Progear no Arashi HS Thread! (US/JPN) UPD Aug2021
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Battlesmurf
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Re: Progear no Arashi HS Thread! (US/JPN) UPD 8May2013
Congrats moh, BKR! STG- you're getting there. From what I've seen, there's a magical barrier around 100 ish or so. Once you get close to it, you're golden
MLK- neato! Is that yours? If you want to submit a HS, put it in the proper format and I'll take care of it.
SL- seems like more people use the Japan one- just more common. Default difficult levels on the JPN board are different than the US board if memory serves. I can't comment on BKR's post regarding "easier", but please check settings before submitting scores.
endoKarb- neato- sounds like a fun day!
MLK- neato! Is that yours? If you want to submit a HS, put it in the proper format and I'll take care of it.
SL- seems like more people use the Japan one- just more common. Default difficult levels on the JPN board are different than the US board if memory serves. I can't comment on BKR's post regarding "easier", but please check settings before submitting scores.
endoKarb- neato- sounds like a fun day!
Re: Progear no Arashi HS Thread! (US/JPN) UPD 8May2013
Thanks man! If I can play flawlessly up to the 2-2 boss I'd be thrilled, and it would make a huge change in my score. That's certainly my next goal with the game, shame that my play is still a little spotty on certain sections of that stage. I think with my current strategy I'd probably have to no miss no bomb into 2-3 to break 100...Battlesmurf wrote:STG- you're getting there. From what I've seen, there's a magical barrier around 100 ish or so. Once you get close to it, you're golden
Kind of took a break from Progear to work on some other shmups for a change of pace, but I've been getting back into studying the game again!
Re: Progear no Arashi HS Thread! (US/JPN) UPD 8May2013
Is there any way for me to get Progear no Arashi in the US? Is it on any consoles or PC?
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brokenhalo
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Re: Progear no Arashi HS Thread! (US/JPN) UPD 8May2013
PCB or MAME. It never got a port and probably never will.shaowebb wrote:Is there any way for me to get Progear no Arashi in the US? Is it on any consoles or PC?
Re: Progear no Arashi HS Thread! (US/JPN) UPD 8May2013
Stopped playing for a good 6 months due to a final semester at uni and some other things, it's all over, and now I can grumble my way through life while trying to solve the mystery of 2-3 (this seems to be the "get good" stage for the 2nd loop or I'm just still rusty).
JP PCB / Defaults
TJB - 30,475,660 - 2-3 - Bolt/Rivet
http://i.imgur.com/qct81wC.jpg?1
JP PCB / Defaults
TJB - 30,475,660 - 2-3 - Bolt/Rivet
http://i.imgur.com/qct81wC.jpg?1
Re: Progear no Arashi HS Thread! (US/JPN) UPD 8May2013
There was a time a developer nearly ported CPS2 games including Progear to PS2/PSP, but it sadly never happened, and it seems unlikely it well get a port in the foreseeable future. I'd love to be wrong!brokenhalo wrote:PCB or MAME. It never got a port and probably never will.shaowebb wrote:Is there any way for me to get Progear no Arashi in the US? Is it on any consoles or PC?
Re: Progear no Arashi HS Thread! (US/JPN) UPD 11Aug2013
Yeahhhh so happy to get the second extend!
Version: Japanese
Frenetic - 8,242,410 - 1-5 - Bolt/Nail
Version: Japanese
Frenetic - 8,242,410 - 1-5 - Bolt/Nail
Re: Progear no Arashi HS Thread! (US/JPN) UPD 11Aug2013
Woo hoo so happy to get on the scoreboard!
Version: Japanese
Frenetic - 10,541,740 - 1-5 - Bolt/Nail
P.S. Sometimes you gotta let the game mellow in your brain and then BAM 1st credit you will realize it is not similation. And you will be ready to destoroy the enemy. You'll target for the weak points of fuckin' machine. And who knows, you might do your best you have ever done!
