Progear no Arashi

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Progear logo.png
Progear no Arashi
Progear poster.jpg

Game title screen

Developer: CAVE
Music: Yukinori Kikuchi
Program: Tsuneki Ikeda
Satoshi Kouyama
Takashi Ishimura
Art: Junya Inoue
Release date: January 17, 2001

Progear no Arashi(プロギアの嵐, "Storm of Progear", abbreviated: Progear) is a game developed by CAVE and edited by CAPCOM on CP II System in January 2001. It was the first horizontal shoot them up developed by CAVE.


Gameplay Overview

The gameplay overview section starts out with the controls of the game, including all of the buttons used and what they're used for. It's recommended to keep the control layout simple and easy to understand. Feel free to note the directions that the player can move as well, if you wish or if it's notable (horizontal only, 4 way, 8 way, analog, etc). Advanced and strategic ways of manipulating the controls can be included in a following Strategy section, or wherever that information might be the most relevant.

Controls


  • A (Press): Fighter mode Fires the standard shot weapon.
  • A (Hold): Gunner mode Fires the ship's "focus" fire, using the gunner options, locking onto the closest enemies until they are destroyed or the A button is realesed
  • B: Detonates a Bomb
  • C: Auto-fire for the player's standard spread shot.

Characters / Ships


Fighter/Pilot selection

Ship Pilot Aircraft Speed Shot Power position
of hitbox
Pointblank Far
Fighter Type-A GAMBLER
Ring
Progear Plane A.gif Normal Wide Shot Strong Weak Progear hitbox gambler.png
Fighter Type-B MILITANT
Bolt
Progear Plane B.gif Fast Straight Shot Medium Medium Progear hitbox militant.png

The hitbox does not change size or position when the player is going up or down (or left or right) unlike some other games (like Dodonpachi).

Gunner selection

Gunner Co-pilot Gunner option Fire Speed in
gunner mode
Lock speed Power
Gunner Type-Alpha
Chain
Progear Gunner option type alpha.gif Straight Slow Slow Strong
Gunner Type-Beta
Nail
Progear Gunner option type beta.gif Wide Fast Fast Weak
Gunner Type-Gamma
Rivet
Progear Gunner option type gamma.gif Homing Medium Medium Strong

Gunner formation

It is possible to change the formation of your gunner options by using some specific inputs during the gunner selection screen

  • Normal: If noone of the inputs conditions for the 3 formations described below are met, it will be normal. In this formation, the gunner options are attached under the aircraft.

Progear system form normal alpha.jpg Progear system formation normal beta.jpg Progear system formation normal gamma.jpg

  • Fixed: By pressing both A and B buttons to select the gunner, the gunner options will be fixed instead of moving around during gunner mode. It's possible to press A and B at the same time, or hold the A button after selcting the pilot then pressing B to select the gunner. Depending of which gunner is selected, the options will be fixed in a different position.


Items


This section describes any and all collectibles that you acquire in the game. An example being any Power Up items or Medals from Battle Garegga. Include secret items such as extra lives as well.

Rank


If the game features a relevant rank system, use this section to discuss it in more detail. Otherwise, this can be omitted.

Loops


If a game features a loop system, elaborate on it in detail here. Otherwise, omit this section.

Scoring


This section should cover a general breakdown of the scoring system of the game. Feel free to put the meat and potatoes here. A great example of a scoring section is the DoDonPachi page.



Hitbox

The pilot selection screen will show the position of the hitbox

The size of the hitbox in the picture is exaggerated compared to the actual size. The position is displayed on a silhouette (instead of the actual sprite) and is not completely accurate too.

In fact, the hitbox for Ring is around there :

And the hitbox for Bolt is there :


Bomb

The player uses a bomb when he presses the B button. During the bomb effect, the ship is completely invulnerable and a little bit after (90 frames). After firing the bomb, it flies to the right then when it hits an enemy, it moves slowly to the right. The bomb explodes automatically when one of the following conditions is met (the explosion last for 120 frames) : it reaches the right side of the screen the jewel counter has run out

Bombing will consume the jewel counter during its effect. The player will lose 47 every 2 frames and 7 every time a bullet is erased by the bomb. There is an upper limit to how much of the jewel counter the bomb can consume. See the following table for details.

Stage Jewels
1st 2000
2nd 4000
3rd 6000
4th 8000
5th 10,000
2nd loop 10,000

The bullets erased by a bomb become rings and are automatically collected. Immediately after firing the bomb, the value of the ring will be reset to the lowest (small amethyst) but the player can improve that value by firing during the bomb. If the player use this property properly, he can recover the jewel consumption due to the bomb.

Death

If the player makes a mistake, the aircraft will explode, but the blast can cause considerable damage to the enemy. It can be useful during stage sections to clear some enemies if there is not any bomb left. The player can for exemple run into an enemy to deal as much damage as possible.

But this does not always work. For exemple, on its final form, the 5th boss doesn't take any damage from the explosion.

Jeweling

Enemy bullets that are caught in enemies explosion disappear and become scoring items (rings or gems)

If the player cancels bullets while being in Fighter mode (shot), the bullets will turn into rings items. If he cancels a large number of bullets, the value of the ring item will be high (the maximum is diamond ring). The collected ring with the highest value is displayed in the bottom left corner of the screen (bottom right if the player is using Player 2).

