I have a tendency to hop back and forth between fresh games and games I've been playing for years, so this'll be a long one. I'll start with the fresh.
I am trying out Mars Matrix. For context, my preferences are verts like Eschatos and Rayforce. Seamless transitions, no bombs (sometimes) and something to force the player to get up-close.
It's okay. The artwork and music are really good but my main problem with the game is that it really should be a 2-button game. What I mean by that is that the weapon cooldown on the spread shot gets in the way of your reflector shield (I have not read any manual so if these names are wrong, sorry) or your bomb. You can stop firing, try to bring out your shield to catch a massive stream of bullets and it won't come out as fast as it's supposed to, so you've just killed yourself. The shield and bomb should be on a button separate from your two weapons so it can come out immediately every time and I don't have to wait to see if it even works.
I have been playing Mars Matrix on MAME for New 3DS and not my usual setup at home so take that with a grain of salt, since I've had to frameskip the game down to 20 FPS, although I didn't notice a big enough increase in input lag so I consider it a problem with the game. Everything else feels smooth and I don't have a problem with the level designs or the concept.
By the way, no, Rayforce does not run on the New 3DS. One of my favorite games ever, so its a shame, but not surprising considering how nuts the F3 is. Raycrisis is more playable, I've been taking it with me everywhere so I can really practice because I think RC is fun as hell. I never really understood what Ray fans hated so much about it, the music is top notch and the game has everything I liked about Rayforce. I got the soundtrack on CD and ripped a copy to listen to, my favorite track is Vit-symty.
I tried getting into Crimzon Clover recently, but the game has a bug under Proton where it dies if you click out of the window with the game paused, so that has been incredibly annoying.
I did almost get my first clear in Radiant Silvergun some time ago (on the saturn version, not a 1CC to be clear - I am nowhere near that game's skill ceiling) but Treasure's level design and their habit of boxing you into places is a little much for me later on in the game, reminds me of why I don't play most horizontal shooters i.e. Gradius.
Shmup Ticker: What are you playing RIGHT NOW?
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AllocMem
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PC Engine Fan X!
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Re: Shmup Ticker: What are you playing RIGHT NOW?
AllocMem wrote: ↑Sun May 31, 2026 10:38 am I have a tendency to hop back and forth between fresh games and games I've been playing for years, so this'll be a long one. I'll start with the fresh.
I am trying out Mars Matrix. For context, my preferences are verts like Eschatos and Rayforce. Seamless transitions, no bombs (sometimes) and something to force the player to get up-close.
It's okay. The artwork and music are really good but my main problem with the game is that it really should be a 2-button game. What I mean by that is that the weapon cooldown on the spread shot gets in the way of your reflector shield (I have not read any manual so if these names are wrong, sorry) or your bomb. You can stop firing, try to bring out your shield to catch a massive stream of bullets and it won't come out as fast as it's supposed to, so you've just killed yourself. The shield and bomb should be on a button separate from your two weapons so it can come out immediately every time and I don't have to wait to see if it even works.
I have been playing Mars Matrix on MAME for New 3DS and not my usual setup at home so take that with a grain of salt, since I've had to frameskip the game down to 20 FPS, although I didn't notice a big enough increase in input lag so I consider it a problem with the game. Everything else feels smooth and I don't have a problem with the level designs or the concept.
By the way, no, Rayforce does not run on the New 3DS. One of my favorite games ever, so its a shame, but not surprising considering how nuts the F3 is. Raycrisis is more playable, I've been taking it with me everywhere so I can really practice because I think RC is fun as hell. I never really understood what Ray fans hated so much about it, the music is top notch and the game has everything I liked about Rayforce. I got the soundtrack on CD and ripped a copy to listen to, my favorite track is Vit-symty.
I tried getting into Crimzon Clover recently, but the game has a bug under Proton where it dies if you click out of the window with the game paused, so that has been incredibly annoying.
I did almost get my first clear in Radiant Silvergun some time ago (on the saturn version, not a 1CC to be clear - I am nowhere near that game's skill ceiling) but Treasure's level design and their habit of boxing you into places is a little much for me later on in the game, reminds me of why I don't play most horizontal shooters i.e. Gradius.
