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 Post subject: Re: Progear no Arashi HS Thread! (US/JPN) UPD 8May2013
PostPosted: Wed May 08, 2013 10:55 pm 


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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!
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 Post subject: Re: Progear no Arashi HS Thread! (US/JPN) UPD 8May2013
PostPosted: Thu May 09, 2013 3:09 pm 


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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 :)


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...

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! ;)
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 Post subject: Re: Progear no Arashi HS Thread! (US/JPN) UPD 8May2013
PostPosted: Sun May 19, 2013 12:42 am 


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Well, it's a little better!

JPN PCB (all default)
STG - 74,171,730 - 2-4 - Ring/Nail
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 Post subject: Re: Progear no Arashi HS Thread! (US/JPN) UPD 8May2013
PostPosted: Wed Jun 05, 2013 6:39 pm 


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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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 Post subject: Re: Progear no Arashi HS Thread! (US/JPN) UPD 8May2013
PostPosted: Wed Jun 05, 2013 8:24 pm 


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shaowebb wrote:
Is there any way for me to get Progear no Arashi in the US? Is it on any consoles or PC?


PCB or MAME. It never got a port and probably never will.


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 Post subject: Re: Progear no Arashi HS Thread! (US/JPN) UPD 8May2013
PostPosted: Wed Aug 07, 2013 10:11 am 


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Joined: 18 Sep 2008
Posts: 107
Location: Melbourne
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

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 Post subject: Re: Progear no Arashi HS Thread! (US/JPN) UPD 8May2013
PostPosted: Wed Aug 07, 2013 11:08 am 


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brokenhalo wrote:
shaowebb wrote:
Is there any way for me to get Progear no Arashi in the US? Is it on any consoles or PC?


PCB or MAME. It never got a port and probably never will.


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!
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 Post subject: Re: Progear no Arashi HS Thread! (US/JPN) UPD 11Aug2013
PostPosted: Thu Aug 15, 2013 4:21 pm 


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Yeahhhh so happy to get the second extend! :mrgreen:

Version: Japanese
Frenetic - 8,242,410 - 1-5 - Bolt/Nail
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 Post subject: Re: Progear no Arashi HS Thread! (US/JPN) UPD 11Aug2013
PostPosted: Sun Sep 01, 2013 3:30 am 


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Woo hoo so happy to get on the scoreboard!

Version: Japanese
Frenetic - 10,541,740 - 1-5 - Bolt/Nail
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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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 Post subject: Re: Progear no Arashi HS Thread! (US/JPN) UPD 3Sep2013
PostPosted: Wed Sep 04, 2013 4:45 am 


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Good job! Game does have an unusual scoring mechanic, that's for sure. Congrats!
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 Post subject: Re: Progear no Arashi HS Thread! (US/JPN) UPD 3Sep2013
PostPosted: Sat Sep 14, 2013 5:57 pm 


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So happy to get the third extend!

J-Spec ver.
Frenetic - 11,362,390 - 5 - Bolt/Nail
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 Post subject: Re: Progear no Arashi HS Thread! (US/JPN) UPD 3Sep2013
PostPosted: Sun Sep 15, 2013 2:09 pm 


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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

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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 ?
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Last edited by Trevor spencer on Sun Sep 15, 2013 7:12 pm, edited 1 time in total.

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 Post subject: Re: Progear no Arashi HS Thread! (US/JPN) UPD 3Sep2013
PostPosted: Sun Sep 15, 2013 7:10 pm 


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Well that was quick

JPN PCB (Rapid Fire C Button)
Trevor spencer - 17,268,350 - 1-ALL - Bolt/Nail

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 Post subject: Re: Progear no Arashi HS Thread! (US/JPN) UPD 3Sep2013
PostPosted: Mon Sep 16, 2013 6:10 am 


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Big week full of exams, so I'll get this knocked out later this week. Congrats fellas!
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 Post subject: Re: Progear no Arashi HS Thread! (US/JPN) UPD 3Sep2013
PostPosted: Mon Sep 16, 2013 6:34 pm 


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Anyone got any idea how the end bonus is calculated ? Thanks
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 Post subject: Re: Progear no Arashi HS Thread! (US/JPN) UPD 17Sep2013
PostPosted: Tue Sep 17, 2013 10:31 pm 


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The level or loop clear?

