoot everything on sight in the next few scenes and keep active
(kicking in an open door). Stay on the left side of the screen when the
nasty gold colored frantic-bomb-throwing H-crafts come in. I suggest you
use the GHB one or two times. Don't forget to have a look at the awesome
scenery of this Front Base if you happen to have some spare time. At some
locations the openings in the infrastructure allow you to look through
and see the structures of Marineris below, clouded in blue. In one of the
next scenes there is a round mounted gun turret slightly on the left side
of the center, which shoots a lot of bullets in a radial manner. This one
is not as nasty as it looks. Just line up vertically below it and
eliminate it with a sequence of normal shots or pierces. Shoot some of
the buildings on both sides after that, to collect some gold. You can
develop a reasonable +200 chain from here. When the four-legged vehicles
march in, use a GHB. Three tanks are barely vissible on the top of the
screen. Be sure to take them out with your GHB in order to get another
gold mine: the green rooftop-shaped crafts (a bit like the ones from
Gigawing). Try to find a link from the +200 chain to these rooftop
crafts. You can choose either halfway left or right when they arrive and
stay on that side or switch from side to side to take down a few more
rooftops. The latter method works best with a pierce shot, while the
first runs quite smooth with normal shot. Just keep the rain of gold
falling and you will get over +300 even if you didn't link up from the
four-legged vehicles. Prerequisite of getting this mine is that you
immediately finished off the tree tanks after the regiment of four-legged
vehicles.

Boss: Start directly underneath the left track wheel of this tank,
because it will be easier to dodge the first set of bullets. Use your
piercing cannon. Move to the right track wheel to dodge the first set of
bullets, and move to the center to avoid the second load. Don't use your
GHB or even mosquito yet. It is easy enough without them. The formations
of v-shaped bullets are easy to dodge as well. In the meanwhile, hit the
boss with as many pierces as you can, preferable in the center. Activate
the GHB when the boss starts spewing out the fan-patterned bullet series,
and move on top of it to reflect with maximum impact. Reflecting is
indeed a rewarding option, and even more damaging than a GHB if you
captured enough bullets. It will be enough to take him down and stop the
timer at 32 seconds or so. Don't forget (yeah...right) to collect +250 in
gold while the boss explodes. On a sidenote: if you don't feel like
beating the boss for some reason, you can ignore it and it will go away
by itself once the timer reaches zero. Pretty funny isn't it... that the
boss will go away if you ignore it? I never tried that in real life yet.
Keep it in mind for later stages, where keeping alive by dodging might be
an alternative for dying while getting points.

STAGE 3

Title: Surprise attack

Mission: The 'ACID' unit that belongs to the number 201 Independent
Armada is starting to make a feint alone. The goal of this mission is to
secure the 'Marineris Spaceport' that has been occupied by the rebellion.
Since this mission has been classified as extreme, no support will be
available.

Strategy: Rising out from the canyon in which Marineris Front Base is
located, you will get a glimpse of the sun as it is set in the cyan sky
of Mars. Hovering above you is the outline of something that looks like a
machinated insect. You will find out its real nature later. Start on the
bottom left of the screen and wait for the black hawk type of crafts to
appear. On black hawk is immediately followed by two others on each side,
forming a semi-circle formation. Their shots diverge nicely, and all you
have to do is move slowly to the right to avoid the bullets. Take down
the five fixed double turrets in the bunker with your piercing cannon and
end with the command post in the centre of the bunker. Some goodies will
appear which you can take down by reflecting gold. Don't expect to build
any significant chain yet. After a pause things will start to get a bit
crowded and dodging will have to be your main point of focus. Red and
green Y-shaped crafts start materializing and they start shooting loads
of bombs in a caterpillar-like pattern. Apart from this, there are quite
a few fixed white ASA units on the ground that shoot long straight rays
of bullets that can totally block your way. Both the Y-shaped crafts and
the white ASA units are equally threatening, so you will just have to
kill 'em all. Move in strokes between the patterns of bullets and use the
GHB whenever you get trapped. Try to see the big picture in this maze of
bullets. You will be rewarded for your endurance by a gold mine. Leading
out from the right of the large square building (with the metal mushroom
shaped radar posts) is a transport belt, which carries something that
looks like ventilators or so. You can see only three of them, but in fact
there is an unlimited number of them being transported away rapidly from
the square building. This is a huge gold mine. Keep shooting them with
your normal shot and you can get more than 400.000 xp's for this chain
alone! Since this is such a fine gold mine i suggest you drop whatever
you were doing when the ventilators get in sight. Never mind about the
remaining enemies and bullets and start mining. You will survive. Watch
out for the tanks that ride into battle just after the mine. They shoot
from short range. Basically all you keep doing in the rest of this Stage
is swirling from left to right and back. Keep this up when you come to
the crossing where the large tracked artillery moves in. The black hawks
deserve the main focus because they drop the most bombs.