The 2000 released Capcom/Takumi joint collaborative effort that did Mars Matrix running on the Capcom CPS2 A + B board arcade pcb setup originally used a single button for all four weapons whereas on the Sega Dreamcast GD-Rom disc release, you can play it with the OG single button layout or have access to the weapons individually mapped out to separate buttons (easier that way imo).
It's cool that Treasure included both the SS version with anime cutscenes or play the "leaner & meaner" Arcade version that was featured on the Sega Titan ST-V arcade motherboard setup as a dedicated ST-V game cartridge (without the anime cutscenes included).
Taito's RayCrisis was originally released on the Taito G-Net arcade jamma pcb setup as a Taito G-Card cartridge back in 1999 and was also released on the JPN region Sony PSX/PSOne console on 4/20/2000 -- it was shown earlier at the March 2000 Tokyo Game Show at Taito's gaming booth with four PSX demo kiosks setup for the TGS attendees to try out "free of charge." NCSX.com site had gotten their allotted PSX RayCrisis shipment in late April of 2000 and ordered a copy to try out on my mod-chipped upgraded PSX using a Gold Finger add-on for greater versatility.
PC Engine Fan X! ^_~
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1000Eyes
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Re: Shmup Ticker: What are you playing RIGHT NOW?
Just made it to Photon in Psyvariar Revision for the first time.
How do you dodge this guy on a stick
How do you dodge this guy on a stick
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Weak Boson
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Re: Shmup Ticker: What are you playing RIGHT NOW?
Some attacks that you definitely don't want to dodge, whatever input method you use. You're intended to time level-ups to get through them. The most clear-cut one is the 2nd attack (see avatar) which you can chain level-ups from if you position/move close to the boss.
An attack like the 4th attack of the first phase is somewhat dodgeable but because it has random elements it's more consistent to use a level-up (if you can) to tank the hard part and misdirect it somewhat. The 5th and final attack of the first phase is one you can dodge but you don't have to since you can chain level-ups by grazing close to the boss.
In the second phase the attack I think is the most rough is the dense pink spray (the penultimate attack) because it's random. It is less dense at the sides and behind the boss.
Since you're not using the roll button what is the safest strategy might change - I'm used to dodging with the roll button which has slower than default movement. It also makes building buzz more risky.
Of course it depends how much you want to milk it. X-A could be the last stage in which case you can go all out with your bombs. Or it could be the third stage!
Honestly one of my favourite boss fights. So many of the game's dynamics come together
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1000Eyes
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Re: Shmup Ticker: What are you playing RIGHT NOW?
Man, this is one of those wake up call bosses, where the game stops messing around and forces you to understand the mechanics. I checked some plays over at Restart Syndrome and find it interesting how people approach it differently, from saving some xp from the stage to bombing to lead in. Im very bad at buzzing so far so I cant get the lead in to do the big level up chain just yet.Weak Boson wrote: ↑Mon Jun 01, 2026 3:49 am Some attacks that you definitely don't want to dodge, whatever input method you use. You're intended to time level-ups to get through them. The most clear-cut one is the 2nd attack (see avatar) which you can chain level-ups from if you position/move close to the boss.
It is a really cool boss though I agree! The way it throws that undodgeable pattern at you, and it is likely the first boss a new player like me will meet once they settle into the game - I love it how X-A has a relatively low level requirement so it "ambushes" you - gives me that primordial confusion and fright that is very pleasurable in video games. It is a seemingly "impossible" wall that comes in the right time in the game.
I also like his design, which is not even a ship but an abstract collection of geometry, combined with being named after an elementary particle and Misako Tago's mysterious boss theme just sells Psyvariar's eerie vibe, which is less scary but more so thoroughly post (or pre?) human that it feels uncanny. I think the common line is that Psy 2 is prettier than Psy 1, and while the former looks more detailed I think the Psy 1 team made the best of their limitations to create a world that wasn't meant to be inhabited by us, whose clean geometry and simplified designs and their lack of human warmth is precisely what makes it feel so interesting. You feel like you are intruding never built for you, and you are adapting to it anyway.
Yeah, I like the game
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M.Knight
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Re: Shmup Ticker: What are you playing RIGHT NOW?
