Progear No Arashi
Press the button A in rapid sequences to use shot, or use button C for auto-fire (can be changed in test mode, similar to DDP). Hold the button A to use Gunner mode, which is kinda similar to Ketsui lock mode.
Type A is Ring (or Gambler) It has a wide shot with slow movement speed. This ship-type is strong at popintblank range, but rather weak when far from the enemies.
Type B is Bolt (or Militant) Pretty straightforward, fast movement and fires right in front of him. Deals good damage, even when it is far from the enemies.
Type-α (Chain) The ship options fire explosive missiles. These options are powerful and a blast occurs when the missiles land. But the animation of the options are rather slow so it takes some time before locking enemies. The ship is very slow in gunner mode.
Type-β (Nail) The ship options fire cannonballs. It has a wide attack range and a fast bullet speed, but its power is weak. The animation of the option is quite fast . The ship is faster in gunner mode than for the other gunner.
Type-γ (Rivet) The ship options fire homing missiles tracking automatically enemies locked on. The animation speed of the options is standard.
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 :
It is also good to note that the hitbox does not seem to change size or position when the player is going up are down (or left or right) unlike some other games (like Dodonpachi).
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.
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.
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.
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.
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).
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.