Version: Japanese
Frenetic - 10,541,740 - 1-5 - Bolt/Nail
P.S. Sometimes you gotta let the game mellow in your brain and then BAM 1st credit you will realize it is not similation. And you will be ready to destoroy the enemy. You'll target for the weak points of fuckin' machine. And who knows, you might do your best you have ever done!
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Battlesmurf
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Re: Progear no Arashi HS Thread! (US/JPN) UPD 3Sep2013
Good job! Game does have an unusual scoring mechanic, that's for sure. Congrats!
Re: Progear no Arashi HS Thread! (US/JPN) UPD 3Sep2013
So happy to get the third extend!
J-Spec ver.
Frenetic - 11,362,390 - 5 - Bolt/Nail
J-Spec ver.
Frenetic - 11,362,390 - 5 - Bolt/Nail
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Trevor spencer
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Re: Progear no Arashi HS Thread! (US/JPN) UPD 3Sep2013
Had this in my cab for months now , playing a little here and a little there
managed this so far
JPN PCB (Rapid Fire C Button)
Trevor spencer - 15,012,130 - 1-ALL - Bolt/Nail
Would like to manage 17mil , we'll see - might even try for 2nd loop , im not really bored of it yet but i do find it quite hard which is strange as most people say its easy ?
managed this so far
JPN PCB (Rapid Fire C Button)
Trevor spencer - 15,012,130 - 1-ALL - Bolt/Nail
Would like to manage 17mil , we'll see - might even try for 2nd loop , im not really bored of it yet but i do find it quite hard which is strange as most people say its easy ?
Last edited by Trevor spencer on Sun Sep 15, 2013 7:12 pm, edited 1 time in total.
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Trevor spencer
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Re: Progear no Arashi HS Thread! (US/JPN) UPD 3Sep2013
Well that was quick
JPN PCB (Rapid Fire C Button)
Trevor spencer - 17,268,350 - 1-ALL - Bolt/Nail
JPN PCB (Rapid Fire C Button)
Trevor spencer - 17,268,350 - 1-ALL - Bolt/Nail
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Battlesmurf
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Re: Progear no Arashi HS Thread! (US/JPN) UPD 3Sep2013
Big week full of exams, so I'll get this knocked out later this week. Congrats fellas!
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Trevor spencer
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Re: Progear no Arashi HS Thread! (US/JPN) UPD 3Sep2013
Anyone got any idea how the end bonus is calculated ? Thanks
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Battlesmurf
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Re: Progear no Arashi HS Thread! (US/JPN) UPD 17Sep2013
The level or loop clear?
Updated!
Updated!
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Trevor spencer
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Re: Progear no Arashi HS Thread! (US/JPN) UPD 17Sep2013
The 1-all stage bonus , so do you get bonus for lives or bombs still in stock when you 1-all the game ?
Thanks
Thanks
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Re: Progear no Arashi HS Thread! (US/JPN) UPD 17Sep2013
I don't think you get anything else for 1-ALL end bonus, just the regular ring count X 10 (x 2 with max bomb) for the first loop. You only get end of game bonus for bombs/ship stock with the second loop.Trevor spencer wrote:The 1-all stage bonus , so do you get bonus for lives or bombs still in stock when you 1-all the game ?
Thanks
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Trevor spencer
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Re: Progear no Arashi HS Thread! (US/JPN) UPD 17Sep2013
Thanks for the infoSTG wrote:I don't think you get anything else for 1-ALL end bonus, just the regular ring count X 10 (x 2 with max bomb) for the first loop. You only get end of game bonus for bombs/ship stock with the second loop.Trevor spencer wrote:The 1-all stage bonus , so do you get bonus for lives or bombs still in stock when you 1-all the game ?
Thanks
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Re: Progear no Arashi HS Thread! (US/JPN) UPD 17Sep2013
No problem, good luck getting to the second loop, if you're hitting 17 mil you should easily do it too!
I miss playing this one, SDOJ has taken up residency in my supergun these past couple weeks...