Boss: Remember this one from the beginning of the stage? Now you have a
nice frontal view on this crabby bastard with its four ugly eyes. Start a
little to the left at the bottom of the screen again. The boss will
releases 14 blue balls that will make a formation on both sides of the
boss and shoot a group of straight bullets. Quickly move to the left to
avoid them and move slowly to the right directly afterwards to avoid the
next series. Activate your GHB before the pink bombs from the boss reach
you and detonate it on the head of this mutant war machine. Avoid the
random moving purple force fields, and stay in the center of the boss. He
will start to fire his Goalkeeper / Vulcan Phalanx in a straight line
down. As a result of its own movement, the bullets will form two zigzag
lines between which you have to move as if driving a Formula-1 race. This
will give you enough time to reload your GHB for the next scene, where
the boss will fire a spiral pattern of blue bullets. Reflect for maximum
impact. You will be done with him - or maybe need one or two pierces.
Collect the +300 in gold while crab seems to get cooked.

STAGE 4

Title: Red sky project

Mission: With the success of the feint mission, the spaceport has been
secured. The decision has been made to alter the next assignment to
mission code 075. The ACID unit should assemble with the fleet and
destroy the remaining enemy forces. Keep in mind that there is a powerful
gravity source high up in the air and in the Antarctic.

Strategy: Congratulations if you made it until here on one coin. Your
skills will start to look impressive to the layman, but in the light of
what is ahead, you merely passed the warm-up. So let's move on. Start
this stage by flying through the bullets for as long as you are
invincible - that is 4 seconds - to get the best aim at your opponents.
Incoming from the right are 6 silver rotating darts, which you already
know from Stage 1. In the middle a formation of 4 blue space-shuttle-like
crafts moves in. Their bullets come in blocks of two rows with about 10
bullets per row. The short interval with which they fire allows you to
move in for a kill. Using the piercing cannon almost exclusively gives
the best results, especially if you kill the blue enemies before they
come into the screen. The piercing cannon is ideal for the upcoming
spaceships as well, because each gunturret takes one piercing shot. First
another 6 silver darts come in, followed by another group of 4 blue
shuttles. In the meanwhile, on the left side of the scene the spaceship
arrives. When the front deck of this ship has traveled half of the
screen, your invincibility will be at an end. Get ready to use a GHB to
get some space again. You may want to reflect bullets. The presence of
the huge battleship and a steady stream of bullets are the right
ingredients for a great chain. However, staying alive is starting to
become a bit of an issue at this point as well. The battleship has a
number of defending turrets, which are aligned in the following way:

X           X


    X   X

      X
   x     x
   x     x
   x  X  x
   x     x
      X

While you take this ship apart piece by piece with your piercing cannon,
i suggest you make an occasional sortie to the side to wipe the blue
shuttles from the sky. The second spaceship from the rebellion fleet will
arrive and you can take it apart as well, using a GHB only when things
get crowded. You will come to the mid-boss shortly after this. It looks
like a capital X. Start with the piercing cannon on its upper right side,
where its first attack mode won't reach you. Use the Mosquito yet when
the linear blue bullets come in and reflect on him. It will take him down
if you have done well. Collect the gold and the Player-up. In the next
part of the stage the golden H-crafts spread an ocean of bullets. These
golden H-crafts have been incredibly offense all through the game, but
this time things get extra crowded because there are so damn much of
them. You have to stay on one side and move from down to halfway the
screen until the bullets surround you. Use a quick Mosquito to pass
through the bullets half way to the other side of the screen, and take
the rest on invincibility. The other side is still relatively empty when
you arrive, and you can repeat the same tactic moving up as the bullets
come at you. You will have a full meter just in time to escape to the
other side of the screen with a short Mosquito again. I did not encounter
the powerful gravity source that is mentioned in the mission statement.
There is no difference in the refill or drain speed of the GHB.