Yeah Psy1 looks more minimalistic, and since it's pretty consistent with this aesthetic, it works. Psy2 looks cooler to me with the mech design, character portraits, more detailed backgrounds, and the boss setpieces, but the I.U. bosses from the original with their crystal shapes are very stylish in their own way. They have this TLB-core look1000Eyes wrote: ↑Mon Jun 01, 2026 7:36 amI think the common line is that Psy 2 is prettier than Psy 1, and while the former looks more detailed I think the Psy 1 team made the best of their limitations to create a world that wasn't meant to be inhabited by us, whose clean geometry and simplified designs and their lack of human warmth is precisely what makes it feel so interesting.
It should be very close to the arcade game since Psy2 was on NAOMI but feature-wise it's very barebones. No practice, no autoroll, no side stuff like missions or gallery. No visible boss HP bar either IIRC. (which is like in the arcade version to be fair)Starfighter wrote: ↑Thu May 28, 2026 8:20 pm I have the Dreamcast port of Psyvariar 2, not sure how similar they are!
Remote Weapon GunFencer - My shmup projectRegalSin wrote: I think I have downloaded so much I am bored with downloading. No really I bored with downloading stuff I might consider moving to Canada or the pacific.
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BareKnuckleRoo
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Re: Shmup Ticker: What are you playing RIGHT NOW?
It comes out plenty fast though. It's the same with Giga Wing, yes, there's a slight delay between holding the button to deploy the Reflect, but it's intentional and the game's designed around it. Are you talking about the charge shot where letting go of shoot briefly and pressing it fires a big electric kind of laser thingy? The spread shot in my mind would be the rapid shot you get from tapping the shot button quickly, and you can go from that to suctioning very quickly (i.e. use that on bosses when you're going to have to suction).AllocMem wrote: ↑Sun May 31, 2026 10:38 amWhat I mean by that is that the weapon cooldown on the spread shot gets in the way of your reflector shield (I have not read any manual so if these names are wrong, sorry) or your bomb. You can stop firing, try to bring out your shield to catch a massive stream of bullets and it won't come out as fast as it's supposed to, so you've just killed yourself.
You don't have a bomb in Mars Matrix; you have a thing that secretly acts as a suicide button if you use the entire meter for it, but calling it a bomb is very misleading as it's godawful and should generally never be used. This is my problem with Mars Matrix in general, even the suction thing should only be used in extremely short spurts for the invulnerability frames you get, the actual throwing back bullets at enemies thing is extremely underpowered and unsatisfying compared to the special attacks in Takumi's other games, Giga Wing and Night Raid.
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AllocMem
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Re: Shmup Ticker: What are you playing RIGHT NOW?
Key words: "as it's supposed to". I don't know why but sometimes the delay feels very inconsistent. I'm paying attention to the visual feedback from the GHB meter (the reflector flashes around your ship for a second when it's ready) but even when the meter is full sometimes it just decides it doesn't want to come out.BareKnuckleRoo wrote: ↑Tue Jun 02, 2026 1:19 pm It comes out plenty fast though. It's the same with Giga Wing, yes, there's a slight delay between holding the button to deploy the Reflect, but it's intentional and the game's designed around it.
I try not to, because it's weak and doesn't reward much weapon XP. That's the other problem I have with the different firing modes though, if you run out of GHB it will activate whether you want it to or not. Aside from the fact that it removes any skill in deciding when a bomb should be used for emergencies (which I think is cheap and leads to poor pattern design anyways), it is annoying and counter-productive when you actually want to reflect bullets. This affects everything else too, I can sit on the button too long by accident and the reflector will come out when I didn't mean for it to and waste GHB I should be saving for when I need it. It won't work if it isn't full so I'm a sitting duck for the next few seconds if I'm out of position, the game gives you a resource it expects you to manage and then unneccessarily complicates how you consume it. Controls should never be designed in a way where they conflict with eachother like this because it takes the fun out of the shooting when the controller becomes uncooperative.BareKnuckleRoo wrote: ↑Tue Jun 02, 2026 1:19 pm but calling it a bomb is very misleading as it's godawful and should generally never be used.
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Starfighter
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Re: Shmup Ticker: What are you playing RIGHT NOW?
Still playing Homura on and off, I'm up to practicing the second phase of the TLB and I'm having trouble with the purple leafy pattern (as shown in this short clip where I fail it the second time it comes up). Sometimes I dodge it, most times I don't.