I miss playing this one, SDOJ has taken up residency in my supergun these past couple weeks...
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Trevor spencer
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Re: Progear no Arashi HS Thread! (US/JPN) UPD 17Sep2013
Yeah i think i could do it but id need to keep chipping away at it , dont get as much time to play these days - SDOJ PCB , very nice
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Re: Progear no Arashi HS Thread! (US/JPN) UPD 17Sep2013
You'd be surprised, you could end up getting there much quicker than you think! It took me a week after 1CC the first loop to hit the second. And that was with just playing a couple credits after work every now and then. Just don't bomb at all.
Think I might give it a spin when I get home, don't want to get rusty.
Think I might give it a spin when I get home, don't want to get rusty.
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BareKnuckleRoo
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Re: Progear no Arashi HS Thread! (US/JPN) UPD 17Sep2013
ohmygawd, I have NO IDEA what I'm doing once I'm in the loop.
I've been trying out Bolt + Chain for kicks... finding it great in the first loop thanks to the raw damage, even though you have to get used to the extremely low gunner speeds and switch out for dodging. Stage 5 had a bit of a clusterfuck (lost 3 lives before the midboss -_-), but I can reliably get to the stage 4 bomb without dying , clear the stage 4 boss, and I'm quite good at the stage 5 midboss (used to have trouble with that screen spray attack) and onwards now. Final boss I'm REALLY getting good at, can clear it with only 1 death and no need for bombs. :O
Then I bombed and died a lot in the loop. I didn't even make it to the boss. :/ All those extra enemies I simply am not prepared for, not to mention all the extra shots onscreen as a result.
I died with like 19.5 mil too, beat my highscore by a fair margin, was sad not to hit 20 mil. For some reason, I'm noticing an issue with shmupmame - my input replays always seem to desync around the final boss. When I go to replay it, the inputs go offsync so I die right around when the final boss gets done its chasing bit and gameover before getting in the loop. It's like I have to record runs live. So far it's the only game in shmupmame that's doing it consistently. And of course I forgot to get a screenshot of my score. :/
I've been trying out Bolt + Chain for kicks... finding it great in the first loop thanks to the raw damage, even though you have to get used to the extremely low gunner speeds and switch out for dodging. Stage 5 had a bit of a clusterfuck (lost 3 lives before the midboss -_-), but I can reliably get to the stage 4 bomb without dying , clear the stage 4 boss, and I'm quite good at the stage 5 midboss (used to have trouble with that screen spray attack) and onwards now. Final boss I'm REALLY getting good at, can clear it with only 1 death and no need for bombs. :O
Then I bombed and died a lot in the loop. I didn't even make it to the boss. :/ All those extra enemies I simply am not prepared for, not to mention all the extra shots onscreen as a result.
I died with like 19.5 mil too, beat my highscore by a fair margin, was sad not to hit 20 mil. For some reason, I'm noticing an issue with shmupmame - my input replays always seem to desync around the final boss. When I go to replay it, the inputs go offsync so I die right around when the final boss gets done its chasing bit and gameover before getting in the loop. It's like I have to record runs live. So far it's the only game in shmupmame that's doing it consistently. And of course I forgot to get a screenshot of my score. :/
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BareKnuckleRoo
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Re: Progear no Arashi HS Thread! (US/JPN) UPD 17Sep2013
I am doubleposting because of this:
2-2 ended up going like this :/
I nomissed the first loop and used 2 bombs (both against the final boss). For the first time ever. I nomissed the first loop. I cannot believe I did it... I had several close calls, too! Holy shit, this is literally my best shmup run ever. Now to learn the loop and go for the 2-ALL! =D
Japanese Version - Shmupmame v4.2
BKR - 26,314,590 - 2-2 - Bolt/Chain (forward gunpod formation, nomiss 2bomb first loop!)