Pre-boss: Before you will get to the final boss you will have to pass the
enormous purple blue enemy command ship 'Exodus' that spans the entire
screen. Immediately after its arrival, i advice you to start working on
its rocket exhausts with your piercing cannon. It won't do any damage at
first, but it will add to your score. From the moment it will take
damage, you will need two piercing shots for each exhaust pipe. Continue
with another two pierces for both the cupolas above the exhaust pipe.
Don't use a GHB on the middle gun turret, but gather as much bullets with
the Mosquito as you can and reflect on it. Reflecting with this amount of
bullets will take it down at once, while a GHB won't. When fighting this
ship, keep in mind that most of the cupola's can be destroyed before they
start shooting. Take down the long oval turret that shoots the pink bombs
on the left with just one pierce. Move directly to the one on the left
and dismantle it with 4 pierces. Now you have a rare break in the
continual shoot-out this game presents, and you can you use it wisely by
destroying as many separate units of this ship as you can. Move to the
left side of the screen when the upper central turret starts shooting,
because it will be easy to start avoiding bullets from there. Use a GHB
when the ship starts moving to the left, to reveal the shooting platform
on the right side. Empty your GHB on that one, and give it whatever
pierces it needs after that. Once again you will have a moment of peace
in which you can destroy the ship in a more comfortable way. Stay on the
outer edge of the screen when the bullets start coming in again. It is
easy enough to avoid them up to the point where the ship starts moving
down. Use your mosquito and you have made it! ...Passed the pre-boss that
is. Don't bother to destroy the last central turret of the ship, because
it can soak up an awful lot of damage. If you do manage to destroy it, it
will spew forth a jet of gold cubes until it disappears from the screen.
If you were quick you'll get a +150 chain from that. In any case, shoot
it for some extra points as soon as it stops throwing bombs.

Boss: This boss reminds me of one of those Swiss army knifes when you
fold everything out. Be that as it may, it is definitely the hardest boss
so far. Give it 5 pierces after the 'ready-flash' and move to the lower
right side. Trace the moves of the boss to avoid the bullet whip and to
slide between the spaces in the bullet front. I use one GHB when the rain
of bombs starts falling. Then i die and use another GHB. Staying in the
middle and dodging bullets by moving up and down works for the next
series. The vertical line shaped bullets are harder to dodge than i
assumed, the first time they came at me. Small and delicate moves do the
trick. If you continued your normal shot while doing this, you will kill
the boss with about 40 seconds left on the timer. Get ready for Stage 5.
Just as in Area 5 of Rayforce you head towards the darkness.

STAGE 5

Title: True darkness

Mission:  The remaining enemy armada and the enemy command ship 'EXODUS'
have been destroyed. At this time, the enemy's remaining forces are
assumed to be down to 20% approximately. The mission is now entering the
final phase. Our fleet will stay in orbit, backing up the ACID unit,
while you attack the headquarters of the enemy.

Strategy: Those who get to level 5 on one coin have definitely been able
to cross a boundary of some sort. There are a numerous who can make it to
level 4, but i have not heard of very few who made it to level 5 on the
Original Arcade. I have not been able to do it myself, and for that
reason i don't consider myself worthy to write this part of the
walkthrough. I call upon those who did it, to be an inspiration and guide
for those who are destined as well. Please mail me at Finaxos@yahoo.com.

STAGE 6

Title: Forbidden fruit

Mission: no data

Strategy: -

I am not worthy yet again.

=========================================================================
  7.  MISCELLANEOUS
=========================================================================
ENDING

December 13, AD 2309
The rebellion has been crushed and the Mars independence wars have come
to an end. Needless to say, ACID Unit has made a strong name for
themselves. But despite the victory, what was the true purpose of this
war? The Federal Government has been investigating, but the truth has yet
to surface. There are many different opinions, but no real conclusions.
It will be only a matter of time before the investigation closes and all
the questions will be left unanswered. But within the ashes of Mars,
people slowly began to rebuild their homes and lives. They do not care
about the controversy of the war, they only know that they want to start
rebuilding their homes and lives on Mars.

After the war, civilization improved in all areas. The technology of
Infinity was utilized for the P.N.T., Planetary Network System. People
began to immigrate to planets outside the Solar System. Also, the Neuro
Network System 'EDEN' has been installed, which controls all the systems
in the planets. Peace has finally been restored...

[The last image is a petal of the rose. At this point you will be allowed
to enter your initials.]

STAFF PROJECT 'RED ALERT'

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

Capcom
Producer: Tatuya Minami
Support: R&Dept. #3, Tomoshi Sadamoto

Presented by Capcom
Developed by Takumi

SECRETS

There are number of places where a specific mode of operation will
trigger score- or xp bonuses. The following is a list of secrets that i
have encountered so far:

Red tank in Stage 2
While you finish off the lobsters at the beginning of Stage 2 a little
red tank may appear on the mountain ridge at the middle right side of the
screen. The order to finish of the first five lobsters is 1,3,1,2,3,
based on the divisions in columns as presented in the walkthrough
chapter. After finishing these lobsters fast enough the red double cannon
tank will appear. The base score bonus for blowing up this little tank is
around 1 oku. Destroying the tank has no further effect on the score or
difficulty level.