If the player cancels bullets while being in Gunner mode (focus/lock), the bullets will turn into jewel items. The type of jewel the player gets corresponds to the type of the ring displayed in the bottom left corner of the screen (Ex: If the player has diamond rings, he will get diamonds). When the player quits Gunner mode, the ring in the bottom left corner is reset to its initial state.

The rings on the screen are automatically collected when the player shifts to Gunner mode. With the same idea, the jewels on the screen are automatically collected when the player shifts to Fighter mode.

Jewel counter

The number displayed in the bottom left corner of the screen (bottom right if the player is using Player 2) is the jewel counter. It increases by collecting rings and jewels. It affects the score and the clear/stage bonuses. Each time the player dies, this counter is reduced by 25%.

Bombing will consume the jewel counter during its effect. The player will lose 47 every 2 frames and 7 every time a bullet is erased by the bomb. There is an upper limit on how much of the jewel counter the bomb can consume (1st stage : 2000, 2nd stage : 4000, 3rd stage : 6000, 4th stage : 8000, 5th stage : 10 000, 2nd loop : 10 000).

Bomb stacking

If the player picks up a bomb while he has already a full bomb stock (3 bombs in stock), he activates the « x2 mode ». While the « x2 mode » is active, the points from killing enemies and the stage clear bonus are doubled.

Stacking bombs increases the jewel counter by 10 000 (20 000 if the player is already in « x2 mode »), so stacking bombs is important even if the goal is to do a survival clear (having a decent jewel counter can be useful for survival).

Extends and 1UP item

With the default settings, the player gets his first score extend at 3 million, then one every 4 million after.

There is a 1UP item during stage 4, the player need to destroy the 2 big tanks in order. First the one at the top then the one at the bottom. But he must not destroy the one at the bottom while the bomb is in effect. On the other hand, if he destroys the one at the top with a bomb and finish the one at the bottom during the 90 frames of invulnerability after the bomb effect, the 1UP will appear.

Strategy

See (Template Page)/Strategy for stage maps, enemy and boss descriptions, walkthroughs, and advanced play strategies.


This section details some particular strategic information about the game and its gameplay, such as hidden 1UPs and some basic scoring tricks. For anything particularly deep or highly complex, you can probably leave it in the Strategy page.

(Currently evaluating whether or not this specific section should even include information outside of the separated Strategy pages. Worth thinking about as a community.)


Story

In a time when the industrialisation of the world had just begun, various inventions appeared and changed the life of the peaceful kingdom. One of them was a propeller that evolved from pure wind generation by using the created electricity to re-rotate it. It was called "The Professional Gear", or just "Progear". This invention was the key to conquer the great wide open sky. Another discovery made the ancient dream of the immortal body come true. But it was affordable only by some wealthy elderly. They formed a new council called "the Motorouin" and declared the current government as a corruptive and greedy establishment and that they want to correct it by a new educational system, in order to create a new race of man. So they built a military force to realize the first step of their plan, which was the takeover of the kingdom. The government decided to stop the aggression by putting it's own army in motion. It was a dreadful battle with many victims. But it was won by the Motorouin. This battle is mentioned in the books of history as "The Punishment of the Sages". A group of young pilots, actually children whoses families were killed in that war, finally decided to fight back. They secretly developed a new powerful weapon which adults were not able to use. They called it "Gun Flyer" and installed it in all of their planes. The Storm of Progear was about to begin!


Development Team

Cave

  • Producer = Kenichi Takano
  • Director = Junya Inoue
  • Program = Tsuneki Ikeda,Satoshi Kouyama,Takashi Ishimura
  • Designers = Akira Wakabayashi,Hiroyuki Tanaka,Fusayuki Watariguchi,Kengo Arai
  • Sound producer = Junya Inoue
  • Music = Yukinori Kikuchi
  • Sound effecter = Ryuichi Yabuki
  • Special assist = Tosiaki Tomizawa
  • Character voice = Mitsuo Furusawa<,Junya Inoue,Aki Sibata,Midori Katou,Masayo Hirasaka
  • Special thanks = Yasushi Imai
  • Character & mechanic design = Junya Inoue

Capcom

  • Producer = Tatsuya Minami
  • Support research & development : Tomoshi Sadamoto

Version Differences

  • Include information here about differences in a game between various versions. This includes regional differences, patch updates/bugfixes, and the like.

Trivia

  • Cool facts and random tidbits go here!

Video References

Video index for Progear no Arashi


Other

References & Contributors

  1. Scoring info and formatting work provided by Juju Kenobi
  2. Scoring info https://w.atwiki.jp/progear/
  3. Item and characters sprites taken from http://http://www.world-of-arcades.net/Cave/Progear/Characters.htm
  4. If you are a primary source of information for a game, be sure to link to your Shmup Wiki user account by including a link to your profile, such as: [[User:(You)|(Your Name)]]
    1. And while you're at it, make yourself a little profile page (if you want, of course)! As a contributor, you deserve to be recognized for your efforts.