The replay sadly desynchs as usual. I make sure I have the .cfg and nvram deleted before recording, but no luck... I think if I want to record Progear I have to do it live, as in get a computer that won't stutter when recording MAME .AVIs or get virtualdub setup to record live... which didn't work too well last I tried. Half tempted to upload it anyways just because I'm so happy with the first loop (I got 150,000 on the score counter before the final boss thanks to all the max bomb bonuses, crazy huge O_o).
The .INP I got thankfully doesn't desynch until early in 2-1 this time, so I could upload it and show off the clean first loop, but I'm still annoyed with why I can't figure out why Progear likes to desynch when recording input replays. :/
edit: reuploaded to youtube in 2 parts, better quality (I tripled the original resolution before uploading, reduced some of the blurryness)
Progear 1st loop No Miss, 2 Bomb - Part 1
Part 2
2-2 ended up going like this :/
I nomissed the first loop and used 2 bombs (both against the final boss). For the first time ever. I nomissed the first loop. I cannot believe I did it... I had several close calls, too! Holy shit, this is literally my best shmup run ever. Now to learn the loop and go for the 2-ALL! =D
Japanese Version - Shmupmame v4.2
BKR - 26,314,590 - 2-2 - Bolt/Chain (forward gunpod formation, nomiss 2bomb first loop!)
The replay sadly desynchs as usual. I make sure I have the .cfg and nvram deleted before recording, but no luck... I think if I want to record Progear I have to do it live, as in get a computer that won't stutter when recording MAME .AVIs or get virtualdub setup to record live... which didn't work too well last I tried. Half tempted to upload it anyways just because I'm so happy with the first loop (I got 150,000 on the score counter before the final boss thanks to all the max bomb bonuses, crazy huge O_o).
The .INP I got thankfully doesn't desynch until early in 2-1 this time, so I could upload it and show off the clean first loop, but I'm still annoyed with why I can't figure out why Progear likes to desynch when recording input replays. :/
edit: reuploaded to youtube in 2 parts, better quality (I tripled the original resolution before uploading, reduced some of the blurryness)
Progear 1st loop No Miss, 2 Bomb - Part 1
Part 2
Last edited by BareKnuckleRoo on Mon Sep 23, 2013 1:45 am, edited 2 times in total.
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Trevor spencer
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Re: Progear no Arashi HS Thread! (US/JPN) UPD 17Sep2013
Well done mate , I nearly got the 2np loop 2 nights ago but just missed it
Not long now , especially with all this inspiration
ill just not have to panic bomb , it happens - if anything ill try and save the 2 bombs for the last boss
Not long now , especially with all this inspiration
ill just not have to panic bomb , it happens - if anything ill try and save the 2 bombs for the last boss
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BareKnuckleRoo
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Re: Progear no Arashi HS Thread! (US/JPN) UPD 17Sep2013
I know that feeling - the 1-All isn't too tough when you're willing to dump bombs on anything scary because if you get the max bomb bonus on stage 3, your counter will be high enough that you'll have a good number of extra lives by the end of the game even if you start bombing. But the loop? You need to learn those stages, cause you can't touch those bombs, at least ideally not until the final boss. I remember so many barely failed runs when I started going for the loop.
The 2-1 boss's new phase is actually pretty easy. It seems the loop is more about surviving the stages than anything...
Gave the american version a spin just for kicks to get on the leaderboard. Tried out Ring and Rivet for a change, I'm really not good with knowing where Ring's hitbox is (where the hell on the plane is it? Bolt's is near the obvious cockpit, but there's less of an obvious indicator on the sprite where Ring's hitbox exactly is). I did absolutely awful in the first loop and got to 2-1 with only 1 extra life. I died before the stage 3 1up and then I missed the stage 3 extend because I was too timid about shooting (was worried the spreadshot might kill the lower tank by accident). I did get to the 2-1 boss on my first try though. No bombs left, died once, then I died stupidly on its last phase (with two bombs left in stock) because I got distracted looking at the arching, gravity effect of the bullets thinking how much I wished more horis used that... and blam, sadface.