Teapots in Stage 2:
Three teapots will appear when you destroy the first three square gun
turrets at the left side at your point of entrance of Marineris Front
Base. Use your piercing cannon from right to left and do not damage any
other ground artillery before the gun turrets are down. When you shoot
anything after that the teapots will pop up. You can get a base score
bonus of about half an oku for each teapot.

Teapots in Stage 3:
At the start of Stage 3 you will arrive at a large bunker. The order in
which you destroy the bunker determines whether or not you will reveal
the hidden score bonus. If you destroy all the black double turrets first
and end with the middle piece of the bunker, ten teapots will appear. The
remains of each turret will turn into a gas stove on which the teapot is
heated. Shooting the teapots will give you a score of around a 1 or 2 oku
per teapot. So the 10 teapots are good for an addition to your score of a
two-digit number in red.

Last picture in DC gallery:
The last picture in the image gallery of the DC version is completely
blank, except for a kettle on a stove in the bottom right corner. Those
designers at Takumi must have had something going for these teapots.
Maybe they scheduled test-playing the stages at tea-time.

TECHNICAL DATA

This paragraph is intended for reference for those blessed arcade purists
that either have, or intend to build a cabinet with an original Japanese
Mars Matrix board. The data are available all over the net, but i have
included them because i prefer to have a summary at hand in this
document.

Table of menufunctions
-------------------------------------------------------------------------
1) Input Test (test the buttons and joysticks)
2) Output Test
3) Sound & Voice Test
4) Color Test
5) Dot Cross Hatch
6) Game Data (Coin Counter)
7) Game Settings

7.1)
-  Difficulty 1-8 (factory setting=4)
-  Number of ships (factory setting=3)

7.2)
-  Coins per play and continue
-  Continue on/off
-  Monitor flip
-  Attract sound on/off/half volume
-  Sound Qsound/mono

8) Memory check


Table of Hardware specs
-------------------------------------------------------------------------
Conversion class:   Capcom CPS II Jamma
Screen type:        raster
Screen orientation: horizontal
Screen aspect:      4x3
Resolution x:       384 pixels
Resolution y:       224 pixels
Colors used:        4096
Video frequency:    59.63 Hz
Joystick:           Sanwa JLF-TM-8T
Sound:              Capcom Q-Sound, amplified stereo
-------------------------------------------------------------------------

EVIL CHEMISTRY

The outer shell of Mars Matrix appears to be nothing more or less than a
hard-core genocide shooter. However, the game contains subtle hints of a
deeper layer and a message of another kind. Appendix 1 shows the image of
the Kircher Tree of Life, which is visible in flashes in the
introductional scenes of the game. Beyond it is yet another image...

I intend to release this paragraph when the game has achieved cult status
and when i have finaly worked out for myself the conceiled nature of the
game.

DESCENDED MASTERS

Gathered below are the names of the Descended Masters, those that have
made it into Stage 5, the stage of True Darkness. These Masters have
conquered the Four Elemental Stages and have been initiated into the
Pentagon of War by the Fifth. Stooped down into the Red Ray of Mars, the
Descended Masters have proved by their powerful Will and the red color of
Mars, to be worthy of partaking in the Forbidden Fruit which lies beyond
human endeavor, being the Sixth and Final Stage. May these hiscores be a
guide and inspiration for those that are destined to descend onto Mars.

Since few players have revealed themselves as being able to made it into
Stage 5, for the time being i will just list the top hiscores of
dedicated Mars Matrix players. Please send your score to
Finaxos@yahoo.com so i can complete the list. In a future version of this
FAQ i hope this list will be dedicated exclusively to those that have
made it to Stage 5 or beyond.