Updated!
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 Post subject: Re: Progear no Arashi HS Thread! (US/JPN) UPD 17Sep2013
PostPosted: Wed Sep 18, 2013 6:25 am 


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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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 Post subject: Re: Progear no Arashi HS Thread! (US/JPN) UPD 17Sep2013
PostPosted: Wed Sep 18, 2013 11:16 am 


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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


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.
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 Post subject: Re: Progear no Arashi HS Thread! (US/JPN) UPD 17Sep2013
PostPosted: Wed Sep 18, 2013 6:04 pm 


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STG wrote:
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


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.


Thanks for the info :mrgreen:
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 Post subject: Re: Progear no Arashi HS Thread! (US/JPN) UPD 17Sep2013
PostPosted: Wed Sep 18, 2013 7:17 pm 


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No problem, good luck getting to the second loop, if you're hitting 17 mil you should easily do it too! :D

I miss playing this one, SDOJ has taken up residency in my supergun these past couple weeks... ;)
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 Post subject: Re: Progear no Arashi HS Thread! (US/JPN) UPD 17Sep2013
PostPosted: Wed Sep 18, 2013 7:21 pm 


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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 :wink:
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 Post subject: Re: Progear no Arashi HS Thread! (US/JPN) UPD 17Sep2013
PostPosted: Wed Sep 18, 2013 8:26 pm 


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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. :D Just don't bomb at all.

Think I might give it a spin when I get home, don't want to get rusty. ;)
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 Post subject: Re: Progear no Arashi HS Thread! (US/JPN) UPD 17Sep2013
PostPosted: Thu Sep 19, 2013 1:51 am 


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Location: Southern Ontario
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. :/
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 Post subject: Re: Progear no Arashi HS Thread! (US/JPN) UPD 17Sep2013
PostPosted: Sat Sep 21, 2013 5:12 am 


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Joined: 03 Oct 2011
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Location: Southern Ontario
I am doubleposting because of this:

Image Image Image
Image Image

2-2 ended up going like this :/

Image Image Image

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
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Last edited by BareKnuckleRoo on Mon Sep 23, 2013 1:45 am, edited 2 times in total.

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 Post subject: Re: Progear no Arashi HS Thread! (US/JPN) UPD 17Sep2013
PostPosted: Sat Sep 21, 2013 6:42 am 


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Joined: 29 Jan 2005
Posts: 924
Location: UK
Well done mate , I nearly got the 2np loop 2 nights ago but just missed it :(

Not long now , especially with all this inspiration :P

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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 Post subject: Re: Progear no Arashi HS Thread! (US/JPN) UPD 17Sep2013
PostPosted: Sat Sep 21, 2013 12:11 pm 


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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!).
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 Post subject: Re: Progear no Arashi HS Thread! (US/JPN) UPD 17Sep2013
PostPosted: Sat Oct 05, 2013 11:43 pm 


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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...


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.

Oh by the way, new high score time, finally cracked 80 mil! :D

JPN PCB (all defaults):

STG - 80,059,190 - 2-5 - Ring/Nail
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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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 Post subject: Re: Progear no Arashi HS Thread! (US/JPN) UPD 5Oct2013
PostPosted: Sun Oct 06, 2013 12:19 am 


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(updated). Good progress fellas- keep it up! New #1 score on the Japan board.
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 Post subject: Re: Progear no Arashi HS Thread! (US/JPN) UPD 5Oct2013
PostPosted: Sun Oct 06, 2013 12:53 am 


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Thanks Battlesmurf, now to try to join the 100+ club! :D
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 Post subject: Re: Progear no Arashi HS Thread! (US/JPN) UPD 5Oct2013
PostPosted: Sun Oct 06, 2013 4:46 am 


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Yayyyyy so stoked to clear the first loop!

Version: JPN PCB
Frenetic - 13,309,190 - 1-ALL - Bolt/Nail
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