USA Version - Shmupmame v4.2
BKR - 18,126,560 - 2-1 - Ring/Rivet (A+B+start forward gunpod formation)
I don't think I like how weak Ring is at long range. You're reliant on the gunner to do damage when you're far from the enemy, but if there's multiple targets and you only want to focus on one, Bolt does a better job of pumping bullets in at a distance...
Bit of an improvement on the USA version:
USA Version - Shmupmame v4.2
BKR - 23,380,770 - 2-2 - Bolt/Nail (A+B+start forward gunpod formation)
I still don't notice that much of a difficulty difference between the Japanese and American versions. At high rank, both seem to be the same...
Haven't gotten a good 2-2 strategy down. I tend to get diamond rank then hold onto it for dear life while using gunner mode + the faster gem drop speed to cancel as much as possible... I'm also not terribly reliable at coming into the second loop with a huge life stock (that no miss run was a bit of a fluke!).
The 2-1 boss's new phase is actually pretty easy. It seems the loop is more about surviving the stages than anything...
Gave the american version a spin just for kicks to get on the leaderboard. Tried out Ring and Rivet for a change, I'm really not good with knowing where Ring's hitbox is (where the hell on the plane is it? Bolt's is near the obvious cockpit, but there's less of an obvious indicator on the sprite where Ring's hitbox exactly is). I did absolutely awful in the first loop and got to 2-1 with only 1 extra life. I died before the stage 3 1up and then I missed the stage 3 extend because I was too timid about shooting (was worried the spreadshot might kill the lower tank by accident). I did get to the 2-1 boss on my first try though. No bombs left, died once, then I died stupidly on its last phase (with two bombs left in stock) because I got distracted looking at the arching, gravity effect of the bullets thinking how much I wished more horis used that... and blam, sadface.
USA Version - Shmupmame v4.2
BKR - 18,126,560 - 2-1 - Ring/Rivet (A+B+start forward gunpod formation)
I don't think I like how weak Ring is at long range. You're reliant on the gunner to do damage when you're far from the enemy, but if there's multiple targets and you only want to focus on one, Bolt does a better job of pumping bullets in at a distance...
Bit of an improvement on the USA version:
USA Version - Shmupmame v4.2
BKR - 23,380,770 - 2-2 - Bolt/Nail (A+B+start forward gunpod formation)
I still don't notice that much of a difficulty difference between the Japanese and American versions. At high rank, both seem to be the same...
Haven't gotten a good 2-2 strategy down. I tend to get diamond rank then hold onto it for dear life while using gunner mode + the faster gem drop speed to cancel as much as possible... I'm also not terribly reliable at coming into the second loop with a huge life stock (that no miss run was a bit of a fluke!).
Re: Progear no Arashi HS Thread! (US/JPN) UPD 17Sep2013
True, but you really should be point blank everything, you'll notice the damage difference between the two characters isn't all that much. I like playing as Bolt every now and then, and if you have a great line point blanking with Ring, Bolt can really rip things up.BareknuckleRoo wrote:I don't think I like how weak Ring is at long range. You're reliant on the gunner to do damage when you're far from the enemy, but if there's multiple targets and you only want to focus on one, Bolt does a better job of pumping bullets in at a distance...
Oh by the way, new high score time, finally cracked 80 mil!
JPN PCB (all defaults):
STG - 80,059,190 - 2-5 - Ring/Nail
If I didn't have that terrible death at the last phase of Volvox this would have really made my score way higher, as I didn't have another death until I got up to 2-3's boss. Damn. Ah well, next time!
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Battlesmurf
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Re: Progear no Arashi HS Thread! (US/JPN) UPD 5Oct2013
(updated). Good progress fellas- keep it up! New #1 score on the Japan board.
Re: Progear no Arashi HS Thread! (US/JPN) UPD 5Oct2013
Yayyyyy so stoked to clear the first loop!
Version: JPN PCB
Frenetic - 13,309,190 - 1-ALL - Bolt/Nail
Version: JPN PCB
Frenetic - 13,309,190 - 1-ALL - Bolt/Nail