Table of hiscores
------------------------------------------------------------------------
Rank  Name  Score           Xp        Ship  Stage  E-mail address
------------------------------------------------------------------------
 1st  XXX   0000.0000.0000  00000000  02    0      @
 2nd  XXX   0000.0000.0000  00000000  02    0      @
 3rd  XXX   0000.0000.0000  00000000  02    0      @
 4th  XXX   0000.0000.0000  00000000  02    0      @
 5th  XXX   0000.0000.0000  00000000  02    0      @
 6th  XXX   0000.0000.0000  00000000  02    0      @
 7th  KAI    744.8270.2480    734326  02    5      Kaihawaii@hotmail.com
 8th  F      382.6933.0480    672045  02    4      Finaxos@yahoo.com
 9th  DPF    245,1478,8152    ?       02    4
10th  LAO    174.2632.3890    150683  01    4      Leandro_u2@iq.com.br

=========================================================================
  8.  DREAMCAST
=========================================================================
Mars Matrix owes part of its fame to the Dreamcast version. Even though
the DC version of the game may not be the real thing, it comes pretty
close and has a lot of extra's that make it fun to play. In this chapter
i will give a quick overview of DC matters, so that the Arcade player at
least knows what the Sega player is talking about. The Dreamcast version
has three score modes. I willgive a quick overview of these below.

ARCADE MODE

According to the booklet this is "A perfect conversion from the original
game". Well, forget it! It is not. Unfortunately the specific scores per
craft are different, and possibly the scoring system as well. On the
Dreamcast you will easily score a factor three higher than on the
Original Arcade. Other than that, the game is indeed identical. It is the
same in regards to speed and number of bullets as the Arcade with factoy
settings (difficulty 4). If you use a PAL-DC with Utopia bootdisk, it
will be 20% slower, so make sure to use the DC-X in that case. As in the
Original Arcade, putting the game to difficulty 8 will not change the
speed, but only slightly increases the number of bullets the enemies
shoot. The difference between difficulty levels is just a nuance, so the
balance of the game is not disturbed.

ELITE MODE

Elite mode is an enhanced mode in the sense that you can adjust various
options like combo time, ship speed and GHB charge speed. There are two
Elite modes: A and B.

- Elite mode A is almost a completely new game. The background graphics
  and the bosses are the same, but all other enemy ships and formations
  differ from the arcade mode. It is definately a lot of fun and almost
  equally addictive as the Arcade Mode.

- Elite mode B uses the same line-up as arcade mode.

SCORE CHALLENGE MODE

Score challenge mode has a special feature: killing an enemy with the
piercing cannon results in a spray of small stardust gold cubes. Each
counts as a regular +1 in any chain, so you chains go skyhigh. The
ringing of the gold cubes all through this stage is very enjoyable and
you can move up to level 8 in just one stage.

EXTRA'S

Since cd's can pack a lot more information than the outdated CPSII, Sega
managed to include a lot of extra's. A long intro, a shop where you can
buy all kinds of options, A gallery with pictures and last but not least:
Strategy modes. There is one strategy mode for each stage, which gives a
replay of a very proficient player. The strategies that are shown are a
great inspiration but are by no means the ultimate way to play Mars
Matrix. Even though the player in those replays is more skillfull than i
am, i found strageties that yield higher scores and more gold. This is
the beauty of Mars Matrix. No matter how many times you have played it,
you will improve and find better ways to maximize your score everytime
you play it.

=========================================================================
  9.  REVISION HISTORY
=========================================================================
v1.2, 3 October 2003:  - updated chapter about score;
                       - rearranged chapters to a more logic set-up;
                       - added the paragraphs secrets and technical data;
                       - added a chapter about the Dreamcast version;

v1.1, 1 June 2003:     - added a copyright statement;
                       - added a paragraph about the grinder;
                       - added a paragraph about getting killed;
                       - added the hitbox figures;
                       - added tactics for maximal xp score in Stage 1;
                       - added a walkthrough for Stage 4 and improved the
                         walkthrough chapter as a whole;
                       - updated hiscore list;
                       - added revision history.

v1.0, 6 May 2003:      - basic set-up.

=========================================================================
 10.  SPECIAL THANKS
=========================================================================
I want to send out special thanks to the following:
- AlchemistA, for sharing his insights about the evil chemistry of the
  game;
- Kai Albrecht, for sharing the screenshots of his excellent Stage 1 xp
  combo's and his translation of the menu options of his Japanese
  B-board.
- Leandro Almeida, for the detailed description of some hyper solid
  tactics to maximize xp level in Stage 1. I love that line: '...and tbe
  screen will be infestined with gold!'
- MrMonkeyman, for giving me info on the number of xp's needed for level
  7 and 8 and for his efforts in comparing Original Arcade and DC Arcade;
- Randorama for taking the time to answer some of my many questions;
- Shmups shooterforum at www.shmup.com, www.the-nextlevel.com and sheep's
  www.world-of.arcades.com;
- Takumi, for making the greatest shooter ever! From now on, i will have
  to try every single shooter from this company. I guess i'll start with
  High Raine, although it just can't get any better than Mars Matrix.

=========================================================================
Appendix 1
=========================================================================