Jeneki wrote:Biggu Bossu wrote:
I like how Mars Matrix does weapons AND powering up. You have to get exp points, which requires you to destroy and collect stuff to keep your combo gauge going for as long as possible, and for that you have to use distinct weapons/abilities in a variety of creative ways. I find Mars Matrix superplays to be exceptionally fun to watch, for that reason. You upgrade your weapon by playing well, essentially. I love this because scoring becomes even more important that way. You score well, you get stronger.
Mars Matrix is an especially cool example. The better you play, the faster you level up, the more you realize the most used weapon doesn't require any levels anyway. Such an intriguing design.
Yeah, as the resident Mars Matrix Superfan #1, I definitely agree that it has an amazing weapon system through and through (especially considering it only uses one button for all of it if you're not using autofire). Like Radiant Silvergun, your weapon power is based around how well you can score (actually technically your multiplier, and not your score proper). This might seem like it would make the game unpleasant for anyone who doesn't want to play for score, and it probably does to an extent, but as Jeneki mentioned, you can fall back on the piercing cannon, which is always the same power. Additionally, in my experience playing the game, you're going to be fine as long as you make it to level 5 shot (with the blue ship, I haven't really played with the red ship), and anyone can do that by the end of the 3rd stage, and probably even by the end of the second stage. I'm always there by the end of the first stage, but you do have to learn to chain the first stage to do that.
It manages to strike a good balance with the weapon powering where it still encourages you to score, and rewards you for scoring, but doesn't actually force you to score. I imagine that this is an incredibly hard balance to strike, however, so that's something that you should consider. In fact, Radiant Silvergun is often beraded for forcing you to engage with the highly proscriptive scoring system in order to get your weapons to a reasonable power level to even tackle the game (I couldn't say how true this is, as I've never played it). As far as experience systems go, Batsugun would probably be the more fool-proof plan, where (IIRC) you power up your shot with power up items that show up regularly, such that pretty much everyone will be at the same level of power in any given place in the game, allowing you to design sections around a specific power level.
A few people have mentioned MM's single button control scheme, which is also pretty interesting. FYI, you fire the normal shot by tapping the button relatively fast (though you get more shot per button press than something oldschool like Vulgus), a slower tap fires the Piercing Cannon, wheras holding down the button activates a fairly complicated reflect mechanic where you suck up bullets such that they surround your ship. They will also move to the side of your ship in the opposite direction from your movement, and releasing the button will spray the bullets away from you (In this way you can direct the reflected bullets in whatever direction you want. Both the 1 button control scheme, and the relatively complex reflect mechanic tend to be a kind of "love it or hate it" type thing, but once you start to get the feel for it it really does become very intuitive, and ties in to scoring in an awesome way.
Also, on the topic of Mars Matrix Piercing Cannon (and the frequently mentioned Thunder Force IV), passively charging weapons are awesome. TFIV has the Thunder Sword (or something like that). For the Piercing Cannon, the charge speed is super fast, so it kind of feels like a shot type rather than a charge attack, while I think the Thunder Sword takes a bit longer to charge. Other examples of this include the bomb in Summer Carnival '92 Recca, which I really do find to be the coolest part of the game (Another good example of powerup dodging, btw, since you're kind of fucked without the seeker subweapon, and there're way too many weapons in general). It's a shame that there's nothing that works exactly like that in later Yagawa games (Unless there is, in which case please tell me!). I think the original passively charging weapon was the charge shot in Namco's Dragon Spirits, btw, though I could be mistaken.
BTW, if you want to look at some Mars Matrix footage, I have some of the Dreamcast version uploaded on
the Youtubes, and
the Dailymotions YT one has annotations (though they're directed at people who already understand the game mechanics pretty well, I'd say), while the DM one is higher video quality and all in one video instead of six. [/shameless plug] There're a lot of better videos than mine out there from a skill and video quality perspective though
As a final note, doesn't Ikaruga sort of have 3 weapons? You've got the normal shot (hold A), the homing missiles that are charged by absorbing bullets (C..?), and the narrow powerful shot (tap A), which is good for killing rows of like colored enemies. Am I remembering that correctly?
I'd also recommend checking out some of these games in MAME / Kega Fusion (TF IV) / fceux (Recca), btw. Experiencing things is big, though to a certain extend it might be hard for you to see something like the wide shot dodging in Omega Fighter, if you have trouble making it to the 3rd stage (because most of 1 and 2 can be done with either weapon), or even just if you don't spend a lot of time trying to find routes in the game (because you'll have other problems). And similar problems might come up with other games. However, the best way to learn about shmup design
is probably actually playing the games.
Srry, if you weren't really looking to discuss weapons systems generally, rather than powerup discussion, specifically, btw

I know that was a lot of text, but it seemed at least sort of relevant.